Diagrams
A
diagram is a set of lines, possibly
intersecting. Here are the eight possible diagrams within a hand of seven
cards:
I
= Line: one line in hand.
Probability =
33.20 %
K2R Q2P J2S
Trash = no lines in hand.
Probability =
26.56%
V = Angle: Two lines, linked at a card.
Probability =
22.61%
K2R J1S
Q2P J3S
J2S
II = Pair: Two separate lines.
Probability
= 6.32%
K2R
Q2P J2S
Q1R Q1P
Q1S
D = Triangle: Three lines linked at
three cards.
Probability
= 5.69%
K2R
Q2P Q3P
J2S
J2S J1S
Z =
Chain: Three lines linked at two
cards.
Probability = 4.74%
K2R Q2P J2S
J3S
J1S J1R
J1P
Y = Tripod:
Three lines linked at one card.
Probability = 0.71%
K3P J1S
Q1R J3S
J2S
Q2P
K2R
X
= Butterfly: Two lines pivoting through a card.
Probability
= 0.16%
K2R K3R
Q2P Q1P Q3P
J2S J3S
Diagram Games
Andiron
Deal out 7 cards each to two players. They arrange their
hands into a diagram: trash, I, V, II, D, Z, Y or X. Do a round of betting;
call, raise or fold. Each player may then replace a card. Do a second round of
betting, a second replacement option, a third round of betting, then compare
diagrams:
I < Trash
< V <
II < D
< Z <
Y < X
Berkeley Take ’Em
Deal
out 3 “Hole” cards each to three players. Do a round of betting; call, raise or
fold. Dealer then lays out 2 “Flop” cards face-up. Another round of betting.
Dealer then lays out 1 “Turn” card face up. Players may now exchange 1 card.
Another round of betting. Dealer then lays out 1 “The Bay” card to each player.
Another round of betting. Players then lay out their cards, and compare what
diagrams their cards make with the face-up cards. Rank diagrams as in Andiron:
I < Trash
< V <
II < D
< Z <
Y < X
Seven Card Mare
Like
Berkeley Take ’Em, with this sequence of deals: each player gets 3 hole cards,
face down, plus one face up; 1 card face up; 1 card face up plus option to
exchange; 1 card face down. Do betting between each deal. Rank diagrams as in
Andiron:
I < Trash
< V <
II < D
< Z <
Y < X
Tonic
Deal
7 cards each to two or three players. Each arranges their cards into a diagram:
I, V, II, D, Z, Y, X. Any card not in a diagram is “deadwood”. Trash is all
deadwood. The value of a hand is the sum of the numbers on the deadwood cards.
Do
several rounds of replacing cards. Discard face up. You may replace from
discard piles. You may knock if your hand is worth less than 4. You must knock
if your hand is worth zero. Once someone knocks, then record hand values.
Repeat
deals, summing values. Players who reach 13 lose.
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