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Bourré

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Bourré (also commonly known as Bouré and Boo-Ray) is a trick-taking gambling card game primarily played in the Acadiana region of Louisiana in the United States of America. The game’s closest relatives are probably Spades and Poker; like many regional games, Bourré sports a large number of variant rules for both gameplay and betting considerations.

Object

The object of Bourré is to take a majority of the tricks in each hand and thereby claim the money in the pot. If a player cannot take a majority of tricks, their secondary goal is to keep from bourréing, or taking no tricks at all. A bourré usually comes at a high penalty, such as matching the amount of money in the pot.

Rules

The game is played with a standard 52-card deck; aces are high. With four players, everyone is guaranteed fresh cards if they draw replacements; with more, it may be necessary to use previously-discarded ones, so five or six players is considered the practical limit of single-decked Bourré. An online casino should provide the type of Bourré rules they use.

After every player antes, the dealer passes out five cards to each player, one at a time. The dealer flips their own fifth card–the last dealt–and the suit of that card is considered trumps. As in Spades, this suit beats all others; a 2 of trumps is “higher” in rank than an Ace of any other suit.

After the deal, each player (starting with the one to the dealer’s left and continuing clockwise) states their intent to play. Many variants require an additional ante at this point. Those who are not playing in the hand fold, and those cards are collected by the dealer for possible use if the main stock runs out.

Once every player has stated their intent, the dealer asks those still in the game (in the same order as before) how many new cards they desire. They can take any number from zero to five; their discards go in a separate pile, and the dealer hands them as many new cards as they discarded. If the main stock is depleted before all the players have been serviced, the dealer shuffles the “folded” hands and deals those; if that stock is depleted as well, the discards are shuffled and used.

Once everyone, including the dealer, has either folded or completed their redraw, the trick-taking phase begins. The first player to the dealer’s left that is still in the game starts by playing any card from their hand (with few exceptions); rules of play are as follows, and a lower-numbered rule overrides any higher-numbered one.

  1. You must play to win. This goes beyond simply “playing a higher card;” if you know that no one else has any trumps, and it is your turn to lead, you must play trumps if you have them.
  2. You must play on-suit if possible, even if your highest on-suit card will not beat the highest card in play. Even if a trump has been played on a non-trump lead, if you have a card of the suit led, you must play on that suit.
  3. You must play a trump if you have no on-suit cards. You still must play to win; if the only trump played is a 3, you hold the 2 and the Ace of trumps but no cards of the lead suit, you must play the Ace of trumps.
  4. If you have neither any cards of the lead suit nor any trumps, you may play any card. This is an off card, and is effectively lower than the 2 of the lead suit.

The winner of a given round, or trick, collects the cards and places them face-up in front of them. They then lead with another card. Play proceeds until all five tricks have been completed.

  • If a single player has taken more tricks than any other player, they have won the hand and take all of the winnings in the pot.
  • If more than one person ties for the most tricks, this is a split pot. With five tricks, the only possible splits are 2-2-1 and 1-1-1-1-1. On a split pot, no one takes the winnings; they stay on the table.
  • If anyone did not take any tricks, or reneged during play–that is, did not follow the rules properly–they have bourréd and must match the pot for the next round instead of their usual ante. For example, if there are five red chips in the pot at the end of a hand and someone has bourréd, they must put five red chips (or their equivalent) in the pot for the next round.

Deal then passes to the left.

There are complex rules about forced plays; a simple example is when someone has just taken their second trick and holds the Ace of trumps in their hand. Since the Ace of trumps is unbeatable, they must play it as their next card. Similar occurrences are when a player has taken one trick and has both the Ace and King, or (more complex) the Ace, Queen, and Jack. While the rules themselves are simple in theory, the details about forced plays can make Bourré challenging for even the skilled player.

The “must play to win” rule can have contentious results if a player is playing “nice,” trying to keep others from bourréing. Most games disallow such “nice” plays; players must attempt to bourré as many other players as possible. As Bourré is a game with imperfect information, and gamesmanship should (hopefully) trump rules-lawyering, care should be applied to any analysis of rounds when looking for such “nice” plays.

Variations

Variations in the rules of Bourré abound, possibly due to its nature as a regional game. Perhaps the most common is the introduction of a pot limit, which caps the total amount a single bourré or renege can cost a given player. In some games, it is common for the dealer to ante for all of the players; this simplifies trying to determine whether individuals have anteed. In a sense, the dealer is paying for his face up trump. In this variation, for a five person, one dollar ante game, the dealer of each hand would ante five dollars. A common point of dissent is whether a player who holds trumps but not the lead suit should be forced to play a trump if they cannot beat a higher trump already on the table; while the general consensus seems to be that they must, groups of players are known to not follow that particular detail. Punishments for misplay range from simple retraction (good for new players), retraction-and-renege, or just a renege, which can lead to the misplaying individual attempting to bourré one or more other players. The default ante amount is understandably variable, and the second ante is fairly common.

Resources

  • Guidry, Preston (1988). Graeff, Benny and Lantier, Ivy (eds.) Official Rules and Techniques of the Cajun Card Game Bourré (boo-ray). Louisiana: National Cajun Bourré Association.
  • Engler, Henry J (1964). Rules and Techniques of Bourré.
  • Bouré rules

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Liar’s poker

Poker After Dark

Liar’s poker is a bar game that combines statistical reasoning with bluffing, and is played with the eight-digit serial number on a dollar bill. Normally the game is played with a stack of random bills obtained from the cash register.The object is to make the highest bid of a number that does not exceed the combined total held by all the players. The numbers are usually ranked in the following order: 2,3,4,5,6,7,8,9,0(10)and 1(Ace). If the first player bids three 6′s, he is predicting there are at least three 6′s among all the players, including himself. The next player can bid a higher number at that level (three 7′s), any number at a higher level (four 5′s) or challenge. The end of the game is reached when a player makes a bid that is challenged all around. If the bid is successful, he wins a dollar from each of the other players, but if the bid is unsuccessful, he loses a dollar to each of the other players.

Liar’s dice is a similar game played with dice, often as a drinking game.

The book

Liar’s Poker is also the name of a book by Michael Lewis which tells of his time as a bond trader at Wall Street firm Salomon Brothers during the bond boom of the 1980s. The book takes its name from the game, which was popular with the traders (and played for stakes much higher than a dollar). The book was a best seller, and is thought as an entertaining read on the investment banking industry built on the experience of the author (Michael Lewis) being once employed in the industry.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Playing cards today

GNOME Aisleriot Solitaire

Anglo-American

The primary deck of fifty-two playing cards in use today, called Anglo-American playing cards, includes thirteen ranks of each of the four French suits, spades (), hearts (), diamonds () and clubs (), with reversible Rouennais court cards. Each suit includes an ace, depicting a single symbol of its suit; a king, queen, and jack, each depicted with a symbol of its suit; and ranks two through ten, with each card depicting that many symbols (pips) of its suit. Two (sometimes one or four) Jokers, often distinguishable with one being more colorful than the other, are included in commercial decks but many games require one or both to be removed before play. Modern playing cards carry index labels on opposite corners (rarely, all four corners) to facilitate identifying the cards when they overlap.

The fanciful design and manufacturer’s logo commonly displayed on the Ace of Spades began under the reign of James I of England, who passed a law requiring an insignia on that card as proof of payment of a tax on local manufacture of cards. Until August 4, 1960, decks of playing cards printed and sold in the United Kingdom were liable for taxable duty and the Ace of Spades carried an indication of the name of the printer and the fact that taxation had been paid on the cards. The packs were also sealed with a government duty wrapper.

Though specific design elements of the court cards are rarely used in game play, a few are notable. The Jack of Spades and Jack of Hearts are drawn in profile, while the rest of the courts are shown in full face (the exception being the King of Diamonds), leading to the former being called the “one-eyed” jacks. When deciding which cards are to be made wild in some games, the phrase, “acey, deucey, one-eyed jack,” is sometimes used, which means that aces, twos, and the one-eyed jacks are all wild. Another such variation, “deuces, aces, one-eyed faces,” is used to indicate aces, twos, the Jack of Hearts, the Jack of Spades, and the King of Diamonds are wild. The King of Hearts is shown with a sword behind his head, leading to the nickname “suicide king”. The King of Diamonds is armed with an ax while the other three kings are armed with swords. The King of Diamonds is sometimes referred to as “the man with the ax” because of this. The Ace of Spades, unique in its large, ornate spade, is sometimes said to be the death card, and in some games is used as a trump card. The Queen of Spades appears to hold a scepter and is sometimes known as “the bedpost queen.”

There are theories about who the court cards represent. For example, the Queen of Hearts is believed by some to be a representation of Elizabeth of York – the Queen consort of King Henry VII of England. The United States Playing Card Company suggests that in the past, the King of Hearts was Charlemagne, the King of Diamonds was Julius Caesar, the King of Clubs was Alexander the Great, and the King of Spades was the Biblical King David. However the Kings, Queens and Jacks of standard Anglo/American cards today do not represent anyone. They stem from designs produced in Rouen before 1516 and by 1540-67 these Rouen designs show well-executed pictures in the court cards with the typical court costumes of the time. In these early cards the Jack of Spades, Jack of Hearts and the King of Diamonds are shown from the rear, with their heads turned back over the shoulder so that they are seen in profile. However the Rouen cards were so badly copied in England that the current designs are gross distortions of the originals.

Other oddities such as the lack of a moustache on the King of Hearts also have little significance. The King of Hearts did originally have a moustache but it was lost by poor copying of the original design. Similarly the objects carried by the court cards have no significance. They merely differentiate one court card from another and have also become distorted over time.

The most common sizes for playing cards are poker size (½in × 3½in; 2 mm × 88 mm, or B8 size according to ISO 216) and bridge size (¼in × 3½in, approx. 6 mm × 88 mm), the latter being more suitable for games such as bridge in which a large number of cards must be held concealed in a player’s hand. Interestingly, in most casino poker games, the bridge sized card is used. Other sizes are also available, such as a smaller size (usually 1¾in × 2⅝in, approx. 4 mm × 66 mm) for solitaire and larger ones for card tricks.

Some decks include additional design elements. Casino blackjack decks may include markings intended for a machine to check the ranks of cards, or shifts in rank location to allow a manual check via inlaid mirror. Many casino decks and solitaire decks have four indices instead of the usual two. Many decks have large indices, largely for use in stud poker games, where being able to read cards from a distance is a benefit and hand sizes are small. Some decks use four colors for the suits in order to make it easier to tell them apart: the most common set of colors is black (spades ), red (hearts ), blue (diamonds ) and green (clubs ).

