619 lines
32 KiB
Plaintext
619 lines
32 KiB
Plaintext
Newsgroups: alt.fan.pratchett
|
|
Subject: Re: Pathetic Request
|
|
Message-ID: <C0poMB.23L@cantua.canterbury.ac.nz>
|
|
From: jsv@math.canterbury.ac.nz (Julian Visch)
|
|
Date: Mon, 11 Jan 1993 22:46:58 GMT
|
|
Organization: Department of Mathematics, University of Canterbury
|
|
Lines: 610
|
|
|
|
In article <1993Jan12.100201.1@kosmos.wcc.govt.nz>, hobbs_a@kosmos.wcc.govt.nz (Anthony 'SCHWAibo' Hobbs) writes:
|
|
|> Someone please post or mail me the rules to Cripple Mr Onion. Pretty please?
|
|
|
|
Here are the rules for Cripple Mr Onion that were written by Terry Tao
|
|
|
|
This is the first part of the Cripple Mr Onion game: the general
|
|
purpose and the layout of the cards. Some people have complained about
|
|
word wrap problems, so please tell me if the paragraphs are short
|
|
enough.
|
|
|
|
The object of the game is to create the highest scoring collection of
|
|
card-groupings from the ten cards that the player is dealt during the
|
|
course of the game. Each of the ten cards can only be used in one
|
|
particular card-grouping.
|
|
|
|
The game is a combination of poker and blackjack. One player acts as
|
|
a dealer-banker, chosen on the outcome of the previous game. There are
|
|
slight advantages in being the dealer.
|
|
|
|
Procedures for the gambling and non-gambling versions will be given in
|
|
later sections. The gambling version is the one used by the Disc
|
|
players, but the non-gambling version is easier. Also, I will post
|
|
some suggested variations to reflect the mythology of the disk.
|
|
|
|
Finally, there will be a discussion of the relevant passage of
|
|
"Witches Abroad" about the game.
|
|
|
|
Now to the scoring system. The valuable card groupings are based
|
|
around the concept of an "onion", which is a combination of two or more
|
|
cards adding up to 21. Aces (A) are one or eleven, picture cards (P)
|
|
and tens (T) score 10. All others score their face value.
|
|
|
|
Incidentally, there are 104 cards: 8 of each type, as 8 is the magic
|
|
number of the Disc. On Earth this can be achieved by shuffling two
|
|
non-identical decks together. There are eight suits with the thirteen
|
|
standard denominations, but their Disc names are uncertain. Standard
|
|
deck suits will do.
|
|
|
|
The groupings, in order of least scoring to highest scoring, are:
|
|
|
|
A. bagel: this consists of two cards adding up to 20,
|
|
i.e. PP, TP, TT, 9A. Fairly frequently, more than one bagel is
|
|
possible, giving a "double bagel", "triple bagel", "lesser bagel", and
|
|
finally "great bagel" (all ten cards used up.)
|
|
|
|
2. two card onion: Two cards which add up to 21, i.e. TA, PA.
|
|
|
|
3. broken flush: This consists of at least three cards, adding up to
|
|
at least 16, but no more than 21. All except one of them is of the
|
|
same suit.
|
|
|
|
4. three-card onion: Three cards which add up to 21, e.g. 47T, ATT.
|
|
|
|
5. flush: Just like the broken flush, except all cards must be of the
|
|
same suit.
|
|
|
|
6. four-card onion: e.g. 4557, A46T.
|
|
|
|
7. broken Royal: a special case of the three card onion: the cards 678
|
|
of any suit.
|
|
|
|
8. five-card onion: e.g. 23466, 2234P.
|
|
|
|
9. Royal - another special case of the three-card onion: three 7's.
|
|
|
|
T. six-card onion: e.g. A23456, 222555.
|
|
|
|
J. Wild Royal (see additional rules): this slot not used at present.
|
|
|
|
Q. seven-card onion: e.g. AA22456, A223445. Note that there are no
|
|
eight-card onions, eight being a very unlucky number.
|
|
|
|
K. Onion: A pontoon or blackjack: PA. However, this combination is
|
|
only a two-card bagel unless there is more than one Onion, e.g. KAQA.
