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[转载]Modus Ludi XIII-Chartulae Sinarum 上海“

(2014-03-08 15:01:36)
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  瓦罗曰:江浙沪地区尤其是上海弄堂旧时颇具群众基础的娱乐活动之一“斗罗宋/十三道/拼道”,是瓦罗所熟悉和擅长的。在瓦罗眼里,它与桥牌和拱猪(近三十年颇具群众基础,国家体委默认其比赛用名“华牌”)才是高级扑克游戏。时下流行的斗地主、诈金花等不过是下一等的。至于80分、关牌以及五六十年代的杜洛克则是末流的游戏。纸牌化的推牌九、打天九则是为数不多的极具传统文化色彩的被无知的人直接目之为赌博的游戏。偶尔看到网路上所转载的游戏规则语焉不详或者分歧较多,因此闲暇之时凭记忆并参照相关资料略加整理。

  “十三张/Sap Sam Cheung”是港澳和越南、马来西亚等东南亚地区的粤语叫法。闽台地区称之为“十三支/十三水”。江浙沪地区之所以称之为“斗罗宋”是因为据说它和上海人爱吃的“罗宋汤”有缘。欧美地区则专门称之为Chinese Poker。夏威夷地区称之为Pepito(西班牙语男人名Pepe的昵称)菲律宾称之为Pusoy(当地语言“扑克牌”的意思)斗罗宋牌型的概率,瓦罗尝试计算过,但因过于繁琐,计算过程不严密,作罢。哪位精通概率的请出手。

  “十三张”规则(上海)

  十三张通常由四人一起玩。玩法如下:四人中一人为庄家,也可以无庄家四人对比。庄家把牌分成四份,每份十三张。分牌前,各闲家向庄家下注。
  各人把自己的十三张牌排成三道,称头道、二道及三道。头道有三张,二道及三道各五张。头道必须小于二道,二道必须小于三道,否则称为“相公”。凡“相公”者全赔。
  头道因为只有三张牌,因此不算顺子和同花。只可能是不成花式(称无头),一对或三头。
  各人排好牌后,打开牌跟庄家比较大小。头道跟头道比,二道跟二道比,三道跟三道比。
  比较时,先比牌型(同花顺子〉炸弹〉夫卢〉同花〉顺子〉三头〉两对〉一对)。牌型相同时,比点数。比点数时由最大点数的牌比起(牌的点数从大至小的顺序为:A、K、Q、J、10、9、8、7、6、5、4、3、2),相同时比第二大的牌,如此类推。倘若完全相同,比最大点数牌的花色(通常是黑桃>红桃>草花>方块)。
  任何一方获得以下牌型组合则可以不必比较大小,直接摊牌,称为“报到”(瓦罗记得也有叫“立正”的)。
  “三顺子”:13张牌可以组成5-5-3三个顺子,赢三注。
  “三同花”:13张牌只有三种花色,且牌型为5-5-3-0,赢三注。
  “独对”:13张牌只有一对相同点数的牌(包括三头),赢三注。
  “半小”:13张牌没有老人头牌(K、Q、J),赢三注。
  “六对半”:13张牌有六对牌(炸弹可充当两对牌),胜六注。
  “全大”:13张牌全部大于等于7,赢七注;大于等于8,赢八注;大于等于9,赢九注;其余类推。
  “全小”:13张牌全部小于等于7,赢七注;小于等于6,赢八注;小于等于5,赢九注。
  “一条龙”:13张牌点数全部不同,赢十三注。
  “一点/黑”:13张牌只有一张红牌/黑牌,胜十三注。
  牌指红桃和方块,黑牌指黑桃和草花)
  “青龙”:13张牌全部为同一花色(如黑桃),赢一百注。
  同道比较,庄家与闲家的牌的大小或注数相同时,庄家胜出。如果庄家与闲家同时立正,则庄家赔闲家。
  得分:头道、二道或三道,每道胜出最少赢一注。以下情况赢超过一注(凡“相公”者全赔):
  三头放在头道(前冲三)胜出赢三注。
  夫卢(Full House)放在二道胜出赢两注。
  炸弹放在三道胜出赢四注,放在二道赢八注。
  同花顺子放在三道胜出赢五注,放在二道赢十注。
  十三张牌中最小的组合可能是不成花的两对。除了“青龙”外,最大的组合为:“前冲三、同花顺、同花顺”,可赢十八注。

  附录1--“十三张”博彩规则(澳门)