When giving the full written name of a specific card, the rank is given first followed by the suit, e.g., “Ace of Spades”. Shorthand notation may list the rank first “A♠” (as is typical when discussing poker) or list the suit first (as is typical in listing several cards in bridge) “♠AKQ”. Tens may be either abbreviated to T or written as 10.

Tarot cards Set of 78 Tarot Nouveau playing cards with twenty one atouts and a Fool, typically used to play French Tarot

German

German suits may have different appearances. Many southern Germans prefer decks with hearts, bells, leaves, and acorns (for hearts, diamonds, spades, and clubs), as mentioned above. In the game Skat, Eastern Germany players used the German deck, while players in western Germany mainly used the French deck. After the reunification a compromise deck was created, with French symbols, but German colors. Therefore, many “French” decks in Germany now have yellow or orange diamonds and green spades.

Central European

Hungarian cards Set of 32 playing cards in German suits for Skat; a related 36-card deck would also include the VI.

The cards of Hungary, Austria, Slovenia, the Czech Republic, Croatia, Slovakia, and southern Tyrol use the same colors (hearts, bells, leaves and acorns) as the cards of Southern Germany. They usually have a deck of 32 or 36 cards. The numbering includes VII, VIII, IX, X, Under, Over, King and Ace. Some varations with 36 cards have also the number VI. The VI in bells is having also the function like a joker in some games and it’s named Welli.

These cards are illustrated with a special picture series that was born in the times before the 1848-49 Hungarian Freedom Fights, when revolutionary movements were awakening all over in Europe. The Aces show the four seasons: the ace of hearts is spring, the ace of bells is summer, the ace of leaves is autumn and the ace of acorns is winter. The characters of the Under and Over cards were taken from the drama, William Tell, written by Schiller in 1804, that was shown at Kolozsvár (today Cluj-Napoca) in 1827. It was long believed that the card was invented in Vienna at the Card Painting Workshop of Ferdinand Piatnik, however in 1974 the very first deck was found in an English Private Collection, and it has shown the name of the inventor and creator of deck as Schneider József, a Master Card Painter at Pest, and the date of its creation as 1837. He has chosen the characters of a Swiss drama as his characters for his over and under cards, however if he would have chosen Hungarian heroes or freedom fighters, his deck of cards would have never made it into distribution, due to the heavy censorship of the government at the time. Interestingly, although the characters on the cards are Swiss, these cards are unknown in Switzerland.

Games that are played with this deck in Hungary include Ulti, Snapszer (or 66), Zsírozás, Preferansz and Lórum. Explanations of these games can be found at The Card Games Website.

Switzerland

In the German speaking part of Switzerland, the prevalent deck consists of 36 playing cards with the following suits: roses, bells, acorns and shields. The ranks of the alternate deck, from low to high, are: 6, 7, 8, 9, banner (10), “under”, “over”, king and ace.

Italian

Piacentine Gumppemberg 9D Example of a knight of money, cavallo di denari (horse of coins). From the Carte Piacentine.

Carte bergamasche A set of Carte Bergamasche

Italian playing cards most commonly consist of a deck of 40 cards, and are used for playing Italian regional games such as Scopa or Briscola. Since these cards first appeared in the late 14th century A.D. when each region in Italy was a separately ruled province, there is no official Italian pattern. There are 16 official regional patterns in use in different parts of the country (about one per province). These sixteen patterns are split amongst 4 regions:

  • Northern Italian Suits – Triestine, Trevigiane, Trentine, Bolognese, Bergamasche
  • Spanish-like Suits – Napoletane, Sarde, Romagnole, Sicilian, Piacentine.
  • French Suits – Giovanese, Lombarde, Toscane, Piemontesi.
  • German Suits – Salisburghesi, South Tyrol, Tirolian(once Austria).

The suits are coins (sometimes suns or sunbursts), swords, cups and clubs (sometimes batons), and each suit contains an ace (or one), numbers two through seven, and three face cards. The face cards are:

  • King (Re) – a man standing, wearing a crown
  • Knight (Caval or Cavallo) – a man sitting on a horse (can be referred to as a donna)
  • Jack (Fante) – a younger man standing, without a crown
  • In the modern Modiano Trieste version of the deck, the Jack (Fante) is sometimes mistakenly referred to as a ‘donna’ in southern regions, and stands on the ground without a crown, and is counted lower than the Knight. In actual fact, the complementary game rule cards for Briscola and Scopa from Modiano actually refer to the Knight as either the Cavallo or Donna, probably staying inline with the French version of the Dame/Regina or as more commonly known the ‘Queen’.

Unlike Anglo-American cards, some Italian cards do not have any numbers (or letters) identifying their value. The cards’ value is determined by identifying the face card or counting the number of suit characters.

Spanish

Baraja aces The four aces present in the baraja, from the deck made by Heraclio Fournier. Left to right, top to bottom: oros, copas, espadas, and bastos.. Notice the pattern of interruptions (la pinta) that identifies each suit in the horizontal line section of the card frames.

The traditional Spanish deck (referred to as baraja española in Spanish) is a direct descendant of the Tarot deck. However, like most other decks derived from it, the Spanish deck kept only the minor arcana (with the exception of the 10s and the queen of each suit, which were dropped), while all of the major arcana from the Tarot deck were discarded. Being a Latin-suited deck (like the Italian deck), it is organized into four palos (suits) that closely match those of the Tarot deck: oros (“golds” or coins, cf. the Tarot suit of pentacles), copas (beakers), espadas (swords) and bastos (batons or clubs, cf. the Tarot suit of wands). Apart from its characteristic icon, each suit can also be identified by a pattern of interruptions in the horizontal sections of the quadrangular line that frames each card (this pattern is known as la pinta): none for oros, one for copas, two for espadas and three for bastos.

The cards (naipes or cartas in Spanish) are all numbered, but unlike in the standard Anglo-French deck, the card numbered 10 is the first of the court cards (instead of a card depicting ten coins/cups/swords/batons); so each suit has only twelve cards. The three court or face cards in each suit are as follows: la sota (“the knave”, jack or page, numbered 10 and equivalent to the Anglo-French card J), el caballo (“the horse”, horseman, knight or cavalier, numbered 11 and used instead of the Anglo-French card Q; note the original Tarot deck has both a cavalier and a queen of each suit, while the Anglo-French deck dropped the former, and the Spanish deck dropped the latter), and finally el rey (“the king”, numbered 12 and equivalent to the Anglo-French card K). Many Spanish games involve forty-card decks, with the 8s and 9s removed, similar to the standard Italian deck.

The Spanish deck is used not only in Spain, but also in other countries where Spain maintained an influence (e.g., the Philippines and Puerto Rico) 1. Among the games played with this deck are: el mus (a very popular and highly regarded vying game of Basque origin), la brisca, el tute (with many variations), el guiñote, la escoba (a trick-taking game), el julepe, el cinquillo, las siete y media, la mona, el truc (or truco), and el cuajo (a matching game from the Philippines).

Japanese

The standard 54-card deck is also commonly known as a poker deck or—in Japan—a Trump deck, to differentiate it from “dedicated” card games such as UNO, or other dynamic card decks like Hanafuda and Kabufuda.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

History of playing cards

Modern French-style 78-card Tarot

Early history

The origin of playing cards is obscure, but it is almost certain that they began in China after the invention of paper. Ancient Chinese “money cards” have four “suits”: coins (or cash), strings of coins (which may have been misinterpreted as sticks from crude drawings), myriads of strings, and tens of myriads. These were represented by ideograms, with numerals of 2–9 in the first three suits and numerals 1–9 in the “tens of myriads”. Wilkinson suggests in The Chinese origin of playing cards that the first cards may have been actual paper currency which were both the tools of gaming and the stakes being played for. The designs on modern Mahjong tiles and dominoes likely evolved from those earliest playing cards. The Chinese word pái (牌) is used to describe both paper cards and gaming tiles. An Indian origin for playing cards has been suggested by the resemblance of symbols on some early European decks to the ring, sword, cup, and baton classically depicted in the four hands of Indian statues. This is an area that still needs research. The time and manner of the introduction of cards into Europe are matters of dispute. The 38th canon of the council of Worcester (1240) is often quoted as evidence of cards having been known in England in the middle of the 13th century; but the games de rege et regina there mentioned are now thought to more likely have been chess. If cards were generally known in Europe as early as 1278, it is very remarkable that Petrarch, in his dialogue that treats gaming, never once mentions them. Boccaccio, Chaucer and other writers of that time specifically refer to various games, but there is not a single passage in their works that can be fairly construed to refer to cards. Passages have been quoted from various works, of or relative to this period, but modern research leads to the supposition that the word rendered cards has often been mistranslated or interpolated.

Italians playing cards Italians playing cards, Sancai-type bowl, Northern Italy, mid-15th century.

It is likely that the ancestors of modern cards arrived in Europe from the Mamelukes of Egypt in the late 1300s, by which time they had already assumed a form very close to those in use today. In particular, the Mameluke deck contained 52 cards comprising four “suits”: polo sticks, coins, swords, and cups. Each suit contained ten “spot” cards (cards identified by the number of suit symbols or “pips” they show) and three “court” cards named malik (King), nā’ib malik (Viceroy or Deputy King), and thānī nā’ib (Second or Under-Deputy). The Mameluke court cards showed abstract designs not depicting persons (at least not in any surviving specimens) though they did bear the names of military officers. A complete pack of Mameluke playing cards was discovered by L.A. Mayer in the Topkapi Sarayi Museum, Istanbul, in 1939 [1]; this particular complete pack was not made before 1400, but the complete deck allowed matching to a private fragment dated to the twelfth or thirteenth century. There is some evidence to suggest that this deck may have evolved from an earlier 48-card deck that had only two court cards per suit, and some further evidence to suggest that earlier Chinese cards brought to Europe may have travelled to Persia, which then influenced the Mameluke and other Egyptian cards of the time before their reappearance in Europe.

It is not known whether these cards influenced the design of the Indian cards used for the game of Ganjifa, or whether the Indian cards may have influenced these. Regardless, the Indian cards have many distinctive features: they are round, generally hand painted with intricate designs, and comprise more than four suits (often as many as twelve).

Spread across Europe and early design changes

In the late 1300s, the use of playing cards spread rapidly across Europe. The first widely accepted references to cards are in 1371 in Spain, in 1377 in Switzerland, and, in 1380, they are referenced in many locations including Florence, Paris, and Barcelona [2] [3]. A Paris ordinance dated 1369 does not mention cards; its 1377 update includes cards. In the account-books of Johanna, duchess of Brabant, and her husband, Wenceslaus of Luxemburg, there is an entry dated May 14, 1379 as follows: “Given to Monsieur and Madame four peters, two forms, value eight and a half moutons, wherewith to buy a pack of cards”. An early mention of a distinct series of playing cards is the entry of Charles or Charbot Poupart, treasurer of the household of Charles VI of France, in his book of accounts for 1392 or 1393, which records payment for the painting of three sets or packs of cards, which were evidently already well known.

