Tichu Rules — How to Play and Keep Score

Tichu is a partnership climbing game for exactly four players, sitting so that partners face each other. Each hand you race to shed your cards, and the last player still holding cards hands everything over to the opponents. Points come from a fixed pool of 100 card points per hand, topped up or drained by the bold announcements the game is named after. First team past 1000 wins.

Score a game of Tichu →

Overview

Tichu is a partnership climbing game for exactly four players, sitting so that partners face each other. Each hand you race to shed your cards, and the last player still holding cards hands everything over to the opponents. Points come from a fixed pool of 100 card points per hand, topped up or drained by the bold announcements the game is named after. First team past 1000 wins.

Although each hand produces two numbers rather than four, the plain rounds template is the right fit: two team columns, one row per hand, running totals underneath.

Setup

Use the 56-card Tichu pack: four suits of 2 to ace, plus the Mahjong, the Dog, the Dragon and the Phoenix. Deal eight cards to each player, then six more, so everyone holds fourteen. Before looking past the first eight you may announce Grand Tichu. Once you hold all fourteen, every player passes one card face down to each of the other three.

How to play

Whoever holds the Mahjong leads. You may play a single, a pair, a run of pairs, a triple, a full house or a straight of at least five cards, and each play must beat the previous one of the same shape. Pass if you cannot or will not beat it. When everyone passes, the last player to have played takes the trick and leads again. A bomb — four of a kind, or a straight flush of five or more — beats anything except a bigger bomb and may be dropped in at any moment.

You may call Tichu at any time before you play your first card of the hand.

Scoring

Card points, worth 100 in total across the pack:

  • Each 5: 5 (four of them, 20 in total)
  • Each 10 and each King: 10 (eight of them, 80 in total)
  • Dragon: +25
  • Phoenix: -25
  • Everything else: 0

When three players are out, the hand stops. The last player gives their remaining hand cards to the opposing team's pile and gives every trick they won to the player who went out first. The two team totals therefore always add up to exactly 100.

Then apply the announcements. A successful Tichu adds 100 to the caller's team; a failed one subtracts 100. A successful Grand Tichu adds 200, a failed one subtracts 200. Only the player who called is affected, and the bonus goes to their team regardless of card points. Two calls in the same hand are each settled separately.

If both members of one team go out before either opponent, that is a one-two finish: their team scores a flat 200, the opponents 0, and no card points are counted. Announcement bonuses and penalties are still applied on top.

Ending the game

After the hand in which a team reaches 1000, the higher total wins. If both teams pass 1000 in the same hand, the higher score takes it; a genuine tie is settled by playing one more hand. The app records that tie as a shared win, so raise the target in match settings to open the deciding hand.

Common variations

Some groups cap a match at eight hands and simply take the higher score. Others require the Dragon trick to go to a specific opponent to remove the negotiation. Playing to 500 is common at tournaments running on a clock.

Scoring at a glance

Who winsFirst to target
Played to1000 points by default
Score sheetOne number per player per round, with a running total
Typical round score-200 – 400
Negative scoresPossible
Worth knowingScores belong to the two partnerships, not to individuals, so each hand needs exactly two entries. Unless a double victory happened, the two card-point figures must add up to 100 before call bonuses are applied.

Tichuscore sheet

House rules and settings

Every table plays Tichu a little differently. These are the 9 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.

Match ends: what are the options in Tichu?

Whether the match runs until a team is far enough ahead, or for an agreed number of deals so you know when you will finish.

Default: When a team passes a target. Two options:

  • When a team passes a target
  • After a set number of hands

In the app: “Match ends”.

Play to: what is the default in Tichu?

The score a partnership must reach to win. 1000 is the standard match; 500 gives a shorter game.

Default: 1000. Adjustable from 200 to 2000 in steps of 50.

In the app: “Play to”.

Number of hands: what is the default in Tichu?

If you are playing a fixed-length match, this is how many hands are dealt. The higher total after the last hand wins.

Default: 8. Adjustable from 1 to 30 in steps of 1.

In the app: “Number of hands”.

Grand Tichu allowed: on or off in Tichu?

A Grand Tichu is announced after seeing only your first eight cards and is worth double a normal call. Beginners often switch it off for their first few games.

Default: on.

In the app: “Grand Tichu allowed”.

Tichu bonus: what is the default in Tichu?

Added to your team's score if you call Tichu and then go out first, subtracted if you do not.

Default: 100. Adjustable from 25 to 300 in steps of 25.

In the app: “Tichu bonus”.

Grand Tichu bonus: what is the default in Tichu?

The same idea as a Tichu bonus, but for the riskier call made before you have seen your whole hand.

Default: 200. Adjustable from 50 to 500 in steps of 25.

In the app: “Grand Tichu bonus”.

One-two finish bonus: what is the default in Tichu?

What a team scores when both its players run out of cards before either opponent does. Card points are not counted at all that hand.

Default: 200. Adjustable from 100 to 400 in steps of 25.

In the app: “One-two finish bonus”.

The Dragon trick: what are the options in Tichu?

The Dragon wins any trick but the standard rule forces you to hand that trick, and its 25 points, to the other team.

Default: Must be given to an opponent of your choice. Three options:

  • Must be given to an opponent of your choice
  • Must be given to the opponent on your left
  • Winner keeps it

In the app: “The Dragon trick”.

Bombs: what are the options in Tichu?

A bomb beats almost anything and can be played out of turn. Restricting or removing bombs makes the game calmer and more predictable.

Default: Four of a kind and straight flushes. Three options:

  • Four of a kind and straight flushes
  • Four of a kind only
  • No bombs

In the app: “Bombs”.

Variants of Tichu

Learner's Tichu

No Grand Tichu and no bombs. Everything else is unchanged, which makes the first evening much easier to teach.

Short match

Play to 500 instead of 1000, roughly halving the running time.

Tichu is also known as

Tai Chu. These are the same game — the rules and the score sheet above apply to all of them.

Keep score offline

The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.

Coming to the App Store.