{"id":13992,"date":"2023-03-21T02:46:20","date_gmt":"2023-03-21T01:46:20","guid":{"rendered":"https:\/\/www.graviton.at\/letterswaplibrary\/the-insane-card-game-of-cripple-mr-onion\/"},"modified":"2023-03-21T02:46:20","modified_gmt":"2023-03-21T01:46:20","slug":"the-insane-card-game-of-cripple-mr-onion","status":"publish","type":"post","link":"https:\/\/www.graviton.at\/letterswaplibrary\/the-insane-card-game-of-cripple-mr-onion\/","title":{"rendered":"The Insane Card Game Of Cripple Mr. Onion"},"content":{"rendered":"<p>Newsgroups: alt.fan.pratchett<br \/>\nSubject: Re: Pathetic Request<br \/>\nMessage-ID:<br \/>\nFrom: jsv@math.canterbury.ac.nz (Julian Visch)<br \/>\nDate: Mon, 11 Jan 1993 22:46:58 GMT<br \/>\nOrganization: Department of Mathematics, University of Canterbury<br \/>\nLines: 610<\/p>\n<p>In article , hobbs_a@kosmos.wcc.govt.nz (Anthony &#8216;SCHWAibo&#8217; Hobbs) writes:<br \/>\n|&gt; Someone please post or mail me the rules to Cripple Mr Onion. Pretty please?<\/p>\n<p>Here are the rules for Cripple Mr Onion that were written by Terry Tao<\/p>\n<p>This is the first part of the Cripple Mr Onion game: the general<br \/>\npurpose and the layout of the cards.  Some people have complained about<br \/>\nword wrap problems, so please tell me if the paragraphs are short<br \/>\nenough.<\/p>\n<p>The object of the game is to create the highest scoring collection of<br \/>\ncard-groupings from the ten cards that the player is dealt during the<br \/>\ncourse of the game.  Each of the ten cards can only be used in one<br \/>\nparticular card-grouping.<\/p>\n<p>The game is a combination of poker and blackjack.  One player acts as<br \/>\na dealer-banker, chosen on the outcome of the previous game.  There are<br \/>\nslight advantages in being the dealer.<\/p>\n<p>Procedures for the gambling and non-gambling versions will be given in<br \/>\nlater sections.  The gambling version is the one used by the Disc<br \/>\nplayers, but the non-gambling version is easier.  Also, I will post<br \/>\nsome suggested variations to reflect the mythology of the disk.<\/p>\n<p>Finally, there will be a discussion of the relevant passage of<br \/>\n&#8220;Witches Abroad&#8221; about the game.<\/p>\n<p>Now to the scoring system.  The valuable card groupings are based<br \/>\naround the concept of an &#8220;onion&#8221;, which is a combination of two or more<br \/>\ncards adding up to 21.  Aces (A) are one or eleven, picture cards (P)<br \/>\nand tens (T) score 10.  All others score their face value.<\/p>\n<p>Incidentally, there are 104 cards: 8 of each type, as 8 is the magic<br \/>\nnumber of the Disc.  On Earth this can be achieved by shuffling two<br \/>\nnon-identical decks together.  There are eight suits with the thirteen<br \/>\nstandard denominations, but their Disc names are uncertain.  Standard<br \/>\ndeck suits will do.<\/p>\n<p>The groupings, in order of least scoring to highest scoring, are:<\/p>\n<p>A. bagel: this consists of two cards adding up to 20,<br \/>\ni.e. PP, TP, TT, 9A.  Fairly frequently, more than one bagel is<br \/>\npossible, giving a &#8220;double bagel&#8221;, &#8220;triple bagel&#8221;, &#8220;lesser bagel&#8221;, and<br \/>\nfinally &#8220;great bagel&#8221; (all ten cards used up.)<\/p>\n<p>2. two card onion: Two cards which add up to 21, i.e. TA, PA.<\/p>\n<p>3. broken flush: This consists of at least three cards, adding up to<br \/>\nat least 16, but no more than 21.  All except one of them is of the<br \/>\nsame suit.<\/p>\n<p>4. three-card onion: Three cards which add up to 21, e.g. 47T, ATT.<\/p>\n<p>5. flush: Just like the broken flush, except all cards must be of the<br \/>\nsame suit.<\/p>\n<p>6. four-card onion: e.g. 4557, A46T.<\/p>\n<p>7. broken Royal: a special case of the three card onion: the cards 678<br \/>\n of any suit.<\/p>\n<p>8.  five-card onion: e.g. 23466, 2234P.<\/p>\n<p>9.  Royal &#8211; another special case of the three-card onion: three 7&#8217;s.<\/p>\n<p>T.  six-card onion: e.g. A23456, 222555.<\/p>\n<p>J.  Wild Royal (see additional rules): this slot not used at present.<\/p>\n<p>Q.  seven-card onion: e.g. AA22456, A223445.  Note that there are no<br \/>\neight-card onions, eight being a very unlucky number.<\/p>\n<p>K.  Onion: A pontoon or blackjack: PA.  However, this combination is<br \/>\nonly a two-card bagel unless there is more than one Onion, e.g. KAQA.<br \/>\nThus, we have Double Onion (two Onions), Triple Onion, Lesser Onion,<br \/>\nand Greater Onion (PAPAPAPAPA).  Greater Onion beats Lesser Onion, and<br \/>\nso on.  The Greater Onion is almost unbeatable (see below).<\/p>\n<p>There is one more card combination: the nine-card straight flush<br \/>\n(e.g. 23456789T).  This combination is normally worthless, unless<br \/>\nanother player has a Great Onion, in which case the straight flush<br \/>\nbeats everybody.  This is called &#8220;Crippling Mr Onion&#8221;, hence the name<br \/>\nof the game.