TI-CHU (and not tissue) has been a successful trick-taking game since it was released last century (1991 to be exact.. yeah I'm feeling old too) taking many of its rules and mechanisms from "Zheng Fen," a traditional Chinese game, that itself takes some scoring from "Da Bai" and "Tuo la Ji," two other traditional games.
TICHU has evolved to worldwide popularity since its release thanks to Urs Hostettler, and here is why:
The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong. When it's your turn, you may either beat the current top card combination (single card, pair of cards, sequence of pairs, full house, etc.) or pass. If play passes all the way back to the player who laid the top cards, they win the trick, clear the cards, and lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.
The last player out in a round gives all the cards they won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses- but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to playing any cards. This indicates that the player thinks they can empty their hand first this round; if they do so, their team scores 100 points, and if not, their team instead loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only their first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).
The first team to 1,000 points wins.
Easy, simple and clever: that's everything you need to play on your commute, or chilling at home, and it's available here:
https://boardgamearena.com/gamepanel?game=tichu
Due to its immense popularity, the game is distributed worldwide, and we would like to thank the game designer, Urs Hostettler, the publisher Fata Morgana, and the fantastic work of our three developers: vinayakr, tchobello and Ginso.
So now you can play this classic gem on BGA in a... sneeze 😉
That's it for now, don't forget that there is an official CONSPIRACY tournament held on BGA that you can join until the 14th of June, to win some awesome prizes.
TICHU next time! 😉
來玩地主吧!
地主(並非遞紙)自上個世紀(準確地說是1991年)發布後,就是一款成功的吃墩遊戲。
(對啦我也覺得自己很老),它的許多規則和機制來自"掙分",一個傳統的中國遊戲,它也類似"打百分"和"拖拉機"這兩個傳統遊戲。
感謝Urs Hostettler,自從發布以來TICHU已經風靡全球,而下面就是原因:
這牌組是標準的52張牌,並添加了四張特殊牌:狗、鳳凰、龍和雀。
輪到你時,可以壓過目前最強的牌組(單張牌、對子、連對、葫蘆等)或跳過。
如果玩家全都跳過,回到打出最新牌組的玩家回合時,則他贏得這墩,清除這些卡牌,並且開始下個回合。
第一副被打出的牌組,決定了在這輪當中唯一能被打出的牌組類別。所以如果單張牌被打出,之後也只能打出單張;如果七張牌的順子被打出,之後也只能打出七張牌的順子,以此類推。
最後一個離開本回合的玩家,將他所有贏來的卡牌給最早離開的玩家,然後他沒有打完的手牌,交給他的敵方隊伍。
5、10 和 K 值 5、10 和 10 分,在沒有獎勵的情況下,手牌總計100分,但正是獎勵讓整個遊戲熱血起來。
在一輪開始時,每位玩家都可以在打出任何卡牌之前喊出“地主”。
這表示該玩家認為自己能最先打完自己的手牌;如果他們達成,他們的隊伍獎勵100分,而如果沒有完成,他們反而必須扣100分。
卡牌會在回合開始的時候分成八張一組與六張一組發給玩家。玩家在看到最早的八張牌的時候可以喊"大地主"去贏取±200的獎勵分。
如果一個隊伍的兩個成員都先於敵隊的成員離開這回合,那並不計算任何的卡牌得分,獲勝的隊伍將直接贏取200分(仍然會如常計算地主/大地主的得分)。
第一個達到1,000 分的隊伍獲勝。
輕鬆、簡單,巧妙:這就是你在上下班通勤時,或者是在家裡沙發休閒時可以遊玩的,可在此處開始遊玩:
https://boardgamearena.com/gamepanel?game=tichu
由於其廣受歡迎,該遊戲在全球發行,我們要感謝遊戲設計師Urs Hostettler 、發行商Fata Morgana以及我們三位開發人員的出色工作: Vinayakr、Tchobello 和 Ginso 。
所以現在你可在 BGA 上玩這款經典的遊——
噴嚏
現在就這樣了,別忘了,在BGA上有一個官方的CONSPIRACY錦標賽,你可以在6月14日之前參加,以贏得一些超棒的獎品。
下次地主見!