|
|
Thus, we have Double Onion (two Onions), Triple Onion, Lesser Onion,
|
|
and Greater Onion (PAPAPAPAPA). Greater Onion beats Lesser Onion, and
|
|
so on. The Greater Onion is almost unbeatable (see below).
|
|
|
|
There is one more card combination: the nine-card straight flush
|
|
(e.g. 23456789T). This combination is normally worthless, unless
|
|
another player has a Great Onion, in which case the straight flush
|
|
beats everybody. This is called "Crippling Mr Onion", hence the name
|
|
of the game.
|
|
|
|
Note also that Greater Onion requires five aces; thus, the two decks.
|
|
|
|
This ends part 1 of the rules of the game.
|
|
|
|
Andrew Millard (typed up by Terry Tao).
|
|
|
|
At last! Now that I've figured out how to use this system, all you avid
|
|
or potentially avid Cripple Mr Onion players will not have to wait so
|
|
long for the rest of the rules, as I can now type them in myself, and
|
|
not have to ask Terry Tao to do it for me. In response to Terry's
|
|
(Pratchett not Tao) note about the rules so far, my idea was that a
|
|
simple list of 13 winning card groupings could be augmented to a
|
|
fiendishly complicated level by the use of modifiers, of which the
|
|
first,
|
|
or #0 I suppose would be:
|
|
|
|
" i. A nine-card running flush may be used to cripple a Great
|
|
Onion and hence win the game if played after a Great Onion.
|
|
|
|
ii. A ten-card running flush overrides a nine-card running
|
|
flush in crippling a Great Onion and may also be used to
|
|
cripple a Lesser Onion."
|
|
|
|
My original aim in raising the subject of Cripple Mr Onion on this net
|
|
was to get other people to come up with ideas for modifiers; so far, I
|
|
just have one for letting 8s be wild and another using the queen of
|
|
spades, which may be given certain properties, to represent the Lady.
|
|
(Further details of these will, of course, appear soon.) My point is,
|
|
though, that the essence of the game, which should be simple in order
|
|
to give newcomers, or suckers, the impression that the whole game is
|
|
simple, need not be overly complex, as long as a sufficiently large
|
|
collection of modifiers exists. Even as I write, Terry Tao is scribbling
|
|
furiously, goaded no doubt by a storm of inspiration particles, about
|
|
modifiers based around ideas involving Fate, Death, the Octavo (likely
|
|
to be something involving all eight 8s) and even Great A'tuin him(?)self.
|
|
Anyway, we'll have to see what turns up, but I've got a feeling that a
|
|
book containing the complete list of modifiers is going to end up
|
|
looking like Carrot's book of laws...
|
|
Andrew C. Millard
|
|
Physics Department,
|
|
Princeton University.
|
|
|
|
> Incidentally, there are 104 cards: 8 of each type, as 8 is the magic
|
|
> number of the Disc. On Earth this can be achieved by shuffling two
|
|
> non-identical decks together. There are eight suits with the thirteen
|
|
> standard denominations, but their Disc names are uncertain. Standard deck
|
|
> suits will do.
|
|
|
|
If you shuffle two different decks together, other players will be able
|
|
to see the different backs...
|
|
|
|
Concerning the Disc suits ... the scene in 'The Light Fantastic' where
|
|
Twoflower attempts to teach the Four Horsemen of the Apocralypse to play
|
|
bridge (or at least, something you put across a river) mentions some of the
|
|
suits. Twoflower mentions Turtles and Elephants; Death mentions 'the Knave
|
|
of Terrapins', but it's not clear whether he means Turtles or there are
|
|
two different suits by these names. Twoflower also refers to the Greater
|
|
Arcana, which suggests that Discworld card games are actually played with a
|
|
Tarot-like deck, presumably the 'Caroc cards' mentioned elsewhere.
|
|
|
|
Earlier in the same book, Rincewind has his fortune told, and we're told
|
|
the names of some Caroc cards. Suits include Octograms and the aforementioned
|
|
Elephants and Turtles.
|
|
|
|
Remember that eight is an unlucky number, not a lucky one, on the Disc.
|
|
In view of that, I'm inclined to suspect that there are seven 'real' suits
|
|
in the Discworld deck, the 'eighth suit' being the Major Arcana.