<\/p>\n<p>Note also that Greater Onion requires five aces; thus, the two decks.<\/p>\n<p>This ends part 1 of the rules of the game.<\/p>\n<p>Andrew Millard (typed up by Terry Tao).<\/p>\n<p>At last! Now that I&#8217;ve figured out how to use this system, all you avid<br \/>\nor potentially avid Cripple Mr Onion players will not have to wait so<br \/>\nlong for the rest of the rules, as I can now type them in myself, and<br \/>\nnot have to ask Terry Tao to do it for me. In response to Terry&#8217;s<br \/>\n(Pratchett not Tao) note about the rules so far, my idea was that a<br \/>\nsimple list of 13 winning card groupings could be augmented to a<br \/>\nfiendishly complicated level by the use of modifiers, of which the<br \/>\nfirst,<br \/>\nor #0 I suppose would be:<\/p>\n<p>\t&#8221; i. A nine-card running flush may be used to cripple a Great<br \/>\n\tOnion and hence win the game if played after a Great Onion.<\/p>\n<p>\t  ii. A ten-card running flush overrides a nine-card running<br \/>\n\tflush in crippling a Great Onion and may also be used to<br \/>\n\tcripple a Lesser Onion.&#8221;<\/p>\n<p>My original aim in raising the subject of Cripple Mr Onion on this net<br \/>\nwas to get other people to come up with ideas for modifiers; so far, I<br \/>\njust have one for letting 8s be wild and another using the queen of<br \/>\nspades, which may be given certain properties, to represent the Lady.<br \/>\n(Further details of these will, of course, appear soon.) My point is,<br \/>\nthough, that the essence of the game, which should be simple in order<br \/>\nto give newcomers, or suckers, the impression that the whole game is<br \/>\nsimple, need not be overly complex, as long as a sufficiently large<br \/>\ncollection of modifiers exists. Even as I write, Terry Tao is scribbling<br \/>\nfuriously, goaded no doubt by a storm of inspiration particles, about<br \/>\nmodifiers based around ideas involving Fate, Death, the Octavo (likely<br \/>\nto be something involving all eight 8s) and even Great A&#8217;tuin him(?)self.<br \/>\nAnyway, we&#8217;ll have to see what turns up, but I&#8217;ve got a feeling that a<br \/>\nbook containing the complete list of modifiers is going to end up<br \/>\nlooking like Carrot&#8217;s book of laws&#8230;<br \/>\nAndrew C. Millard<br \/>\nPhysics Department,<br \/>\nPrinceton University.<\/p>\n<p>&gt; Incidentally, there are 104 cards:  8 of each type, as 8 is the magic<br \/>\n&gt; number of the Disc.  On Earth this can be achieved by shuffling two<br \/>\n&gt; non-identical decks together.  There are eight suits with the thirteen<br \/>\n&gt; standard denominations, but their Disc names are uncertain.  Standard deck<br \/>\n&gt; suits will do.<\/p>\n<p>   If you shuffle two different decks together, other players will be able<br \/>\nto see the different backs&#8230;<\/p>\n<p>   Concerning the Disc suits &#8230; the scene in &#8216;The Light Fantastic&#8217; where<br \/>\nTwoflower attempts to teach the Four Horsemen of the Apocralypse to play<br \/>\nbridge (or at least, something you put across a river) mentions some of the<br \/>\nsuits. Twoflower mentions Turtles and Elephants; Death mentions &#8216;the Knave<br \/>\nof Terrapins&#8217;, but it&#8217;s not clear whether he means Turtles or there are<br \/>\ntwo different suits by these names. Twoflower also refers to the Greater<br \/>\nArcana, which suggests that Discworld card games are actually played with a<br \/>\nTarot-like deck, presumably the &#8216;Caroc cards&#8217; mentioned elsewhere.<\/p>\n<p>   Earlier in the same book, Rincewind has his fortune told, and we&#8217;re told<br \/>\nthe names of some Caroc cards. Suits include Octograms and the aforementioned<br \/>\nElephants and Turtles.<\/p>\n<p>   Remember that eight is an unlucky number, not a lucky one, on the Disc.<br \/>\nIn view of that, I&#8217;m inclined to suspect that there are seven &#8216;real&#8217; suits<br \/>\nin the Discworld deck, the &#8216;eighth suit&#8217; being the Major Arcana.<\/p>\n<p>   As for the actual names of the suits, here are my suggestions (I&#8217;m<br \/>\nassuming that Death&#8217;s &#8216;Terrapins&#8217; was a mistake, quite likely given his<br \/>\nstate of confusion at the time) :<\/p>\n<p>      Coins (to represent the common Discworld mercenary spirit&#8230;)<br \/>\n      Dragons<br \/>\n      Elephants<br \/>\n      Eyes (in honour of Blind Io)<br \/>\n      Octograms<br \/>\n      Swords<br \/>\n      Turtles (or tortoises or terrapins or whatever&#8230;)<\/p>\n<p>   For playing with Earthly decks, we need some sort of standard equivalents;<br \/>\nI don&#8217;t see any obvious correspondences (except Swords = Spades), so I suppose<br \/>\nthey can just be chosen at random.