It is clear that the earliest cards were executed by hand, like those designed for Charles VI. However, this was quite expensive, so other means were needed to mass-produce them. It is possible that the art of wood engraving, which led to the art of printing, developed because of the demand for implements of play. If the assumption is true that the cards of that period were printed from wood blocks, the early card makers or cardpainters of Ulm, Nuremberg, and Augsburg, from about 1418 to 1450 [4], were most likely also wood engravers.

Many early woodcuts were colored using a stencil, so it would seem that the art of depicting and coloring figures by means of stencil plates was well known when wood engraving was first introduced. No playing cards engraved on wood exist whose creation can be confirmed as earlier than 1423 (the earliest-dated wood engraving generally accepted). However, in this period professional card makers were established in Germany, so it is probable that wood engraving was employed to produce cuts for sacred subjects before it was applied to cards, and that there were hand-painted and stencilled cards before there were wood engravings of saints. The German Briefmaler or card-painter probably progressed into the wood engraver; but there is no proof that the earliest wood engravers were the card-makers.

Modern Austrian-style 40-card or 54-card Tarock Modern Austrian-style 40-card or 54-card Tarock

The Europeans experimented with the structure of playing cards, particularly in the 1400s. Europeans changed the court cards to represent European royalty and attendants, originally “king”, “chevalier”, and “knave” (or “servant”). Queens were introduced in a number of different ways. In an early surviving German pack (dated in the 1440s), Queens replace Kings in two of the suits as the highest card. Throughout the 1400s, 56-card decks containing a King, Queen, Knight, and Valet were common. Suits also varied; many makers saw no need to have a standard set of names for the suits, so early decks often had different suit names (typically 4 suits, although 5 suits also had been common and other structures are also known). The cards manufactured by German printers used in the later standard the suits of hearts, bells, leaves, and acorns still present in Eastern and Southeastern German decks today used for Skat and other games, in the very early time suits took many vary variations, however. Later Italian and Spanish cards of the 15th century used swords, batons, cups, and coins. It is likely that the Tarot deck was invented in Italy at that time, though it is often mistakenly believed to have been imported into Europe by Gypsies (see detailed studies, also the article Tarot). While originally (and still in some places, notably Europe) used for the game of Tarocchi, the Tarot deck today is more often used for cartomancy and other occult practices. This probably came about in the 1780s, when occult philosophers [5] mistakenly associated the symbols on Tarot cards with Egyptian hieroglyphs.

The four suits (hearts, diamonds, spades, clubs) now used in most of the world originated in France, approximately in 1480. These suits have generally prevailed because decks using them could be made more cheaply; the former suits were all drawings which had to be reproduced by woodcuts, but the French suits could be made by stencil. The trèfle, so named for its resemblance to the trefoil leaf, was probably copied from the acorn; the pique similarly from the leaf of the German suits, while its name derived from the sword of the Italian suits (alternative opinion: derived from the German word “Spaten”, which is a tool like “Schippe” and in optical sense similar to the Pique-sign; “Schippe” is a German slang-name for Pique) [6]. In England the French suits were used, and are named hearts, clubs (corresponding to trèfle, the French symbol being joined to the Italian name, bastoni), spades (corresponding to the French pique, but having the Italian name, spade = sword) and diamonds. This confusion of names and symbols is accounted for by Chatto thus:

“If cards were actually known in Italy and Spain in the latter part of the 14th century, it is not unlikely that the game was introduced into this country by some of the English soldiers who had served under Hawkwood and other free captains in the wars of Italy and Spain. However this may be, it seems certain that the earliest cards commonly used in this country were of the same kind, with respect to the marks of the suits, as those used in Italy and Spain.”

Court cards have likewise undergone some changes in design and name. Early court cards were elaborate full-length figures; the French in particular often gave them the names of particular heroes and heroines from history and fable. A prolific manufacturing center in the 1500s was Rouen, which originated many of the basic design elements of court cards still present in modern decks. It is likely that the Rouennais cards were popular imports in England, establishing their design as standard there, though other designs became more popular in Europe (particularly in France, where the Parisian design became standard). There is some speculation that the common King of Hearts was designed as a tribute to Donatello’s Judith and Holophernes.’

Rouen courts are traditionally named as follows: the kings of spades, hearts, diamonds, and clubs are David, Alexander, Caesar and Charles (Charlemagne), respectively. The knaves (or “jacks”; French “valet”) are Hector (prince of Troy), La Hire (comrade-in-arms to Joan of Arc), Ogier (a knight of Charlemagne) and Judas Maccabeus (who led the Jewish rebellion against the Syrians). The queens are Pallas (warrior goddess; equivalent to the Greek Athena or Roman Minerva), Rachel (biblical mother of Joseph), Argine (the origin of which is obscure; it is an anagram of regina, which is Latin for queen) and Judith (from Book of Judith). Parisian tradition uses the same names, but assigns them to different suits: the kings of spades, hearts, diamonds, and clubs are David, Charles, Caesar, and Alexander; the queens are Pallas, Judith, Rachel, and Argine; the knaves are Ogier, La Hire, Hector, and Judas Maccabee. Oddly, the Parisian names have become more common in modern use, even with cards of Rouennais design. (See the Nine Worthies for another medieval collection of knightly heroes.)

Later design changes

In early games the kings were always the highest card in their suit. However, as early as the late 1400s special significance began to be placed on the nominally lowest card, now called the Ace, so that it sometimes became the highest card and the Two, or Deuce, the lowest. This concept may have been hastened in the late 1700s by the French Revolution, where games began being played “ace high” as a symbol of lower classes rising in power above the royalty. The term “Ace” itself comes from a dicing term in Anglo-Norman language, which is itself derived from the Latin as (the smallest unit of coinage). Another dicing term, trey (3), sometimes shows up in playing card games.

An 18th century card table An 18th century card table from New York now located at the Baltimore Museum of Art.

Corner and edge indices appeared in the mid-1800s, which enabled people to hold their cards close together in a fan with one hand (instead of the two hands previously used). Before this time, the lowest court card in an English deck was officially termed the Knave, but its abbreviation (“Kn”) was too similar to the King (“K”). However, from the 1600s on the Knave had often been termed the Jack, a term borrowed from the game All Fours where the Knave of trumps is termed the Jack. All Fours was considered a low-class game, so the use of the term Jack at one time was considered vulgar. The use of indices changed the formal name of the lowest court card to Jack.

This was followed by the innovation of reversible court cards. Reversible court cards meant that players would not be tempted to make upside-down court cards right side up. Before this, other players could often get a hint of what other players’ hands contained by watching them reverse their cards. This innovation required abandoning some of the design elements of the earlier full-length courts.

The joker is an American innovation. Created for the Alsatian game of Euchre, it spread to Europe from America along with the spread of Poker. Although the joker card often bears the image of a fool (possibly derived from the stereotypical village idiot), which is one of the images of the Tarot deck, it is not believed that there is any relation. In contemporary decks, one of the two jokers is often more colorful or more intricately detailed than the other, though this feature is not used in most card games. The two jokers are often differentiated as “Big” and “Little,” or more commonly, “Red” and “Black.” In many card games the jokers are not used. Unlike face cards, the design of jokers varies widely. Many manufacturers use them to carry trademark designs.

A transformation playing card A transformation playing card from the 1895 Vanity Fair deck

In the twentieth century, a means for coating cards with plastic was invented, and has taken over the market, producing a durable product. An example of what the old cardboard product was like is documented in Buster Keaton’s silent comedy The Navigator, in which the forlorn comic tries to shuffle and play cards during a rainstorm.

Alleged symbolism

Playing cards have been used as vehicles for political statements Playing cards have been used as vehicles for political statements. Here, a playing card of the French Revolution symbolising freedom of cult and brotherhood.

Popular legend holds that the composition of a deck of cards has religious, metaphysical or astronomical significance: typical numerological elements of the explanation are that the four suits represent the four seasons, the 13 cards per suit are the 13 phases of the lunar cycle, black and red are for day and night, the 52 cards of the deck (joker excluded) symbolizes the number of weeks in a year, and finally, if the value of each card is added up — and 1 is added, which is generally explained away as being for a single joker — the result is 365, the number of days in a year. The context for these stories is sometimes given to suggest that the interpretation is a joke, generally being the purported explanation given by someone caught with a deck of cards in order to suggest that their intended purpose was not gambling (Urban Legends Reference Pages article).

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Playing cards

French Tarot

A playing card is a typically hand-sized piece of heavy paper or thin plastic used for playing card games. A complete set of cards is a pack or deck. Playing cards are often used as props in magic tricks, as well as occult practices such as cartomancy, and a number of card games involve (or can be used to support) gambling. As a result, their use sometimes meets with disapproval from some religious groups (such as a minority of conservative Christians). They are also a popular collectible (as distinct from the cards made specifically for collectible trading card games). Specialty and novelty decks are commonly produced for collectors, often with political, cultural, or educational themes. One side of each card (the “front” or “face”) carries markings that distinguish it from the others and determine its use under the rules of the particular game being played, while the other side (the “back”) is identical for all cards, usually a plain color or abstract design. In most games, the cards are assembled into a “deck” (or “pack”), and their order is randomized by a procedure called “shuffling” to provide an element of chance in the game.

http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/bicycle_cards.jpg Some typical Anglo-American playing cards.

Playing card symbols in Unicode

The Unicode standard defines 8 characters for card suits in the Miscellaneous Symbols block, from U+2660 to U+2667:

U+2660 dec: 9824 U+2661 dec: 9825 U+2662 dec: 9826 U+2663 dec: 9827
BLACK SPADE SUIT WHITE HEART SUIT WHITE DIAMOND SUIT BLACK CLUB SUIT
♠
♠
♠
♡
♡
♢
♢
♣
♣
♣
U+2664 dec: 9828 U+2665 dec: 9829 U+2666 dec: 9830 U+2667 dec: 9831
WHITE SPADE SUIT BLACK HEART SUIT BLACK DIAMOND SUIT WHITE CLUB SUIT
♤
♤
♥
♥
♥
♦
♦
♦
♧
♧

There is also a proposal by Michael Everson, dated 2004-05-18 to encode the 52 cards of the Anglo-American-French deck together with a character for “Playing Card Back” and another for a joker. [6]

References

  • Parlett, David. The Oxford Guide to Card Games. 1990. ISBN 0-19-214165-1.

http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/200px-set_of_playing_cards_52.jpg Set of 52 playing cards

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Card games

B 3 unknown game card

A card game is any game using playing cards, either traditional or game-specific.

