Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Tuesday, 3 March 2020

二八杠 Two-Eight Gang

This is a simple Chinese game. Its name is Er Ba Gang-- Two-Eight Gang. [[ It is sometimes known as Kuangfeng Paijiu 瘋狂牌九 -- Crazy Pai gow or Tui Tongzi 推筒子-- Pushing "Coins" ( as in the suit of mahjong)

Descriptions are sketchy, but the game is simple enough to reconstruct. My primary source is the Chinese Baidu article An article which describes a similar game, Er-Ba-Gang has also proved invaluable

Equipment: All the tiles from the  suit of "Coins" from a mahjong deck, plus the four white Dragons.  The complete "deck" thus contains 40 tiles.
Makers of mahjong equipment sell sets of majhong tiles that are of the above composition.
  If you do not have such a deck, you can make one using western playing cards. Take the ranks of Ace-Nine in all four suits, then add the four jacks to represent the white Dragons

  A pair of dice is also needed, to determine the deal, as described below.

Players
Players compete against a banker. The sources state either two or three players against a banker.

Staking
Players stake money into a pool. Spectators can evidently bet on the game as well.

Deal
Two cards are dealt at a time. The first The baidu article describes how this is done.  The banker throws two dice. He inspects the number they produce.
The banker deals the first pair to himself if the dice produce 5 or  9
The banker deals the first pair to himself  Player  1 if the dice produce   2, 6, 10
The banker deals the first pair to himself  Player  2 if the dice produce 2 3, 7, 11
The banker deals the first pair to himself  Player  3 if the dice produce 3 4, 8, 12

Play
Players expose their tiles.  They compare it with the banker. If their hand is greater than the banker's (as determined below) they win . The converse is true, If they tie [...]

Scoring 

In summary, the rule is as follows
1. Pairs outrank all hands. A pair of White dragons ( B)  is the highest, followed by the numbers, in descending numerical order.

2. When a hand is not a pair, its value is dictated by the sum of its components, modulo 10 The white dragon counts as zero. Thus, a hand of 8,9 Scores Seven, and a hand of 7,3 counts as Zero.

3. With hands that are of the same sum, the highest ranked hand is the Natural number plus a white dragon. So between 5,B and 3,2 the 5,B wins.

4.When white dragons are not involved, the hand that contains the higher card wins. So between the hands 9,6 and 2,3 (both hands score 5) the former wins

The Chinese sources provide a scoring chart, listing the ranks of all 81 possible hands.


Notes
It appears that this game may be played with Chinese Dominoes. The game also bears similarities to Koo Kiew and Daun Tiga

Sunday, 2 February 2020

Doll cards part 2: Rules of the game

Doll cards part 2: The game
The admirable website of Andy Polett has this to say about the game played with the cards:

Practically nothing is known about the game played with these cards, still in production, although their use today seems restricted to very limited parts of the country.

 Mr. Polett is not alone in his ignorance. Even in the Chinese literature, precious little has been written on the game. I have only succeeded in finding three descriptions of the game played with the cards. They are

1: The Chinese Baidu article
2: In a response to a question about these cards on the website iask.sina.com (See Here )
3: In a response to a question about these cards on the website zhidao.baidu.com ( See Here

This is what I have been able to make of the three sources. The sources might describe regional variants of the game, which I might conflate. Likewise, my less-than-perfect Chinese skills might cause misinterpretations. With those caveats in place, let us proceed. 


I) Deck : One deck of Wawa pai.
If you do not have such a deck, you can make one using four decks of western playing-cards.
I  choose to represent the Eight Chinese characters of the phrase by the letters A- H and the Dolly card as a "J". The "Marked" cards are represented with an asterisk; so the marked 福 (A) is 福* (A*)

II) Players
The game can be played by three or four people. In the case of a 4 player game, the dealer sits out of each round. The role of dealer rotates between players.  However, in one variant ( from the baidu ask), all four players can participate
In any case, one of the players is designated the "banker", and the others play against him.

