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[桌遊][規則]《Tichu》地主,標準4人,含3人、6人規則


《Tichu》地主的義大利版,牌面非常漂亮~

 之前其實有收,但因為最好玩的是4人,2人分成2隊進行。所以我們家也很難開起來,後來就賣掉了~


但沒想到小七送給我的生日禮物剛好也是這個,所以就又回到了手中。只好認真找一下規則了 orz



後來好不容易找到了一份,但很抱歉的是,這個的來源我已經找不到了。

是我很久以前下載的檔案,所以就這麼貼出來了。

如果不適合再行移除。


P.S. 後來也發現原來國內就有翻譯,我當初到底是怎麼找的 XD

可以參考 童教桌遊研究院(憶童趣教遊) 的地主中文規則




Tichu Nanjing
(for four players)

The Cards
are made up of four suits (Jade/Sword/Pagoda/Star) of 13 values each corresponding to Western Bridge cards. The Ace is the highest card in each suit, the "2" is the lowest. The "10'" is between the "9" and the "Jack." There are four special cards in the deck of 56 cards: The Dragon, The Phoenix, The Dog, and the Hemp Sparrow (Mah Jong).

The Two Partners
of the two Tichu teams sit opposite each other and attempt to help each other to get the lead and points.

Before the Game Begins
the winner of the last round shuffles, cuts the deck, and puts it in the middle of the table. The Chinese do not deal out the cards, instead they take them! The dealer immediately takes the top card. Now, each player continues, in order, to take a card from the deck until each player has a hand of 14 cards.

Everyone gives one of their cards facedown to every other player, thus giving away three bad cards and receiving three unknown cards. Naturally, a player must first give away three cards before he can receive his new cards.

The Game
begins with the owner of the Mah Jong card. The current player may place any of the following card combinations in the center of the table:

Example:
A Single card 4
A Pair (equal cards) 8,8
A Run of Pairs of adjacent values J,J,Q,Q,K,K
A Triple 2,2,2
A Full House (triple + pair) 5,5,5,9,9
A Run at least five cards long 4,5,6,7,8,9

The next player has the choice:

  • To pass or
  • To play the same combination of a higher value

So, a Single card can only be beaten by the playing of a higher Single card; a Run of 2 Pairs only by 2 higher Pairs, a Run of 8 cards only by a higher Run of 8 cards, a Fullhouse by a higher Fullhouse (with a Fullhouse the value of the Triples determines it’s value).

Exception: Bombs (see below.)

Play continues with the next player. A player that passes may still play again. However, as soon as three players pass in a row, the player who played the last (highest) card combination takes the trick and plays again. If the winning player has no more cards in his hand, he retires from the game and the game continues with the next player. If that player also has no cards, then play goes to the next player after him.

Of the Special Cards
The first is the Mah Jong, an interesting card of doubtful reputation.
  • Its owner opens the game (however, he is not required to play the Mah Jong card).
  • The Mah Jong card is the lowest card in the game with a value of "1". It can be used to form a run (e.g. 1,2,3,4,5)
  • Whoever plays the Mah Jong card has a free wish i.e. he can ask for a specific card value (e.g. an "8" or an Ace, but not a special card). The next player who has a card of the requested value and can play it in accordance with the rules of the game, must play it (even as a "Bomb"!). Any player that does not have the card value asked for, or cannot play it, can then play any suitable card or pass. This wish remains in effect until someone fulfills it.

The faithful Dog has no trick value. It can only be played on a player’s turn as a single card. It transfers the lead to his partner. (If the partner is already out of the game, then the next player after him "inherits" the lead.)

The transformable Phoenix is probably the strongest card in the deck. But it also has a value of -25 points in the final point scoring. It may:

  • Be used as a marvelous Joker (of any value from "2" to Ace) in each card combination (but not in a Bomb.)
  • Be played as a Single card. Its value is ½ over the card played before it. (If played after an 8, it is worth 8 ½ and can be beaten by cards valued at 9 or higher. The Phoenix can even beat an Ace, but not the Dragon.) If the Phoenix is lead it has a value of 1 ½.

The Dragon is the highest single card and counts 25 points in the final scoring. If played as a Single card it even beats an Ace or an Ace ½ (A Phoenix on an Ace) and can only be beaten by a Bomb. However:

  • It cannot be used to make a Run
  • The noble Dragon gives away the trick it just won – along with its 25 points – to a player on the opposing team (Dragon player’s choice).
Bombs are:
  • a Run of at least 5 cards all of the same suit, or
  • all four cards of the same value.
  • Bombs can be played at any time, even out of turn order, to take a trick. And they beat everything, whether it is a single card or a card combination. A higher bomb beats a lower one, first the number of cards in the Bomb determines its value (thus a "Run" bomb beats a "4" bomb.) Furthermore: anyone who wants to play a bomb may.

