Variants for Tichu

By: Dennis B. B. Taylor

Tichu Variant Rules

Hey there! Have you ever played Tichu? If you’re a fan of this card game and want to spice things up a bit, I’ve got some exciting variant rules for you to try out. These alternative rules add a new twist to the classic Tichu gameplay, making it even more fun and challenging. So, if you’re up for a fresh adventure, let’s dive in!

1. Swap the Dragon: The Dragon is a powerful card in Tichu, but what if we switch things up a bit? In this variant, the Dragon card is removed from the deck and replaced with another card, let’s say the ‘Phoenix.’ The Phoenix has its own unique ability, which you can decide on before the game starts. This simple swap adds a whole new level of strategy and excitement to your Tichu games.

2. Pass and Play: In the standard rules of Tichu, you have to pass your unwanted cards to your partner. But in this variant, you have the option to pass your cards to any player of your choice, not just your partner. This introduces an element of unpredictability and forces you to think strategically about which player you should pass your cards to. It’s a game-changer!

3. Wild West Tichu: Are you ready for a wild ride? In this variant, all the cards are played face down! That’s right, you won’t know what cards your opponents are playing until they’re revealed. This adds an extra layer of mystery and keeps you on the edge of your seat. You’ll have to rely on your intuition and deduction skills to come out on top in this wild west version of Tichu.

4. Double Trouble: Feeling lucky? In this variant, you have the option to make a “double call” during the game. Instead of just calling “Tichu,” you can call “Double Tichu!” This means you’re not only aiming to be the first player to get rid of your cards but also to do it before your opponents. It’s a high-risk, high-reward move that can turn the tide in your favor or lead to a devastating defeat.

5. The Tricky Tichu: Want to make Tichu even trickier? In this variant, the standard rule of playing a higher-ranked card to beat the previous one is replaced. Now, you have to play a card of the same rank or higher. This twist adds a whole new dimension to the game, as you’ll have to carefully manage your cards and plan your moves strategically. It’s a mind-boggling experience!

So there you have it – some exciting variant rules to take your Tichu gameplay to the next level. Whether you’re looking for a fresh challenge or just want to add some spice to your regular Tichu games, these rules are sure to deliver. Give them a try and see how they elevate your Tichu experience. Have a blast exploring these alternative ways to play Tichu, and may the cards be in your favor!

So, here’s how the game works. We all shuffle and deal the cards, just like we would in a four player game. But in this version, the person who shuffles gets to play with a dummy partner.

Now, there’s one important rule here: the shuffler can’t declare Grand Tichu for themselves or the dummy. It’s off limits for them.

Before we start playing, the dealer gets a little sneak peek. They can take a look at both their own hand and the dummy’s hand. Just to get an idea of what they’re working with.

Now comes the fun part – pushing cards! It’s the same as in a four player game, except this time, we only push cards to our opponents. Instead of three cards, we only push two cards each.

Once everyone has pushed their cards, we place the dummy face up on the table. And guess what? The shuffler gets to play on behalf of the dummy! They get to make all the moves and decisions for them.

Oh, and here’s a little twist – before the shuffler plays the first card from the dummy, the dealer can declare Small Tichu on behalf of the dummy. They don’t have to make any special wishes or anything like that.

That’s the whole game right there! Shuffle, deal, push, and play as a team. Good luck!

When it comes to this game, each player keeps their scores individually, even the dummy. You and your partner will receive the same number of points that a team would receive in a four player game. After each hand, the shuffle and partnership with the dummy moves to the left.

The game will end after a certain number of hands, which is divisible by three. We don’t recommend playing a game up to 1000 points, as the dummy player is likely to win in such a long game.

Tichu Tientsin

(6 Players)

Tichu Tientsin, also known as Tianjin tichu, is played with six players. There are two teams of three, and they sit alternating around the table. We have Mr. Zhu, an exceptional tour guide, to thank for this variant.

The rules of the game are the same as the four handed version, except for one difference: you must announce “Grand tichu” before taking the seventh card.

When we play this card game, each of us gives two cards to our partners and receives one card back from each of them. It’s a bit like passing notes in class, only with playing cards.

