Chinese snap card game




















For one thing, the fact that ma diao is so complicated suggests that it already had a substantial history behind it; for another, there is plenty of evidence to show that the Chinese had indeed been playing games with cards or slips of paper as far back as the 9th century - it's just that the earliest cards did not, to anyone's certain knowledge, consist of suits or numerals. That ma diao itself is older than late Ming is suggested by a document of The Department of Punishments of the Yuan Secretariat in Enzhou in modern Shandong Province reported that on 17 July Yen Sengzhu and Zheng Pig-Dog were caught playing cards [ zhi pai ] and that wood blocks for printing them had been impounded, together with nine of the actual cards.

Unfortunately the Department gave no descriptive details, and, since the cards have not been traced, it is impossible to do more than guess that they might have been suited cards, perhaps for playing ma diao. XXIX, No. But even is still too late for money-suited Chinese cards to have undergone the evolution necessary to produce their presumed European descendants via India and Persia. Surely some of the earlier references to yezi must have been to cards or paper slips with something printed on them, and what could they be if not money-suited cards?

Another answer to that question - Chen Hongshou : Drinking cards, c. One such card, from the Yuan period , reads:. Card 7: The man from Qi begs for leftovers Begging for leftovers is truly despicable, Not satisfied, he goes off elsewhere. His wife and concubine mock him in turn. But happily he comes home still wanting to brag.

Instructions : He who gets this order receives an old cup of wine, drinks a little and then begs for wine and food from the guests. Then he brags. Site changes Recent changes New pages. Wiki tools Wiki tools Special pages. Page tools Page tools. Userpage tools. The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or 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 cards may be dealt one at a time, or in batches of more than one card; and all or a determined amount of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the stock also called talon, widow or skat.

Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces.

Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed, visible to all , then, normally, any player can demand a redeal all the cards are gathered up, and the shuffle, cut, and deal are repeated.

When the deal is complete, all players pick up their cards, or 'hand', and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game. 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 may be 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. Manual of Mah-Jongg rules , Madrid 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. 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 need is often met when a particular set of house rules becomes generally recognized. 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 and Western cultures. It should be noted that there is nothing static or "official" about this process. For the majority of games, there is no one set of universal rules by which the game is played, and the most common ruleset is no more or less than that.

Many widely played card games, such as Canasta and Pinochle , have no official regulating body. The most common ruleset is often determined by the most popular distribution of rulebooks for card games. Perhaps the original compilation of popular playing card games was collected by Edmund Hoyle , a self-made authority on many popular parlor games.

The U. Playing Card Company now owns the eponymous Hoyle brand, and publishes a series of rulebooks for various families of card games that have largely standardized the games' rules in countries and languages where the rulebooks are widely distributed.

However, players are free to, and often do, invent "house rules" to supplement or even largely replace the "standard" rules. 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 American Contract Bridge League in the U. The rules of Poker 's variants are largely traditional, but enforced by the World Series of Poker and the World Poker Tour organizations which sponsor tournament play.

Even in these cases, the rules must only be followed exactly at games sanctioned by these governing bodies; players in less formal settings are free to implement agreed-upon supplemental or substitute rules at will. 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 or 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. For example, "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed Sets of house rules become formalized, 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. The object of a trick-taking game is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or "takes" the trick.

The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards or as few penalty cards within the tricks won as possible, taking as few tricks as possible, or taking an exact number of tricks. The object of Rummy , and various other melding or matching games, is to acquire the required groups of matching cards before an opponent can do so. In Rummy , this is done through drawing and discarding, and the groups are called melds.

Mahjong is a very similar game played with tiles instead of cards. Majiang is not an easy game to learn, and besides the quite complex strategy needed to play well, a pretty good understanding of Chinese characters will also be required as some tiles are labelled with them. The second most popular game, that surely almost any Chinese can play, is known as Dou Dizhu, or 'Fight the Landlord' in English, and is a card game that in the modern day is commonly played with standard poker-card decks.

The fast-paced game is often referred to as the "Chinese poker", and is usually played in groups of three, and sometimes more. This game also has dozens of rule variations and playing styles depending on region. It is often said that the game is 'easy to learn but hard to master' , and this may be a huge understatement, as the game requires extraordinary strategy just to even get through a few rounds.

As the game is very fast-paced, it creates an exciting, loud, and tense atmosphere, making it an ideal Chinese New Year game! A rummy-like game played with long cards with Chinese number characters on them is frequently played in rural areas in the south of China.

It is important to note that although the games mentioned above are essentially "gambling games", similar in style to poker, gambling is prohibited in the majority of Mainland China. Of course, if playing at home with friends or family, using cash money or giving hongbao red envelopes with money in electronically using smartphones will normally be involved in the game without any issues.

If playing such games outside, or in public 'game-room' settings, it is advised to exercise caution and avoid playing with money. Having said that, culturally speaking; gambling has been loved by Chinese people for centuries and is why many traditional Chinese games are designed around the practice. For people who really love gambling , both Hong Kong and Macau , the 'gambling capital' of Asia, serve as ideal places to go and let loose, and win or lose some cash!

Chinese chess is played a lot at Chinese New Year



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