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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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iOS Review: Mu and Tichu

Brad Cummings
United States

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The Stats:
Compatibility: iPad, iPhone, and iPod Touch (Universal)
Current Price: $2.99
Developer/Publisher: House Full of Games/ Steve Blanding
Version: 1.3/1.3
Size: 8.7 MB/ 17.5
Multiplayer: Pass and Play
AI: Yes. Varying difficulty
Itunes link: Tichu and Mu



The Good:
- Well laid out design on both ipad and smaller devices.
- Excellent translations of the card version.
The Bad:
- Mu could use a multiplayer system, both game will benefit by async (coming in iOS 5 to Game Center).
- Leader board system would also be interesting.

Summary:
Mu and, especially Tichu are well known games in the board game community. To translate them to iOS is something akin to the challenge Puerto Rico. However, Steve has managed to not only create quality games but also program AI that is both a challenge and a tutor.

Gameplay:
Mu and Tichu are trick-taking games of some of the most renown. They are played with same vigor by gamers as ladies in Boca play Bridge and Spades. They rely on knowing the value of your hand and working closely with your partner(s). Rather than give a rambling explanation, in this case I will use the summaries found on their Board Game Geek pages:

Mu: Mü is regarded by many as one of the best offerings in the trick-taking genre. Players reveal cards to declare their bids: the highest bidder becomes the Chief and the second highest bidder is the Vice. Both the Vice and Chief choose a trump (either number or suit), and then players try to capture tricks to score the most points. The Chief chooses a partner and tries to cover the bid to score bonus points, while the Vice and remaining players seek to stop the Chief from reaching his goal.
The deck consists of 60 cards in 5 different colored suits. Each suit contains cards numbered from 0 to 9, with two of each the 1 and 7 cards. Cards also have 0, 1, or 2 triangles printed on them to show the point value of that card.
Tichu: Partnership climbing card game -- object is rid yourself of your hand. The deck is a standard 52-card pack with four special cards added. When it's your turn, you may either beat the current top card combination or pass. If play passes all the way back to the player who laid the top cards, he wins the trick and can lead the next one. The card led determines the only combination of cards to 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, etc. The last player out 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 points, with each hand worth one hundred points (without bonuses). The first team to 1000 points wins.
As you can see both games offer a challenging amount options and combinations. Luckily, the iOS versions include excellent tutorials to help walk you through the game for as long as you need it. These apps also offer a chance to train and become better at these difficult games, and hopefully prevent your partner from yelling at your during your next play session.

Implementation:
Both Mu and Tichu offer a deeper trick-taking experience on iOS. Beyond this, they offer a higher quality experience when compared to most Spades and similar clones found on the app store.

The graphic design in both games is generally minimalistic. The game splashes directly into the main play area with a menu popping up in front of you. While Tichu does feature additional buttons for access to online play options, the majority of in game menus are of the generic built iOS fare. Though not particularly aesthetically pleasing in nature, it does seem to blend with the overall classic solitaire design choices. In-game play is clear and easy to navigate. A spotlight moves from player to player clearly showing who needs to make a move. I am very impressed by the information control in these designs. They have thought carefully about what should be shown in what situations. For example in Tichu hand size is shown as going out is a major part of the game, and in Mu the cards remaining in each player’s hands are not show as this is not a factor in the game. The game also uses the devices orientation to display different information. On the iPhone when tipping the device either left or right the score summary and the score reference sheet are shown. When playing on the iPad all of this information is constantly visible.

Both games feature completely customizable AI opponents and partners. You have the ability to set each opponent individually in both difficulty level and play style. I personally am a n00b to both of these games and so I am sufficiently challenged by the normal setting so I cannot speak to the overall challenge of the AI. However, from more experienced I have heard nothing but praise for the AI. In single player mode they offer training to increase your skill for when you play the physical game. That’s right gaming group, next time I won’t make such terrible plays in Mu.
Apart from the AI the game also features several interesting features. These include extended statistics about your play and win percentages against certain AI opponents. If you are a serious player these can be used to analyze your play patterns. Both games also feature Shake-A-Hint which will give you advice on moves when you shake your device. I find it very useful when learning or relearning the game but I do feel you have to shake the device pretty hard in order for it to be read. Another feature which I have not yet taken advantage of is the ability play local multiplayer via Bluetooth. It is nice to have the option but I have not yet seen a situation to use it. Tichu also allows you to run multiple games at once with a mix of online and local games.