|
|
|
|
As for the actual names of the suits, here are my suggestions (I'm
|
|
assuming that Death's 'Terrapins' was a mistake, quite likely given his
|
|
state of confusion at the time) :
|
|
|
|
Coins (to represent the common Discworld mercenary spirit...)
|
|
Dragons
|
|
Elephants
|
|
Eyes (in honour of Blind Io)
|
|
Octograms
|
|
Swords
|
|
Turtles (or tortoises or terrapins or whatever...)
|
|
|
|
For playing with Earthly decks, we need some sort of standard equivalents;
|
|
I don't see any obvious correspondences (except Swords = Spades), so I suppose
|
|
they can just be chosen at random.
|
|
|
|
If you really want eight suits, you can always assume 'Terrapins' wasn't
|
|
a mistake. Somehow the confusion that would be caused by this seems entirely
|
|
in the spirit of the Discworld ... :-)
|
|
|
|
And the Major Arcana? Earth's Tarot deck has 22, but in the interests of
|
|
making it possible to play CMO on Earth without actually buying two Tarot
|
|
decks I think we should assume that the Caroc deck has 13, the same as the
|
|
'real' suits (Earth's Tarot actually has 14 in the suits, but let's not
|
|
make matters any more complicated than they already are). TLF mentions five :
|
|
'The Star', 'The Importance of Washing the Hands', 'The Dome of the Sky',
|
|
'The Pool of Night', and (of course) 'Death'.
|
|
|
|
Naming the other eight would, I think, be an excellent topic for
|
|
suggestions from the Net. I think 'The Octavo' should be one, and probably
|
|
'The Disc' itself (something like Josh Kirby's magnificent painting on
|
|
pages 34-35 of 'Eric'), but beyond that I'll wait and see what everyone
|
|
can come up with...
|
|
|
|
--
|
|
...... Ross Smith (Wanganui, NZ) ...... alien@acheron.amigans.gen.nz ......
|
|
"Reasonable thought can only go so far. Beyond that,
|
|
you must either be unreasonable or stop thinking." (A. Brilliant)
|
|
|
|
|
|
However, Andrew and I are working on some special cards.
|
|
The suits may now need to be changed, though.
|
|
|
|
Luck (the Lady): Queen of Spades
|
|
Death: King of Swords
|
|
Great A'tuin: Queen of Coins
|
|
Archchancellor: Jack of Staves
|
|
Fate: King of Cups
|
|
Bel'Shamaroth: Jack of Clubs
|
|
|
|
As you can see, our idea for the 8 suits were the four tarot and the
|
|
four modern suits. But to make flushes even remotely possible, two of
|
|
the suits have to be combined together, making four suits overall.
|
|
|
|
Also, we have some ideas for special combinations, like the Octavo
|
|
(eight 8's) and the Disc (Great A'tuin with four 10s). At present they
|
|
are being playtested, so don't expect these rules for at least a week.
|
|
We don't want to embarrass ourselves prematurely.
|
|
|
|
Terry
|
|
It's too complicated to write out the full details here, but here is a
|
|
sketch of the order of play so far.
|
|
|
|
Each person places 1 penny (or stone, etc) in the pot as an ante.
|
|
|
|
Each person gets dealt 5 cards. Starting from the dealer's right, they
|
|
have the option of exchanging up to four cards from the deck.
|
|
|
|
The first round of betting ensues.
|
|
|
|
Starting from the dealer, everyone is dealt a further 5 cards. The dealer's are
|
|
face down; the players are face up. However, each player can pay a penny to have
|
|
one card face down, hence a player putting 5 pennies in the pot will have all his
|
|
cards face down.
|
|
|
|
The second round of betting ensues.
|
|
|
|
Now starting from the dealer's right, each player must reveal his
|
|
entire hand and sort it into winning combinations. Usually some cards
|
|
will not be part of any combination and they are of no value.
|
|
|
|
|
|
The winner is the person with the highest ranking combination. If two
|
|
or more people have the same combination, then the player's
|
|
second-highest-ranking combinations are compared. If there is a tie
|
|
all the way down the line, the dealer wins. (The way the game is
|
|
organized, the dealer is always playing, for if the dealer folds the
|
|
dealership is up for auction.)