<\/p>\n<p>   If you really want eight suits, you can always assume &#8216;Terrapins&#8217; wasn&#8217;t<br \/>\na mistake. Somehow the confusion that would be caused by this seems entirely<br \/>\nin the spirit of the Discworld &#8230; \ud83d\ude42<\/p>\n<p>   And the Major Arcana? Earth&#8217;s Tarot deck has 22, but in the interests of<br \/>\nmaking it possible to play CMO on Earth without actually buying two Tarot<br \/>\ndecks I think we should assume that the Caroc deck has 13, the same as the<br \/>\n&#8216;real&#8217; suits (Earth&#8217;s Tarot actually has 14 in the suits, but let&#8217;s not<br \/>\nmake matters any more complicated than they already are). TLF mentions five :<br \/>\n&#8216;The Star&#8217;, &#8216;The Importance of Washing the Hands&#8217;, &#8216;The Dome of the Sky&#8217;,<br \/>\n&#8216;The Pool of Night&#8217;, and (of course) &#8216;Death&#8217;.<\/p>\n<p>   Naming the other eight would, I think, be an excellent topic for<br \/>\nsuggestions from the Net. I think &#8216;The Octavo&#8217; should be one, and probably<br \/>\n&#8216;The Disc&#8217; itself (something like Josh Kirby&#8217;s magnificent painting on<br \/>\npages 34-35 of &#8216;Eric&#8217;), but beyond that I&#8217;ll wait and see what everyone<br \/>\ncan come up with&#8230;<\/p>\n<p>&#8212;<br \/>\n&#8230;&#8230; Ross Smith (Wanganui, NZ) &#8230;&#8230; alien@acheron.amigans.gen.nz &#8230;&#8230;<br \/>\n           &#8220;Reasonable thought can only go so far. Beyond that,<br \/>\n     you must either be unreasonable or stop thinking.&#8221; (A. Brilliant)<\/p>\n<p>However, Andrew and I are working on some special cards.<br \/>\nThe suits may now need to be changed, though.<\/p>\n<p>Luck (the Lady): Queen of Spades<br \/>\nDeath: King of Swords<br \/>\nGreat A&#8217;tuin: Queen of Coins<br \/>\nArchchancellor: Jack of Staves<br \/>\nFate: King of Cups<br \/>\nBel&#8217;Shamaroth: Jack of Clubs<\/p>\n<p>As you can see, our idea for the 8 suits were the four tarot and the<br \/>\nfour modern suits.  But to make flushes even remotely possible, two of<br \/>\nthe suits have to be combined together, making four suits overall.<\/p>\n<p>Also, we have some ideas for special combinations, like the Octavo<br \/>\n(eight 8&#8217;s) and the Disc (Great A&#8217;tuin with four 10s).  At present they<br \/>\nare being playtested, so don&#8217;t expect these rules for at least a week.<br \/>\nWe don&#8217;t want to embarrass ourselves prematurely.<\/p>\n<p>Terry<br \/>\nIt&#8217;s too complicated to write out the full details here, but here is a<br \/>\nsketch of the order of play so far.<\/p>\n<p>Each person places 1 penny (or stone, etc) in the pot as an ante.<\/p>\n<p>Each person gets dealt 5 cards. Starting from the dealer&#8217;s right, they<br \/>\nhave the option of exchanging up to four cards from the deck.<\/p>\n<p>The first round of betting ensues.<\/p>\n<p>Starting from the dealer, everyone is dealt a further 5 cards.  The dealer&#8217;s are<br \/>\nface down; the players are face up.  However, each player can pay a penny to have<br \/>\none card face down, hence a player putting 5 pennies in the pot will have all his<br \/>\ncards face down.<\/p>\n<p>The second round of betting ensues.<\/p>\n<p>Now starting from the dealer&#8217;s right, each player must reveal his<br \/>\nentire hand and sort it into winning combinations.  Usually some cards<br \/>\nwill not be part of any combination and they are of no value.<\/p>\n<p>The winner is the person with the highest ranking combination.  If two<br \/>\nor more people have the same combination, then the player&#8217;s<br \/>\nsecond-highest-ranking combinations are compared.  If there is a tie<br \/>\nall the way down the line, the dealer wins.  (The way the game is<br \/>\norganized, the dealer is always playing, for if the dealer folds the<br \/>\ndealership is up for auction.)<\/p>\n<p>e.g. if a person has<\/p>\n<p>2234467KKA<\/p>\n<p>the best way to sort this hand would be to have a six-card onion first (2234467)<br \/>\nthen a two card onion (KA), with the second king being worthless.<\/p>\n<p>The game is fairly playable: I&#8217;ve already been suckered out of 60c so far.  A few<br \/>\nproblems: it seems to depend too much on the number of aces one gets.  10s and 9s<br \/>\nare almost worthless.  To combat this, we have playtested a few modifiers to bring<br \/>\ndown the power of the Aces and to bring up the worth of the 10s and 9s, but we&#8217;re still testing.<\/p>\n<p>Our first modifier is the use of 8s.  The 8s represent magic.  eight 8s<br \/>\nare the Octavo and we are ranking them at about the level of a Lesser<br \/>\nOnion.  The 8s can be used as 8s or 0s: the idea of using them as 0s is<br \/>\nto &#8220;trump up&#8221; a small onion into a slightly larger onion: hence,<br \/>\nwhile 3567 is a four card onion, 35678 is a five card onion. three 8s<br \/>\nare a wild<br \/>\nroyal.  After an 8 has been used as a 0, for the next round they are<br \/>\nwild (can act as any card from A to K, excepting special god cards).<br \/>\nHowever, the use of<br \/>\ntoo many 8&#8217;s will attract the attention of Bel Shamharoth, among others.