As mentioned about Tichu does over online multiplayer. It seems easy to find a game in the evening hours but impossible during business hours (US time). This is probably due to the size of the community. It does give you the option of inviting friends via Game Center, so taking advantage of something like the iOS Board Game guild could provide an easier to find players. I am puzzled as to why Mu has yet to receive the multiplayer treatment (thought I am sure someone will provide the answer in the comments below). I do also believe that when iOS 5 with Async play is implemented it will be a welcome addition to both of these games.

Conclusion:
Mu and Tichu are good minimalistic implementations of popular trick-taking games. Though I enjoy the gameplay of Mu more, Tichu is the better app based on the ability to play both online and multiple games at one time.

Mu
Rating: 3/4 Good

Tichu
Rating: 3/4 Good
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22 Comments
Subscribe sub options Wed Jun 29, 2011 4:38 pm
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Steven
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Given Tichu's bombing rules, async multiplayer would be quite tricky.
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  • Posted Wed Jun 29, 2011 4:50 pm
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Dave Mansell
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Tichu is probably my most-used iPhone app. It's really well-done, especially so because I was able to learn how to play the game from the app, unlike some games that are hard to learn if you haven't played the physical game before.
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  • Posted Wed Jun 29, 2011 5:29 pm
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Steve Blanding
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celiborn wrote:
Given Tichu's bombing rules, async multiplayer would be quite tricky.

Correct. This is precisely why I didn't bother to include it. Tichu players need to be fully engaged at all times. You can't just take your turn and go do something else until it's your turn to play again. You need to be able to bomb.

As to why Mü hasn't been given the Game Center treatment: it's mostly a question of cost vs. benefit. Mü was coded first and I learned some things along the way. As a result, Tichu was built to be suited to Game Center style multiplayer from the beginning. Portions of Mü, on the other hand, would require a significant rewrite. Since my iOS apps are done in my spare time, I have to be pretty stingy with how I allocate that time. I could either spend a few months retro-fitting Mü to work over Game Center, or I could spend that time developing something new. Although I'm pretty pleased with how well Mü has sold, considering that it's such an obscure game, and I'm certainly pleased with how well it's been received by those who have actually played it, the reality is that it hasn't sold well enough to justify spending too much more time on it. Perhaps this review will change that. If enough of you go out and buy Mü to justify my taking a few weeks off from work and locking myself in a room with my MacBook Pro then perhaps... And it's entirely possible that I may come back to it in a bit anyway. When iOS 5 comes out, with its built in support for ASMP, then I might very well revisit that decision.

By the way, Tichu does fully support Game Center leader boards. This article makes it sound as if, perhaps, it doesn't. It's a shame that Game Center's leader boards don't really support ELO style ratings very well. Instead of tracking your latest score, Game Center's boards track your highest score over a range of time. It's not quite the same thing. I've complained to Apple about this but so far I haven't heard anything from them about it. Hopefully they'll add that at some point.

Anyway. Brad: Thanks for the nice reviews! I'm glad to hear you enjoyed them. (Although I'm a little puzzled at how all your reviews seem to end with 7's or 8's Heh.)
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  • Edited Wed Jun 29, 2011 5:47 pm
  • Posted Wed Jun 29, 2011 5:47 pm
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Dave Mansell
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Steve, thank you for such a great app! I am going to by Mu today based on how much I've enjoyed Tichu. I also want to thank you for making them Universal apps -- I wish more devs/publishers would follow your example!

I have a tiny feature request, if you don't mind. When selecting a wish value in Tichu, I'd love to be able to cancel and make a different play instead. Would that be difficult to add?

Thanks again!
 
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  • Posted Wed Jun 29, 2011 5:57 pm
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Steve Blanding
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Wilikai wrote:
When selecting a wish value in Tichu, I'd love to be able to cancel and make a different play instead. Would that be difficult to add?

I'll add it to the wish list. No promises though.
 
