Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.
The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). 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, clears the cards, and can 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 card. 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.
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- Unique deduction and hidden information gameplay.
- Engaging for both the 'knower' and the guessers.
- Creates a 'crazy' and thought-provoking experience.
- Deduction game with a 'knower' trying to hide information and other players trying to deduce a character and item.
- Deductive and hidden information
Mechanics (from transcript analysis)
- deduction — Players try to deduce a character and an item based on the cards played.
- hidden roles — One player acts as the 'knower' with hidden information.
- Information gathering — Players observe card plays and the 'knower's' reactions to gain clues.
- Trick-taking — Players play cards to win tricks.
Video topics + discussion points
Quotes (from this video)
- Wow, straightforward.
- One of the best mechanisms ever and and most everlasting.
- This is just like seriously one of the like most bafflingly amazing mechanisms ever created for games.
- Keep making new ones. How?
- It's fantastic.
- The scoring in this game is nuts.
- It was one of the greatest like board gaming experience of my life.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- Acropolis is just this really smart Thailand game.
- it's very very easy to teach this one to other people.
- I've won every game of this except for one.
- it's all about getting combos with different symbols of things in this stack of tiles that you're putting in front of you.
- I requested a press copy of this one and Hatchet Games sent it over to me.
- Chaos Teacher which is this wonderful variant that our group came up with about 10 years ago.
- i'm pretty sure i lost my voice largely lost my voice just because of teach you
References (from this video)
Mechanics (from transcript analysis)
- Climbing — a climbing game; also described as a card shedding game
Video topics + discussion points
Quotes (from this video)
- as long as it's very clear that you were paid for that content as long as it's on screen as it's in the description you click the little button within a YouTube UI that pops up a thing that said this includes pay promotion I think that's fine
- I think as long as you are fully transparent about being paid it pretty much doesn't matter what kind of content you're making
- it's very hard to make these campaigns work
- I started a patreon campaign after I can't remove the specifics but it was like maybe two two and a half years into making my junkets games channel
- if you're gonna be spending $100 a year on board games then you know I like to think that it makes sense to throw one two five to ten dollars or whatever to people whose opinions you really value
References (from this video)
- Simple card game with deep team play
- Engaging teamwork and bidding dynamics
- Learning curve for precise rules
- Complexity can be intimidating for newcomers
- team-based climbing and trick-taking card play
- Chinese-style card game with martial flair (descriptions in transcript are more about play flow than setting)
- two-team strategy with bidding and positional play
Mechanics (from transcript analysis)
- higher combination wins the trick — the highest play in a sequence takes the trick and gains a point value
- point collection from won tricks — points are awarded based on accumulated tricks/cards won
- team strategy and passing cards — you can pass cards to your partner and coordinate plays
- two versus two climbing — teams play combinations that others must beat with higher combinations
Video topics + discussion points
Quotes (from this video)
- This game is like roller coaster.
- getting non-gamers into it. This is how you play it with some cake, some uh drinks, beverages and have a good time.
- It's modern art.
- Modern Art is Yes. Ryan Kitia's ball game.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- My number one, Ryan, is not a surprise to anyone on the channel.
- 174 times. Full games of Crokinol.
- I will I will never buy a Polyomino game again.
- You found the Unknown Planet.
References (from this video)
Mechanics (from transcript analysis)
- Card Play — Mentioned as a mechanic that the reviewer might like.
Video topics + discussion points
Quotes (from this video)
- It's kind of like Cosmic Encounter, the trick-taking game.
References (from this video)
- No barrier to entry, gets right into the fun
- Amazing and enduring puzzle
- Tension in decisions like calling Tichu
- Good team synergy potential
- Hard to get to the table with a group that knows how to play
- Disadvantage for new players against experienced ones
- trick-taking
Mechanics (from transcript analysis)
- hand management — Players manage their hands to play cards and make strategic decisions.
- partnership play — The game involves playing with a teammate.
- set collection — Implied by the scoring and combinations of cards, especially with bombs.
- Trick-taking — Explicitly mentioned as a trick-taking game.
Video topics + discussion points
Quotes (from this video)
- Meaningful strategic decisions that then feed into a lot of random outcomes and very entertaining random outcomes.
- The game does the best like chain reaction type experience that I think I've seen in a game.
- It feels like Ethnos meets Quacks of Quedlinburg.
