0% found this document useful (0 votes)
61 views1 page

Tichu Aid

The document outlines various card combinations and their scoring rules in a card game. Key combinations include Three of a Kind, One Pair, and Bombs, with specific point values assigned to each. Additionally, it describes the mechanics of play, such as leading tricks and the role of wild cards.

Uploaded by

Vaughan Smith
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
61 views1 page

Tichu Aid

The document outlines various card combinations and their scoring rules in a card game. Key combinations include Three of a Kind, One Pair, and Bombs, with specific point values assigned to each. Additionally, it describes the mechanics of play, such as leading tricks and the role of wild cards.

Uploaded by

Vaughan Smith
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

Combinations

7
Three of a Kind Single Card One Pair Three of a Kind

Phoenix
7

Combinations
7
7
Solo = previous card + 1/2. With others = wild card. Cannot be used in bombs. 25 pts.

Phoenix

Single Card

One Pair

Solo = previous card + 1/2. With others = wild card. Cannot be used in bombs. 25 pts.

Dragon
3
Full House Consecutive Pairs Full House

Dragon
7 7
8 ++

8 ++

7 7

Consecutive Pairs

Must be played solo. Highest single card. Trick given to an opponent if it wins the trick. +25 pts.

Must be played solo. Highest single card. Trick given to an opponent if it wins the trick. +25 pts.

Dog
7 7

Dog
9+
Bomb Four of a Kind

9+ 7
Bomb Four of a Kind Straight (Run)

7 7

Straight (Run)

No value, so must be lead. Play passes to a partner If none, passes to player after missing partner. 0 pts.

No value, so must be lead. Play passes to a partner If none, passes to player after missing partner. 0 pts.

Mah-Jong
Bomb Straight Flush

Mah-Jong Scoring
In teams nal taken tricks, 5 = 5 pts., 10, K = 10 pts.

Scoring

9+
Bomb Straight Flush

In teams nal taken tricks, 5 = 5 pts., 10, K = 10 pts.

Possessor leads rst trick, may use this. Lowest card, can be in a straight. Make a wish when played. 0 pts.

6 7

9+

Possessor leads rst trick, may use this. Lowest card, can be in a straight. Make a wish when played. 0 pts.

Combinations
7
Three of a Kind Single Card

Phoenix
7

Combinations
7
One Pair

Phoenix
7
Three of a Kind

Single Card

One Pair

Solo = previous card + 1/2. With others = wild card. Cannot be used in bombs. 25 pts.

Solo = previous card + 1/2. With others = wild card. Cannot be used in bombs. 25 pts.

Dragon
3
Full House

Dragon
7 7
8 ++
Consecutive Pairs

8 ++

7 7

3
Full House

Consecutive Pairs

Must be played solo. Highest single card. Trick given to an opponent if it wins the trick. +25 pts.

Must be played solo. Highest single card. Trick given to an opponent if it wins the trick. +25 pts.

Dog
7 7

Dog
9+
Straight (Run)

9+
Bomb Four of a Kind

7 7

Straight (Run)

No value, so must be lead. Play passes to a partner If none, passes to player after missing partner. 0 pts.

Bomb Four of a Kind

No value, so must be lead. Play passes to a partner If none, passes to player after missing partner. 0 pts.

Mah-Jong
Bomb Straight Flush

Mah-Jong
Possessor leads rst trick, may use this. Lowest card, can be in a straight. Make a wish when played. 0 pts.

Scoring

9+

Scoring
In teams nal taken tricks, 5 = 5 pts., 10, K = 10 pts.

6 7

In teams nal taken tricks, 5 = 5 pts., 10, K = 10 pts.

Bomb Straight Flush

9+

Possessor leads rst trick, may use this. Lowest card, can be in a straight. Make a wish when played. 0 pts.

You might also like