The Martial Art Form Related To a card game
Work along with your partners and defeat your opponents in Tichu, the exciting and volatile trick-taking card game! Use your strategy skills and teamwork to rid your hand of cards before your opponents can. Take advantage of the powerful effects of unique cards including the dragon, phoenix and dog. Use bids of confidence, card trick bombs and deductive reasoning to obtain ahead of your opponents. Risk it all in your quest for victory!
Tichu, whose name in Chinese means roughly to "propose" or to "put forward", is just a fast-paced trick-playing card game with roots in Asia. It bears large similarities to the Chor Dai Dee and Da Lao Er Chinese card games which are hugely popular in East Asia. You will find aspects of Bridge and Poker in the game, and this fusion of styles and mechanics has generated a extremely popular card game. The Tichu variation with this Asian downloaded a card game was made by Urs Hostetler in 1991, and has steadily acquired an increasing fanbase.
Tichu is mainly played with 2 teams of 2 players each (though the game can accommodate between 3 to 6 players in total). You sit across from your own partner, and your team's goal is always to win more points than your opponents during each game, and games continue until one team achieves the prospective quantity of points. A hundred points are up for grabs each game, and the prospective score is usually a thousand.
The overall game is played using a standard 52-card deck containing 4 suits of 13 cards each, plus an additional 4 special cards unique to this game. The overall game is played using tricks, which are very similar to poker hands. You can enjoy single cards, pairs, a series of pairs, three-of-a-kind, full house, and straights of at the very least 5 cards.
The basic premise of the game is pretty straightforward: the lead player opens a round by playing a key, and players take turns playing tricks which are of exactly the same kind and larger in value compared to the previously played trick. Once everyone passes, the gamer who played the last trick wins all of the cards played that round, and he reaches start a new round by playing any trick in his hand. For example, Player A opens a round with a pair of 4's. Player B passes because he either does have no pairs in his hand or chooses never to play them. Player C plays a pair of 7's. Player D then plays a pair of Queens. After everybody else passes (opting never to play anymore pairs), Player D wins the round and claims all of the cards on the table, and then starts a fresh round by playing a complete house.
Winning the cards played in each round is what scores you points. However, only some cards are worth anything. 5's are worth 5 points each, and 10's and Kings are worth 10 points each. The other normal cards are worth nothing, and merely behave as tools for you yourself to win the idea cards. The overall game continues until one player "goes out" by emptying his hand. The overall game still continues with the remaining players, until just one player is left. Each partnership then totals the amount of points they earned that game. You are penalized for arriving last though; the last player has to offer all of the cards he won that game to the initial player who sought out, and all the remaining cards in his hand to his opponents.
As you can see, this is a game where teamwork and strategy are expected to win (though partners are banned to talk strategy throughout the game). You have to make fully sure your team wins the rounds where point cards are involved. You also have to make sure you aren't the last player remaining in the game. In addition, if your complete team goes out before many opponents can, the idea cards don't matter and your team earns a whopping 200 points!