|
|
|
|
e.g. if a person has
|
|
|
|
2234467KKA
|
|
|
|
the best way to sort this hand would be to have a six-card onion first (2234467)
|
|
then a two card onion (KA), with the second king being worthless.
|
|
|
|
The game is fairly playable: I've already been suckered out of 60c so far. A few
|
|
problems: it seems to depend too much on the number of aces one gets. 10s and 9s
|
|
are almost worthless. To combat this, we have playtested a few modifiers to bring
|
|
down the power of the Aces and to bring up the worth of the 10s and 9s, but we're still testing.
|
|
|
|
Our first modifier is the use of 8s. The 8s represent magic. eight 8s
|
|
are the Octavo and we are ranking them at about the level of a Lesser
|
|
Onion. The 8s can be used as 8s or 0s: the idea of using them as 0s is
|
|
to "trump up" a small onion into a slightly larger onion: hence,
|
|
while 3567 is a four card onion, 35678 is a five card onion. three 8s
|
|
are a wild
|
|
royal. After an 8 has been used as a 0, for the next round they are
|
|
wild (can act as any card from A to K, excepting special god cards).
|
|
However, the use of
|
|
too many 8's will attract the attention of Bel Shamharoth, among others.
|
|
|
|
The Aces represent heroes of the Disc:normally they make an integral part of the
|
|
winning hands (we seem to find that Double Onion is the most common winning hand,
|
|
btw), but with a few modifiers we intend to make heroes subject to blind luck and
|
|
cruel fate. Our rules are a bit complicated here.
|
|
|
|
Suggestions welcome for any modifiers, or special hands.
|
|
|
|
Btw: about my remark about "non-identical decks". While it is a minor
|
|
point that decks of different color will convey a little bit of
|
|
knowledge about ones hand, I suppose it is best to have two identical
|
|
decks. However, for special cards (if there are going to be any)
|
|
there should only be one of each. For the purposes
|
|
of flushes, and 9-card straight flushes, it seems reasonable to have
|
|
only four
|
|
suits, otherwise flushes would be extremely difficult.
|
|
|
|
Terry
|
|
So many people seem to be champing at the bit here over the details of the
|
|
game that I've decided to post up the rules of the game in full - at least
|
|
the game as far as we are playing it here at the moment. No doubt there are
|
|
a few problems still remaining in it, but we'll just have to see what
|
|
happens. I should state, though, that when I write onion, I mean two-card
|
|
up to seven-card, whereas when I write Onion (capital O), I mean Double up
|
|
to Great.
|
|
|
|
Cripple Mr Onion requires two standard decks of playing cards, preferably
|
|
one having the English or French suits clubs, spades, hearts and diamonds,
|
|
and the second having the Spanish or Italian suits swords, staves, cups and
|
|
coins - for the purpose of forming flushes, these are taken to be paired in
|
|
their respective order given above. The game also requires at least two
|
|
players, but not more than seven [this isn't something to do with the number
|
|
eight, but a result of the fact that you'd run out of cards with more than
|
|
seven players], with a ready supply of small coinage or tokens. The players
|
|
need to be arranged as evenly as possible around a table with two small
|
|
pots/boxes in the centre - one will be the Pot and the other is for
|
|
discards.
|
|
|
|
At the beginning of each round, one player is identified as the Dealer, with
|
|
the player to the Dealer's left as the Elder and the player to the Dealer's
|
|
right as the Younger - this sets the order of precedence in being dealt cards
|
|
and in winning in the event of a tie as Dealer, Elder, other players in
|
|
order and, lastly, Younger. In the event that the Dealership changes, these
|
|
identifiers move to be based around the new Dealer. The round opens when the
|
|
Dealer shuffles the pack of all 104 cards, the Younger cuts the pack and all
|
|
the players place an amount equivalent to the Stake in the Pot. By agreement
|
|
of all the players, the maximum amount for a raise is usually set at some
|
|
multiple of the Stake.