The deck or pack

A card game is played with a deck (common in the US), or pack (common in the UK), of cards intended for that game. The deck consists of a fixed number of pieces of printed cardboard known as cards. The cards in a deck are identical in size and shape. Each card has two sides, the face and the back. The backs of the cards in a deck are indistinguishable. The faces of the cards in a deck may all be unique, or may include duplicates, depending on the game. In either case, any card is readily identifiable by its face. The set of cards that make up the deck are known to all of the players using that deck.

Although many games have special decks of cards, the 52 card pack is known as the standard deck, and is used in a wide variety of games. It consists of 52 cards, each card having a suit (one of spades, hearts, diamonds and clubs) and a rank (a number between 2 and 10, or one of jack, queen, king and ace). For any combination of one suit and one rank, there is exactly one card in the standard deck having that suit and rank. In addition to games that use the standard deck, there are also games that use some modification of the standard deck, for example excluding all cards of rank lower than some rank (e.g., a pinochle deck), or adding a special card, joker, to the standard deck. Many European regions have their own variants of the standard deck having different names and imagery for suits, or having a different set of ranks in the cards.

There are also some card games that require multiple standard decks. In this scenario, a “deck” refers to a set of 52 cards or a single deck, while a “pack” or “shoe” (Blackjack) refers to the collection of “decks” as a whole.

The deal

Dealing is done either clockwise or counterclockwise. If this is omitted from the rules, then it should be assumed to be:

  • clockwise for games from North America, North and West Europe and Russia;
  • counterclockwise for South and East Europe and Asia, also for Swiss games and all Tarot games.

A player is chosen to deal. That person takes all of the cards in the pack, stacks them together so that they are all the same way up and the same way round, and shuffles them. There are various techniques of shuffling, all intended to put the cards into a random order. During the shuffle, dealer holds the cards so that he or she and the other players cannot see any of their faces.

Shuffling should continue until the chance of a card remaining next to the one that was originally next to is small. In practice, many dealers do not shuffle for long enough to achieve this.

After the shuffle, the dealer offers the deck to another player to cut the deck. If the deal is clockwise, this is the player on her right; if counter-clockwise, it is the player on her left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. The formerly lower portion is then replaced on top of the formerly upper portion.

The dealer then deals the cards. This is done by dealer holding the pack, face-down, in one hand, and removing cards from the top of it with her other hand to distribute to the players, placing them face-down on the table in front of the players to whom they are dealt. The rules of the game will specify the details of the deal. It normally starts with the players next to the dealer in the direction of play (left in a clockwise game; right in an anticlockwise one), and continues in the same direction around the table. The cards may be dealt one at a time, or in groups. Unless the rules specify otherwise, assume that the cards are dealt one at a time. Unless the rules specify otherwise, assume that all the cards are dealt out; but in many games, some remain undealt, and are left face down in the middle of the table, forming the talon, skat, or stock. The player who received the first card from the deal may be known as eldest hand, or as forehand.

The set of cards dealt to a player is known as his or her hand.

Throughout the shuffle, cut, and deal, the dealer should arrange that the players are unable to see the faces of any of the cards. The players should not try to see any of the faces. Should a card accidentally become exposed (visible to all), then normally any player can demand a redeal – that is, all the cards are gathered up, and the shuffle, cut and deal are repeated. Should a player accidentally see a card (other than one dealt to herself) she should admit this.

It is dishonest to try to see cards as they are dealt, or to take advantage of having seen a card accidentally.

When the deal is complete, all players pick up their cards and hold them in such a way that the faces can be seen by the holder of the cards but not the other players. It is helpful to fan one’s cards out so that (if they have corner indices) all their values can be seen at once. In most games it is also useful to sort one’s hand, rearranging the cards in a way appropriate to the game. For example in a trick taking game it is easier to have all one’s cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.

The rules

A new card game starts in a small way, either as someone’s invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish. The rules that they agree on become the “house rules” under which they play the game. A set of house rules may be accepted as valid by a group of players wherever they play. It may also be accepted as governing all play within a particular house, café, or club.

When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules. This is often met by a particular set of house rules becoming generally recognised. For example, when whist became popular in 18th-century England, players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the “Portland Club” rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England.

There is nothing “official” about this process. If you decide to play whist seriously, it would be sensible to learn the Portland Club rules, so that you can play with other people who already know these rules. But if you only play whist with your family, you are likely to ignore these rules, and just use what rules you choose. And if you play whist seriously with a group of friends, you are still perfectly free to devise your own set of rules, should you want to.

It is sometimes said that the “official” or “correct” sets of rules governing a card game are those “in Hoyle”. Edmond Hoyle was an 18th-century Englishman who published a number of books about card games. His books were popular, especially his treatise on how to become a good whist player. After (and even before) his death, many publishers have taken advantage of his popularity by placing his name on their books of rules. The presence of his name on a rule book has no significance at all. The rules given in the book may be no more than the opinion of the author.

If there is a sense in which a card game can have an “official” set of rules, it is when that card game has an “official” governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the ACBL in the USA, and the EBU in England. The rules of skat in Germany are governed by the Deutsche Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the Fédération Française de Tarot. But there is no compulsion to follow the rules put out by these organisations. If you and your friends decide to play a game by a set of rules unknown to the game’s official body, you are doing nothing illegal.

Many widely-played card games have no official regulating body. An example is Canasta.

Rule infractions

An infraction is any action which is against the rules of the game, such as playing a card when it is not one’s turn to play and the accidental exposure of a card.

In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.

If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.

As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. E.G. “Sheila just led a card when it wasn’t her turn. Last week when Jo did that, we agreed … etc.”. Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules become formalised, as described in the previous section. Therefore, for some games, there is a “proper” way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.

In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Play mahjong

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_gameplay.jpg View from a player going to discard a tile in an ongoing gameplay.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_discarding.jpg Players may read the name of the discarded tile out loud.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_flower.jpg The flower tile http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjh7.png on the left should be replaced by a tile from the dead wall promptly.

Each player is dealt either 13 tiles for 13-tile variations or 16 tiles for 16-tile variations.

A turn involves a player’s drawing of a tile from the wall (or draw pile) and then placing it in his hand. The player then discards a tile onto the table. This signals the end of his turn, prompting the player to the right to make his move. As a form of courtesy, each player is encouraged to announce loudly the name of the tile being discarded. Many variations require that discarded tiles be placed in an orderly fashion in front of the player, while some require that these be placed face down.

Flower tiles

Flower tiles, when dealt or drawn, must be immediately replaced by a tile from the dead wall, or if no dead wall exists, the back end of the wall. They are immediately exposed (placed in view on the table on front of the player’s tiles). At the start of each round, where two or more players may have flower tiles, flower tiles are replaced starting with the dealer and moving to the right. Flower tiles may or may not have point value; and in some variations, possession of all the flower tiles wins the round regardless of the actual contents of the hand.

In American Mahjong, however, Flower tiles are not instantly exposed and replaced, as they may be melded with other Flower tiles in the same group (in essence, they are treated as if they were another set of honor tiles) or be used as a requirement of a winning hand. Early versions of American Mahjong used Flower tiles as Joker tiles.

Joker tiles

A feature of several variations, most notably American variations of Mahjong, is the notion of wild card or Joker tiles. They may be used as a substitute for any tile in a hand (or, in some variations, only tiles in melds). Depending on the variation, a player may replace a Joker tile that is part of an exposed meld belonging to any player with the tile it represents.

Rules governing discarding Joker tiles also exist: some variations permit the Joker tile to take on the identity of any tile, and others only permit the Joker tile to take on the identity of the previously discarded tile (or the absence of a tile, if it is the first discard).

Joker tiles may or may not have an impact on scoring, depending on the variation. Some special hands may require the use of Joker tiles (for example, to represent a “fifth tile” of a certain suited or honor tile).

In American Mahjong, it is illegal to pass jokers during the Charleston.

Melds

When a player discards a tile, any other player may “call” or “bid” for it in order to complete a meld (a certain set of tiles) in his or her own hand. The disadvantage of doing this is that the player must now expose the completed meld to the other players, giving them an idea of what type of hand he or she is creating. This also creates an element of strategy, as in many variations, discarding a tile that allows another player to win the game causes the discarding player to lose points (or pay the winner more in a game for money).

Most variants (again, with the notable exception of American Mahjong) allow three types of melds. When a meld is declared through a discard, the player must state the type of the meld to be declared and place the meld face-up. The player must then discard a tile, and play continues to the right. Because of this, turns may be skipped in the process.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_pong.jpg Pong: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.png

  • Pong or Pung (碰 pinyin peng, Japanese pon) – A pong or pung is a set of three identical tiles. In American Mahjong, where it is possible to meld Flower tiles, a pong may also refer to a meld of three of the four flower tiles in a single group. American Mahjong may also have hands requiring a knitted triplet – three tiles of identical rank but of three different suits. For examples:http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt9.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt9.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt9.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf2.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd2.png.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_gong.jpg Kong: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.png

  • Kong (槓/杠 pinyin gang, Japanese kan) – A kong is a set of four identical tiles. Because all other melds contain three tiles, a Kong must be immediately exposed when explicitly declared. If the fourth tile is formed from a discard, it is said to be an exposed Kong (明槓/明杠, pinyin ming gang). If all four tiles were formed in the hand, it is said to be a concealed Kong (暗槓/暗杠, pinyin an gang). It is also possible to form a Kong if the player has an exposed Pung and draws the fourth tile. In any case, a player must draw an extra tile from the back end of the wall (or from the dead wall, if it exists) and discard as normal. Play then continues to the right. Once a Kong is formed, it cannot be split up (say, if you wanted to instead use one tile as part of a Chow), and thus, it may be advantageous not to immediately declare a Kong. For examples: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.png

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_chow.jpg The woman sitting on the left may make a chow with a tile discared by the player on the right.

  • Chow (吃 chi, in some versions 上 shang) – A chow is a meld of three suited tiles in sequence. Unlike other melds, an exposed Chow may only be declared off the discard of the player on the left. American Mahjong does not have a formal chow (that is, you cannot declare chows), but some hands may require that similar sequences be constructed in the hand. Some American variations may also have the knitted sequence, where the three tiles are of three different suits. Sequences of higher length are usually not permissible (unless it forms more than one meld). For examples: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs5.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs8.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs9.png; http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt6.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt7.png

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_yan.jpg Two http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt8.png are the eyes of this completed set of tiles.

  • Eye (將 jiang, in some versions 眼 yan, also Pair) - The pair, while not a meld (and thus, cannot be declared or formed with a discard), is the final component to the standard hand. It consists of two identical tiles. Two http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf4.png are the eyes in this case:

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.png

It is to note that American mahjong hands may have tile constructions that are not melds, such as “NEWS” (having one of each wind). As they are not melds, they cannot be formed off discards, and in some variations, cannot be constructed in part or in whole by Joker tiles.

