Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, 1 February 2021

A divinatory form of "Roll call patience"

Some years ago I made assertion that there is only one form patience that has a use as a fortune telling method. https://anthonylesq.blogspot.com/2013/08/oracle-patience-two-descriptions.html 

I am evidently wrong. 

This unusual form of card divination that I feature here can be found on p 30 of Muhammed Ali's "Telling fortunes by cards" [Cartlon B Case] as method D. It is a curious cross between a game of patience and a divination method, specifically, the very simple form of patience  sometimes called "Roll call" or "Hit or miss". Here is a video showing how you play it:  https://www.youtube.com/watch?v=SMTJtLrH6WE (I recall reading a book saying that this form of patience, without the divinatory function, is the most efficient waster of time after television--)

***

Below is shown the original text of the work, taken from https://archive.org/details/tellingfortunesb00case/page/30/mode/2up . Another version can be found here https://www.gutenberg.org/files/42008/42008-h/42008-h.htm#Page_30



***


The instructions, are in summary: 

  1. - Shuffle the 52-card pack

  2. - Turn out cards, saying  " Ace , 2 [...] 10, jack, queen, king" and back to Ace. 

  3. - Whenever the value of the card turned up matches that of the count, it is set aside as a "hit". 

  4. - if 2 or 3 cards of the same value are also turned out, they too are set aside, even if they do not match the count.

  5. - "Runs"  [e.g. 2, 3, 4] are also set aside as hits , even if they do not match the count, 

  6. - the misses are reformed into a pack, and steps 1-5 are repeated with them twice more.

  7. - The hits are collected (presumably without shuffling), and dealt out in 4 piles, two cards at a time. 

  8. - The book shows the piles as arranged in the form of a cross, each pile named after a cardinal direction, like this: 


North
West    East
South. 

Interpretation: 

- each  pile is read is an indication of the future. North represents the most immediate future, followed by South, then East, then west,

- Carter provides two sets of meanings, one "ancient' and another  "modern" for each card of the 52 card pack. 

- Of the two the modern seems to be suited to this method; most of the ancient meanings are directly related to marriage. 

**

Astute readers would note that this method does not answer specific questions (eg "will i get a job"?) , but rather general open ended readings about what would happen in the future, probably about a week or so. 

Regarding the ancient and modern meanings of the cards,  (pp 12 and 20, respectively) they too are worth commenting upon. Consider the auspiciousness of the suits: In the ancient system, the suits are ranked thus: 

Clubs: Most Auspicious suit signify happiness
Hearts: "lovemaking, invitations and good friends"
Diamonds: Money,
Spades : Least auspicious suit, annoyance, loss. 

But, in the modern system, Case reverses the auspiciousness of clubs and diamonds,  so diamonds (representing wealth) are more auspicious than clubs, which are reinterpreted as "business matters". Those with a marxist bent would clearly see the stamp of capitalism on this matter-- wealth literally trumping relatonships... 

Wednesday, 2 August 2017

Daun Tiga, or three cards-- part 2

" Daun tiga 'lei "
For part 1, see here 
Walter William Skeat's monumental Malay Magic: An introduction to the popular religion and folklore of the Malay Peninsula is a survey of the customs and folklore of the Malay Peninsula. To give an idea of the expanse of the work, here are some chapter headings "Crocodile folklore" "Funeral prayers" "Birth ceremonies". It was published in 1900.

The book contains two separate accounts of this game. The first and longer account was written by Sir W.E. Maxwell, the second by Skeat himself. Maxwell's description was previously published in the Journal of the Royal Asiatic society.  Both descriptions are fairly patchy. They appear to be more concerned with the customs and rituals surrounding the game, than the game itself.

Both authors agree that there are regional variations in the game. Maxwell gives the version played in Perak. Skeat gives the version played in Selangor.