|
|
|
|
All the players are dealt five cards in this order: the Dealer receives two
|
|
cards and deals all the other players, in order from Elder to Younger, three
|
|
cards; the Dealer then receives three cards and deals the other players two
|
|
[this is done to speed up the dealing, which isn't exactly the most
|
|
interesting part of the game]. Then, in turn, from Elder to Younger, each
|
|
player discards up to four cards into the discard pot, or may fold by
|
|
discarding all five cards, and announces the number of discards to the Dealer
|
|
who replaces them from the top of the pack; the Dealer then discards and
|
|
replaces, also announcing the number thrown away. It is important to note
|
|
that up to this point all cards have been dealt face down, each player is
|
|
only aware of their own cards and, by way of the draw, ought to have a
|
|
better hand than was originally dealt.
|
|
|
|
The first round of betting takes place, consisting of three distinct parts.
|
|
In the first two parts, the Dealer names the amount that must be matched by
|
|
other players individually if they wish to stay in and places this amount
|
|
in the Pot. In turn, from the Elder to the Younger, the players must either
|
|
match the Dealer's bid, by placing the same amount in the Pot, or fold by
|
|
placing their cards in the discard pot; if a player matches the Dealer's bid,
|
|
that player has the option of raising the Dealer by placing a named amount
|
|
near the Pot on the player's side. The process of raising does not affect
|
|
the other players except for the Dealer who must match the collective raise
|
|
or fold - see below for events following the folding of the Dealer. The
|
|
matching of the collective raise by the Dealer and the placing of all the
|
|
individual raises into the Pot closes that part of the betting. In the third,
|
|
and at this stage final, part, the betting is the same except that no
|
|
raising may take place. During the betting, the Dealer may make a zero bet,
|
|
allowing all the other players to stay in and, in the first two parts and if
|
|
they wish, to raise.
|
|
|
|
The second set of five cards each is now dealt in the following way: the
|
|
Dealer receives five cards face down on the table, and then, in turn from
|
|
Elder to Younger, each other player may buy cards, multiply or one at a time,
|
|
from the Dealer placing an amount equal to the Stake for each bought card in
|
|
the Pot. Buying stops at five bought cards, or earlier if the player wishes
|
|
when the player is then dealt the remaining cards up to five, that is up to
|
|
ten cards in all, face up on the table. Bought cards are dealt face down and
|
|
the player may mix them in with the cards from the first stage of dealing,
|
|
but cards dealt face up on the table must remain that way, although the
|
|
player may rearrange them there. After receiving the second five cards, the
|
|
player is then asked to make an extra bet, which again the Dealer must alone
|
|
match later on, placing the amount, which may be zero, on the face up cards,
|
|
or on the table if there are no face up cards, directly in front of the
|
|
player. Once this has taken place for all the players, the Dealer considers
|
|
the extra bets made on the basis of all the face up cards and the Dealer's own
|
|
ten cards which, of course, are unknown to the other players. If the Dealer
|
|
decides to match the total amount of the extra bets made, by placing the
|
|
total value in the Pot, all extra bets are placed in the Pot as well and two
|
|
last parts of betting take place in the same manner as the first two parts
|
|
of the first round of betting as described in the previous paragraph. If the
|
|
extra bets are not matched, the Dealer may give the Dealership to the Elder
|
|
WITHOUT being required to fold: this is the only point of the game when the
|
|
Dealership changes without the Dealer folding - of course, the Dealer loses all
|
|
privileges by becoming the new Younger. To accept the Dealership and become
|
|
the new Dealer, the Elder must match the other players' collective extra
|
|
bets, the Elder's own extra bet, if there was one, being lost to the Pot
|
|
without reclaim; otherwise the Dealership is again passed left. This process
|
|
is repeated until either the Dealership is accepted, in which case events
|
|
proceed as described some twelve lines above, or the Dealership goes full
|
|
circle and returns to the original Dealer - then, everybody folds, the Pot
|
|
becomes the ante for the next round, the Dealer remains the Dealer and the
|
|
next round begins from the beginning.