III) Deal 
As mentioned above, the dealer sits out of each round. He deals 18 cards to the banker, and 17 cards to the rest of the players. Source (3) states a slightly different procedure. After the cards are

IV)Melds
The only acceptable melds are threes-of-a-kind ( three copies of the same card) and fours of-a kind.
So, for instance 福福福 [ AAAA] is acceptable, as is 山山山山. [HHHH]

However the sequence of cards 壽比南山 [ABCD] is Not an acceptable meld, despite being half of the whole phrase. Neither is any fragment of the phrase, like  比南山 [FGH]

V) Declarations 
Before play begins, players make declarations. If a player has a four-of-a-kind in his hand, he places these cards on the table. He then draws a card from the stock. If that card is of the same kind as the one that made the four-of-a-kind, he adds it to the meld, and draws another. The process is repeated until the card can no longer be added to the meld.

VI)Play 
The sources say Play is similar to Mahjong. From this, I infer the following description of play.

 The banker starts play by discarding an unwanted card. The next player can either capture it to make a meld. If a meld is thus formed, then the player who created the meld must place it on the table.
If the cards cannot be melded, the second player must draw a card from the stock instead. [ if no melds are so declared, ] that player finishes his turn by making a discard.

If a trio is found in hand, one is under no obligation to declare it. However, If a four-of-a-kind is formed, the rules mentioned in "Declarations" take effect.

The process repeats with the next player. One can only capture discards from the previous player. By contrast, in mahjong  one may capture discards "Out of turn" .


VII) Winning
is identical to mahjong. In other words, the entire hand must consist of sets of three or more of the same subject, plus a pair of extra cards. One is dealt 18 cards, but a winning hand contains 19 cards. The extra card is procured by capturing another's discard, or by drawing from the stock.

If the stock runs out, and no-one manages to win, then the pointscore of the cards the players possess (as melds, be they declared on undeclared) is counted, and whoever has the higher score wins.

VIII) Scoring 
This part I find the most uncertain.  I will split them according to the Source.

Source (1) states that the scoring works on a card-by-card basis.

If there are no combinations of cards (see below) , the score is reckoned thus: Each plain card in a meld scores 10; Each stamped card in a meld scores 20.
(若没有任何牌型的平胡,则无”坨“的牌每张10胡,有”坨“的牌每张20胡计分)

Like many Chinese games, certain combinations of cards allow the player's score to be multiplied. The combinations are thus listed by source (1)

a) Collecting melds ( see ss. IV)  that when put together make up the phrase 福 如 東 海 or  壽 比 南 山 , plus having a pair of dolly cards. This doubles the score. 

Sample hand: 福福福福 壽壽壽, 比 比 比 , 南南南, 山山山山 plus two dolly cards.
[AAAA EEE FFF GGG HHHH JJ].
In this case

b) "Big dolly sings on stage"  All the melds involved in the winning hand contain a marked card, plus a pair of Dolly cards. 

c)  Vertical letter Shu Xin ( according to baidu article ). All the melds involved in the winning hand do not contain marked cards, plus a pair of Dolly cards.

Source (1) does not speak about how the combinations "Stack up".  For instance, if a hand fulfills conditions (a) and (b)? If the scoring is identical to mahjong, this means the score is quadrupled.

_______

Source (3) speaks of a slightly different set of rules. Instead of going on a card-by-card basis, the scoring is on a meld-by-meld basis. A meld consisting of only plain cards scores 10, and a meld that involves a stamped card score 20. The source also seems to say only four-of-a-kinds are acceptable.

Returning to the sample hand, source (1) will reckon its score 190x2=180 points. Source 3 will reckon its score as 50 x 2=100 points, assuming it did recognize three-of-a-kinds. 

To make a substitute. 


If you do not have access to a deck of Wawa pai, you can make one from eight decks of wstern playing-cards.  Extract the 1, 3, 5, and 7 in the black suits, and the 2, 4, 6, 8 in the red suits from all the decks.  These represent the Characters of the Chinese deck. For the Dolly cards, extract the red Queens from all the decks.  For the cards that possess a stamp, mark the faces of one of the cards with a dot or similar mark. Alternately, you can extract Seven of the cards from a normal deck, and the eighth card from a large-index deck. 

Friday, 5 January 2018

A "Bunch" of fortune-telling games.

Some time ago I featured a fortune-telling game from "Mother Bunch's golden fortune-teller". I shall now describe the other divinatory games in that book. I present a summary of the rules below

Love in a Bag
An extremely simple game. Players deposit a stake into a pool. A deck of cards is shuffled, and placed in a bag. Players draw two cards from the bag, and observe the combination:

Combination/ card
Symbolizes/
Foretells a…
Action
Pair

Marriage
Wins Half a stake
J
Cupid
A constant lover
Wins One stake
J♥, Q
Cupid &Venus
 “great settlement”
Wins whole pool.
4s, 8s,

“Losses and crosses”
Pay one stake + extra forfeit to pool.