<\/p>\n<p>The Aces represent heroes of the Disc:normally they make an integral part of the<br \/>\nwinning hands (we seem to find that Double Onion is the most common winning hand,<br \/>\nbtw), but with a few modifiers we intend to make heroes subject to blind luck and<br \/>\ncruel fate.  Our rules are a bit complicated here.<\/p>\n<p>Suggestions welcome for any modifiers, or special hands.<\/p>\n<p>Btw: about my remark about &#8220;non-identical decks&#8221;.  While it is a minor<br \/>\npoint that decks of different color will convey a little bit of<br \/>\nknowledge about ones hand, I suppose it is best to have two identical<br \/>\ndecks.  However, for special cards (if there are going to be any)<br \/>\nthere should only be one of each.  For the purposes<br \/>\nof flushes, and 9-card straight flushes, it seems reasonable to have<br \/>\nonly four<br \/>\nsuits, otherwise flushes would be extremely difficult.<\/p>\n<p>Terry<br \/>\nSo many people seem to be champing at the bit here over the details of the<br \/>\ngame that I&#8217;ve decided to post up the rules of the game in full &#8211; at least<br \/>\nthe game as far as we are playing it here at the moment. No doubt there are<br \/>\na few problems still remaining in it, but we&#8217;ll just have to see what<br \/>\nhappens. I should state, though, that when I write onion, I mean two-card<br \/>\nup to seven-card, whereas when I write Onion (capital O), I mean Double up<br \/>\nto Great.<\/p>\n<p>Cripple Mr Onion requires two standard decks of playing cards, preferably<br \/>\none having the English or French suits clubs, spades, hearts and diamonds,<br \/>\nand the second having the Spanish or Italian suits swords, staves, cups and<br \/>\ncoins &#8211; for the purpose of forming flushes, these are taken to be paired in<br \/>\ntheir respective order given above. The game also requires at least two<br \/>\nplayers, but not more than seven [this isn&#8217;t something to do with the number<br \/>\neight, but a result of the fact that you&#8217;d run out of cards with more than<br \/>\nseven players], with a ready supply of small coinage or tokens. The players<br \/>\nneed to be arranged as evenly as possible around a table with two small<br \/>\npots\/boxes in the centre &#8211; one will be the Pot and the other is for<br \/>\ndiscards.<\/p>\n<p>At the beginning of each round, one player is identified as the Dealer, with<br \/>\nthe player to the Dealer&#8217;s left as the Elder and the player to the Dealer&#8217;s<br \/>\nright as the Younger &#8211; this sets the order of precedence in being dealt cards<br \/>\nand in winning in the event of a tie as Dealer, Elder, other players in<br \/>\norder and, lastly, Younger. In the event that the Dealership changes, these<br \/>\nidentifiers move to be based around the new Dealer. The round opens when the<br \/>\nDealer shuffles the pack of all 104 cards, the Younger cuts the pack and all<br \/>\nthe players place an amount equivalent to the Stake in the Pot. By agreement<br \/>\nof all the players, the maximum amount for a raise is usually set at some<br \/>\nmultiple of the Stake.<\/p>\n<p>All the players are dealt five cards in this order: the Dealer receives two<br \/>\ncards and deals all the other players, in order from Elder to Younger, three<br \/>\ncards; the Dealer then receives three cards and deals the other players two<br \/>\n[this is done to speed up the dealing, which isn&#8217;t exactly the most<br \/>\ninteresting part of the game]. Then, in turn, from Elder to Younger, each<br \/>\nplayer discards up to four cards into the discard pot, or may fold by<br \/>\ndiscarding all five cards, and announces the number of discards to the Dealer<br \/>\nwho replaces them from the top of the pack; the Dealer then discards and<br \/>\nreplaces, also announcing the number thrown away. It is important to note<br \/>\nthat up to this point all cards have been dealt face down, each player is<br \/>\nonly aware of their own cards and, by way of the draw, ought to have a<br \/>\nbetter hand than was originally dealt.<\/p>\n<p>The first round of betting takes place, consisting of three distinct parts.<br \/>\nIn the first two parts, the Dealer names the amount that must be matched by<br \/>\nother players individually if they wish to stay in and places this amount<br \/>\nin the Pot. In turn, from the Elder to the Younger, the players must either<br \/>\nmatch the Dealer&#8217;s bid, by placing the same amount in the Pot, or fold by<br \/>\nplacing their cards in the discard pot; if a player matches the Dealer&#8217;s bid,<br \/>\nthat player has the option of raising the Dealer by placing a named amount<br \/>\nnear the Pot on the player&#8217;s side. The process of raising does not affect<br \/>\nthe other players except for the Dealer who must match the collective raise<br \/>\nor fold &#8211; see below for events following the folding of the Dealer. The<br \/>\nmatching of the collective raise by the Dealer and the placing of all the<br \/>\nindividual raises into the Pot closes that part of the betting. In the third,<br \/>\nand at this stage final, part, the betting is the same except that no<br \/>\nraising may take place. During the betting, the Dealer may make a zero bet,<br \/>\nallowing all the other players to stay in and, in the first two parts and if<br \/>\nthey wish, to raise.