|
|
|
|
The game having managed to get this far without utter confusion breaking out,
|
|
the final part of the round, Showdown, takes place. Beginning from the
|
|
Elder, the highest card grouping is declared and displayed on the table;
|
|
if the player to the left of the Elder cannot equal, beat or play some
|
|
modifier that affects the Elder's cards, that player's cards are all placed
|
|
face up on the table, in their groupings if the player wishes, and the next
|
|
player's cards are compared. If the Elder's cards are equalled, then the
|
|
next card grouping must be considered. If the Elder's cards are beaten, then
|
|
the Elder has the opportunity to play a modifier or rearrange the card
|
|
grouping in an attempt to obtain a better arrangement. By this process of
|
|
comparison, consideration of lower groupings, rearrangement of card groups
|
|
and playing of modifiers, the holder of the better cards, between the
|
|
Elder and the player on the Elder's left, is found; the player but one to the
|
|
Elder's left is then brought in, and the whole process of finding the
|
|
holder of the better cards is repeated. This continues until at last the
|
|
Dealer has been brought in, and finally the player who holds the best cards
|
|
wins the contents of the Pot; in the event of a complete tie, the player of
|
|
greater seniority wins - often, this means that the Dealer wins. The
|
|
round is then over, the cards and discards are collected up and the winner
|
|
becomes the Dealer for the next round.
|
|
|
|
In the event that the Dealer folds, the Dealership is auctioned as follows:
|
|
from the Elder to the Younger, the players who are still in are asked by the
|
|
old Dealer if they wish to be the new Dealer - if the player wishes to be
|
|
the new Dealer, that player must advance an amount equal to the Stake. If
|
|
another player, when asked, also wishes to be Dealer, then that player
|
|
must match the existing bid and advance another amount equal to the Stake.
|
|
This process continues around and around the table, with each prospective
|
|
Dealer making sure that that player's bid is at least an amount equal to
|
|
the Stake higher that the highest bid so far, until all the players except
|
|
for one decline to advance any more, when they place their own total bid
|
|
in the Pot as they decline, and the single player left becomes the new
|
|
Dealer placing the winning bid in the pot. If nobody wishes to be the new
|
|
Dealer, all the players fold, the Pot becomes the ante for the next round,
|
|
the old Dealer stays as Dealer and another round beings anew.
|
|
|
|
Well, that describes the basic [!] game. Hands up all those who thought that
|
|
thirteen simple winning hands would not make the game complicated. But, of
|
|
course, there has been discussion of modifiers [incidentally, if you think
|
|
that this reconstruction is a rip-off of other card games around the
|
|
Multiverse, all I can say is: you don't have to play and win a lot and
|
|
have fun as well], which I shall now describe. These particular modifiers
|
|
are, inevitably, the creation of a small group of people: if you think they
|
|
should be changed or added to or reduced in number, just say so.
|
|
|
|
Modifier #0: Crippling Rules.
|
|
i. A nine-card running flush may be used to cripple a Great Onion and
|
|
hence win the game. Once crippled, a Great Onion may not be retracted.
|
|
ii. A ten-card running flush outcripples a nine-card running flush in
|
|
crippling a Great Onion and may also cripple a Lesser Onion. Once cripped,
|
|
the Onion may not be retracted.
|
|
|
|
[I hope that this one at least doesn't require any comments.]
|
|
|
|
Modifier #1: Null Eights Rules.
|
|
i. During a round in which eights are not wild (see ii.), an eight
|
|
may be used as if it had value zero in order to trump up an onion. In the
|
|
event of a tie between two onions with equal numbers of cards, the onion
|
|
with the fewer null eights wins.
|
|
ii. In the round following a round in which a null eight has been
|
|
played, eights are wild, acting as any regular card. The wild Royal, three
|
|
wild eights, may then be played. In the next round, eights return to their
|
|
original role.
|
|
|
|
[To "trump up an onion" means to make a four-card onion into a five-card
|
|
onion by the addition of one null eight, or to make a three-card onion
|
|
into a seven-card onion with four - it did happen, and he won. Note,
|
|
however, that there are no onions beyond seven-card and that wild eights
|
|
cannot be used as any of the special cards giving rise to later
|
|
modifiers.]
|
|
|
|
Modifier #2: Wild Crippling Rule.
|
|
In a round in which eights are wild, to successfully cripple the
|
|
relevant Onion, the running flush must have at most the same number of
|
|
wild cards as the Onion being crippled.
|
|
|
|
[Note that this is the only manifestation of the "fewer wild cards wins"
|
|
rule of poker, the equivalent here being "fewer null eights wins" as in
|
|
#1i. above.]
|
|
|
|
Modifier #3: Octavo Rule.