Play
  The cards are shuffled, and the player to the right of the deler cuts them. The player who cut the cards looks at the bottom card of those he lifts. If he thinks the card is lucky, he accepts the cut, and puts down the cards he lifted. The dealer reunites the deck. He then cuts and looks at the cards as before.
 Three cards are dealt out to each player.
Two stakes are deposited by each player, the Kepala ( head) and Ekor ( tail). The Ekor is usually of greater value than the Kepala.
 The cards of the players are then compared against the dealer. [Presumably, players whose hands rank higher than the dealer are paid out, and vice versa. Maxwell does not describe the process of payouts, other than the following detail--]
  If the dealer has one of the hands called Tĕrus (see below), and the player holds a less valuable hand, both Kepala and Ekor are taken.
 If players please, they may bet amongst one another, instead (or in addition to-- the book is unclear) of betting against the banker.

  Scoring 
The hands are ranked according to the point-score assigned to them. If the point-score exceeds 10, then ten is deducted from the total points to give the final score.
Malay Magic does not tell us the exact system of points, apart from saying "A Knave, ten and nine is a good hand" From this, one can assume that the scoring system is similar to the one in Dobree.

The following hands are known as Tĕrus. These hands outrank all other hands.

Three Aces, called Sat Tiga
Three Courts, called Kuda or Naik Kuda ( Three Horses -- A.L)
A hand with the value of Nine
A hand with the value of eight.

In Perak, a hand of three threes is considered bad luck. Whoever is dealt such a hand throws it out. Here's Maxwell:

"A Hand of three threes, being Nine, is really a good hand, but it is considered a propitation of good luck to throw it down ( without exposing it), announcing that one is buta ("out"-- literally "blind" A.L.), in the hope of getting good luck afterwards"

Any player who holds a score of exactly 30 is said to be out, unless he holds three court cards.

In Selangor, the hands considered as Tĕrus are slightly different:

Three Aces, called Tiga Sat
Three threes, called Tiga Jalor 
Three 10s, called Tiga Puloh ( Puloh = Puluh = Ten-- A.L)
Three Courts, called Tiga ankong 
A hand with the value of Nine
A hand with the value of eight.

Reading both accounts, one gets the idea that Dobree's game is a simplified version of the version found in Malay Magic. In Malay Magic, the contract of Long is obligatory. Apart from that, there are few differences between the games. 

The whole book may be seen here: 

https://archive.org/stream/malaymagicbeingi00skeauoft#page/486/mode/2up


Sunday, 2 July 2017

Daun Tiga ,Pa gow (打九) or Sam Cheong ( 三张) -- Part 1

This game seems to be a farily popular game. It is fairly frequently met with in books on Malaya. The description in this article is based on Dobree's Gambling games of Malaya.
In a second post, I will investigate an account of the game found in Skeat's Malay Magic,  A book published about 50 years earlier. It bears several interesting differences from the game discussed here.


*** *** ***

Dobree gives three names for this rather simple game: Sam cheong 三张 (three cards), Pa gow 打九 (beating Nine), or Daun Tiga ( three leaves in Malay). It bears some similarities to the game of "Koo Kiew" featured on this blog earlier http://anthonylesq.blogspot.sg/2017/01/koo-kiew-che-jiu-chinese-gambling-game.html  In both games, players compare the value of their hands against a banker, and there is an emphasis on collecting cards of the same kind.

This game is played with an ordinary anglo-american deck of 52 cards, but Dobree states that the game may be played with mahjong tiles. The game with majhong tiles is described at the end of this post.

Play
  Up to 17 people can play at this game, but bystanders can also bet on the players of the game.
  Prior to play, a banker is selected. Dobree tells us that this is done by dice.
  The cards are shuffled. Three cards are dealt to all players, face down.
  Without looking at the cards, Players then stake the amount they please.
  Once all the stakes have been placed, the cards are revealed.
  Players whose hands score lower than the banker lose their stakes. Players whose hands score higher than the banker are paid a dividend equivalent to the stakes, also keeping their original stake.
  If there is a tie between a player and a banker, no money passes between them.
  The turn of banker passes anticlockwise, to the next player, each deal. But if the banker loses to all the players at one deal, he may repeat another deal as a banker.

Scoring
1) A Three-of-a kind beats all other hands.
2) The three-of a kinds are ranked as follows:
3 Aces ( Highest)
3  Twos
3 Threes
(...)
3 Nines
3 Tens
Any 3 Picture cards ( lowest)
The suit of the cards is irrelevant in all of these combinations. 

