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Newsgroups: alt.fan.pratchett | |
Subject: Re: Pathetic Request | |
Message-ID: <[email protected]> | |
From: [email protected] (Julian Visch) | |
Date: Mon, 11 Jan 1993 22:46:58 GMT | |
Organization: Department of Mathematics, University of Canterbury | |
Lines: 610 | |
In article <[email protected]>, [email protected] (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) ...... [email protected] ...... | |
"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. |
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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Cripple Mr Onion</title> | |
<style> | |
body { | |
font-family: Arial, sans-serif; | |
text-align: center; | |
background-color: #f4f4f4; | |
} | |
.game-container { | |
max-width: 1200px; | |
margin: 0 auto; | |
padding: 20px; | |
} | |
.hand { | |
margin: 20px; | |
padding: 10px; | |
border: 1px solid #ccc; | |
background-color: #fff; | |
border-radius: 8px; | |
} | |
.card { | |
display: inline-block; | |
width: 60px; | |
height: 90px; | |
margin: 5px; | |
border: 1px solid #000; | |
border-radius: 5px; | |
background-color: #fff; | |
line-height: 90px; | |
cursor: pointer; | |
user-select: none; | |
} | |
.card.selected { | |
border: 2px solid red; | |
} | |
.card.dealer { | |
background-color: #ddd; | |
} | |
button { | |
padding: 10px 20px; | |
margin: 10px; | |
font-size: 16px; | |
cursor: pointer; | |
} | |
#message { | |
font-size: 18px; | |
margin: 20px; | |
} | |
#groupings { | |
margin-top: 20px; | |
} | |
</style> | |
</head> | |
<body> | |
<div class="game-container"> | |
<h1>Cripple Mr Onion</h1> | |
<button onclick="startGame()">Start New Game</button> | |
<div id="message"></div> | |
<div class="hand" id="player-hand"> | |
<h2>Your Hand</h2> | |
<div id="player-cards"></div> | |
<button onclick="discardCards()" id="discard-button" style="display: none;">Discard Selected Cards</button> | |
</div> | |
<div class="hand" id="dealer-hand"> | |
<h2>Dealer's Hand</h2> | |
<div id="dealer-cards"></div> | |
</div> | |
<div id="groupings"> | |
<h2>Your Groupings</h2> | |
<div id="player-groupings"></div> | |
<button onclick="submitGroupings()" id="submit-groupings" style="display: none;">Submit Groupings</button> | |
</div> | |
<div id="results"></div> | |
</div> | |
<script> | |
// Card and deck setup | |
const suits = ['♣', '♠', '♥', '♦']; | |
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']; | |
let deck = []; | |
let playerHand = []; | |
let dealerHand = []; | |
let discardedCards = []; | |
let gameState = 'initial'; // initial, discard, grouping, showdown | |
function createDeck() { | |
deck = []; | |
// Create two standard decks (104 cards) | |
for (let deckNum = 0; deckNum < 2; deckNum++) { | |
for (let suit of suits) { | |
for (let rank of ranks) { | |
deck.push({ rank, suit }); | |
} | |
} | |
} | |
// Shuffle deck | |
for (let i = deck.length - 1; i > 0; i--) { | |
const j = Math.floor(Math.random() * (i + 1)); | |
[deck[i], deck[j]] = [deck[j], deck[i]]; | |
} | |
} | |
function dealCards() { | |
playerHand = deck.splice(0, 5); | |
dealerHand = deck.splice(0, 5); | |
displayHands(); | |
gameState = 'discard'; | |
document.getElementById('discard-button').style.display = 'inline'; | |
updateMessage('Select up to 4 cards to discard, then click "Discard Selected Cards".'); | |
} | |
function displayHands() { | |
const playerCardsDiv = document.getElementById('player-cards'); | |
playerCardsDiv.innerHTML = ''; | |
playerHand.forEach((card, index) => { | |
const cardDiv = document.createElement('div'); | |
cardDiv.className = 'card'; | |
cardDiv.textContent = `${card.rank}${card.suit}`; | |
cardDiv.onclick = () => toggleCardSelection(index); | |
playerCardsDiv.appendChild(cardDiv); | |
}); | |
const dealerCardsDiv = document.getElementById('dealer-cards'); | |
dealerCardsDiv.innerHTML = ''; | |