|
|
When eights are wild, the card group consisting of eight eights can
|
|
be considered as a Lesser Onion, but beats other Lesser Onions and may not
|
|
be crippled like a Lesser Onion of any other composition.
|
|
|
|
[Terry likes this one!]
|
|
|
|
Modifier #4: The Lady's Rules.
|
|
i. If eights are not wild, the queen of spades may be declared, before
|
|
or during Showdown, and replaced by the player's choice of one of the next
|
|
two cards from the deck, the chosen card taking up the place of the queen;
|
|
the other card goes to the discard pot. This move may not be rescinded.
|
|
ii. When eights are wild, the queen of spades devalues one ace, for
|
|
every other player, that would otherwise be played as having value eleven, to
|
|
value one only. This does not affect any aces in a Great Onion, but may
|
|
affect cards, in any grouping, which, by being wild or by other means, would
|
|
otherwise be played with value eleven.
|
|
|
|
[If you're playing with two English decks, you're going to have to choose
|
|
one of the two queens of spades and mark it, not on the back though, so
|
|
use old or cheap cards for this. By declaring, I mean put the card on the
|
|
table face up and point it out to the other players; here, of course, the
|
|
queen may no longer be used in forming card groupings since a replacement
|
|
card has been received (very useful for getting out of those triple
|
|
bagels) but should be left near the player on the table rather than in the
|
|
discard pot. For the reason for this, read on...]
|
|
|
|
Modifier #5: Fate's Rules.
|
|
|
|
i. If the queen of spades has been declared and replaced, the king
|
|
of cups may also be declared and replaced in a like manner, in the process
|
|
making all aces held by the player who used the queen of spades have value
|
|
zero. Unlike null eights, however, zeroed aces cannot trump up onions.
|
|
ii. If eights are wild, the king of cups may be declared so that
|
|
eights immediately cease to be wild; a different player who has the queen of
|
|
spades, whether visible, played or not, may then make his own eights wild
|
|
again. The king of cups may not be revoked once declared, and a single
|
|
player may not use the king of cups and then the queen of spades in this way.
|
|
|
|
[The suit of cups, you may remember, is paired up with hearts, so choose one
|
|
of the the king of hearts as Fate.]
|
|
|
|
Modifier #6: Great A'Tuin's Rule.
|
|
Declaring the queen of coins allows the player to reduce the value of
|
|
one of the player's cards by eight points and to increase the value of a
|
|
different card by eight points. The two affected cards must still have value
|
|
between one and eleven inclusive.
|
|
|
|
[Coins are paired with diamonds. A two that is shifted up to value ten may
|
|
be considered a picture card, a three shifted up to eleven as an ace of
|
|
value eleven.]
|
|
|
|
Modifier #7: The Elephants' Rule.
|
|
Any four cards, each being either a nine or a ten or an eight when
|
|
eights are wild, that are declared with the queen of coins in one
|
|
player's hand, allow that player to shift as many points as are needed to
|
|
to generate a Double Onion. This Double Onion may be beaten by any other
|
|
Double Onion. Any nines or tens in the player's hand that are not involved
|
|
in the shift may be considered as ones, not aces, and twos respectively.
|
|
|
|
[Since the five cards involved here have only been declared, they are, of
|
|
course, still playable as cards in groups. Remember that a ten may not
|
|
take the role of a picture card in an Onion - a shifted nine, eight etc.
|
|
is needed. With two nines, two tens and the queen of coins, a possible shift
|
|
is: add one each to the nines and tens - hence the Double Onion - and take
|
|
four from the queen of coins to be a six.]
|
|
|
|
Modifier #8: The Sender of Eight's Rules.
|
|
i. When eights are not wild, a visible jack of diamonds makes any aces
|
|
belonging to a player who uses any eights become zeroed (see #5i.).
|
|
ii. When eights are wild, the jack of diamonds must be declared as soon
|
|
as it is dealt and identified, zeroing all aces and disallowing eights from
|
|
taking on value one or eleven.
|
|
|
|
[As before, choose one of the jacks of diamonds and mark it on the face.]
|
|
|
|
Modifier #9: Death's Rules.
|
|
i. When eights are not wild, a visible king of swords makes one
|
|
picture card in every player's hand that has two or more picture cards have
|
|
no part in forming a Double Onion.
