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Chiva · Puerto Rican shutout

Chiva · Puerto Rican shutout · Actual game screen
Actual game screen · English

Opposite partners seek four wins to zero. A win by the shut-out side resets both streaks without a credit. Blocks compare partner pip totals; every won hand counts once. Two/three-player draw editions:draw until a match or an empty yard. Three players retain 2–1–0 and can finish 4–1–0; everyone resets only when the last winless player wins.

In-game languages
中文 / English +18
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Strategy

Rules & objective

Selected four-player partnership Chiva from José Carrillo, with Pagat’s lighter-partner blocked opener. Passing the opening to a partner is excluded. After a breaking hand, this digital agreement retains the basic winner-opens rule, including the lighter winning partner on a block; returning to zero does not force double six. Equal lighter partners use the lower seat number. Ties use the declared no-credit/double-six option, not a win for the opener or blocker. Default deals use fresh randomness; explicit seeds allow reproduction. Selection and hints preview until confirmed. Computer and hints use only their own hand and public tiles/counts, never other hands or future deals; they are bounded heuristics. Rules and ledger pause the computer. Undo includes responses; redo restores them exactly. Restart retains the current deal and pre-hand streaks. New match starts zero with double six. All hands are revealed only after a hand ends. No timer, wagering or physical misplay penalties.

Deal all 28 double-six tiles, seven to each of four players. Seats 1/3 and 2/4 partner; play counterclockwise. The first hand opens with double six. Later, the player who empties their hand opens any tile. A block is won by the lower combined partner pip total; that team’s lighter hand opens next. Play a matching tile at either end whenever able; otherwise pass. There is no draw or spinner. An empty hand wins for its team. Only hand wins count: no pip awards or bonuses for a two-end finish, double blank or any double. With opponents still on zero, a win adds one; four to zero wins the match. A win by the shut-out side breaks the attempt: both return to zero and the breaking hand earns no new streak credit. Equal team totals are a draw in this selected edition: keep streaks and open the next deal with double six. Five doubles do not cancel a deal.

Controls

Play directly on the cards or board with mouse or touch. Coordinate selectors are optional keyboard aids.

Worked example

The four-player partnership profile is separate from the two/three-player individual draw profile. Check the player count before applying blocked-deal scoring.

Rule references