When two or more players call for a discarded tile, a player taking the tile to win the hand has precedence over all others, followed by pong or kong declarations, and lastly chows. In American Mahjong, where it may be possible for two players needing the same tile for melds, the meld of a higher number of identical tiles takes precedence. If two or more players call for a meld of the same precedence (or to win), the player closest to the right wins out (but the game may be declared an abortive draw if two or more players call a tile for the win, again depending on the variation). In particular, if a call to win overrides a call to form a kong, such a move is called robbing the Kong, and may give a scoring bonus.

There is generally an informal convention as to the amount of time allowed to make a call for a discarded tile before the next player takes its turn. In American Mahjong, this “window of opportunity” is explicitly stated in the rules, where in other variants, it is generally viewed that when the next player’s turn starts (ie. the tile leaves the wall), the opportunity has been lost.

Ready hands

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_readyhand.jpg Ready hand: waiting for http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjw8.png or

When a hand is one tile short of winning (for example: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs8.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs9.png, waiting for: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs1.png or http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs4.png), the hand is said to be a ready hand, or more figuratively, “on the pot”. The player holding a ready hand is said to be waiting for certain tiles. It is common to be waiting for two or three tiles, and some variations award points for a hand that is waiting for one tile. In 13-tile Mahjong, the most amount of tiles that you can wait for is 13 (the thirteen terminals, a nonstandard special hand).

Some variations of Da Mahjong, most notably Japanese variations, allow a player to declare riichi (立直 – sometimes known as reach as it is phonetically similar). A declaration of riichi is a promise that any tile drawn by the player is immediately discarded unless it constitutes a win. A player who declares riichi and wins usually receives a point bonus for their hand, while a player who declares riichi and loses is usually penalized in some fashion. When four players declare a riichi, the game is a draw. Declaring a nonexistent riichi is penalized.

Draws

If only the dead wall remains and no one has won, the round is drawn (流局 liu ju, Japanese Ryuukyoku) or “goulashed”. A new round begins, and depending on the variant, game wind may change.

Abortive draws

In Japanese Mahjong, abortive draws (draws where the game is declared drawn while tiles are available) are possible. They can be declared under the following conditions:

  • 九種幺九倒牌 (kyuu shu yao kyuu tou pai): If, on a player’s first turn, and with no melds declared, a player has nine different terminal or honor tiles, the player may declare the round to be drawn (for example: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjt9.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs6.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs9.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjw8.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.png; but could also go for the nonstandard thirteen terminals hand as well).
  • 三家和 (san ka agari): If three players claim the same discard in order to win the round, the round is drawn.
  • 四風子連打 (suu fontsu renda): If, on the first turn without any meld declarations, all four players discard the same wind tile, the hand is drawn.
  • 四家立直 (suu ka riichi): If all four players declare riichi, the round is drawn.
  • 四槓流れ (suu kan nagare): The round is drawn when the fourth kong is declared, unless all four kongs were declared by a single player. In this case, the round is drawn when another player declares a kong.

Winning

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_winwin.jpgChe hu!”
The three great scholars: http://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas/20px-mjd1.png

A player wins the round (胡, hu) by creating a standard mahjong hand (in Western Classical variants, this is known as creating a Mahjong, and the process of winning is called going Mahjong) which consists of a certain number of melds, four for 13-tile variations and five for 16-tile variations, and a pair. Some variations may also require that winning hands be of some point value.

Variations may also have special nonstandard hands that a player can make (in this sense, American Mahjong is a variant where only special hands exist).

Turns and rounds

If the dealer wins the game, they will stay as the dealer. Otherwise, the player to the right becomes dealer and the player’s wind becomes the Game Wind, in the sequence East-South-West-North.

After the wind returns to East (ie. each player has been the dealer), a round is complete and the Prevailing Wind will change, again in the sequence East-South-West-North. A full game of mahjong ends after 4 rounds, ie. when the North Prevailing Wind round is over. It is often regarded as an unlucky act to stop the gameplay at the West round, as West has a similar sound to death in Chinese.

Scoring

http://www.gamblingweblog.com/wp-content/gallery/las-vegas/250px-mj_chip.jpg When gambling with mahjong, scores are typically directly translated into sums of money. Poker chips are used in transaction throughout the playout.

Scoring in Mahjong involves points, with a monetary value for points agreed upon by players. Although in many variations scoreless hands are possible, many require that hands be of some point value in order to win the round.

While the basic gameplay is more or less the same throughout mahjong, the greatest divergence between variations lies in the scoring systems. Like the gameplay, there is a generalized system of scoring, based on the method of winning and the winning hand, from which Chinese and Japanese (among notable systems) base their roots. American mahjong generally has greatly divergent scoring rules (as well as greatly divergent gameplay rules).

Because of the large differences between the various systems of scoring (especially for Chinese variants), groups of players will often agree on particular scoring rules before a game. Like with gameplay, many attempts have been made to create an international standard of scoring, but most are not widely accepted.

Points (terminology of which differs from variation to variation) are obtained by matching the winning hand and the winning condition with a specific set of criteria, with different criteria scoring different values. Some of these criteria may be subsets of other criteria (for example, having a meld of one Dragon versus having a meld of all of them), and in these cases, only the most general criteria is scored. The points obtained may be translated into scores for each player using some (typically exponential) functions. When gambling with mahjong, these scores are typically directly translated into sums of money. Some criteria may be also in terms of both points and score.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Mahjong equipment

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/250px-majiang2.jpg Basic equipment: chips, tiles and dice.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/250px-mahjonghousehongkong.jpg Mahjong houses provide a convenient venue for Mahjong old hands. This is a typical scene of Mahjong house in Wan Chai, Hong Kong.

Mahjong, can be played either with a set of Mahjong tiles, or less commonly, a set of Mahjong playing cards (sometimes spelled ‘kards’ to distinguish them from the list of standard hands used in American mahjong); one brand of Mahjong cards calls these Mhing). Playing cards are often used when travelling as it reduces space and is lighter than their tile counterparts, but are of a lower quality in return. In this article, “tile” will be used to denote both playing cards and tiles.

Many Mahjong sets will also include a set of chips or bone tiles for scoring, as well as indicators denoting the dealer and the wind of the round. Some sets may also include racks to hold tiles or chips (although in many sets the tiles are generally sufficiently thick so that they can stand on their own), with one of them being different to denote the dealer’s rack.

Computer implementations of Mahjong are also available: these allow you to play against computer opponents, or against human opponents on the Internet.

A set of Mahjong tiles will usually differ from place to place. It usually has at least 136 tiles, most commonly 144, although sets originating from America or Japan will have more. Mahjong tiles include:

  • Circle suit: named as each tile consists of a number of circles. Each circle is said to represent copper (tong) coins with a square hole in the middle.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt6.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt8.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjt9.png

  • Bamboo suit: named as each tile (except the 1 Bamboo) consists of a number of bamboo sticks. Each stick is said to represent a string (suo) that holds a hundred coins.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs6.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs8.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjs9.png

  • Character suit: named as each tile represents ten thousand (wan) coins, or one hundred strings of one hundred coins.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw4.pngThe image “http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw5.png” cannot be displayed, because it contains errors.http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw6.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw8.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjw9.png

  • Wind tiles: East, South, West, and North.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjf1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjf2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjf3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjf4.png

  • Dragon tiles: red, green, and white. The term dragon tile is a western convention introduced by Joseph Park Babcock in his 1920 book introducing Mahjong to America. Originally, these tiles are said to have something to do with the Chinese Imperial Examination. The red tile (“中”榜) means you pass the examination and thus will be appointed a government official. The green tile (“發”財) means, consequently you will become financially well off. The white tile (a clean board) means since you are now doing well you should act like a good, incorrupt official.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjd1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjd2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjd3.png

  • Flower tiles: typically optional components to a set of mahjong tiles, often contain artwork on their tiles.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh1.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh2.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh3.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh4.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh5.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh6.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh7.pnghttp://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/mjh8.png

Setting up the board

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/250px-mj_mixing.jpg Shuffling of the Mahjong tiles is needed before piling around the table.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/250px-mj_throwing_dices.jpg All players throw three dice and the one with the highest total would be the dealer.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/250px-mj_grabbing.jpg Players picking up their own tiles after rolling the dice.

http://www.gamblingweblog.com/wp-content/gallery/las-vegas-guide/250px-mahjongcharleston.jpg The Charleston.

The following sequence is for setting up a standard Hong Kong (or Singapore) game. Casual or beginning players may wish to proceed directly to gameplay. Shuffling the tiles is needed before piling up.

Prevailing Wind and Game Wind

To determine the Player Game Wind (門風 or 自風), each player throws three dice (two in some variants) and the player with the highest total is chosen as the dealer or the banker (莊家). The dealer’s Wind is now East, the player to the right of the dealer has South wind, the next player to the right has West and the fourth player has North. Game Wind changes after every round, unless the dealer wins. In some variations, the longer the dealer remains as the dealer, the higher the value of each hand.

The Prevailing Wind (場風) is always set to East when starting. It changes after the Game Wind has rotated around the board, that is, after each player has lost as the dealer.

A Mahjong set with Winds in play will usually include a separate Prevailing Wind marker (typically a die marked with the Wind characters in a holder) and a pointer that can be oriented towards the dealer to show Player Game Wind. In sets with racks, a rack may be marked differently to denote the dealer.

These winds are also significant as winds are often associated with a member of a Flower tile group, typically 1 with East, 2 with South, 3 with West, and 4 with North.

Dealing tiles

All tiles are placed face down and shuffled. Each player then stacks a row of tiles two deep in front of him, the length of the row depending on the number of tiles in use:

  • 136 tiles: 17 tiles for all players
  • 144 tiles: 18 tiles for all players
  • 148 tiles: 19 tiles for dealer and player opposite, 18 for rest
  • 152 tiles: 19 tiles for all players

The dealer throws three dice and sums up the total. Counting counterclockwise so that the dealer is ’1′, a player’s row is chosen. Starting at the right edge, ‘sum’ tiles are counted and shifted to the right.

The dealer now takes a block of 4 tiles to the left of the divide.

The player to the dealer’s right takes 4 tiles to the left, and players (counterclockwise) take blocks of 4 tiles (clockwise) until all players have 12 tiles for 13-tile variations and 16 for 16-tile variations. In 13-tile variations, each player then takes one more tile to make a 13-tile hand. In practice, in order to speed up the dealing procedure, the dealer often takes one extra tile during the dealing procedure to start their turn.