One feels that this would make an excellent party-game.

Cupid's Hearts

 Deal out all the pack among four young persons equally, as if for whist, but make the hearts always trumps, or conquerors : she that gets most tricks this way shall have most lovers, and hearts must be first led off by the person next the dealer. Hard is their fate, at least in affairs of love and marriage, that have no heart to answer the first call, but the more and higher in suit the better for the party ; Cupid and Hymen will befriend them, and the smiling loves attend them. 

  This game is merely a form of whist, but with the following differences:
1) Hearts are always trumps
2) The hearts must be first lead by the person next to the dealer. If the player cannot do this, then they would have bad luck in affairs of love. One assumes they will also be penalized. 
  The number of hearts in the hand dealt, is directly proprotional to the number of lovers the player will have. Same for the number of tricks won.


Cupid Crowned
Not a game per se, but involves playing cards. This game uses a deck of 20 cards, namely the courts, the aces and the 3s. Only four women may play, for reasons that will become apparent. Deal the cards evenly. Players observe the composition of their hands, which will foretell their future. 

Hand
Prediction/ symbolism :
Hand with most Kings
Holder has most friends
Hand with most Queens
Holder has most Enemies
King and Queen in hand
Marriage
Queen and Jack in hand
Intrigue ( an affair?)
Jacks
Lovers
3s
Sorrow
More than one Jack or 3
Holder will have children before marriage
More than one Jack or 3, Plus Jack
Holder will never marry
More than one Jack or 3, Plus King
Holder “Stands a good chance” [of being married?]
More than one Jack or 3, Plus Queen
Holder “will be brought to great shame”

A fascinating insight into the anxieties of women. Feminists and historians, take note. 

******

Mother Bunch's golden fortune-teller was not the only text attributed to this lady. A collection of divination methods, called Mother Bunch's closet newly broke open seems to have existed as early as the 1680s. ( see https://archive.org/stream/motherbunchsclos00vill#page/n5/mode/2up   for a 19thc. reprint, and Here  and here . for two older editions ) 

This work is in the form of a series of dialogues, where Mother Bunch advises youths on their problems.They mostly concern marriage and love. These solutions typically take the form of some ritual. Most notable is the practice of dreaming for a Lover on St Agnes' eve. This was immortalized by the poem (The Eve of St. Agnes)  of John Keats.

 The format of the book seems to have been well-known enough to be parodied. A religious organization published a similar chapbook, but with the intent of mocking divination. Tawney Rachel; or, The fortune teller shows the adventures of an fortune-telling crone. She goes around implanting superstitions in impressionable young minds, causing them to waste money and time.
  She ends up being caught  selling obscene ballads. Rachel is denounced by all whom she defrauded, and is transported to Australia. "A happy Day it was for the county of Somerset when such a nuisance was sent out of it". Presumably not so happy for that continent.

Jokes were also attributed to the woman, as for example in a work called Pasquil's Jests, Mixed with Mother Bunches Merriments , Even fairy-tale collections bear her name ( see  Here)




Monday, 30 October 2017

"Love's Delight": A fortunetelling game:

The delightfully named "Mother Bunch’s golden fortune-teller". (Available here)   is a manual of divination. It is one of the many fortune-telling manuals that were published in the 19thc. It contains several games of cards that also function as fortune-telling methods. Here is the most elaborate of the games called "Love's delight".


Here is how the game is described in the book:

*** *** *** 

LOVE'S DELIGHT; 
Or, Game at Cards by which young People may amuse an Hour sociably, and at the  same time ascertain future Events. 


VENUS. 
THE knave of hearts is Cupid, the rest sweethearts ; the ace of hearts, a new house; the ace of clubs, conquest ; the ace of diamonds takes all before it, and makes capture of any of the other aces; the two of diamonds is a ring and marriage, the rest of the deuces good luck; trays, surprises; fours, a long continuance in your present way of life ; fives, love meetings ; sixes, pleasure ; sevens, disappointments ; eights, mirth ; nines, changes ; tens, settlements ; queens, women ; and kings, men.