<\/p>\n<p>The second set of five cards each is now dealt in the following way: the<br \/>\nDealer receives five cards face down on the table, and then, in turn from<br \/>\nElder to Younger, each other player may buy cards, multiply or one at a time,<br \/>\nfrom the Dealer placing an amount equal to the Stake for each bought card in<br \/>\nthe Pot. Buying stops at five bought cards, or earlier if the player wishes<br \/>\nwhen the player is then dealt the remaining cards up to five, that is up to<br \/>\nten cards in all, face up on the table. Bought cards are dealt face down and<br \/>\nthe player may mix them in with the cards from the first stage of dealing,<br \/>\nbut cards dealt face up on the table must remain that way, although the<br \/>\nplayer may rearrange them there. After receiving the second five cards, the<br \/>\nplayer is then asked to make an extra bet, which again the Dealer must alone<br \/>\nmatch later on, placing the amount, which may be zero, on the face up cards,<br \/>\nor on the table if there are no face up cards, directly in front of the<br \/>\nplayer. Once this has taken place for all the players, the Dealer considers<br \/>\nthe extra bets made on the basis of all the face up cards and the Dealer&#8217;s own<br \/>\nten cards which, of course, are unknown to the other players. If the Dealer<br \/>\ndecides to match the total amount of the extra bets made, by placing the<br \/>\ntotal value in the Pot, all extra bets are placed in the Pot as well and two<br \/>\nlast parts of betting take place in the same manner as the first two parts<br \/>\nof the first round of betting as described in the previous paragraph. If the<br \/>\nextra bets are not matched, the Dealer may give the Dealership to the Elder<br \/>\nWITHOUT being required to fold: this is the only point of the game when the<br \/>\nDealership changes without the Dealer folding &#8211; of course, the Dealer loses all<br \/>\nprivileges by becoming the new Younger. To accept the Dealership and become<br \/>\nthe new Dealer, the Elder must match the other players&#8217; collective extra<br \/>\nbets, the Elder&#8217;s own extra bet, if there was one, being lost to the Pot<br \/>\nwithout reclaim; otherwise the Dealership is again passed left. This process<br \/>\nis repeated until either the Dealership is accepted, in which case events<br \/>\nproceed as described some twelve lines above, or the Dealership goes full<br \/>\ncircle and returns to the original Dealer &#8211; then, everybody folds, the Pot<br \/>\nbecomes the ante for the next round, the Dealer remains the Dealer and the<br \/>\nnext round begins from the beginning.<\/p>\n<p>The game having managed to get this far without utter confusion breaking out,<br \/>\nthe final part of the round, Showdown, takes place. Beginning from the<br \/>\nElder, the highest card grouping is declared and displayed on the table;<br \/>\nif the player to the left of the Elder cannot equal, beat or play some<br \/>\nmodifier that affects the Elder&#8217;s cards, that player&#8217;s cards are all placed<br \/>\nface up on the table, in their groupings if the player wishes, and the next<br \/>\nplayer&#8217;s cards are compared. If the Elder&#8217;s cards are equalled, then the<br \/>\nnext card grouping must be considered. If the Elder&#8217;s cards are beaten, then<br \/>\nthe Elder has the opportunity to play a modifier or rearrange the card<br \/>\ngrouping in an attempt to obtain a better arrangement. By this process of<br \/>\ncomparison, consideration of lower groupings, rearrangement of card groups<br \/>\nand playing of modifiers, the holder of the better cards, between the<br \/>\nElder and the player on the Elder&#8217;s left, is found; the player but one to the<br \/>\nElder&#8217;s left is then brought in, and the whole process of finding the<br \/>\nholder of the better cards is repeated. This continues until at last the<br \/>\nDealer has been brought in, and finally the player who holds the best cards<br \/>\nwins the contents of the Pot; in the event of a complete tie, the player of<br \/>\ngreater seniority wins &#8211; often, this means that the Dealer wins. The<br \/>\nround is then over, the cards and discards are collected up and the winner<br \/>\nbecomes the Dealer for the next round.