dealerHand.forEach(() => { | |
const cardDiv = document.createElement('div'); | |
cardDiv.className = 'card dealer'; | |
cardDiv.textContent = '🂠'; | |
dealerCardsDiv.appendChild(cardDiv); | |
}); | |
} | |
function toggleCardSelection(index) { | |
if (gameState !== 'discard') return; | |
const cards = document.querySelectorAll('#player-cards .card'); | |
if (cards[index].classList.contains('selected')) { | |
cards[index].classList.remove('selected'); | |
} else if (document.querySelectorAll('#player-cards .card.selected').length < 4) { | |
cards[index].classList.add('selected'); | |
} | |
} | |
function discardCards() { | |
if (gameState !== 'discard') return; | |
const selectedIndices = []; | |
document.querySelectorAll('#player-cards .card').forEach((card, index) => { | |
if (card.classList.contains('selected')) { | |
selectedIndices.push(index); | |
} | |
}); | |
selectedIndices.sort((a, b) => b - a); // Sort descending to remove from end | |
selectedIndices.forEach(index => { | |
discardedCards.push(playerHand.splice(index, 1)[0]); | |
}); | |
// Replace discarded cards | |
playerHand.push(...deck.splice(0, selectedIndices.length)); | |
// Deal second set of 5 cards | |
playerHand.push(...deck.splice(0, 5 - selectedIndices.length)); | |
dealerHand.push(...deck.splice(0, 5)); | |
displayHands(); | |
gameState = 'grouping'; | |
document.getElementById('discard-button').style.display = 'none'; | |
document.getElementById('submit-groupings').style.display = 'inline'; | |
updateMessage('Arrange your cards into groupings, then click "Submit Groupings".'); | |
displayGroupings(); | |
} | |
function displayGroupings() { | |
const groupingsDiv = document.getElementById('player-groupings'); | |
groupingsDiv.innerHTML = ''; | |
playerHand.forEach((card, index) => { | |
const cardDiv = document.createElement('div'); | |
cardDiv.className = 'card'; | |
cardDiv.textContent = `${card.rank}${card.suit}`; | |
cardDiv.onclick = () => addToGroup(index); | |
groupingsDiv.appendChild(cardDiv); | |
}); | |
} | |
let playerGroups = [[]]; | |
function addToGroup(index) { | |
if (gameState !== 'grouping') return; | |
const card = playerHand[index]; | |
const groupIndex = prompt(`Enter group number (0 to ${playerGroups.length - 1}, or ${playerGroups.length} for new group):`); | |
const groupNum = parseInt(groupIndex); | |
if (isNaN(groupNum) || groupNum < 0 || groupNum > playerGroups.length) { | |
alert('Invalid group number.'); | |
return; | |
} | |
if (groupNum === playerGroups.length) { | |
playerGroups.push([]); | |
} | |
playerGroups[groupNum].push(card); | |
playerHand.splice(index, 1); | |
displayGroupings(); | |
// Display current groupings | |
let groupingText = 'Current Groupings:<br>'; | |
playerGroups.forEach((group, i) => { | |
groupingText += `Group ${i}: ${group.map(c => `${c.rank}${c.suit}`).join(', ')}<br>`; | |
}); | |
document.getElementById('player-groupings').innerHTML = groupingText; | |
displayGroupings(); | |
} | |
function submitGroupings() { | |
if (gameState !== 'grouping') return; | |
gameState = 'showdown'; | |
document.getElementById('submit-groupings').style.display = 'none'; | |
evaluateHands(); | |
} | |
function getCardValue(card) { | |
if (card.rank === 'A') return 11; // Aces are 11 for simplicity | |
if (['T', 'J', 'Q', 'K'].includes(card.rank)) return 10; | |
return parseInt(card.rank); | |
} | |
function isSameSuit(cards) { | |
return cards.every(card => card.suit === cards[0].suit); | |
} | |
function evaluateHand(groups) { | |
let bestScore = 0; | |
let bestCombo = ''; | |
groups.forEach(group => { | |
const total = group.reduce((sum, card) => sum + getCardValue(card), 0); | |
const isFlush = isSameSuit(group); | |
let score = 0; | |
let combo = ''; | |
if (group.length === 2 && total === 20) { | |
score = 1; // Bagel | |
combo = 'Bagel'; | |
} else if (group.length === 2 && total === 21) { | |
score = 2; // Two-card onion | |