The board is now ready and new tiles will be taken from the wall where the dealing left off, proceeding clockwise. In some special cases discussed later, tiles are taken from the other end of the wall, commonly referred to as the back end of the wall. In some variations, a group of tiles at the back end, known as the dead wall, is reserved for this purpose instead. In such variations, the dead wall may be visually separated from the main wall, but it is not required.

Unless the dealer has already won (see below), the dealer then discards a tile. The dealing process with tiles is ritualized and complex to prevent cheating. Casual players, or players with Mahjong playing cards, may wish to simply shuffle well and deal out the tiles with fewer ceremonial procedures.

Charleston

In the American variations, it is required that before each hand begins, a Charleston is enacted. This consists of a procedure where three tiles are passed to the player on one’s right, followed by three tiles passed to the player opposite, followed by three tiles passed to the left. The dealer can demand for a second Charleston, followed by an optional pass to the player across of one, two or three tiles. This is a distinctive feature of American-style Mahjong that may have been borrowed from card games.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Mahjong international rules

*蘭花* MahJong Orchid -- MahJong Rules; Yahoo! Hong Kong MahJong Games

In 1998 the China State Sports Commission, in the interest of changing mahjong from an illegal gambling game to an approved ‘healthy sport’, published a new set of rules, now generally referred to as Chinese Official rules or International Tournament rules. The principles of the new, ‘healthy’ mahjong are: no gambling – no drinking – no smoking. On international tournaments, players are often grouped in teams to emphasize that mahjong from now on is considered a sport.

The new rules are highly pattern-based. The rulebook contains 80 combinations, based on patterns and scoring elements popular in both classic and modern regional Chinese variants. Some table practices of Japan have also been adopted. In order to go out, players must score at least 8 points. Points for flower tiles (each flower is worth 1 point) may not be added until the player has scored 8 points. The winner of a game receives the score of his winning hand in points from the player who discarded the winning tile, plus 8 basic points from each player; in the case of zimo (self drawn win), he receives the value of his winning hand plus 8 points from all players.

The new rules were used in an international tournament first in Tokyo, where in 2002 the first World Championship in Mahjong was organized by the Mahjong Museum, the Japan Mahjong Organizing Committee and the city council of Ningbo, China, the town where it is believed mahjong most likely originated. One hundred players participated, mainly from Japan and China, but also from Europe and the United States. Miss Mai Hatsune from Japan became the first world champion. The following year saw the first annual China Majiang Championship, held in Hainan. The next two annual tournaments were held in Hong Kong and Beijing. Most players were Chinese, but players from other nations attended as well.

In 2005, in the Netherlands, the first Open European Mahjong Championship was held, with 108 players. The first prize was won by Masato Chiba from Japan.

Critics say that these new rules are unlikely to achieve great popularity outside of tournaments, since regional variations are well-entrenched. They also complain that the game is excessively complex, even by normal mahjong standards. But those who advocate the New Mahjong claim that it is not meant to replace existing rules, but only to act as a standard for international mahjong events.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Mahjong variants

http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/250px-2005-07-08_mahjong.jpg Beijing residents playing Mahjong in public.

http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/250px-mjfilipinomaids.jpg Four Filipino women playing Filipino Mahjong.

There are many variations of mahjong. In many places, players observe one version, and are either often unaware of other variations, or claim that other variations are incorrect. Although many variations today differ only by scoring, there are several main variations of Mahjong.

  • Chinese Classical Mahjong is the oldest variety of Mahjong, and was the version introduced to America in the 1920s under various names.
  • Hong Kong Mahjong or Cantonese Mahjong is the most common form of Mahjong, differing in minor scoring details with the Chinese Classical variety.
  • Japanese Mahjong is a standardized form of Mahjong in Japan, found prevalently in video games. In addition to scoring changes, the rules of riichi and dora are unique highlights of Japanese Mahjong.
  • Western Classical Mahjong is a descendant of the version of Mahjong introduced by Babcock to America in the 1920s. The evolution of Mahjong in America led to American Mahjong. Today, this term largely refers to the Wright-Patterson rules, used in the U.S. military, and other similar American-made variants that are closer to the Babcock rules.
  • American Mahjong is a form of Mahjong standardized by the National Mah Jongg League and the American Mah-Jongg Association that has the greatest divergence from traditional Mahjong, with the introduction of Joker tiles, the Charleston, as well as melds of five or more tiles, and eschewing the Chow and the notion of a standard hand. Because of this divergence, the NMJL and AMJA variations (which differ from each other by minor scoring differences) is commonly referred to as Mahjongg (with two Gs, possibly hyphenated). Purists of Mahjong claim that the divergence from standard Mahjong makes American Mahjong not a “true Mahjong”, and thus should be considered a separate game in and of itself.

Other variants include Fujian Mahjong (with Dadi Joker 帶弟百搭), Taiwanese Mahjong (each player would have 16 tiles), Vietnamese Mahjong (with 16 different kinds of joker), and Filipino Mahjong (with Window Joker).

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

History of mahjong

Mahjong in China

http://www.gamblingweblog.com/wp-content/gallery/games/mj_old.png Different kinds of Chinese playcards (from left to right): Bógŭ Yèzí (博古葉子), Caozhou Paí (曹州牌), Three Kingdoms Yèzí (三國葉子), Dongguan Paí (東莞牌).

One of the myths (probably originating in the West) regarding the origin of Mahjong suggests that Confucius, the great Chinese philosopher, had developed the game about 500 BC. The appearance of the game in various Chinese provinces coincides with Confucius’ travels at the time he was teaching his new doctrines. The three dragon (Cardinal) tiles also agree with the three Cardinal virtues bequeathed by Confucius. Zhong ( http://www.gamblingweblog.com/wp-content/gallery/games/20px-mjd1.png, lit. middle) the Red, Fa ( http://www.gamblingweblog.com/wp-content/gallery/games/20px-mjd2.png, lit. prosperity) the Green, Bai ( http://www.gamblingweblog.com/wp-content/gallery/games/20px-mjd3.png, lit. white) the White represent Benevolence, Sincerity, and Filial piety respectively. Confucius was said to be fond of birds, which would explain the name “Mahjong” (hemp bird).

Terms used in the play of the game Pong, Chee and Kong also give evidence to this theory. Confucius was of the Kong family, his full name being Kong-Qiu; he married a girl named Che and adopted the term Chee, meaning ‘to connect’, which Westerners corrupted into Chow.

Another possible theory implies that the game had been developed from existing Chinese card and domino games sometime around 1850. Some historians believe it was based on a Chinese card game called Mádìao (馬吊) (also known as Ma Tiae, lit. Hanging Horse; or Yèzí (葉子), lit. Leaf) in the early Ming dynasty. This game was played with 40 paper cards similar in appearance to the cards used in the game Ya Pei. These forty cards, numbered 1 to 9 in four different suits along with four extra flower cards, are quite alike to the numbering of Mahjong tiles today. There is still a healthy debate about to whom the creation of the game should be attributed. One theory is that Chinese army officers serving during the Tai Ping Rebellion created the game to pass the time. Another theory is that a noble living in the Shanghai area created the game between 1870 and 1875. It is thought that around 1850 in the city of Ningpo two brothers had created Mahjong from the earlier game of Mádìao.

Mahjong in the western world

http://www.gamblingweblog.com/wp-content/gallery/games/250px-psp-japanese-mahjongtaikai.jpg Mahjong Taikai, a Japanese Mahjong computer game on PSP, produced by Koei in 2005.

By 1895, Stewart Culin, an American anthropologist, wrote a paper in which Mahjong was mentioned. This is the first known written account of Mahjong in any language other than Chinese. By 1910, there were written accounts in many languages including French and Japanese. An important English read was Joseph Park Babcock’s Rules of Mah-Jongg, which, simplified in 1920, was simply known as the “red book”. Although this was the earliest version of Mahjong that had been introduced to America, many of Babcock’s simplifications are abandoned nowadays. The book introduced many similar English language rulebooks, with a large number of inaccurate rumors (including those of the National Mah Jongg League, the governing body of American Mahjong). A patently false claim was made that Mahjong had originated in ancient China in order to bring an air of mystique into the game. Ironically, many of these hearsay information about Mahjong’s ancient origins are used today in much the same way for Mahjong solitaire, a much newer game.

The game was a sensation in America when it was imported from China in the 1920s, with the same Mahjong game taking on a number of trademarked names, such as Pung Chow or the Game of Thousand Intelligences. Part of Mahjong nights in America were to decorate rooms in Chinese style and dress like Chinese. Several hit songs were also recorded during the mahjong fad, most notably Since Ma is Playing Mah Jong by Eddie Cantor.

American mahjong, which was mainly played by women during the time, grew from this craze, and in the 1930s, after many revisions of the rules (including some that were considered fundamentals in other variants, such as the notion of a standard hand) led to the formation of the National Mah Jongg League in 1937, along with the first American mahjong rulebook, Maajh: The American Version of the Ancient Chinese Game. Despite it being Chinese in origin and accepted by players of all racial backgrounds when first introduced by Babcock, American Mahjong is considered a Jewish game, as many American mahjong players are of Jewish descent, and the NMJL was founded by Jewish players and considered a Jewish organization. But, at the same time, this traditional Chinese game was banned in its homeland in 1949, when the People’s Republic of China was founded. The new Communist government forbade any gambling activities, which were regarded as symbols of capitalist corruption. After the Cultural Revolution, the game was revived, and once again Mahjong has become one of the favorite pastimes of the Chinese people.

Current development

Today, the popularity and demographic of players of Mahjong differs greatly from country to country. In America, most players of American mahjong are women. In Japan, there has been a much greater emphasis on gambling before other le gender of the players is much less divided. There are also many governing bodies of Mahjong, many of them hosting exhibition games and tournaments. In Japan, video arcades have introduced Mahjong arcade machines that can be connected to others over the internet, as well as video games that allow a victorious player to view pictures of women in varying stages of undress.

Mahjong culture is still deeply ingrained in the Chinese community: Sam Hui wrote Cantopop songs, using mahjong as their themes. Chinese movies have always included scenes of mahjong games. Gambling movies have been filmed time and again in Hong Kong, and a recent sub-genre is the mahjong movie.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Mahjong

MahJong Online Game

  • -5 minutes
  • -3 hours
  • Mahjong
    Players
    Age range > Any
    Setup time
    Playing time
    Rules complexity High
    Strategy depth Medium
    Random chance Yes
    Skills required Tactics, observation, memory

    Mahjong (Traditional Chinese: 麻將; Simplified Chinese: 麻将; pinyin: Májiàng; Cantonese: Màhjeung; or Chinese: 麻雀; pinyin: Máquè; Cantonese: Màhjeuk; other common English spellings include mahjongg, majiang, and hyphenated forms such as mah-jong or mah-jongg) is a game for four players that originated in China. It is a game of skill, strategy, intelligence, calculation and luck. Depending on the variation which is played, the amount of luck may vary from 20 to 80 percent. In China, Taiwan, Hong Kong, Japan, and other countries mahjong is often used for gambling. The Chinese character 麻将 literally means “hemp general”. In Cantonese an alternate writing, 麻雀, is more common (the same kanji are used in Japanese). In Cantonese this literally means “sparrow”, while in Japanese it means “hemp sparrow”, and is pronounced mā-jan.