- It's got the same element as a game like Quacks where you might just have a bad round drawing. But it feels even worse in this game because you're playing a big two plus hour game and have a bigger overarching strategy. So for it to really not pan out it stings more.
- Number one goes to Arcs.
- This is the marriage of those two [heavy conflict interactions and trick taking].
- When you're able to pull something off, it feels like this game is so satisfying.
- Having the cards push you in different directions and like I can't do what I want, but how can I make something work? I find a lot more kind of compelling and replayable.
- It is a very rewarding game.
- I think he even recently said it's his top game.
- So much so that he was the one that requested to put it on our wedding registry.
References (from this video)
- high tension from pre-play bets
- strong gambling feel without monetary stakes
- Liar Dice
Mechanics (from transcript analysis)
- four-player partnership with betting before play — Two teams of two; players bid points before playing; aim to go out with all cards first.
- special cards and betting dynamics — Phoenix, Dragon, Ma Jiang (Maang), and Dog influence play; 'tachu' betting increases tension and partner coordination.
Video topics + discussion points
Quotes (from this video)
- it's just a pristine version of it
- it's a push your luck kind of bluffing game
- it's fully Cooperative
- it's the best version of gambling without money I've ever seen
- I love that hand building and simple turn structure
- ends in only 20 minutes
References (from this video)
- well-produced components
- solid football strategy in a boxed game
- language barrier for some terms
- rules can be dense for newcomers
- sports strategy and tactical card play
- Football match simulator with card-driven players
- competitive sports simulation with customized teams
Mechanics (from transcript analysis)
- Card-driven actions — cards grant different actions and player modifiers
- dice drafting — drafts and builds teams with unique abilities
- player drafting — drafts and builds teams with unique abilities
Video topics + discussion points
Quotes (from this video)
- we're going to give you five amazing games each each so 10 in total
- the maximum play time is 60 minutes
- PanAm is inevitable so it's gonna come and get you
- adrenaline rush of a board game
- Starship Troopers in a box
- it's just a fabulous game
- Ra simple as that
References (from this video)
- Deep tactical play
- Relatively quick rounds
- Complex rules for newcomers
- Requires partner coordination
- Chinese-inspired
- trick-taking card game
- abstract
Mechanics (from transcript analysis)
- hand management — manage hand to win tricks
- Trick-taking — players play cards in tricks with a hierarchy
Video topics + discussion points
Quotes (from this video)
- Isn't it kind of ironic that only one company is allowed to publish Monopoly?
- Why don't board gamers ever go camping? Because they can't handle the setup time for the tent.
- What happens when a board gamer dies? It's got dark. They get returned to the box.
- Touring Machine has dozens of and dozens if not hundreds and hundreds of different levels of all levels of difficulty.
- We built this city on rocks and rolls.
References (from this video)
- engaging take-that style without being overly complicated
- accessible entry point for trick-taking fans
- box art and theme may not appeal to everyone
- suspicion around negative points can be tough for new players
- trick-taking with a light fantasy aesthetic
Mechanics (from transcript analysis)
- Trick-taking — players play a card to win tricks; you must avoid tricks containing your chosen pain suit to minimize points
Video topics + discussion points
Quotes (from this video)
- I really want to be able to hop into a live stream and know exactly what I'm doing.
- Less but better quality is something I'm embracing going into 2024.
- Septima is my number one game of the month.
References (from this video)
- offers deep strategic play once learned
- fast rounds and satisfying payoff when mastered
- strong group dynamic through partnerships
- steep learning curve for new players
- can be punishing to mistakes in early plays
- card play and partnerships
- abstract trick-taking card game with partnerships
- non-narrative, competitive card play
Mechanics (from transcript analysis)
- hand management — players choose which cards to play and when to declare bids like Tichu
- Trick-taking — players play cards to win tricks; partnerships and signaling influence outcomes
Video topics + discussion points
Quotes (from this video)
- my number 10 is tachu
- it's fun I mean plant and I mean so you obviously I would say do you like that kind of having to siphon through
- the real MVP comment Micah down below
- Kay's number one game of all time tune in next year geez
References (from this video)
- Deep mind games and teamwork
- High strategic payoff when played well
- Can be tense or heated in some groups
- team-based trick-taking and signaling
- Traditional Chinese card game with Western adaptation
- competitive, intense
- Bridge
- Hearts
Mechanics (from transcript analysis)
- team_play — Partnerships and calling 'Grand Tichu' affect play.