3) For hands other than three-of-a-kind, a point score is assigned to each, ( Much as in Koo kiew). The Hand with the higher point score wins.
4) The cards score their numerical value ( i.e. Ace scores 1, Two scores 2, Ten scores 10), but the picture cards score Zero.
5) If a hand's score exceeds 10 points, only the last digit is considered. So a score of 15 reckons as 5, a score of 11 reckons as 1, and a score of 29 is reckoned as a 9.
6) However, if a hand's score adds up to 10 or 20, in both cases, the score is reckoned as a 10, not zero.
Note: In some versions of the game, a score of 10, 20 or 30 scores Zero instead of Ten.


Additional Rules : "Long"
Dobree describes an additional "contract" in this game. This contract hinges on the player's hand having a score of 8 and above. In the terminology of the game, this is called "Long".

If a player wishes to engage in this contract, he places two stakes, instead of one. These two stakes don't have to be equal. Let's call them the first and second stakes. Play between the banker and the player proceeds as usual, but with the following extra rules:

1) If the Player's cards Long, the banker pays out for both stakes.
2) If the Player's cards does not Long,  ( i.e, score less than eight) , but still beats the banker's hand, only the winnings from the first stake is paid out.
3)  If the banker's cards cards Long, and beat the player's cards, both stakes are taken.
4) If the Banker's cards do not Long, but still beat the player's cards, only the first stake is taken by the banker.

Dobree does not tell us what happens when either the banker or the player has a three-of-a-kind. These are my suggestions for dealing with such cases.

5) If the player has a three-of-a kind, and beats the banker, only the winnings from the first stake are paid out.
6) If the player has a three-of-a-kind, but loses to the banker, both stakes are taken.
7) If the player's cards "Long", but the banker has a three-of-a kind, only the first stake is taken

CASE 1: Banker, hand with score 5; Player, hand with score 8.
In this case, banker pays out both stakes.
CASE 2: Banker, hand with score 5. Player, hand with score 6.
In this case, banker pays out only first stake.
CASE 3: Banker has a three-of-a kind, Player, a hand of 9:
In this case, Banker takes only the first stake. ( rule 4)



Play with mahjong tiles

Neccessity, as they say, is the mother of invention. So, the ingenious gamblers of Malaya have invented a way of playing this game with a set of mahjong tiles. ( See http://anthonylesq.blogspot.sg/2012/09/mahjong-anon.html for a description of the structure of the mahjong deck)


Instead of a full set of 144 tiles, only 52 tiles are used. This reduced tileset is made by extracting the number tiles, ( one to 9)  from the suit of tens of thousands, bamboos or coins.
The 10s, Jacks, Queens and Kings are replaced by the "wind" tiles. The 10s correspond to 東, the jacks to 北, the queens to 西, and the kings to 南, as you see above.

This substitution can be done, because the suits do not matter in this game. Such a deck can alo be used to play at games like blackjack, where the suits also don't matter.

For the second part , describing the game around half a century earlier, see Here



Monday, 2 January 2017

車九 -- Koo Kiew (Che Jiu), A Chinese gambling game

I have recently been reading C. T. Dobree's remarkable The Gambling games of Malaya. This book, published in 1955. Dobree was the Assistant commissioner of police in Malaya at that time, and he intended the book to be used as a guide for policemen prosecuting illegal gambling dens [!]

There are several games of cards that are mentioned in this book, that have are otherwise unrepresnted in the english literature on this subject ( to my knowledge). One such game Dobree calls " Koo Kiew", or 車九. He also tells us that it is also called "Ten Kiew" 象九, and "Soo Kiew" 仕九

  Note that Dobree seems to be giving the names of the games in a variety (Hokkien? Teochew?) of Chinese. In standard Chinese (Mandarin) the names are rendered "Che Jiu", "Xiang Jiu" and "Shi Jiu" respectively.
 Regardless of the variety of Chinese, the names of the game all allude to the various ranks in the deck of cards used in the game. 車九 literally translates to as "Chariot-Nine", 象九 means "Elephant-Nine" and 仕九 means "Valet-Nine". The "Nine" in the name probably alludes to the highest point-score that can be obtained ( See below)

In Dobree's words: “ No skill at all is required for this game"; and for that reason I feel that it is ripe for reveival as a party game. It is a game that shares similarities to poker and baccarat.