Several may play at this game, there being no given number ; and let the cards be equally dealt, always leaving out ten on the board. The one that deals being first chosen  by lot, each one puts on the board some trifle agreed on, and the dealer gives double ; then examine your cards, and, according to them, you will see what is speedily to come. The dealer must then call for Venus ; she is the queen of hearts, and ranks next to the ace of diamonds: as to the rest, kings take queens; queens, knaves; knaves, tens; and so on, exactly as in whist playing, and the more tricks you have, the more you have off the board on the division of the money after each game.

They that have none are sure to have no luck at all that year, and they have also to pay the sum agreed on toward the next game ; so are those who hold misfortunes, or the sevens  and those who are to have the worst disappointment in love or life that can possibly happen, which comes in the shape of the nine of spades, is to pay a treble sum, and to have no cards dealt in the next round to them. The ace of diamonds only tells for one; but she who has these cards Venus and Cupid, in the same hand, clears the board of all the money on it, and ends the game ; it also tells a speedy and advantageous marriage to the single, and to a married person, it is a sure and certain sign of some important event, of a most happy and profitable nature, speedily approaching.


*** *** ***

It must be admitted that the above description is fairly rambling and imprecise.  Here is what I make of the game.

Deal:
  The text implies that the game is played by four persons, but as the game progresses there may be only three players.
  The dealer is chosen by lot. All place a stake. Dealer places a double stake.
  Deal out all the cards evenly between players. When dealing, 10 cards from the deck are left out, and are not used. ("always leaving out ten on the board") . This is not actually necessary. But it certainly makes the following stage more interesting.
  When the cards are dealt, players examine their hand. The composition of the hand will tell the player's fortune in the near future.

Card/ Rank
Symbolizes…
Card/ Rank
Symbolizes…
J
Cupid
5
Love meetings
A
A new house
6
Pleasure
A
Conquest
7
Disappointments
2
Marriage/ A ring
8
Mirth
2
Good luck
9
Changes
3
Surprises
10
Settlements
4
"A long continuance in your present way of life"
Q
Women
K
Men

 Anyone who holds the 9 of spades in his hand must pay a triple sum to the pool, and sit out of the next deal.
  Those who hold 7s in their hands at the start must also pay an extra sum to the next pool.  I suggest increasing the stake for every seven one holds. So, having a pair of 7s pays a double sum, etc.
  Anyone who holds both the Queen and Jack of hearts wins the game, and claims the whole pool. This is also a sign that they will be married soon, or their marriage will be a happy one.

Play: 
The text implies that the game is a trick-taking game similar to whist . The text says the dealer's partner is the person who holds the Q . The cards rank as follows:
A[high]
Q
The rest of the aces
Kings
Queens
Jacks
( etc. )
2s [low]

Scoring:
  The pool is divided proportionately to the number of tricks each player has won.
  Parties who did not win any tricks must pay an extra sum to the next pool.

The Author's Suggestions:

  The scoring is unusual. It is implied that the game is played in partnerships. However the scoring system is unsuited for such play.  One thinks that the "partner" may refer to a partner in marriage rather than at cards.

Removing 10 cards from the deck leaves a deck of 42 cards. This is a fairly awkward number to dispose of evenly between 4 players. For 4-player games, it might be better to remove 12 cards instead. The remaining 40 cards can then be divided evenly among the players.

For three-player games I suggest removing 7 cards. The resulting deck of 45 cards can then be evenly disposed of.


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. 




Friday, 16 August 2013

Oracle patience-- two descriptions

This game of patience( or solitare, if you prefer), is perhaps unique amongst all it's relatives, as it is the only one that propounds to be of a oracular nature. I have so far only came across descriptions of it in 2 books, Basil Dalton's games of patience ( first printed 1924, Richards press limited. this edition sept.1941), and games of patience for one or more players by Miss Whitmore Jones ( second edition, L . Upcott Gill, no date*). I reproduce here scans of the relevant pages from the two texts.
* I guess the late 19th, early 20th century?

 Basil Dalton's "Games of patience" . Despite the fact that it is dated 1941( in the middle of WWII), the book is printed on surprisingly good laid paper

Miss Whitmore Jones' Games of patience for one or more players .

 Note that the cards in the illustration are actually of the Paris pattern, despite the book being printed in England. I suspect that the reason is that only people who had ready made playing card type were the French. The English printer, who could not be bothered to have English playing card type made for him, decided to use what was already in existence

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]