    In English, in addition to Mahjong, the name of the game is variously written as Mah Jong, Mahjongg, Majong or simply “M-J”; there are other, less common variations as well. The spelling “Mah-Jongg” was trademarked by Joseph Park Babcock in 1920.

    The closest Western analogue is probably the card game gin rummy. Both games involve selecting or discarding units (tiles in one case, cards in the other) to score points by forming groups or runs of similar units.

    The game pieces (tiles) and scoring rules used in the game are slightly different depending on regional variations. The game play in general is very similar in all versions, as players compete to build sets including the highest point value.

    The object of the game is to build complete suits (usually of threes) from either 13 or 16 tiles. The first person to achieve this goal is said to have won the game. The winning tile completes the set of either 14 or 17 tiles.

    Trivia

    Little known to most players, the suits of the tiles are money-based. In ancient China, the copper coins had a square hole in the center. People passed a rope through the holes to tie coins into strings. These strings are usually in groups of 100 coins called diao (弔 or variant 吊) or 1000 coins called guan (貫). Mahjong’s connection to the ancient Chinese currency system is consistent with its alleged derivation from the game named ma diao (馬吊).

    In the mahjong suits, the coppers represent the coins; the ropes are actually strings of 100 coins; and the character myriad represents 10,000 coins or 100 strings. When a hand received the maximium allowed winning of a round, it is called man guan (滿貫, lit. full string of coin.)

    A Mahjong game is described in The Murder of Roger Ackroyd by Agatha Christie, ending with the very unusual event of a player getting a complete winning hand on the initial draw. This success makes the character unduly talkative, which leads to significant plot developments.

    British superspy James Bond plays a dangerous game of mahjong in Zero Minus Ten, a suspense novel by Raymond Benson.

    In the 1940 film Charlie Chan’s Murder Cruise, the title character remarks, In China, mahjong very simple; in America very complex – like modern life.

    The character that translates to “centre” is found on the super-hero suit worn by The Greatest American Hero. Since the character is typically painted red, the tile is commonly called “red centre.” For this reason the HongKong TV station TVB named the Chinese-dubbed The Greatest American Hero “the Flying Red Centre Hero” [飛天紅中俠]. (ABC, 1981-83).

    Mahjong is featured in Amy Tan’s novel The Joy Luck Club, and its 1993 film adaptation.

    Mahjong has always appeared in one way or another in Hong Kong made movies or TV drama, since it is considered as a “daily life” of a Chinese lifestyle. Two recent Cantonese movies, Fat Choi Spirit and Kung Fu Mahjong, parody the game’s subculture.

    The tile that translates to “Red Dragon” is used as a major plot point in the same titled Thomas Harris novel, as well as its two film adaptations, Manhunter and Red Dragon.

    Graham Edwards’ Stone trilogy features mahjong prominently. Much of the books’ imagery focuses around the mahjong symbols, and one character owns a set of mahjong tiles, on which she paints throughout the trilogy.

    References

    Print matter

    • Lo, Amy. The Book of Mah jong: An Illustrated Guide. Tuttle Publishing. 2001. ISBN 0804833028
    • Oxfeld, Ellen. Blood, Sweat, and Mahjong: Family and Enterprise in an Overseas Chinese Community (Anthropology of Contemporary Issues). Cornell University Press. 1993. ISBN 0801499089.
    • Pritchard, David.Teach Yourself Mahjong. McGraw-Hill/Contemporary. 2001. ISBN 0658021478.

    Websites

    Links

    Mahjong bulletin boards

    Mahjong organizations

    Mahjong strategy

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

    Handicapping

    Handicapping

    Handicapping, in sport and games, is the practice of assigning advantage through scoring compensation or other advantage given to different contestants to equalize the chances of winning. The word also applies to the various methods by which the advantage is calculated. In principle, a more experienced player is disadvantaged in order to make it possible for a less experienced player to participate in the game or sport whilst maintaining fairness. Handicapping also refers to the various methods by which spectators can predict and quantify the results of a sporting match.

    The term handicap derives from hand-in-cap, a popular seventeenth-century lottery game, where players placed their bets in a cap. Handicapping is used in scoring many games and competitive sports, including Go, chess, golf, bowling, polo, yacht racing, and track and field events. It also serves to foster wagering on horse racing events. Often, races, contests or tournaments where this practice is competitively employed are known as Handicaps.

    The term is also applied to the practice of predicting the result of a competition, such as for purposes of betting against the point spread. A favored team that wins by less than the point spread still wins the game, but bets on that team lose.

    The practice in action

    Horse racing

    An impost is the weight that must be carried by a horse in a race. Horses carry lead weights during the course of a race as a form of handicap. Such a race is also sometimes termed a “handicap.” These weights supplement a jockey’s weight to give a horse his assigned impost. The jockeys use saddle pads with pockets called lead pads to hold the lead weights.

    These riding weights are assigned by the racing secretary based on factors such as performances, distance so as to equalize the chances of the competitors.

    The weight for age scale was introduced by Admiral Rous, a steward of the Jockey Club. In 1855 he was appointed public handicapper. In that role he introduced the weight-for-age scale.

    Predicting the Outcome of Races

    Thoroughbred handicapping is the art of predicting horses who have the greatest chance of winning a race, and profiting from these predictions at the horse races. The Daily Racing Form (DRF), a newspaper-style publication, is the most important tool of the handicapper or horseplayer. The DRF details statistical information about each horse entered in a race, including detailed past performance results, lifetime records, amount of money earned, odds for the particular horse in each past race, and a myriad of other information available for casual or serious study.

    The handicapping process can be simple or complex but usually includes the following elements prior to the race:

    1) Study of the Daily Racing Form

    2) Observing the horses’ body language and behaviour in the paddock and/or post parade

    3) Watching the tote board for the changing odds of each horse and thus for clues about how the betting public views a horse’s chances of winning the upcoming race

    “Trip Handicapping” takes place during the race and involves watching the horses (usually with binoculars) and noting relevant information about how a horse runs during that race.

    Handicapping theory is possibly one of the most enigmatic theories in all of sports. Generally speaking, horseplayers consider the following elements when handicapping a horse race:

    Speed Those horses who run the fastest, win the most races. The DRF lists times at certain call points of each race, and the lengths back from the at each call point. Speed handicappers compare race times to help ascertain which horses will most likely win the race. The DRF now contains a numerical summation of the speed that each horse ran in every race, called a Beyer speed figure. This number is generated through a method developed by Andrew Beyer, and described in his 1975 book Picking Winners. The Beyer speed figures takes into account the individual class of a race as well as how the racetrack was playing on a particular day to create an aggregate number for each horse. The basic error behind this approach is that the sample size each day which is used to create the track variant for the speed figure is very small, and hence subject to massive errors in standard deviation. For example, there may be only one turf (grass) race on a given day, and the Beyer system has to extract a variant for that race from a sample of one.

    Pace Pace is probably the single most important factor in determining the outcome of a race. Pace handicappers classify each horse’s running style (i.e. front runner, stalker, presser, closer) and then find contenders based on the predicted pace of today’s race. The difficulty is that the jockey has control over where a horse is placed in a race and how fast that race goes in the early stages. This takes the prediction of pace for a given race out of the realm of mathematics and into the realm of mere speculation.

    Form Those horses who looked “sharp” in their past race or past few races, win the most races. A sharp horse could have finished strongly, stayed among the leaders, finished “in the money” (1st, 2nd or 3rd) or recovered from a bad racing trip. Likewise, a horse showed dull form if it gave up, looked sluggish or chased the pack. Horses with sharp form have the lowest odds and hence return the least money per bet. Also, often horses will race off a “layoff.” A layoff is a rest varying in length from usually two months to a year or more. In this case, workouts, horse appearance, and trainer patterns are the best guides to whether the horse is ready to run after a rest.

    Class Horse races occur at different levels of competition. Generally, high caliber horses are entered in races with other high caliber horses and slower horses are entered in races with other slower horses. But a horse can move up or down in class, depending on where the trainer decided to enter the horse based on the results of its last race. Note that the strength of the same class of race, such as a Maiden Special Weight race, will vary greatly from track to track, as well as from race to race at the same track, making this too an inexact determinant of class.

    Other Factors Other factors affecting the outcome of a race are track condition, weather, weight that the horses have to carry, daily bias of the racing surface, and many more factors that the handicapper cannot know. (I know of a horse who ran poorly because of a noisy party that kept it awake the night before a race).

    Notes

    1. ^ Wood, Greg, “End of an era as Jockey Club falls on own sword“, The Guardian, Monday April 3, 2006. Retrieved on 2006-04-17.

    References

    Beyer, Andrew (Reissue edition (May 6, 1994)). Picking Winners : A Horseplayer’s Guide. Houghton Mifflin. ISBN 0395701325.

    Links

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

    Horse racing

    A horse race at Del Mar A horse race at Del Mar.

    Horse racing is an equestrian sport which has been practiced over the centuries; the chariot races of Roman times are an early example, as is the contest of the steeds of the god Odin and the giant Hrungnir in Norse mythology. It is often inextricably associated with gambling.

    Forms of horse racing

    One of the principal forms of horse racing, which is popular in many parts of the world, is thoroughbred racing. Harness racing is also popular in the eastern United States and more popular than thoroughbred racing in the United Kingdom and Canada. Quarter horse and Arabian racing are also popular in the western United States.

    The breeding, training and racing of horses in many countries is now a significant economic activity as, to a greater extent, is the gambling industry which is largely supported by it. Exceptional horses can win millions of dollars and make millions more by providing stud services, such as horse breeding.

    Horse racing in North America

    Monmouth Racetrack in New Jersey in May 2005. Monmouth Racetrack in New Jersey in May 2005.

    The style of racing, the distances and the type of events varies very much by the country in which the race is occurring, and many countries offer different types of horse races.

    In the United States, races can occur on flat surfaces of either dirt or grass, generally thoroughbred racing; other tracks offer quarter horse racing and harness racing, or combinations of these three types of racing. Racing with other breeds, such as Arabian horse racing, is found on a limited basis. American thoroughbred races are run at a wide variety of distances, most commonly from 4.5 furlongs (905 m) to 1½ miles (2414 m); with this in mind, breeders of thoroughbred race horses are able to breed horses to excel at a particular distance.

