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Talk:Gamehelptichu

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Main Tichu Page: Linking to circular Rules reference sources is not helpful. Linking to Rules that have multiple variants described in them is not helpful. Linking to Rules and Tactics was more convoluted than the other rules. Providing rules that are not definitive how Tichu was implemented on BGA is not helpful. Language and Cultural history add to the inconsistencies in Rules. Why was it necessary to implement colour themes? The transparent cards in the "Played Cards" area are my remaining hand cards?

Suggested Improvements (placeholder Talk Page until all suggestions compiled and verified, prior to article edit)

Format:

Objective
Setup
Card Combinations
Round Play
Round Scoring
End of Game

Clarifications:

Game Objective: Winning conditions must be clear as the first statement of the rules. Collect the most points, as a two player team, over (x) rounds of trick taking. Points are scored in accordance with the scoring table at the bottom of the article. How many rounds of play are there??

Why is it tracking Round Number, Trick Number and Trick Points up in the corner?

These are not "Trick-taking" hands in the traditional sense (FWIR). I would suggest these are not Tricks at all, but rounds of playing cards ... because some player turns may be skipped and some players will play twice in the same round.

The other rules are littered with exceptions where Players play "out of turn" - but that is never explained anywhere??? Almost like you can launch a bomb whenever? How does that work? - it's just a race to see who plays fastest?

Playable Card Combinations (by increasing value)

Pair (two cards of equal value)

A Full House (set + pair)

Card Play: Playing of cards must follow with a higher value of the same type of combination played by the previous player. ie If Player A plays a pair of 2's, Player B could follow with a higher pair of 4's. However, if Player A plays a pair of 6's, Player B could not follow with a set of 3's; Player B must follow with a higher pair or a Bomb.

Bomb Combinations (high ranked poker hands that do not have to follow the previous players combination type and can be played at any time)

Maj Jong - on BGA, how is "wishing" implemented? I didn't see any wishing happening, or being forced to play any wished cards? How could you possibly enforce "must play MJ if possible" if it happened three rounds ago? What's the tactical advantage of forcing someone to play a specific card?

Phoenix: The Phoenix has three clear options for use (1.5 as a lead single, add .5 to previously played single value card, wild value within any combination (pairs, sets, or straights)

Dragon: (you choose which one)???? (Ah - opponent not partner) (tactic not yet clear here - this is why game winning conditions and points objectives are critical for understanding) - I still can't figure out if a Dragon can be bombed or not? And why would you?

The Dog - makes no sense - pass the lead? no points? Dragon can't win the dog (win the trick?) ???

Bombs - "can be played out of turn" - what does that mean? How could that be implemented on BGA turn based games?

Naming Conventions Consistencies:

Straight rather than Run (FYI a run is typically only 3 cards) Sequential rather than Sequence

Additions:

Are there any markers to indicate who made a Grand Tichu or Tichu bid?

Tichu must be called before "any player" plays their first card, or only you? Tichu must be called before looking at your passed cards? If Tichu is called all passed cards can be recovered, or only the one given to the Tichu declarer?

Is the any indication / reminder of what the wish call was made? Set rather than Triple (and described as Three of a Kind or three of same value) Higher rather than bigger

End of Round: If both players from one team have gone out, what is the tactic for the remaining players of the other team finishing the round? The last player doesn't technically go out, they just stop playing. Do players from the same team keep playing rounds or not?

Scoring table: Winning tricks doesn't matter - only collecting K's, 10's, 5's, Dragon and avoiding Phoenix. All other cards are worth zero. Provide a precise scoring table rather than a text based description of scoring. There is significant discrepancies in the scoring rules descriptions. There is significant confusion in the scoring descriptions. Are loose card from the last players hand, that are given to the opposing team (or second out) scored? Not clear, because scoring only talks about scoring tricks won, not the loose remainder cards? Why would you give cards to your partner to score - he's on your team anyway? Players on each team combine their scores at the end of the round for team scoring.

Grammar: Remove all the articles "A"


SquashEngineer (talk) 18:08, 25 October 2023 (CEST)

Spelling: Bomb(s)