Tichu-Rules
Almost every Chinese plays it!

1. Preparation
From the chat window:

Type /join and press Enter to join the game;
Type /start and press Enter to begin the game (4 players).

Or if you prefer, you can use the game administration tools.
2. Objective
Tichu is a card game for 4 people (there are versions for different numbers of players, but we only play it with four), divided into two teams. The basic aim is to get rid of your cards faster than your opponents.
3. Play Sequence
There are 56 cards: 13 each in four colours, ranging from 2 to ace, plus four special cards (see below). Each player gets 14 cards. He then chooses 3 of them to give to the other players, one each (Drag and drop the cards onto the exchange window; then click "Kartentausch" to actually exchange them), and receives 3 cards in return.
The player with the 1 (Mahjongg, see below) has the first lead. The lead player decides which type of card combination to play. He does so by clicking all appropriate cards up (aim your mouse cursor at the left half of the card) and then clicking "Karten spielen". Now all players take their turns in succession (The current player's name is enclosed in ** ). Each player must either pass or top the last played combination. Topping means playing a higher valued combination of exactly the same type. Here's a list of all possible types:
Singlet A single card 1 < 2 < ... < A < Dragon
Pair Two of a kind 2,2 < ... < A,A
Triplet Three of a kind 2,2,2 < ... < A,A,A
Full House A triplet and a pair Order of the triplet
Straights (multiple types) 5 or more successive cards of mixed colours (e.g. 5,6,7,8,9,10) Order of the highest card
Stairs (multiple types) 2 or more successive pairs (e.g. 4,4,5,5,6,6) Order of the highest pair
Bombs Four of a kind; and one-coloured straights Size of the bomb; order of the highest card in case of a tie
Note that Straights (and Stairs) of different length are not considered to be of the same type and thus cannot top one another. Bombs are an exception, bombs top everything. They can even be played if it is not your turn: Clicking on "Bomben" at any time will make you current player and allow you to play bombs out of sequence. Bombs can be topped by higher bombs. When a combination is not topped (i.e. the other three players pass), the one who played that last combination wins the complete trick and leads the next one.
4. Special cards
The Dog:
You can only play the Dog if you have the lead. Playing the Dog gives the lead to your partner. If the lead player has already finished, the lead goes to the next player still in the game, which may - or may not - be yourself. The Dog is no card combination and thus cannot be bombed.
The Dragon:
The Dragon is the highest single card (ace+1) and can only be played as such. If you win a trick by means of the Dragon, you have to give away that trick to one of your opponents. You may choose which one.
The Phoenix:
The Phoenix is a wildcard. It can replace any ordinary card in any combination, but it cannot be used to form bombs. Played as a single card, the phoenix has the value of the card it tops, plus 1/2. Played first, the Phoenix has a value of 1.5. The Phoenix does not top the Dragon though.
The Mahjongg:
The Mahjongg (or simply: 1) is the lowest card. It can be used in Straights. The player with the Mahjongg gets the first lead.
The instant that you play the Mahjongg, you can wish for an ordinary card. The wish will be fulfilled as soon as someone plays any combination containing that card. Players who cannot fulfill it may simply ignore it, but the first player (including you and your partner!) who can legally play such a combination must do so. If the only legal combination is a bomb, then it must be played. It is allowed to play a bomb not containing the wished card even if you could fulfill it; but the wish stays in effect then.
5. Scoring
The game ends as soon as three players have managed to empty their hands. 100 points are distributed, depending on the cards in the tricks they have won. The player who failed to finish loses his tricks to the player who finished first, his remaining hand counts for the opposing team. The card values are:
5s 5 points
10s 10 points
Kings 10 points
Dragon 25 points
Phoenix -25 points
everything else 0 points
If the players of one team manage to finish first and second, the game stops prematurely, card values are ignored and the winning team scores a flat 200 points.
In addition to these points, a player can call "Tichu!" anytime before playing his first card. This is a bet that he will personally finish first. If he succeeds, his team gains an extra 100 points; if not, they lose the same amount.
Daring players may choose to switch the Grand Tichu button on ("Grosses Tichu ein"). The game will then take a break from dealing cards as soon as you have 8 cards - and ask you whether you want to call a Grand Tichu - before going on and dealing the remaining 6 cards to you. A Grand Tichu is worth 200 points; otherwise it is like an ordinary Tichu call.
A Tichu match consists of several games; it ends as soon as one team reaches 1000 points.
We wish to thank tobelli for the superb translation.