This game is played with a deck of 四色 ( four colour) cards. For a description of this deck, see http://anthonylesq.blogspot.sg/2013/03/four-colour-cards-hokkien.html and http://anthonylesq.blogspot.sg/2016/01/four-colour-cards-2.html . If you do not have such a deck, you can follow the instructions at the bottom of the page for making one.

Play:
Up to 56 people can play at this game. Before play starts, a banker is selected.
The cards are shuffled. Two cards are dealt to every player, face down.
Without looking at the cards, all players stake whatever amount they please.
When all the stakes have been placed, all cards are revealed. Players whose cards score lower than the banker lose their stakes. Players whose cards score higher than the banker receive a payout.
In cases of ties with the banker, the banker wins.

Scoring:
A pair is two cards of the same rank and colour.
A mixed hand is a hand that contains anything other than a pair (this includes hands which contain two cards of the same rank, but of differert colours)

1. Pairs of the same colour take precence over any mixed hand.
2. For pairs, the ranks are valued as follows:
Highest:  将, ( General)
               士  (Valet)
               相/象  ( Minister/ Elephant)
               車   ( Chariot)
               馬 ( Horse)
              炮   (Cannon)
Lowest  卒  ( Soldier)
So, a pair of yelow valets beats a pair of yellow cannons, a pair of Red generals beats a pair of red ministers.

3. The colours (or "suits") rank as follows.
Highest : Yellow
                 Red,
                Green
Lowest:   White.
So,  a pair of green vales beats a pair of white valets, and a pair of yellow valets beats a pair of red generals.

4. When comparing mixed hands, each card is assigned a point value. Hands with the higher point value wins.

将, ( General) -- 1 pt
士  (Valet)-------- 2
 相   ( Minister)-- 3
 車   ( Chariot)--- 4
馬 ( Horse)------- 5
炮   (Cannon)---- 6
卒  ( Soldier)-----7
Note that  the point value is directly opposite to that of the rank.

5. If the point value of a hand exceeds 10, then only the last digit is considered. So a score of 14 rekons as 4, and a score of 10 reckons as 0.

6. When the point values are tied, then the hand that contains the higher-ranking colour (as decided by rules 3 and 4) wins.

Here are some examples.

Case 1: Hand A:  Pair of Yellow horses
Hand B: Pair of Yellow generals
Hand B wins, as a pair of Generals outranks a pair of horses ( Rule 2)

Case 2: Hand A:  Pair of Red Soldiers
Hand B: Red general, and White general
Hand A wins. Pairs of the same colour outrank those of different colours, regardless of the rank (Rule 1)

Case 3: Hand A:  Pair of Green Generals
Hand B: Pair of Yellow Soldiers. 
Hand B wins, because the yellow suit outranks the green suit ( Rule 3)

Case 4: Hand A:  White General, and White Minister
Hand B: Red General, and Red Minister
Hand B wins, because the Red suit outranks the White suit ( Rule 3)

Case 5: Hand A:  Green Soldier, Red Valet
Hand B: Red Horse, and White Chariot. 
Point score of both hands is equal, being 9 points. 
Hand A wins, because its highest-ranked card( Red Valet) is greater than that of hand B (Red horse)

Case 6: Hand A:  Red Chariot, Green horse 
Hand B: Yellow Chariot, White horse 
Point score of both hands is equal, being 9 points. 
Hand B wins, because its highest-ranked card( Yellow Chariot) is greater than that of hand A (Red Chariot) ( Rule 6)


Case 7: Hand A:  White Chariot, Red horse 
Hand B: Green General, Red general. 
Hand A wins, as point score of hand A ( 9 points) is greater than that of hand B ( 2 points) ( rule 4)

Case 7: Hand A:  Red horse, Yellow Soldier
Hand B: Green Valet, White Chariot
Hand B wins. Although hand B has a score of 12 , the initial "1" is dropped. Thus the final score is 2 points.(rule 5)  

*********************************************************************************

If you do not have access to a deck of four-colour cards, you can make one yourself using four decks of normal playing cards. 
Remove, the 5s,6s,7s,8s and 9s from each of the decks. The remaining cards ( shown below) are used in the game:
                    Corresponds to
King------------ General
Queen---------- Valet
Jack------------ Minister
4--------------- Chariot
3--------------- Horse
2--------------- Cannon
Ace----------- Soldier

For The  ranking of the suits, you may use the system adapted in Bridge: 
                             Corresponds to
Spades-----------   Yellow
Diamonds-------      Red
Hearts-----------     Green
Clubs ------------    White


Of course, you can come up with your own system. 