    The Round Ends
    immediately when only one player still has cards in his hand.

    For final scoring the last player with cards in his hand gives:

    • Any remaining cards in his hand to the opposing team.
    • All the tricks he has won this round to the winner of the round (the player who was the first to lose all his cards).

    Now count up

    • The Kings and Tens are worth 10 points each
    • The Fives are worth 5 points each
    • The Dragon is worth 25 points
    • The Phoenix is worth -25 points

    The whole hand is therefore worth 100 points, which the two teams divide among themselves.

    If both players of a team score a Double Victory (they end the round as First and Second), then that team scores 200 points.

    Oh, yes – Tichu!
    Before playing his first card, each player has the right to declare a "small Tichu." If he wins the round (finishes first) then his team receives an extra 100 points, otherwise his team loses 100 points.

    But remember:

    • A Tichu is personal. You cannot agree to a Tichu with your partner beforehand, even though it does help your partner if you win.
    • The 100 Tichu points are added / subtracted to the final points of the game and do not influence them in any way.
    • A "Tichu!" may be called at anytime before the playing of the first card. A call before passing cards at the beginning of the round can be useful: it tells your partner to pass his best card across.
    Where the small Tichu is found, the large Tichu cannot be far away.
    Before taking their ninth card (using the Chinese method of card distribution), particularly bold or desperate players may call a "large Tichu"... this is worth 200 extra points.

    The Ultimate Goal of the Game
    Is 1000 points. If both teams score 1000 points, then the team with the most points wins.

    For Tactical Hints
    You should find a Chinese bus driver. If that isn’t feasible, we will give you some advice from our paltry game experience, which will exclude some of the playful wisdom of our Nanjing Chinese teachers, like dirty dog biscuits tasting delicious.

    A good Tichu Player:

    • tries primarily to get rid of his bad cards (low Single Cards and Pairs) and be economical with his Aces, Dragons and Bombs. Anyone who, after a beautiful Powerplay, is left holding a single "4" is either the victim of a Bomb or has not yet grasped the game.
    • supports a "Tichu" of his partner completely. As the Mah Jong player, do not demand any card that could deprive him of a "Bomb"; Don’t even take his tricks (while this is allowed, it is considered poor etiquette - it is then, about very deep morals.)
    • tries to stop an opposing "Tichu" by playing against him and making it difficult for him to get rid of his cards.
    • keeps an eye on the overall game. A score of 630 to 970, for example, calls for a large Tichu.
    Frequent Questions
    and their answers can be found on the Internet under the heading "Chinese Bus Drivers in the Testbed" at

    http://fatamorgana.ch/fatamorgana/tichu_spezial.html
    (Fata Morgana Homepage)

    For people who are not the mighty Chinese, the most important, briefly:

    • No. – Bombs beat all card combinations, but not the lead. The lead is considered sacred to the Chinese.
    • No, not the Dog either. – This is an arrow fast delivery of the lead from the next player to a friend. If a Dog shows up, the change is already carried out. There is no time for Bombs.
    • Yes – of course when the third player takes a trick with his last card played he still takes it and counts it. And if it was won with the Dragon, he still gives it away before the game ends.
    • Yes, it is allowed – you may Bomb your own trick, if you feel an urgent need to do so. Rule of Thumb: where the play / pass makes it around, it’s time for a Bomb.
    • No, it does not pertain to it – a Bombed Dragon is not given away.
    • I know what you are thinking and you are right – the residents of Munich deal out the cards because the alternate method of taking them takes too long.


    Trichu
    (3 Players)

    The Cards
    are distributed the same as the 4 player version. The dealer is a solo player. He forms a team with an imaginary partner named "Table." The opponents can declare a large Tichu after eight cards, the dealer and "Table," unfortunately, cannot.

    Once all the cards are dealt out, the dealer can look at his own cards and his dummy hand. He decides on two cards to give away – he only gives cards to his opponents.

    After the card give away phase, the solo player lays out the dummy hand face up. He decides the plays for the dummy hand.

    A small Tichu may also be ordered by the dummy hand (Mrs. Table) before it plays its first card. Only one modification to the Tichu-Nanjing rules applies: the dummy hand does not have to fulfill the wish of the Mah Jong.

    The Final Scoring
    Is exactly like Tichu for four.