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  • Posted Wed Jun 29, 2011 6:06 pm
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Carl Patten
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6 = app disappointed the reviewer
7 = pretty good, worth playing
8 = best of the current breed of apps

At least that's what I've been able to determine. The rest of the review has a lot of useful information, as usual, but once again the star rating stands out as being tacked on for the sake of having a rating.

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  • Posted Wed Jun 29, 2011 6:11 pm
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Craig Romero
United States

Texas
To echo an earlier commenter, I think the ratings for Tichu and Mu are too low and they don't really match the positive comments given in the actual review. They are easily 2 of the 5 best card games on the Iphone and I have spent hours and hours playing both.

The fact that iDixit and Mu received the same rating is beyond absurd.
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  • Posted Wed Jun 29, 2011 7:14 pm
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Jonathan Morton
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How much credit do you give the implementation and how much do you give the game design? For me Tichu is a 10 as a physical game, but the iOS version is an 8 - the interface is mostly very good but the AI is both weak and slow.
 
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  • Posted Wed Jun 29, 2011 7:34 pm
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Dave Mansell
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Jonny5 wrote:
How much credit do you give the implementation and how much do you give the game design? For me Tichu is a 10 as a physical game, but the iOS version is an 8 - the interface is mostly very good but the AI is both weak and slow.

Have you tried upping the level of the AI in the settings?

As for the speed, what iOS device are you using? When I upgraded from an iPhone 3G to 4, it greatly improved the AI speed.
 
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  • Posted Wed Jun 29, 2011 7:46 pm
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Jonathan Morton
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iPhone 3GS with AI on "Better", winning 90% of games.
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  • Posted Wed Jun 29, 2011 7:49 pm
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Joël Gagnon
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Mü is clearly my favorite game app!
 
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  • Posted Wed Jun 29, 2011 7:52 pm
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Dominic Crapuchettes
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Tichu is one of my most played iPhone apps.

The AI is not great, but it's a partner game, and sometimes your partner doesn't play as well as they could. The important thing is that Tichu is such a great game, the app is still interesting to play after many hours. I've probably put 30 hours into playing the app. That's about as much time as I've pt into Carcassonne, my other most favorite app.
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  • Posted Wed Jun 29, 2011 9:49 pm
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John S
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Thanks for the review of these. I echo the praise for Tichu. It's incredibly addictive as a game, and is given a polished, uncluttered, easy-to-read UI style. It may not be as flashy looking at first glance as other ports, but it doesn't need to be and is nearly perfect in execution.
 
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  • Posted Wed Jun 29, 2011 10:52 pm
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Brandon Pennington
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I have played Tichu more than any other iOS game. Inspired me to buy the physical version.
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  • Posted Thu Jun 30, 2011 3:30 am
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Crazy Bob
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Tichu is my most used app, but i'm suspicious of the AI. Whenever I get around a 1800 rating, my partner starts covering my cards and not my opponents' cards, and often calls a busted Tichu after the opponents get the lead one time.
 
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  • Posted Thu Jun 30, 2011 6:49 am
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Steve Blanding
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elcomadreja2 wrote:
Whenever I get around a 1800 rating, my partner starts covering my cards and not my opponents' cards, and often calls a busted Tichu after the opponents get the lead one time.

I promise that the AI doesn't even look at your rating. What you're seeing is just coincidence.

It turns out that Tichu is an incredibly difficult game to teach a computer to play. The problem is that the number of potential plays each turn is huge and there just isn't enough computation power to properly examine every situation. You'd be waiting forever for the computer to make up its mind. So compromises had to be made and sometimes that results in poor play. I've done my best to try to handle many of the exceptional situations that can arise which the AI has difficulty handling on its own but there will always be some cases where the simulation falls short. BTW, feel free to send me a game log if you encounter anything that is particularly suspect. (Just make sure you tell me what to look for.) At some point I may try to work on it some more. I have to be careful though because it's well past the point where fixing one situation may break another.

Mü was a much easier game to code because players can't play out of turn (no bombs) and they can only play exactly one card at a time. It wasn't without its challenges though. Getting bidding right was particularly nasty. And the asymmetric deck (two 7s and 1s, cards that are worth different amounts) and the odd combined trump suits made for some interesting problems. Still, it's a much simpler game to code and as a result the AI for Mü is much stronger than the AI for Tichu. Of course it's not perfect either. No computer AI ever is.
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  • Edited Thu Jun 30, 2011 2:35 pm
  • Posted Thu Jun 30, 2011 2:26 pm
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Francis Bergeron
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Thanks Steve, you've ruined my life... i eat and play tichu, i walk and play tichu, i talk on phone and play tichu, i drive and play tichu, i almost play tichu when having s.. , now i play tichu...