combo = 'Two-card Onion'; | |
} else if (group.length >= 3 && total >= 16 && total <= 21 && group.some(c => c.suit !== group[0].suit)) { | |
score = 3; // Broken flush | |
combo = 'Broken Flush'; | |
} else if (group.length === 3 && total === 21) { | |
score = 4; // Three-card onion | |
combo = 'Three-card Onion'; | |
} else if (group.length >= 3 && total >= 16 && total <= 21 && isFlush) { | |
score = 5; // Flush | |
combo = 'Flush'; | |
} else if (group.length === 4 && total === 21) { | |
score = 6; // Four-card onion | |
combo = 'Four-card Onion'; | |
} else if (group.length === 3 && group.every(c => c.rank === '7')) { | |
score = 9; // Royal (three 7s) | |
combo = 'Royal'; | |
} else if (group.length === 5 && total === 21) { | |
score = 8; // Five-card onion | |
combo = 'Five-card Onion'; | |
} else if (group.length === 6 && total === 21) { | |
score = 10; // Six-card onion | |
combo = 'Six-card Onion'; | |
} else if (group.length === 7 && total === 21) { | |
score = 12; // Seven-card onion | |
combo = 'Seven-card Onion'; | |
} else if (group.length === 2 && group[0].rank === 'K' && group[1].rank === 'A') { | |
score = 13; // Onion (KA) | |
combo = 'Onion'; | |
} | |
if (score > bestScore) { | |
bestScore = score; | |
bestCombo = combo; | |
} | |
}); | |
return { score: bestScore, combo: bestCombo }; | |
} | |
function evaluateHands() { | |
// Auto-arrange dealer's hand (simple greedy approach) | |
const dealerGroups = [[]]; | |
let tempDealerHand = [...dealerHand]; | |
while (tempDealerHand.length > 0) { | |
let bestGroup = []; | |
let bestScore = 0; | |
// Try all possible combinations up to 7 cards | |
for (let i = 2; i <= 7; i++) { | |
const combos = getCombinations(tempDealerHand, i); | |
combos.forEach(combo => { | |
const evalResult = evaluateHand([combo]); | |
if (evalResult.score > bestScore) { | |
bestScore = evalResult.score; | |
bestGroup = combo; | |
} | |
}); | |
} | |
if (bestGroup.length > 0) { | |
dealerGroups.push(bestGroup); | |
tempDealerHand = tempDealerHand.filter(card => !bestGroup.includes(card)); | |
} else { | |
dealerGroups.push([tempDealerHand.shift()]); | |
} | |
} | |
const playerResult = evaluateHand(playerGroups); | |
const dealerResult = evaluateHand(dealerGroups); | |
// Display results | |
let resultText = `<h2>Showdown</h2>`; | |
resultText += `<p>Your best combination: ${playerResult.combo} (Score: ${playerResult.score})</p>`; | |
resultText += `<p>Dealer's best combination: ${dealerResult.combo} (Score: ${dealerResult.score})</p>`; | |
resultText += `<p>${playerResult.score > dealerResult.score ? 'You win!' : 'Dealer wins!'}</p>`; | |
// Display dealer's hand | |
const dealerCardsDiv = document.getElementById('dealer-cards'); | |
dealerCardsDiv.innerHTML = ''; | |
dealerHand.forEach(card => { | |
const cardDiv = document.createElement('div'); | |
cardDiv.className = 'card'; | |
cardDiv.textContent = `${card.rank}${card.suit}`; | |
dealerCardsDiv.appendChild(cardDiv); | |
}); | |
document.getElementById('results').innerHTML = resultText; | |
updateMessage('Game over. Click "Start New Game" to play again.'); | |
} | |
function getCombinations(array, k) { | |
const results = []; | |
function combine(temp, start, k) { | |
if (temp.length === k) { | |
results.push([...temp]); | |
return; | |
} | |
for (let i = start; i < array.length; i++) { | |
temp.push(array[i]); | |
combine(temp, i + 1, k); | |
temp.pop(); | |
} | |
} | |
combine([], 0, k); | |
return results; | |
} | |
function startGame() { | |
createDeck(); | |
dealCards(); | |
playerGroups = [[]]; | |
document.getElementById('results').innerHTML = ''; | |
document.getElementById('player-groupings').innerHTML = ''; | |
} | |
function updateMessage(text) { | |
document.getElementById('message').innerHTML = text; | |
} | |
// Start the game on page load | |
startGame(); | |
</script> | |
</body> | |
</html> |
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