Board game rules at hand
Tichu · 4 players · partners · race to 1,000

Fast table reference

Tichu

A quick, phone-friendly rules sheet for the moments that slow a table down: what beats what, when bombs can interrupt, how wishes work, and where the points go.

56cards
2 × 2teams
1000usual target

Round flow

From deal to first lead

clockwise or anticlockwise: choose table convention

Deal 8

After seeing the first 8 cards, each player may call Grand Tichu: “I will go out first” for ±200 points.

Deal 6 more

Everyone reaches 14 cards. Grand Tichu is now closed. A normal Tichu call is still allowed until that player plays their first card.

Pass 3 cards

Simultaneously pass one card face down to each other player: one to partner, one to each opponent.

Mah Jong starts

The player holding the Mah Jong leads the opening trick, but does not have to lead with the Mah Jong card.

Passes do not lock you out

You may pass and later play into the same trick if the turn comes back around. A trick ends after three consecutive passes after the current high play.

Trick ranks

What beats what?

same combination · same length · higher value

Base card order

For ordinary ranked cards, suits do not matter unless the play is a straight-flush bomb.

MJ 1 2345678910JQKA Phoenix* Dragon

*As a single, Phoenix is 1.5 when leading, or exactly 0.5 higher than the previous single. Dragon is only a single-card play.

Combination Legal form How it ranks Special catches
Single One card Higher single wins: Mah Jong/1, 2…A, Phoenix as +0.5, Dragon highest. Dragon can be bombed. Dog is not a single trick card.
Pair Two cards of same rank Higher pair beats lower pair. Phoenix may stand in for the missing mate.
Stairs Two or more consecutive pairs, e.g. 55-66-77 Must match the number of pairs; compare the highest pair. Phoenix may complete one pair. No gaps.
Three of a kind Three cards of same rank Higher triple beats lower triple. Phoenix may complete the triple.
Full house Three of a kind plus a pair Ranked by the three-of-a-kind, not the pair. Phoenix may help form either part.
Straight Five or more consecutive ranks Must match length; higher top card wins. Mah Jong can be 1 in 1-2-3-4-5. Phoenix can fill one gap. No wraparound. Dragon and Dog are out.
Bomb Four of a kind, or suited straight of 5+ cards Beats any non-bomb. Only a bigger bomb beats a bomb. See bomb timing below. Phoenix cannot be used in a bomb.

Bomb timing

The interrupt rule

any time · even out of turn · never on Dog

Bomb hierarchy

Bombs are the exception to “same shape.” A bomb can land on a single, pair, full house, straight, or another bomb.

8888 AAAA 9-T-J-Q-K suited 2-3-4-5-6-7 suited
Straight-flush bombs beat four-of-a-kind bombs. Among straight-flush bombs, more cards beat fewer cards; if the length matches, compare the top rank.

Timing sequence

  1. A current high play exists, or a player has just led a combination.
  2. Any player with a legal bomb may interrupt, even if it is not their turn.
  3. After a bomb, everyone gets a chance to answer with a bigger bomb.
  4. If no bigger bomb appears, the biggest bomber takes the trick and leads next.

Bombing the Dragon

A Dragon single normally wins the trick, then its trick cards are given to one opponent. If the Dragon is bombed, the biggest bomber takes the whole trick, including the Dragon.

Do not bomb the Dog

The Dog is not played into a trick and cannot be stolen by a bomb. It only transfers the lead to the Dog player’s partner, or to the next active player if the partner is already out.

Special cards

The four troublemakers

Mah Jong · Dog · Phoenix · Dragon

Mah Jong / Sparrow

  • Holder leads the first trick, but may lead any legal play.
  • When played, it is rank 1 as a single or in a straight such as 1-2-3-4-5.
  • When played, you may make a wish for a rank 2 through A.

Wish discipline

  • The wish stays active until somebody plays the wished rank.
  • If you can legally satisfy it on your turn, you must.
  • If satisfying it requires a legal bomb, you must bomb.
  • Phoenix can help make the required combination, but Phoenix itself does not count as the wished rank.

Dog / Hound

Can only be led. It gives the lead to your partner. If your partner is out, lead passes to the next active player after your partner.

Phoenix

As a single: 1.5 when led, or 0.5 higher than the previous single. In combinations: wildcard from 2 to A. Never in bombs.

Dragon

Only a single. It is the highest single unless bombed. If it wins, give the trick to either opponent.

Scoring

Where points go

card points total 100
5each five
10each ten
10each king
25Dragon
-25Phoenix

Tichu calls

Tichu: ±100 if that player does/does not go out first. Grand Tichu: ±200, called after seeing the first 8 cards and before taking the final 6.

One-two finish

If both players on a team go out before either opponent goes out, that team scores 200 points for the round and card points are not counted.

Last player penalty

The last player to go out gives their unplayed hand cards to the opposing team, and gives all tricks they captured during the round to the first player who went out.

Edge cases

Quick rulings

Can I pass, then bomb later in the same trick?
Yes. Passing does not remove you from the trick. Bombs can interrupt later if you have a legal bomb.
Can Phoenix complete a bomb?
No. Phoenix can be a wildcard in ordinary combinations, but never in four-of-a-kind bombs or straight-flush bombs.
Can a lower straight flush beat a higher four-of-a-kind?
Yes. Any straight-flush bomb beats any four-of-a-kind bomb. Then rank straight-flush bombs by length first, top card second.
Who leads after an unbombed Dragon?
The Dragon player won the trick and leads next, but must give the captured trick cards to one opponent for scoring.
Does a wished rank force me to play a bomb?
Yes, if the bomb is the legal way you can satisfy the active wish. If you can legally play the wished rank, you must.