<\/p>\n<p>In the event that the Dealer folds, the Dealership is auctioned as follows:<br \/>\nfrom the Elder to the Younger, the players who are still in are asked by the<br \/>\nold Dealer if they wish to be the new Dealer &#8211; if the player wishes to be<br \/>\nthe new Dealer, that player must advance an amount equal to the Stake. If<br \/>\nanother player, when asked, also wishes to be Dealer, then that player<br \/>\nmust match the existing bid and advance another amount equal to the Stake.<br \/>\nThis process continues around and around the table, with each prospective<br \/>\nDealer making sure that that player&#8217;s bid is at least an amount equal to<br \/>\nthe Stake higher that the highest bid so far, until all the players except<br \/>\nfor one decline to advance any more, when they place their own total bid<br \/>\nin the Pot as they decline, and the single player left becomes the new<br \/>\nDealer placing the winning bid in the pot. If nobody wishes to be the new<br \/>\nDealer, all the players fold, the Pot becomes the ante for the next round,<br \/>\nthe old Dealer stays as Dealer and another round beings anew.<\/p>\n<p>Well, that describes the basic [!] game. Hands up all those who thought that<br \/>\nthirteen simple winning hands would not make the game complicated. But, of<br \/>\ncourse, there has been discussion of modifiers [incidentally, if you think<br \/>\nthat this reconstruction is a rip-off of other card games around the<br \/>\nMultiverse, all I can say is: you don&#8217;t have to play and win a lot and<br \/>\nhave fun as well], which I shall now describe. These particular modifiers<br \/>\nare, inevitably, the creation of a small group of people: if you think they<br \/>\nshould be changed or added to or reduced in number, just say so.<\/p>\n<p>Modifier #0: Crippling Rules.<br \/>\n      i. A nine-card running flush may be used to cripple a Great Onion and<br \/>\nhence win the game. Once crippled, a Great Onion may not be retracted.<br \/>\n      ii. A ten-card running flush outcripples a nine-card running flush in<br \/>\ncrippling a Great Onion and may also cripple a Lesser Onion. Once cripped,<br \/>\nthe Onion may not be retracted.<\/p>\n<p>[I hope that this one at least doesn&#8217;t require any comments.]<\/p>\n<p>Modifier #1: Null Eights Rules.<br \/>\n      i. During a round in which eights are not wild (see ii.), an eight<br \/>\nmay be used as if it had value zero in order to trump up an onion. In the<br \/>\nevent of a tie between two onions with equal numbers of cards, the onion<br \/>\nwith the fewer null eights wins.<br \/>\n      ii. In the round following a round in which a null eight has been<br \/>\nplayed, eights are wild, acting as any regular card. The wild Royal, three<br \/>\nwild eights, may then be played. In the next round, eights return to their<br \/>\noriginal role.<\/p>\n<p>[To &#8220;trump up an onion&#8221; means to make a four-card onion into a five-card<br \/>\nonion by the addition of one null eight, or to make a three-card onion<br \/>\ninto a seven-card onion with four &#8211; it did happen, and he won. Note,<br \/>\nhowever, that there are no onions beyond seven-card and that wild eights<br \/>\ncannot be used as any of the special cards giving rise to later<br \/>\nmodifiers.]<\/p>\n<p>Modifier #2: Wild Crippling Rule.<br \/>\n      In a round in which eights are wild, to successfully cripple the<br \/>\nrelevant Onion, the running flush must have at most the same number of<br \/>\nwild cards as the Onion being crippled.<\/p>\n<p>[Note that this is the only manifestation of the &#8220;fewer wild cards wins&#8221;<br \/>\nrule of poker, the equivalent here being &#8220;fewer null eights wins&#8221; as in<br \/>\n#1i. above.]<\/p>\n<p>Modifier #3: Octavo Rule.<br \/>\n      When eights are wild, the card group consisting of eight eights can<br \/>\nbe considered as a Lesser Onion, but beats other Lesser Onions and may not<br \/>\nbe crippled like a Lesser Onion of any other composition.<\/p>\n<p>[Terry likes this one!]<\/p>\n<p>Modifier #4: The Lady&#8217;s Rules.<br \/>\n      i. If eights are not wild, the queen of spades may be declared, before<br \/>\nor during Showdown, and replaced by the player&#8217;s choice of one of the next<br \/>\ntwo cards from the deck, the chosen card taking up the place of the queen;<br \/>\nthe other card goes to the discard pot. This move may not be rescinded.<br \/>\n      ii. When eights are wild, the queen of spades devalues one ace, for<br \/>\nevery other player, that would otherwise be played as having value eleven, to<br \/>\nvalue one only. This does not affect any aces in a Great Onion, but may<br \/>\naffect cards, in any grouping, which, by being wild or by other means, would<br \/>\notherwise be played with value eleven.