    The scores for the two teams are recorded, however, for each player in their own column as well as a fourth column marked "Table." (e.g. 60 points for A and B, 40 points for C and "Table").

    With each game, the solo player changes. Whoever is in the lead after nine games is the winner.

    A different number of games, divisible by three, can be agreed on beforehand. We strongly recommend against going to 1000 points, invariably in a clever round someone other than Mrs. Table will win.



    Tichu Tientsin
    (for 6 players)

    Tientsin Tichu is played with two 3 player teams. Seat order: alternating.

    The Game Rules
    are also the same as the 4 player version with the following modifications:
    • The "large Tichu" must be declared before taking the seventh card.
    • Each player passes only 2 cards, to both of his partners, from whom he will also receive cards.
    • The Dog passes the "lead" to a partner of your choice.
    • The last player gives the cards left in his hand and all of his tricks to the opposing team; the Fifth player (second to last player to get rid of his cards) gives all of his tricks to the winner of the round.
    • A Double Victory is not scored, however a Triple Victory (one team gets rid of its cards before their opponents) scores 300 points.


    Someone is always the "A**hole"
    A game of (in)equality for 5 to 10 players

    Although "Someone is always the A**hole" has some gameplay in common with Tichu, it is a completely different game. There are no more teams! Now, everyone tries to reach the top. They would rather enjoy the associated privileges than to always be the "A**hole".

    Game Material
    108 Cards (2 x 52 cards and the 4 special cards from Tichu)

    Goal of the Game
    The goal is not "making points." With someone is always the A**hole" the desire is the nonsense, the fun of playing, and the pure mischief.

    By playing each game the player ranking is determined for the following one

    The player who gets rid of his cards first becomes "Master of All Masters" and enjoys all the advantages: gets better cards, never needs to mix up or give away cards, can keep his seat, and be waited on hand and foot by the "A**hole". Now the goal is very clear: do not become the "A**hole".

    Game Play

    Card Distribution
    In the first round any player should shuffle the cards and deal each player 12 cards face down in a clockwise direction. With 5 to 8 players some cards will remain. These are placed to the side face up so that during the course of the game everyone can see which cards are not being used. With 10 players eight players will have 11 cards and two players will have 10 cards. It is, after all, a game of (in)equality. In the following rounds these duties transfer to the "A**hole"

    Card Passing
    In the first round there is no card passing. In subsequent rounds players will pass cards at the same time according to their ranking:
    • The "A**hole" passes his 3 best cards to the "Master of All Masters", who in turn passes his 3 worst cards to the "A**hole"
    • The player to the right of the "A**hole" passes his two best cards to the player to the left of the "Master of All Masters" and receives his 2 worst cards.
    • The second player to the right of the "A**hole" passes his best card to the second player to the left of the "Master of All Masters".
    When five or less play the game fewer cards are passed.

    When ordering the rank of cards, the following applies beginning with the best card: Dragon, Phoenix, Mah Jong, Dog, Ace, K, Q, J, 10… 2.

    Card Play
    The player with the Mah Jong card plays first. Then play continues in a clockwise direction just like the Chinese, Hopi and some Alpine people.

    The game is played using the same rules as Tichu. Accordingly the same card combinations allowed in Tichu can be played. A Triple or a Triple in a Fullhouse must be from 3 different suits.

    It is important to note the order in which players played their last card. This sequence determines rank – and seating order for the next round. After a round the players can move to other seats, this is described later in "Exchanging Seats."

    The gathering of the tricks, shuffling and dealing of the cards and any other service is the duty of the poorest of the poor, the "A**hole".

    Special Cards and Bombs

    Dragon: the Dragon is the highest single card.

    Phoenix: the Phoenix can replace any card in a combination, or, as a single card, is ½ point higher than the card played right before it.

    Mah Jong: the player with the Mah Jong gets to play first.

    Dog: if the Dog is played the right to play the following trick goes to the "A**hole"

    4 Card Bombs must consist of 4 cards of the same value of different suits. A Run Bomb still consists of at least 5 consecutive cards of the same suit.

    End of the Round
    The round ends when only one player still has cards in his hand. He becomes the "A**hole" for the next round.

    Exchanging Seats
    Now the players exchange their seats.

    The "Master of All Masters" is entitled to sit in the most comfortable chair. He may select where he would like to sit. The remaining players are seated to the left of the "Master of All Masters" in the order that their last card was played.

    So, the player that got rid of his cards second sits directly to the left of the "Master of All Masters", followed by the third player and so on. The "A**hole" sits directly to the "Master of All Masters'" right.






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