|
|
ii. When eights are wild, the visible king of swords makes one
|
|
picture card in every player's hand that has two or more picture cards have
|
|
no part in forming either a Double Onion or a Triple Onion.
|
|
|
|
[Swords are paired with clubs. The "killed" picture card can still take
|
|
part in anything else, which usually means a bagel or two.]
|
|
|
|
Modifier #10: The Archchancellor's Rules.
|
|
i. Any player who plays the jack of staves may not also play an
|
|
eight as having value eight.
|
|
ii. If the jack of staves is declared at any time during the game, the
|
|
king of swords must also be declared if held; if the king of swords is
|
|
declared, then all the other players must also declare one previously
|
|
undisclosed card each. If no one holds the king of swords, the the jack of
|
|
staves becomes wild for the rest of the round.
|
|
|
|
[By a process of elimination, staves are paired with spades.]
|
|
|
|
Modifier #11: The Fool's Rule.
|
|
If, immediately before Showdown, the jack of clubs is declared,
|
|
then, for the rest of the round, bagels change places with Onions in the
|
|
order of winning card groupings. That is: the two-card onion and the
|
|
single bagel change places, the Double, Triple and Lesser Onions are ex-
|
|
changed with the double, triple and lesser bagels respectively, and the
|
|
great bagel becomes only beaten by, but may also be crippled like, the
|
|
Great Onion which remains at the top of the list.
|
|
|
|
[This now makes bagels worth something, other than a tie-breaker. The
|
|
jack of clubs, of course, can still take part in bagels, and any other
|
|
card grouping, as usual.]
|
|
|
|
Okay, so there are some in-jokes in that lot, but you don't need to know
|
|
them all, or indeed any of them, to be able to play the game and it hasn't
|
|
stopped me playing the game with a large group of people here who have
|
|
never heard of Bel-Shamharoth or the Rite of Ashk'Ente. It might be fun
|
|
to try and work out the reasoning behind the modifiers - and yes, there
|
|
is a reason behind nearly every one that may be found somewhere in the
|
|
Discworld books. This is the point though: unlike Dragon Poker, where
|
|
the typical modifier seems to be "If there are three players with
|
|
four arms, the moon is gibbous, there's an r in the month and the Dealer
|
|
is blue, the three of Unicorns is wild in the seventeenth round" (no
|
|
criticism of Robert Asprin - it's a fun idea), Cripple Mr Onion
|
|
modifiers should be based on Discworld mythology and belief; I've taken
|
|
the view that the game is as old as Ankh-Morpork and has, over the
|
|
centuries, absorbed all sorts of details of Disc life.
|
|
|
|
Anyway, comments please.
|
|
Andrew C. Millard
|
|
Physics Department,
|
|
Princeton University.
|
|
A couple of rules in the game that Andrew posted up are debatable, so I
|
|
thought we should bring them to your attention.
|
|
|
|
They all concern the modifiers. The original game is quite playable and
|
|
has no faults, but some of the modifiers have problems.
|
|
|
|
First of all, the rules as stated say that if the first person lays down
|
|
his hand, and the next person beats it, the the first person has a chance
|
|
to reform his hand. This has the small problem that the game could
|
|
technically go on forever, with everybody reforming their hands, but also
|
|
takes out the "sucker" element of the game: "I didn't know a three-card
|
|
flush beat a ...", etc. However, as some modifiers (Fate, the Lady,
|
|
Bel-Shamharoth, Death) do devalue hands, perhaps after these have been
|
|
played, the people whose hands are affected have a chance to reform once.
|
|
|
|
Also, if one prefers, if two combinations tie, the one with fewer wild
|
|
cards loses. The only problem with this is that it takes away a bit the
|
|
prerogative of the dealer to win tied hands, and the game traditionally has
|
|
a bias toward the dealer (unless Weatherwax is playing).
|
|
|
|
Finally, as some special cards are declared before any hands are played,
|
|
to prevent someone laying down his lesser Onion in a hurry before anyone
|
|
can play the "Fool", there should be a round before showdown where the
|
|
dealer asks if any special cards (at this stage, only the Fool and possiblt
|
|
Bel-Shamharoth) are to be used.
|