- trick_taking — Players play to take tricks with signaling and bombs.
Video topics + discussion points
Quotes (from this video)
- it's so nostalgic that it's like so much of me wants to own it
- I think this quite possibly could be my top game
- the Mind Games I really like the mind games
- the combination of bag building and push your luck is just really nice
- we'll be seeing Twilight Imperium on Caitlyn's no we will not
References (from this video)
- Deep yet approachable trick-taking with strong partner dynamics
- Rich tension and misdirection without explicit communication
- High strategic ceiling from a deck of standard cards with light absurdity
- Requires four players for full experience
- Rule calls (Grand Tichu, etc.) can be intimidating to new players
- Trick-taking, partnership-based card game
- abstract
Mechanics (from transcript analysis)
- Calling/Bets (Tichu mechanics) — Special calls (e.g., Grand Tichu) add risk and scoring nuance.
- hand management — Players must optimize a multi-suit hand to maximize trick wins and scoring opportunities.
- partnership — Two teams of two play together with hidden coordination and limited communication.
- Teams — Two teams of two play together with hidden coordination and limited communication.
- Trick-taking — Players compete to win a sequence of tricks, with higher cards taking tricks.
Video topics + discussion points
Quotes (from this video)
- the partner Dynamics in tiu are so fun because you can't talk to each other
- it's the best card game trick-taking game
- this is the game that we keep coming back to for group drama and big moments
- you can't beat the drama at the end when both teams are close to a thousand points
References (from this video)
- Depth and strategic richness that emerge with repeated plays
- Strong social glue for groups that can commit to regular play
- High replayability due to combinations, bidding choices, and varying partner dynamics
- Accessible core idea (trick-taking) with elevated strategic layers
- Best experienced with four players; irregular schedules can reduce enjoyment
- Steep learning curve for newcomers unfamiliar with trick-taking and bidding
- Regulatory nuance of rules can be confusing without a reliable local group
- Competitive trick-taking with climbing/combination elements
- Casual home game nights with friends
- Informational review with personal anecdotes
Mechanics (from transcript analysis)
- bidding/calling (Tichu/Grand Tichu) — Players may declare Tichu or Grand Tichu for risk-reward point bonuses and strategic pressure.
- hand_management — Strategic control of when/how to deploy cards to maximize trick value and avoid giving opponents favorable plays.
- special combinations (bombs) — Powerful card groupings that can disrupt the flow and overturn control of a hand.
- Trick-taking — Players compete to win individual tricks by playing cards in order of rank or via valid combinations.
Video topics + discussion points
Quotes (from this video)
- if you enjoy classic card games with trick taking or climbing mechanisms you love exploring games that reveal their depth over repeated plays
- and you have at least three like-minded friends teu is a game that has been a staple in our group for over a decade
- if you want to check out our full review of teu we've got a link to it here and hopefully that'll help if you were wondering
References (from this video)
- rewards returning to the same group with a strong sense of flow
- high skill ceiling; very rewarding with a consistent group
- requires four players and a stable group
- rules can be dense for newcomers
- team-based, four-player partnership
- high-card, traditional trick-taking card game
- classic card play with serious group coordination
- Gloomhaven
- Dominion
Mechanics (from transcript analysis)
- team_play — partnership requires coordination and signaling through bids
- trick_taking — players compete in tricks using a hand of cards
Video topics + discussion points
Quotes (from this video)
- the box is worn, it is beaten, and yet it is still holding strong
- you've got to have four people and you have to play it with people that you're going to be able to play with again
- the tension of those things... I love the stress and the bet of 'is this the right move?'
