Mah Jong: rank=1. Can be used to form a row e.g. 1,2,3,4,5. Player may call for a
specific card that next player must play if he has it (in a Bomb if necessary). Continues
from player to player until card is played.
Dog: can only be led. Gives right to lead to the partner, or if out, to player to his left. Phoenix: scoring value=-25 at end. Wild in any combination (but it cannot be used to create a Bomb). May not stand in for other special cards. Played alone it is worth the value of the previously-played card plus ½. Does not beat the Dragon. Dragon: scoring value=+25 at end. Most powerful single card. Can only be played alone. Only beaten by a Bomb. If it takes the trick, player chooses an opponent to receive the trick, but retains the lead. Example combinations: 4; 44; 3344...; 444; 33399; 34567... Bombs: Either (1) a row of at least 5 cards in sequence, and all of the same suit (also known as a "straight flush"), OR 4 cards of the same rank. A higher Bomb beats a lower one so four 8's beats four 7's. A "row" Bomb beats a "4 of a kind" Bomb and is in turn beaten by a higher or longer row Bomb. Scoring: Kings, 10's are worth 10 points each. The 5's are worth 5 points each. Aces are always high. |
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Mah Jong: rank=1. Can be used to form a row e.g. 1,2,3,4,5. Player may call for a specific card that next player must play if he has it (in a Bomb if necessary). Continues from player to player until card is played.
Dog: can only be led. Gives right to lead to the partner, or if out, to player to his left. Phoenix: scoring value=-25 at end. Wild in any combination (but it cannot be used to create a Bomb). May not stand in for other special cards. Played alone it is worth the value of the previously-played card plus ½. Does not beat the Dragon. Dragon: scoring value=+25 at end. Most powerful single card. Can only be played alone. Only beaten by a Bomb. If it takes the trick, player chooses an opponent to receive the trick, but retains the lead. Example combinations: 4; 44; 3344...; 444; 33399; 34567... Bombs: Either (1) a row of at least 5 cards in sequence, and all of the same suit (also known as a "straight flush"), OR 4 cards of the same rank. A higher Bomb beats a lower one so four 8's beats four 7's. A "row" Bomb beats a "4 of a kind" Bomb and is in turn beaten by a higher or longer row Bomb. Scoring: Kings, 10's are worth 10 points each. The 5's are worth 5 points each. Aces are always high. |
The information on these cards is owed to the work of
Chris Mellor/Aaron Fuegi (Aaron's Site).
See here for Tichu analysis.