Monday 17 September 2012

30 Minute Play Report #1: Tichu



Above Image taken from: http://russcon.org/RussCon/2004/0901.html

Game Name: Tichu

Number of Players: 3,4,6, 5-12 (for Grand Seigneur)

Time it took to play: Tichu is a very complex game with many (sometimes convoluted) rules. The process of learning the rules took so long, that it's hard to say I even got to play. In the half hour I spent with Tichu, my friends and I were only able to play about three or four tricks.

Observations:

Likes:

- Tichu appears to be a very strategic game with a variety of options for the player. The sheer amount of card combinations that can be played, along with the existence of special cards (dog, dragon, phoenix), and the "bomb" mechanic give each of the player's choices a sense of risk/reward.

- The fact that the game can be played by anywhere from 3 to 12 players is a definite plus and makes it great for parties/social gatherings. Good luck teaching everyone how to play though.

- The exotic nature of the game makes it feel fresh and unique.

Dislikes:

- Unfortunately in my opinion, Tichu's greatest asset is also it's biggest downfall. While the game's depth is what makes it unique and keeps it interesting for veterans, the steep learning curve makes it very difficult for newcomers to pick up and play. Of the 30 minutes I spent with the game, I would say 15-20 were spent learning enough just to get things started.

What I would do differently:

- If I were in charge of making Tichu, I would have simplified the game's rules. The main ways in which I would do so, would be to decrease the number of playable card combinations, and not allow bombs to be played out of turn.

Rules: (Some of these rules may only apply to 4 player Tichu, which is the only version I played)

- Tichu is played with a special deck containing 56 cards. There are four suits (Jade, Sword, Pagoda, Star) which account for the 52 standard cards, and there are 4 special cards which do not belong to any particular suit (Mah Jong, Dog, Phoenix, Dragon).

- The cards are divided evenly amongst the 4 players. The player with the Mah Jong card begins the first trick.

- The card combinations that a player may play during a trick are similar to poker hands; Two of a kind, three of a kind, Any number of consecutive pairs (ex: 334455), Straights of at least five cards in length regardless of suit, and full houses. Finally, bombs can be used to beat any hand, and bombs can be beaten by bombs of greater value. A bomb can consist of either four of a kind or a straight flush of at least five cards. Straight flushes beat four of a kind.

- When a player plays a card combination, the next player must beat it with cards of the same combination but greater value. If a player cannot play or does not wish to, he may pass. The trick ends when no one can (or chooses) to play a greater combination than the last hand played. The player of the last hand wins the trick and collects all of the cards played and converts them into points before returning them to the deck to be re-distributed.

- The game is won when a team reaches a total of 1000 points. A player can call "Grand Tichu" or "Tichu" to bet that he will finish his cards first. Grand Tichu must be called before the player's final card is dealt and is a bet of 200 points. Tichu must be called before the player plays their first hand and is a bet of 100 points.

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