Country: China

Tichu

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, he wins the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards he won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to her playing any card. This indicates that she thinks that she can empty her hand first this round; if she does so, her team scores 100 points, and if not, it loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only her first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.

Sun Tzu

In 506, Sun Tzu marched up the Hwai River where he was assaulted by Ch'u armies under the command of King Shao. Sun Tzu and his Wu soldiers were outnumbered and King Shao's armies held the high ground. Sun Tzu feigned retreat and tricked King Shao into spreading out his forces, ready to pursue. With the Ch'u scattered, Sun Tzu crushed their forces in piecemeal fashion at the battle of Bai Ju, routing the Ch'u back to their capital of Ying. King Shao fled Ying seeking refuge and asylum across the borders while Sun Tzu remained the master of strategy and tactics.

In Sun Tzu, a.k.a. Dynasties, players take on the role of Sun Tzu or King Shao, leading these two opposing armies in an attempt to unify China through the deployment of their armies and forces rather than by brute force. Each turn players play cards to specific provinces, then reveal them individually by province. Armies are added or removed from the province depending on who played the higher valued card or who played a special card. Some cards can only be used once, so playing the card at the correct time is critical to a winning strategy. The game has a feel of "tug-of-war" as the scoring marker starts in the middle of the scoring scale and the players attempt to move the marker to their side of the track. The game ends after nine rounds or if either player is able to move the scoring marker to the last space on his side of the scoring track.

Qin

In Qin players colonize the Chinese hinterland, seize territories, and expand their influence by placing tiles and pagodas.

A move is simple: You choose one out of three tiles from your hand, place it onto the grid of the board, then draw a new tile. Each tile shows two landscapes. If you create a territory that consists of at least two spaces of the same landscape, you seize it. You can also expand your territories, take over territories from other players, and connect your territories to villages on the board. All of this enables you to place pagodas. The player who is first to get rid of all his pagodas wins.

At the Gates of Loyang

At the Gates of Loyang is a trading game in which you are able to produce goods by planting them and later selling them to customers. You can use the abilities of some helpers to increase your income or production.

Fields, customers, helpers, and miscellaneous objects are represented by cards. Each player receives two of these cards per round distributed by a bidding/drawing mechanism in which you end up with one of the cards you draw and one of the cards of a public offer filled by all players. Additionally, to these cards you always receive one field for free each round.

Placing one good on a field fills the complete field with goods of this type. Each round, one unit per field is harvested. After planting, harvesting, and distributing cards, each player can use as many actions as he wants, only limited by the number of his cards or the number of goods he owns. At the end of his turn, he can invest the earned money on a scoring track, where early money is worth more than late money. The game ends after a certain number of rounds, and the player who is first on the scoring track wins.

Online Play

Yucata (turn-based)

Zong Shi

In a large town in medieval China, several talented artisans – Masters in their own right – aspire to become recognized as Zong Shi: the Grand Master craftsman. You are one of these master artisans and together with your apprentice, you are competing with the other Masters to attain this elevated status in the town. To succeed, you'll have to impress the townspeople with your skills. How shall you do it? Will you acquire a specialist's mastery over certain material, or will you enlarge your workshop? Will you create a large number of smaller projects or will you build fewer, but greater, masterworks? That is for you to decide.

Zong Shi blends worker placement, resource management, project completion and special action cards. To set up the game, lay out the project cards (eight types, each with a special power) and masterwork projects (only three at a time) on the game board; draw goods randomly for the two markets; lay out the exchange tiles in the pawn shop; and lay out a certain number of Scrolls of Fortune and material tiles. Players take turns drafting Scrolls (which have one-shot abilities) and materials (needed to complete projects), then the first round begins.

In each round, players take one action with their master or apprentice, then take one action with their other figure. The possible actions are:

Begin a project – Master only. Pay the material cost, then place the master on the time track in the space shown on the project.
Go to the market – Hang out and shoot the breeze until the next phase.
Go to the temple – Draw one Scroll (or more if your master is at the temple and donates material).
Go to the pawn shop – Choose an exchange tile in the shop and place the exchange tile on your player board. You may then swap one material shown on that tile for the other material on the tile.
Pay respectful visits – Visit a townsperson, donate materials of the right type equal to the visit tile you place there, then take the special action associated with that person this game.
Pass

Those in the market then take turns choosing materials located there. You can hold no more than five materials. Players then advance their master on the time track to represent work on the project. Refill materials in the market, pass the start marker, then begin a new round.

When a player completes his sixth project, players complete that round and one additional full round. Players tally points for completed projects, incomplete projects (which are penalized), number of townspeople visited, a full board of exchange tiles, completion of six projects and unused scrolls and material. The player with the most points wins.