And it begins even before all the cards are dealt, when you are offered the opportunity to gamble, on behalf of you and your partner no less, on whether you will be the first player to void their hand (i.e. Almost all of your decisions are tempered by this consideration not only how this choice will affect yourself, but of how it will affect your partner. Partnership play, by its nature, increases poignancy as you and your partner’s fate become inextricably bound and you worry from beginning to end whether it will be your decisions that cost you both the hand or, worse, the game. Amongst these, however, partnerships are the linch-pin each of the others ties back to this in some way. And, while the card play and scoring of the parent game are sufficiently and tactically interesting in their own right, each of these additions, in their way, serve to increase the number of decision points and, consequently, the feelings of tension you will have throughout the game.
Tichu is a climbing card game (in the same family as “President” or “Asshole”) descended from Zheng Fen with a few less combinations and different “bombs” but with partnerships, card passing, four special cards, and extra scoring.