    The high point of US horse racing has traditionally been the Kentucky Derby which, together with the Preakness Stakes and the Belmont Stakes, form the Triple Crown for three-year-olds. However, in recent years the Breeders’ Cup races, held at the end of the year, have been challenging the Triple Crown events, held early in the year, as determiners of the three-year-old champion. They also have an important effect on the selection of other annual champions. The corresponding standard-bred event is the Breeders’ Crown. There are also a Triple Crown of Harness Racing for Pacers and a Triple Crown of Harness Racing for Trotters.

    American betting on horse racing is sanctioned and regulated by state governments, almost always through legalized parimutuel gambling. Thoroughbred horse racing in the United States has its own Hall of Fame for horses, jockeys, and trainers.

    The most famous horses from Canada are Northern Dancer, who after winning the Kentucky Derby and Preakness went on to become the most successful Thoroughbred sire ever, and his son Nijinsky II. In Canada, however, harness racing is more popular than Thoroughbred racing. Woodbine Racetrack in Toronto, home of the Queen’s Plate, Canada’s premier thoroughbred stakes race, and the North America Cup, Canada’s premier standard-bred stakes race, is the only race track in North America which stages Thoroughbred and Standard-bred (harness) meetings on the same day. The North America Cup has the largest purse of any Canadian horse race.

    Horse racing in Australia

    Racing in Australasia has enjoyed great success with races such as the world famous Melbourne Cup, the so-called race that stops a nation, which has recently attracted many international entries. In Australia, the most famous horse was Phar Lap, who raced from 1928-1932 (though originally bred in New Zealand). In 2003-2005 Makybe Diva became the first and only horse to ever win the Melbourne Cup three times. In harness racing, Paleface Adios became a household name during the 1970s, while Cardigan Bay, a pacing horse from New Zealand, enjoyed great success at the highest levels of American harness racing in the 1960s.

    Horse racing in Europe

    In the United Kingdom, there are races which involve obstacles (either hurdles or fences) called National Hunt racing and those which are unobstructed races over a given distance (flat racing). The UK has provided many of the sport’s greatest ever jockeys, most notably Gordon Richards. See also United Kingdom horse-racing.

    In Ireland, noted for its racing history, the Derby-winning thoroughbred Shergar was kidnapped on February 8, 1983. He has never been found. The multiple Gold Cup winner Best Mate also hails from Ireland, while the great Red Rum was bred there, before moving across the Irish Sea to be trained.

    Pedigree

    While the attention of horse racing fans and the media is focused almost exclusively on the horse’s performance on the racetrack, or for male horses possibly its success as a sire, little publicity is given to brood mares. Such is the case of La Troienne, one of the most important mares of the 20th century to whom many of the greatest thoroughbred champions, and dams of champions, can be traced.

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

    Staking systems

    Many people have formulated staking systems in an attempt to “beat the bookie” but most still accept that no staking system can make an unprofitable system profitable over time. Widely-used systems include:

    • Fixed stakes – a traditional system of staking the same amount on each selection. This method suits conservative punters if the stake remains below 5% of the bank.
    • Fixed profits – the stakes vary based on the odds to ensure the same profit from each winning selection. This method suits conservative punters well, although if the profitability of one’s bets varies independently of the odds the bettor simply reduces his or her cash flow.
    • Due-column betting – A variation on fixed profits betting in which the bettor sets a target profit and then calculates a bet size that will make this profit, adding any losses to the target. For example, to make a target of $100 profit a bettor would wager $50 at odds of 2 to 1. If the bet loses, the target becomes $150. If the next bet is also at odds of 2 to 1, the wager therefore becomes $75. This type of wagering can prove ruinous in the long run.
    • Kelly – the optimium level to bet to maximise your future median bank level; the punter needs to estimate fair odds (in decimal odds) and then calculate the stake using:
    A = W - (1 - W )/(D - 1)
    Where:
     A = Percentage of the total bank to bet
     W = Percentage probability of winning (fair odds)
     D = Decimal odds (actual odds available)
    
    • Martingale – A system based on staking enough each time to recover losses from previous bet(s) until one wins. It is usually applied to even-money bets such as red/black on roulette. The Martingale guarantees failure in the long run – it would only work if the bettor has an unlimited bankroll, the bookmaker has no limit on the size of bets and neither party ever dies. However, it can usually be used to gain a small win in the short run, given a bankroll large enough to survive a streak of five or six losses.

    Associated word usage

    • The English expression “I bet that ____”, meaning “I consider it very probable that ____”, need not carry any suggestion of the speaker intending to gamble.
    • The English word hazard originated as Arabic az-zār or al-zār, which meant a type of dice game. Compare also the English word “dicey” meaning “risky”.
    • Scientists have dubbed certain random-number-based calculation algorithms the “Monte Carlo method”.
    • Even money, as a gambling term, describes a wagering proposition with even odds – in other words, if one loses a bet, one stands to lose the same amount of money that the winner of the bet would win (less, of course, the vigorish or “juice”). The term has come to have meaning in the wider English usage beyond actual gambling, however, as a way of describing an event whose occurrence is about as likely to occur as not, as in “It’s even money that it will rain today”. Compare 50 50.

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

    Gambling on horse races

    http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/270px-tokyo_racecourse_3.jpg Tokyo Racecourse in Tokyo, Japan.

    One of the most widespread forms of gambling involves betting on horse races, most commonly on races between thoroughbreds or between standardbreds.

    Wagering may take place through parimutuel pools; or bookmakers may take bets personally. Parimutuel wagers pay off at prices determined by support in the wagering pools, while bookmakers pay off either at the odds offered at the time of accepting the bet; or at the median odds offered by track bookmakers at the time the race started.

    In Canada and the United States, the most common types of bet on horse races include:

    • win – to succeed the bettor must pick the horse which wins the race.
    • place – the bettor must pick a horse which finishes either first or second.
    • show – the bettor must pick a horse which finishes first, second, or third.
    • exacta, perfecta, or exactor –the bettor must pick the two horses which finish first and second and specify which will finish first
    • quinella or quiniela – the bettor must pick the two horses which finish first and second, but need not specify which will finish first.
    • trifecta or triactor – the bettor must pick the three horses which finish first, second, and third and specify which will finish first, second and third.
    • superfecta – the bettor must pick the four horses which finish first, second, third and fourth, and specify which will finish first, second, third and fourth.
    • double – the bettor must pick the winners of two successive races; most race tracks in Canada and the United States take double wagers on the first two races on the program (the daily double) and on the last two (the late double).
    • triple – the bettor must pick the winners of three successive races; many tracks offer rolling triples, or triples on any three successive races on the program. Also called pick three or more commonly, a treble
    • sweep – the bettor must pick the winners of four or more successive races. In the US, this is usually called pick four and pick six, with the latter paying out a consolation return to bettors correctly selecting five winners out of six races, and with “rollover” jackpots accumulating each day until one or more bettors correctly picks all six winners.

    Win, place and show wagers class as straight bets, and the remaining wagers as exotic bets. Bettors usually make multiple wagers on exotic bets. A box consists of a multiple wager in which punters bet all possible combinations of a group of horses in the same race. A key involves making a multiple wager with a single horse in one race bet in one position with all possible combinations of other selected horses in a single race. A wheel consists of betting all horses in one race of a bet involving two or more races. For example a 1-all daily double wheel bets the 1-horse in the first race with every horse in the second.

    People making straight bets commonly employ the strategy of an ‘each way’ bet. Here the bettor picks a horse and bets it will win, and makes an additional bet that it will show, so that theoretically if the horse runs third it will at least pay back the two bets. The Canadian and American equivalent is the bet across (short for across the board): the bettor bets equal sums on the horse to win, place, and show.

    In Canada and the United States punters make exotic wagers on horses running at the same track on the same program. In the United Kingdom bookmakers offer exotic wagers on horses at different tracks. Probably the Yankee occurs most commonly: in this the bettor tries to pick the winner of four races. This bet also includes subsidiary wagers on smaller combinations of the chosen horses; for example, if only two of the four horses win, the bettor still collects for their double. A Trixie requires trying to pick three winners, and a Canadian or Super Yankee trying to pick five; these also include subsidiary bets. The term nap identifies the best bet of the day.

    A parlay (US) or accumulator (UK) consists of a series of bets in which bettors stake the winnings from one race on the next in order until either the bettor loses or the series completes successfully.

    Similarly, greyhound racing offers a popular betting alternative to horse racing in many countries.

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

    Psychological aspects of gambling

    Though many participate in gambling as a form of recreation or even as a means to gain an income, gambling, like any behavior which involves variation in brain chemistry, can become a psychologically addictive and harmful behavior in some people. Reinforcement phenomena may also make gamblers persist in gambling even after repeated losses. Because of the negative connotations of the word “gambling”, casinos and race tracks often use the euphemism “gaming” to describe the recreational gambling activities they offer.

    The Russian writer Dostoevsky portrays in his novella The Gambler the psychological implications of gambling and how gambling can affect gamblers. He also associates gambling and the idea of “getting rich quick”, suggesting that Russians may have a particular affinity for gambling. Dostoevsky shows the effect of betting money for the chance of gaining more in 19th-century Europe. The association between Russians and gambling has fed legends of the origins of Russian roulette.

    http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/200px-blackjack_game_example.jpg Blackjack

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

    Legal aspects of gambling

    Because religious authorities generally frown on gambling to some extent, and because of various perceived social costs, most legal jurisdictions limit gambling to some extent. Some Islamic nations prohibit gambling; most other countries regulate it. Most countries’ laws do not recognise wagers as contracts, and views any consequent losses as debts of honour, unenforceable by legal process. Thus organized crime often takes over the enforcement of large gambling debts, sometimes using violent methods.

    Because contracts of insurance have many features in common with wagers, legislation generally makes a distinction, typically defining any agreement in which either one of the parties has an interest in the outcome bet upon, beyond the specific financial terms, as a contract of insurance. Thus a bet on whether one’s house will burn down becomes a contract of insurance, as one has an independent interest in the security of one’s home.

    Furthermore, many jurisdictions, local as well as national, either ban or heavily control (by licensing) gambling. Such regulation generally leads to gambling tourism and illegal gambling, the latter often under the auspices of organized crime. Such involvement frequently brings the activity under even more severe moral censure and leads to calls for greater regulation. Conversely, the close involvement of governments (through regulation and gambling taxation) has led to a close connection between many governments and gambling organisations, where legal gambling provides much government revenue, such as in Monaco.

    There is generally legislation requiring that the odds in gambling machines are fair (i.e. statistically random), to prevent manufacturers from making some high-payoff results impossible (since these have very low probability, this can quite easily pass unnoticed).

    This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

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