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-
- 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.
-
-