Thursday, 23 May 2013

Making a tarot deck

A rather curious way of being able to produce a tarot deck without buying one is as follows.
 I quote the following instructions from the RationalWiki.

You will need two decks of 54 standard playing cards with identical backs and different faces; in the US, a Bicycle Standard or Jumbo Index deck and a Bicycle Lo-Vision four-color deck will do. (This example is based on that combination.)[4]
Take the cards from the standard deck minus one joker (the other joker will be the Fool). Mix in the A->10 cards from the clubs (blue) and diamonds (green) from the Lo-Vision deck along with the Ace of Spades (black) and the jacks from all four suits; the clubs will be trumps 1-10, the diamonds (because a diamond's worth more than a stick) will be trumps 11-20, the big-index jacks will act as cavaliers,[5] and the ace of spades will be trump 21. You are now ready to play any tarot game using a standard 78-card deck, and you won't have to frustrate yourself with the artsy-fartsy markings on a cartomancy deck or pay obscene shipping charges to import a playing deck from France or Italy
------------------
4- Total cost approx. US$ 7, depending on supplier
5- You could also use three decks with three different index sizes, making the cavalier-jacks the middle-size index cards, but it's probably a waste of money to tear apart a third deck just for the jacks

http://rationalwiki.org/wiki/Tarot#cite_ref-1

To sum it up, Here is a little table which breaks down the deck's structure
 ( the Letters in colour represent the cards of the Lo- vision deck, the "C" stands for a knight )


Tarot
trump
Fool
1
2
3
4
5
6
7
8
9
10
Replacement
Joker
A
2
3
4
5
6
7
8
9
10

Tarot
trump
11
12
13
14
15
16
17
18
19
20
21
Replacement
A
2
3
4
5
6
7
8
9
10
A
....
Plain Suits (Tarot)
1
2
3
4
5
6
7
8
9
10
J
C
Q
K
Replacement
A
2
3
4
5
6
7
8
9
10
J
Normal
J
(Big in-dex)
Q
K





However, In this blogger's opinion, isn't part of the joy in playing at tarot the beauty of the cards?

[Edited 23rd Dec. 2018, to cure formatting error]

Thursday, 29 November 2012

Chicks rule- A tarot game


The four "chicks" or queens.
 This rather curiously named game is the only instance, as far as I can tell, of a tarot game invented within living memory. The inventor of this game is a blogger called Narj, and the post describing this game dates to April 13 2009.( http://narjsberk.blogspot.sg/2008_11_01_archive.html). A rough summary of the game follows

 Basicaly, the game is bridge played with a tarot deck. It is most suitable for 4 or 6 players. The cards are dealt out evenly amongst the players, and what remains is left as a "kitty". ( This means that in a 4- player game , each person has 19 cards, with 2 in the kitty.) Then, the bidding for the trump suit proceeds. The bidding is done as in bridge,  with the highest bidder being allowed acess to the cards in the kitty.
 As in this game, the highest ranking suit varies, and hence the suit normally called "trump" in tarot ( AKA major arcana ) may not be the actual trump suit in play. Hence, the  aforesaid suit are known as "bettys", with the fool, or "nymph"( as it is known here) as the highest.
 In play, the queen outranks the king ( hence the name), but the cavaliers & jacks remainding as usual. The  game play is much as in bridge. Should the winning team make a contract, it scores that number of points. Should it not, the opposing team  scores that number of points, much as in bridge.

*******
One of the major gripes that people had with this game ( judging by the comments ) is that the amount of cards in a hand was rather larde and unweildy. Hence, as A suggestion, I propose that the game may be played with a tarock deck, viz; one that has all number cards ( that is, ones in the non trump suit) lower than 7 removed from the deck, leaving a deck of 54 cards.