Can we also have Haggis? So i'll need 1 ipod in each hand!
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  • Posted Thu Jun 30, 2011 3:56 pm
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Jeff Hannes
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The app is certainly well done, but I have to say my first play left a very bitter taste in my mouth. After passing my partner the Dog and getting a very strong hand, I called Tichu. I was down to one card left in hand and my opponent had the lead. And... He led a high singleton. Suffice it to say, we lost that hand horribly.

I don't know if this is a result of a low AI setting, bad luck or what, but it just doesn't seem it should be possible for this to happen on ANY level. When your partner calls Tichu, giving up the lead seems a fundamental play.

And in this case? Your partner calls Tichu. He has one card left. You have the Dog... In that situation you play the Dog. There is NO circumstance in which ANY other play makes sense, and for my AI partner to not realize this makes it seem as if I'm playing the game with a partner who doesn't even know the rules. That was very frustrating and disappointing, and with several other board games to occupy my attention I haven't gotten around to playing Tichu again, writing it off as "online play only". I never expect an AI to be skilled, but I at least hope it'll understand the fundamentals of the game and, when confronted with an obvious situation where there is only one right play, make the right play.

Maybe it was bad luck, and I should probably tinker with the settings and play it more often, but app-buyers can be a fickle lot, myself included, so I thought I'd at least relay my experience. Tichu might be a great app, but after that first experience, I've been in no rush to play again. I'm sure I'll get back to it at some point, since I do love Tichu, and I like the interface implementation, but one inexplicably bad experience has soured the milk a bit.
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  • Posted Thu Jun 30, 2011 4:16 pm
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Steve Blanding
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Jeff,

What you describe sounds very much like a bug. Either that or incredibly bad luck. I'm not going to promise that the AI doesn't occasionally make blindingly stupid plays (I promise you that from time to time it does) but most of the time it should at least get that one right.

Francis,

I understand that Haggis is in the works but I'm not the one doing it. I have other projects I'm working on at the moment so I decided not to take on the challenge of programming yet another climbing game with an impossibly large decision tree.
 
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  • Posted Thu Jun 30, 2011 5:03 pm
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Guy Riessen
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I play your Tichu app a lot, and the particular decision tree that Jeff describes is not that uncommon. In fact it is moderately common for your partner to play horribly; although the opponent AIs only rarely make really stupid decisions. I'm sorry but I cannot believe the person above who says that they are winning 90% of their games, at the better skill level, because Becky, quite simply, will not play well enough to allow you to win 90% of your games. Her AI is particularly bad about know when and how to pass the lead (whether with the dog, or through know the card she passed you), whereas I've never seen the opponent AIs make the same blatant mistakes. When one of them calls tichu, they make liberal use of the dog when they have it. While Becky can be extremely frustrating at times, your app still allows me to play tichu whenever I want, and that alone makes up for any AI weaknesses.
 
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  • Posted Sat Jul 2, 2011 1:17 am
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Steve Blanding
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Sprydle wrote:
although the opponent AIs only rarely make really stupid decisions.

I can promise you that your partner plays exactly the same as your opponents. The code path is identical. Any perceived difference in their skill is an illusion.

 
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  • Edited Sat Jul 2, 2011 1:59 am
  • Posted Sat Jul 2, 2011 1:51 am
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Clyde Wright
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Wilikai wrote:
Tichu is probably my most-used iPhone app. It's really well-done, especially so because I was able to learn how to play the game from the app, unlike some games that are hard to learn if you haven't played the physical game before.
I agree. I get a lot of mileage out of it, even though I prefer Tichu in person.

I will comment to say, as somoene who owns both hard and soft copies of both, I found the rules of Mu to be quite lacking in the app version, so much so that I bought a hard copy of the game in order to better understand them. If I could see Mu change at all, I'd like to see it explained more clearly.
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  • Posted Sat Jul 2, 2011 4:49 pm
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