Unlike some other card games, in this game, the hound card decides who gets to go first. The person who holds the hound has the power to choose their partner. It’s a big responsibility!

Now, let’s talk about how we keep score. When the game is over, the person who is left with cards in their hand loses points. But that’s not all! They also have to give up all the tricks they won during the game to the other team. It’s a double whammy!

There’s also something special that can happen in this game called a triple victory. This is when one team manages to get rid of all their cards while the other three players still have some. If this happens, the team that did it gets a whopping 300 points. That’s pretty impressive!

The Grand Seigneur

A Unique Twist for 5-12 Players

Now, let’s get into something a little different. The Grand Seigneur version of the game is not a team game like the one we just talked about. Instead, everyone is out for themselves in a hierarchical system. This version actually originated in Europe in the mid-80s, from a Japanese student studying Criminology. Talk about an interesting mix of influences!

A simplified version of the game called “Career Poker” has been released by Hexagames.

If you’re playing Grand Seigneur with 7 or more players, it’s recommended to use two decks. Dogs are not allowed in this game since there are no partners. Before you start, remove all Hounds from the deck(s). You should also take out the Mah Jong from the second deck. Additionally:

In a trick, the second Dragon that’s played beats the first one.

Only four cards of the same rank in different suits count as a 4-bomb.

When playing Grand Seigneur, the refinements of the game of Tichu aren’t important. Nobody cares about points. The main goal is to get rid of your cards as quickly as possible. No one will say “tichu!” and no one will count their tricks – they just want to discard their cards! Tricks are only taken so that you have the right to lead the next round.

So, here’s the deal, folks. When we’re playing this game, there’s a pecking order, ya know? We got the Big Boss, the fancy chair guy at the head of the table. Then we got the number two, who ain’t too shabby either. Then there’s the third, fourth, and fifth in line. And finally, at the end of the line, we got the poor soul sittin’ on a humble kitchen stool.

Now, the number of spots available depends on how many players are in the game. If we need to, we can throw in some extra fancy titles, like the Grand Burgher or the Petty Pauper, just to really spice things up.

So, here’s how it goes. We start off with a simple round of tichu, where we don’t push any cards or worry about their point values. The goal is to get rid of our cards as fast as we can. The person who gets rid of their cards first becomes the first Great Lord of the day. The second person to get rid of their cards becomes the first Lord, and so on. After that, we all move to our assigned seats.

Now, here comes the unfair part in the game of Grand Seigneur – the pushing in the second round. This is where social injustice creeps in. The Wretch has to push their three best cards to the Great Lord, even if they have special cards like the Dragon, Phoenix, or Mah Jong. The Pauper has to give the Lord their two best cards. And the Burgher has to give the Squire their best card. If there are five players, we push one card less at each level.

But wait, there’s more. The recipients of the pushed cards can push back an equal number of cards, but they’re free to choose the cards they think are useless. It’s like a little revenge for the unfairness they just faced.

In the game of Mah Jong, something curious happens. The contestants start their uneven competition, and eventually a winner emerges as the esteemed Great Lord. On the flip side, the unfortunate last-place finisher is crowned the Wretch. As a result, the players switch positions if necessary, but beware, unseating the Great Lord is no easy feat.

Now, here’s the intriguing part: there isn’t a single “normal” goal in this game. It’s all about having fun! However, it is customary for the Great Lord to revel in all the privileges and creature comforts of the house. Imagine sipping a cup of tea, enjoying a delightful dance performance, holding a parasol, or even choosing the TV channel. And should the Great Lord desire, the game can continue for another exciting round.

It’s important to note that the above description comes from a rule-writer who made an ethnological mistake. As the Editors, we want to make it clear that we distance ourselves from this erroneous portrayal.

Hey there, let me tell you something interesting. Have you ever heard of the Chinese greeting “Knee Howgh” or “ni hau”? Well, it actually means “Person good” and is an important phrase used in all Chinese games. It’s fascinating how words can have different meanings in different languages, isn’t it?

Now, here’s a little moment of honesty. Some people don’t seem to appreciate the value of cultural knowledge like this. There are those who dismiss it as insignificant or unnecessary. But let me tell you, that kind of thinking is just plain wrong. Understanding different cultures and their languages opens up a whole new world of experiences and connections.

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