<\/p>\n<p>[If you&#8217;re playing with two English decks, you&#8217;re going to have to choose<br \/>\none of the two queens of spades and mark it, not on the back though, so<br \/>\nuse old or cheap cards for this. By declaring, I mean put the card on the<br \/>\ntable face up and point it out to the other players; here, of course, the<br \/>\nqueen may no longer be used in forming card groupings since a replacement<br \/>\ncard has been received (very useful for getting out of those triple<br \/>\nbagels) but should be left near the player on the table rather than in the<br \/>\ndiscard pot. For the reason for this, read on&#8230;]<\/p>\n<p>Modifier #5: Fate&#8217;s Rules.<\/p>\n<p>      i. If the queen of spades has been declared and replaced, the king<br \/>\nof cups may also be declared and replaced in a like manner, in the process<br \/>\nmaking all aces held by the player who used the queen of spades have value<br \/>\nzero. Unlike null eights, however, zeroed aces cannot trump up onions.<br \/>\n      ii. If eights are wild, the king of cups may be declared so that<br \/>\neights immediately cease to be wild; a different player who has the queen of<br \/>\nspades, whether visible, played or not, may then make his own eights wild<br \/>\nagain. The king of cups may not be revoked once declared, and a single<br \/>\nplayer may not use the king of cups and then the queen of spades in this way.<\/p>\n<p>[The suit of cups, you may remember, is paired up with hearts, so choose one<br \/>\nof the the king of hearts as Fate.]<\/p>\n<p>Modifier #6: Great A&#8217;Tuin&#8217;s Rule.<br \/>\n      Declaring the queen of coins allows the player to reduce the value of<br \/>\none of the player&#8217;s cards by eight points and to increase the value of a<br \/>\ndifferent card by eight points. The two affected cards must still have value<br \/>\nbetween one and eleven inclusive.<\/p>\n<p>[Coins are paired with diamonds. A two that is shifted up to value ten may<br \/>\nbe considered a picture card, a three shifted up to eleven as an ace of<br \/>\nvalue eleven.]<\/p>\n<p>Modifier #7: The Elephants&#8217; Rule.<br \/>\n      Any four cards, each being either a nine or a ten or an eight when<br \/>\neights are wild, that are declared with the queen of coins in one<br \/>\nplayer&#8217;s hand, allow that player to shift as many points as are needed to<br \/>\nto generate a Double Onion. This Double Onion may be beaten by any other<br \/>\nDouble Onion. Any nines or tens in the player&#8217;s hand that are not involved<br \/>\nin the shift may be considered as ones, not aces, and twos respectively.<\/p>\n<p>[Since the five cards involved here have only been declared, they are, of<br \/>\ncourse, still playable as cards in groups. Remember that a ten may not<br \/>\ntake the role of a picture card in an Onion &#8211; a shifted nine, eight etc.<br \/>\nis needed. With two nines, two tens and the queen of coins, a possible shift<br \/>\nis: add one each to the nines and tens &#8211; hence the Double Onion &#8211; and take<br \/>\nfour from the queen of coins to be a six.]<\/p>\n<p>Modifier #8: The Sender of Eight&#8217;s Rules.<br \/>\n      i. When eights are not wild, a visible jack of diamonds makes any aces<br \/>\nbelonging to a player who uses any eights become zeroed (see #5i.).<br \/>\n      ii. When eights are wild, the jack of diamonds must be declared as soon<br \/>\nas it is dealt and identified, zeroing all aces and disallowing eights from<br \/>\ntaking on value one or eleven.<\/p>\n<p>[As before, choose one of the jacks of diamonds and mark it on the face.]<\/p>\n<p>Modifier #9: Death&#8217;s Rules.<br \/>\n      i. When eights are not wild, a visible king of swords makes one<br \/>\npicture card in every player&#8217;s hand that has two or more picture cards have<br \/>\nno part in forming a Double Onion.<br \/>\n      ii. When eights are wild, the visible king of swords makes one<br \/>\npicture card in every player&#8217;s hand that has two or more picture cards have<br \/>\nno part in forming either a Double Onion or a Triple Onion.<\/p>\n<p>[Swords are paired with clubs. The &#8220;killed&#8221; picture card can still take<br \/>\npart in anything else, which usually means a bagel or two.]<\/p>\n<p>Modifier #10: The Archchancellor&#8217;s Rules.<br \/>\n      i. Any player who plays the jack of staves may not also play an<br \/>\neight as having value eight.<br \/>\n      ii. If the jack of staves is declared at any time during the game, the<br \/>\nking of swords must also be declared if held; if the king of swords is<br \/>\ndeclared, then all the other players must also declare one previously<br \/>\nundisclosed card each. If no one holds the king of swords, the the jack of<br \/>\nstaves becomes wild for the rest of the round.<\/p>\n<p>[By a process of elimination, staves are paired with spades.]<\/p>\n<p>Modifier #11: The Fool&#8217;s Rule.<br \/>\n\tIf, immediately before Showdown, the jack of clubs is declared,<br \/>\nthen, for the rest of the round, bagels change places with Onions in the<br \/>\norder of winning card groupings. That is: the two-card onion and the<br \/>\nsingle bagel change places, the Double, Triple and Lesser Onions are ex-<br \/>\nchanged with the double, triple and lesser bagels respectively, and the<br \/>\ngreat bagel becomes only beaten by, but may also be crippled like, the<br \/>\nGreat Onion which remains at the top of the list.