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Tichu box art

Tichu

Game ID: GID0356807
Game Info
Year
1991
Players
3-10
Age
10+
Playtime
60 min
Collection
Ratings
Creator Score
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

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.

Description

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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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 55
This page: 5
Sentiment: pos 5 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 51–55 of 55
Video hz8Gr-PGdmI Rolls in the Family Discussion at 0:22 sentiment: positive
video_pk 7769 · mention_pk 22938
Rolls in the Family - Tichu video thumbnail
Click to watch at 0:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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.
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video UwRmpdekW_M Rolls in the Family Review at 0:00 sentiment: positive
video_pk 7134 · mention_pk 21127
Rolls in the Family - Tichu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep strategic tension around when to go out and how to set up your hand.
  • Enjoyable 2v2 teamwork and comebacks.
  • High replayability with groups that enjoy the game.
Cons
  • Complex for new players and requires four players for full experience.
  • Learning curve around the calling mechanic and hand management.
Thematic elements
  • Team coordination, bidding, and trick-taking
  • Group social card game session with four players in teams of two
  • Array
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's such a deeply uh strategic game
  • 2v2 element in it is a ton of fun
  • the whole calling teach you mechanism and how that changes the round
  • it's one that you can really endlessly play
References (from this video)
No references stored for this video.
Video pS16mWQI9uc Rolls in the Family Discussion at 10:13 sentiment: positive
video_pk 7043 · mention_pk 20869
Rolls in the Family - Tichu video thumbnail
Click to watch at 10:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Heavy strategic depth for a relatively short game
  • Excellent when played with a cohesive partner group
Cons
  • Can be complex for newcomers; requires good communication
Thematic elements
  • Trick-taking, partnership
  • Traditional card-game setting
  • Deep strategic play with communication cues
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video s2xIPNpA8RI Getting Games Discussion at 1:41 sentiment: positive
video_pk 6636 · mention_pk 19718
Getting Games - Tichu video thumbnail
Click to watch at 1:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high interaction and tension
  • deep strategic options
Cons
  • steep learning curve
  • depends on group dynamics
Thematic elements
  • racing to 1000 points, high-stakes partnership
  • Four-player team-based shedding card game with a Chinese theme
  • competitive, storytelling through play
Comparison games
none
Mechanics (from transcript analysis)
  • call/bet on going out (teachU) — players may declare 'tichu' or 'grand tichu' to risk points on going out first.
  • Climbing Shedding — players try to discard cards by forming pairs, runs, and special hands.
  • climbing/sh shedding — players try to discard cards by forming pairs, runs, and special hands.
  • Team-based trick-taking — two teams of two coordinate to be the first to reach a goal.
  • Trick-Taking — two teams of two coordinate to be the first to reach a goal.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's not over until it's over
  • this is a game that lands itself towards so many stories
  • I love Tichu so much
  • I make all the rules I can break those rules if I want to
  • we love that game and so do our friends
References (from this video)
No references stored for this video.
Video ed5xdqkPO7Q Rolls in the Family Top List at 9:02 sentiment: positive
video_pk 40 · mention_pk 104
Rolls in the Family - Tichu video thumbnail
Click to watch at 9:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep social interaction and communication
  • Excellent group game when four players are available
  • Low cost and accessible starter for a strong game night
Cons
  • Can be divisive or frustrating if players are not in sync
  • Group needs to be four players for best experience
Thematic elements
  • Partnership-based strategy with signals and bids
  • Traditional trick-taking card game
  • Competitive, highly interactive trick-taking
Comparison games
  • 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
No key topics recorded for this video.
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.
References (from this video)
No references stored for this video.
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Showing 51–55 of 55
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