- it's the granddaddy of the genre
- Race for the Galaxy sits the top of the list
References (from this video)
- partnership, signaling, and flexible play
- classic trick-taking card game
- abstract card play with team-based scoring
Mechanics (from transcript analysis)
- Card Play — hand management and signaling to outmaneuver opponents
- hand management — hand management and signaling to outmaneuver opponents
- partnership — teams coordinate to maximize hand value and tricks
- Trick-taking — players aim to win tricks with card combinations
Video topics + discussion points
Quotes (from this video)
- we're going to bask in the world's negativity today
- the world's negativity cuz that's really what we need more of
- we want to be a beacon of negativity in this world
- the special cards are pictorially meaningless
- randomness disguising itself as difficulty
- it's an evil game
- sandbox experience
- I feel like a boy that has cheated on the test because that was one of the comments
- three faces on the cover
- three big faces one of them is wearing a cowboy hat
- this game is clearly inferior
- the rule book was great but everything else was weak
References (from this video)
- Highly social and accessible once learned, making it ideal for groups seeking a quick, energetic game
- Fast rounds and clear goals keep players engaged and eager for the next hand
- Engaging bidding and bluffing dynamics that reward shared understanding and micro-level strategy
- Rule learnability can be nontrivial for newcomers, especially around bids and special combinations
- Scoring can be fiddly and unintuitive at first, potentially slowing down initial sessions
- Less thematic depth and variance compared to heavier card games; may feel lightweight to some players
- Competitive trick-taking with a focus on bidding, signaling, and team play, where success hinges on reading opponents and coordinating with a partner under imperfect information.
- A fast-paced, social trick-taking card game with a thematic veneer that evokes traditional card play but is designed for modern tables. Thematic elements lean into playful competition, partnership dynamics, and a lighthearted aura around strategic bluffs and bids.
- Light, competitive, and social; narratives emerge from the interplay of bids, discards, and the ebb and flow of hand strength across rounds.
- Arkham Horror
Mechanics (from transcript analysis)
- hand management — Players must optimize card usage across rounds, balancing short-term gains against longer-term hand structure for future tricks.
- limited communication — Two-player partnerships exist with no partner signaling beyond conventional card play; communication is indirect and strategic rather than explicit, which adds depth and misdirection.
- Partnerships and limited communication — Two-player partnerships exist with no partner signaling beyond conventional card play; communication is indirect and strategic rather than explicit, which adds depth and misdirection.
- Scoring and round structure — Scoring includes bonuses for specific combinations and penalties for certain misplays; rounds cycle rapidly, creating a brisk, social tempo suitable for party settings.
- Trick-taking — A fast cycle of hands where players bid and play cards to win tricks, with special combinations and higher-value cards shaping round outcomes.
- Trick-taking and bidding — A fast cycle of hands where players bid and play cards to win tricks, with special combinations and higher-value cards shaping round outcomes.
Video topics + discussion points
Quotes (from this video)
- this was really the game that became my college group of friends and it's like a gamer's party game in a lot of ways
- it's got this like complexity to it that you're going to need people that like power interactions and like all this like it's not simple
- this is a wild random experience where you're jocking, somebody's gonna come out
- it's almost more the story and just like the dynamics that uh than than the end result
- the memories of those sessions still linger when we think about how the night unfolded and what almost happened on the board
References (from this video)
- Heavy strategic depth for a relatively short game
- Excellent when played with a cohesive partner group
- Can be complex for newcomers; requires good communication
- Trick-taking, partnership
- Traditional card-game setting
- Deep strategic play with communication cues
- Bridge
- Spades
Mechanics (from transcript analysis)
- Partnership communication — Players deduce and read partners' intentions via play patterns
- Trick-taking — Players bid and play through a hand, trying to win tricks in pairs
- Trick-taking / climbing — Players bid and play through a hand, trying to win tricks in pairs
Video topics + discussion points
Quotes (from this video)
- This goes to Times Up Title Recall. Ryan's now calibrating how many more plays.
- Carcassonne is a classic. I would totally be down to still play Carcassonne.
- The OG of Quacks of Quedlinburg. We have the OG of it.
- This is Summoner Wars being a fantastic game.
- The decks have their own identities. Day-long KeyForge experiences are special.
- The 3D Santorini with god powers is just incredible.
References (from this video)
- Deep social interaction and communication
- Excellent group game when four players are available
- Low cost and accessible starter for a strong game night
- Can be divisive or frustrating if players are not in sync
- Group needs to be four players for best experience
- Partnership-based strategy with signals and bids
- Traditional trick-taking card game
- Competitive, highly interactive trick-taking
- Cascadia
- Killer Bunnies
Mechanics (from transcript analysis)
- card passing / signaling — Passing cards to teammates and signaling intentions
- team-based play — Partnership between two players with shared objectives
- Teams — Partnership between two players with shared objectives
- Trick-taking — Players bid and play cards to win tricks
Video topics + discussion points
Quotes (from this video)
- the dynamic map element, which that's unique to Catacombs, the other ones just have a static board, is a huge part of the fun of the experience.
- it's a game that allows as much thinking as you want.
- there's nothing like it.