<\/p>\n<p>[This now makes bagels worth something, other than a tie-breaker. The<br \/>\njack of clubs, of course, can still take part in bagels, and any other<br \/>\ncard grouping, as usual.]<\/p>\n<p>Okay, so there are some in-jokes in that lot, but you don&#8217;t need to know<br \/>\nthem all, or indeed any of them, to be able to play the game and it hasn&#8217;t<br \/>\nstopped me playing the game with a large group of people here who have<br \/>\nnever heard of Bel-Shamharoth or the Rite of Ashk&#8217;Ente. It might be fun<br \/>\nto try and work out the reasoning behind the modifiers &#8211; and yes, there<br \/>\nis a reason behind nearly every one that may be found somewhere in the<br \/>\nDiscworld books. This is the point though: unlike Dragon Poker, where<br \/>\nthe typical modifier seems to be &#8220;If there are three players with<br \/>\nfour arms, the moon is gibbous, there&#8217;s an r in the month and the Dealer<br \/>\nis blue, the three of Unicorns is wild in the seventeenth round&#8221; (no<br \/>\ncriticism of Robert Asprin &#8211; it&#8217;s a fun idea), Cripple Mr Onion<br \/>\nmodifiers should be based on Discworld mythology and belief; I&#8217;ve taken<br \/>\nthe view that the game is as old as Ankh-Morpork and has, over the<br \/>\ncenturies, absorbed all sorts of details of Disc life.<\/p>\n<p>Anyway, comments please.<br \/>\nAndrew C. Millard<br \/>\nPhysics Department,<br \/>\nPrinceton University.<br \/>\nA couple of rules in the game that Andrew posted up are debatable, so I<br \/>\nthought we should bring them to your attention.<\/p>\n<p>They all concern the modifiers.  The original game is quite playable and<br \/>\nhas no faults, but some of the modifiers have problems.<\/p>\n<p>First of all, the rules as stated say that if the first person lays down<br \/>\nhis hand, and the next person beats it, the the first person has a chance<br \/>\nto reform his hand.  This has the small problem that the game could<br \/>\ntechnically go on forever, with everybody reforming their hands, but also<br \/>\ntakes out the &#8220;sucker&#8221; element of the game: &#8220;I didn&#8217;t know a three-card<br \/>\nflush beat a &#8230;&#8221;, etc.  However, as some modifiers (Fate, the Lady,<br \/>\nBel-Shamharoth, Death) do devalue hands, perhaps after these have been<br \/>\nplayed, the people whose hands are affected have a chance to reform once.<\/p>\n<p>Also, if one prefers, if two combinations tie, the one with fewer wild<br \/>\ncards loses.  The only problem with this is that it takes away a bit the<br \/>\nprerogative of the dealer to win tied hands, and the game traditionally has<br \/>\na bias toward the dealer (unless Weatherwax is playing).<\/p>\n<p>Finally, as some special cards are declared before any hands are played,<br \/>\nto prevent someone laying down his lesser Onion in a hurry before anyone<br \/>\ncan play the &#8220;Fool&#8221;, there should be a round before showdown where the<br \/>\ndealer asks if any special cards (at this stage, only the Fool and possiblt<br \/>\nBel-Shamharoth) are to be used.<\/p>\n<div class='watch-action'><div class='watch-position align-right'><div class='action-like'><a class='lbg-style1 like-13992 jlk' href='javascript:void(0)' data-task='like' data-post_id='13992' data-nonce='65e0e39b87' rel='nofollow'><img class='wti-pixel' src='https:\/\/www.graviton.at\/letterswaplibrary\/wp-content\/plugins\/wti-like-post\/images\/pixel.gif' title='Like' \/><span class='lc-13992 lc'>0<\/span><\/a><\/div><\/div> <div class='status-13992 status align-right'><\/div><\/div><div class='wti-clear'><\/div>","protected":false},"excerpt":{"rendered":"<p>Newsgroups: alt.fan.pratchett Subject: Re: Pathetic Request Message-ID: From: jsv@math.canterbury.ac.nz (Julian Visch) Date: Mon, 11 Jan 1993 22:46:58&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[27],"class_list":["post-13992","post","type-post","status-publish","format-standard","hentry","category-othernonsense","tag-english","wpcat-7-id"],"_links":{"self":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/13992","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/comments?post=13992"}],"version-history":[{"count":1,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/13992\/revisions"}],"predecessor-version":[{"id":13993,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/posts\/13992\/revisions\/13993"}],"wp:attachment":[{"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/media?parent=13992"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/categories?post=13992"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.graviton.at\/letterswaplibrary\/wp-json\/wp\/v2\/tags?post=13992"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}