Tichu
Jon was late as usual. So we played a couple of practice hands of Tichu. Which some how turned into a real game. Of pain…
08/02/2007 The scorecard for a game of Tichu
GT or T bet made or lost
This team scored more points than the other or one twoed
GT/T
|
Team #1
|
GT/T
|
GT/T
|
Team #2
|
GT/T
|
Ed & DougG
|
JohnG & MarkH
|
T+
|
300
|
|
|
0 |
|
|
|
|
|
-105
|
T-
|
|
440
|
|
|
|
GT-
|
|
|
|
|
-205
|
|
|
|
|
T+
|
-105
|
|
T+
|
710
|
|
|
|
|
|
|
T+
|
|
5
|
|
|
925
|
|
|
|
|
|
|
T+
|
|
120
|
|
Age of Steam: Korea
Picking a game for five players is hard. Well, if you want everyone to agree, that is. We decided on Age of Steam and for a variant chose the Korea map. This was a first playing for every one. So no one would have an advantage. The map is rather mountainous. But, fortunately, mountains only cost 3 dollars to build on. Also, there are some spots where you can’t build through that are marked with thick black lines. I guest those spots exist to make the map look more like the country that it is trying to represent.
The big difference here is that cities are not the color of the tile. Rather, a city will accept any colored good that is currently on top of it. This makes for a very changing game. One where you have to play tactically and over the short-term. Because other people will change your plans by delivering goods.
For some reason, the starting player bid was rather low. I got second place for 2 dollars. Jon was first and chose deliver first to allow himself some protection. Which is clearly more powerful in this game. I was very lucky to get locomotive! Doug chose build first, John chose turn order, and Ed chose engineer. Jon built off in the south east of the board. Doug built in the south west. And I built in the middle which allowed me to make two length two deliveries on the first turn. Ed built in the north east and was trying to set up a length two delivery by going through another city to get to his intended good. John chose a route in the north that connected to Ed’s target city.
When it got around to John making his first delivery. He chose to deliver one red good from the northern-most city to Ed’s target city. I quickly pointed out that he should have done that the other way. He should deliver the good in the target city to the northern-most. So that in the future, if someone were to deliver that good, at least it would have to go along his rail for one length. Unfortunately, I did this quickly and without thinking. After I said it, I realized that, if John were to change the move, it would hose Ed and leave him unable to deliver any goods that turn. Of course, in general, that is what you are supposed to do in this game. Now some people were clamoring for John to do exactly that. But, in the end, he chose to be nice to Ed. Ed later on in the game makes a delivery that helps himself and hurts John.
And this happened again in the game. John wondered whether he should build tracks and I replied that at least it would get you victory points even if you do not use those tracks to deliver goods. I then pointed out some cheap spots to build a track. And then realized that it would cut of Ed’s southern route from his northern route. Doh! I really should keep my mouth shut at this point. John picks somewhere else to build.
In this game, you can’t really compete with someone else over the same goods. Not without knocking both people out of the running for the game. However, after having a couple of rounds of loosing victory points for not having enough income, John was able to climb out of a death-spiral by delivering a number of length four goods. He was doing this in the middle of my territory. But I was occupying myself with longer deliveries.
Suicide Tichu
And finally we wanted one more quickish game to close out the night. Tichu, of course, came up again. We seem to always play this game — perhaps too much at times. But it is relatively easy to get all four people to agree to play it.
This time I wanted to try out a variant. I think it was Adam and Rehana that had mentioned suicide Spades. We discussed how it would work in Tichu and came up with the following, simple, rule: One person on each team must call Tichu (before they play their first card). I found a reference on BoardGameGeek called Chaos Tichu here. But it is a little more chaotic, so to speak.
I like this variant! It intensifies the gaming experience. You feel like you are in a crucible. You must make hard decisions with little information. When you pass a card to your partner, you pass your best card if it is clear you are not going to call Tichu. But what if they then play some cards without calling Tichu? Well, you are screwed and you have to call a doomed Tichu. There is more calling of Tichus before the pass. And the Mahjong is a little more powerful in this variant. If I am going to call Tichu and I have the Mahjong, then I wish out an Ace. If it doesn’t backfire, then the person on the opposing team must play an ace and then be forced to make a less likely Tichu call (or hose his partner).
08/02/2007 The scorecard for a game of Tichu
GT or T bet made or lost
This team scored more points than the other or one twoed
GT/T
|
Team #1
|
GT/T
|
GT/T
|
Team #2
|
GT/T
|
MarkH & Jon
|
DougG & JohnG
|
|
|
T+
|
T-
|
-80
|
|
T-
|
|
|
T-
|
-180
|
|
T+
|
480
|
|
T-
|
-280
|
|
|
405
|
T-
|
|
|
T+
|
|
305
|
T-
|
T+
|
195
|
|
|
|
T+
|
T-
|
115
|
|
T+
|
785
|
|
|
15
|
T-
|
T+
|
865
|
|
T-
|
|
|
|
|
T+
|
|
-25
|
T-
|