  第六条
  (牌的大小)
  牌的点数从大至小的顺序为:A、K、Q、J、10、9、8、7、6、5、4、3、2。
  第七条
  (牌的分道)
  每一门的十三张牌须分为三“道”,“头道”为三张牌,“二道”为五张牌,“尾道”(较大)亦为五张牌;三“道”应从小至大排列,否则即为“摆乌龙”,该门的投注自动输给庄家。
  第八条
  (胜负)
  闲家的三“道”牌是针对庄家的三“道”牌决定胜负的,通常闲家三“道”合计的注数高于庄家者为胜,反之为负;如庄家与闲家的注数相同,则为和局。
  第九条
  (牌型)
  大牌型胜小牌型,牌型的大小顺序如下:
  Ⅰ——固定组合:
  “一条龙”:由十三张连续顺序的牌组成,即A、2、3、4、5、6、7、8、9、10、J、Q、K。
  “六对半”:由六对对牌加一张单牌组成,四张同点数的牌可组成两对。
  “三花”:即三“道”中每“道”的牌的花色相同。
  “三顺”:即三“道”中每“道”的牌为连续顺序。
  持固定组合牌型的门必胜持非固定组合牌型的门;如庄家与闲家各持固定组合,无论各自组合为何,均视为和局;持固定组合胜出者,赢三注。
  Ⅱ—— 其他组合
  1. “黄袍麒”:同花色的最大五张牌的组合,“黄袍麒”在“二道”胜出者,赢十注,在“尾道”胜出者,赢五注。
  2. “同花顺”:同花色的五张连续顺序的牌的组合(例如黑桃10、9、8、7、6组合,称为“顺10”);当两门或多门在同一“道”均持有“同花顺”,则点数较大者胜出;A在“同花顺”A、2、3、4、5中可当作1使用,该组合为最大的“同花顺”,其次为K、Q、J、10、9,以此类推;“同花顺”在“二道”胜出者,赢十注,在“尾道”胜出者,赢五注。
  3. “四条”:指具有四张点数相同的牌的组合(例如A、A、A、A、5),单牌则不计,且不影响组合的大小;“四条”在“二道”胜出者,赢八注,在“尾道”胜出者,赢四注。
  4. “夫卢”:三张点数相同的牌配上一对对牌的组合(例如8、8、8、5、5);当多门均持“夫卢”时,则持点数较大的“三条”者胜出,对牌不计;“夫卢”在“二道”胜出者,赢两注,在“尾道”胜出者,赢一注。
  5. “同花”:五张同花色但不顺序的牌的组合(如10、9、8、7、5);当多门均持“同花”时,则由所持的最大牌定胜负,点数较大者胜出,当最大牌的点数相同时,则由次大牌的点数定胜负,以此类推;“同花”在任何一“道”胜出者,均赢一注。
  6. “顺”:五张不同花色但顺序的牌的组合(例如6、7、8、9、10);当多门持有“顺”时,则持点数较大的牌者胜出;A可用作“顺”A、2、3、4、5中的最小牌,该组合是继“顺”A、K、Q、J、10之后的第二大“顺”;持“顺”组合胜出者,赢一注。
  7. “三条”:“头道”的三张牌点数相同,又或“二道”或“尾道”有三张牌点数相同,而其他两张则不同(例如K、K、K、6、5);当多门均持“三条”时,则持“三条”点数较大者胜出,其余两张牌不计,且不影响组合的大小;“三条”在“头道”胜出者,赢三注,在“二道”或“尾道”胜出者,赢一注。
  8. “两对”:两对不同的对牌加一张单牌(例如10、10、6、6、5组合称为“对10”);当多门均持“两对”时,则持点数最大的一对者胜出,当各门所持的最大对牌点数相同时,则持第二对牌的点数较大者胜出,当第二对牌的点数亦相同时,则持单牌点数较大者胜出;持“两对”组合胜出者,赢一注。
  9. “一对”:两张牌的点数相同,其余三张牌的点数则不同(例如在“二道”或“尾道”的10、10、9、7、6组合),而在“头道”,则有一张牌点数不同;当多门均持“一对”时,持最大对牌者胜出,当各门所持的“一对”点数相同时,则持其余三张牌中点数最大者胜出,当所持的最大单牌的点数相同时,则由次大的单牌点数定胜负,以此类推;持“一对”组合胜出者,赢一注。
  10. “大牌”:指五张点数不同、花色不一且非顺序的牌,不属于上述的任何组合(例如属不同花色的A、10、7、6、5);当各门所持的最大牌点数相同时,则由次大牌的点数定胜负,以此类推;持“大牌”胜出者,赢一注。
  第十条
  (夹棍)
  当在同一“道”中庄家与闲家的牌的大小或注数相同时,庄家胜出。

  附录2--““十三张”规则(台湾)

  游戏简介
  13张扑克游戏在台湾可是红遍大街小巷的它必须由四个玩家一起玩才行,每个玩家都有13张牌,依3,5,5的方式排牌来进行游戏。
  十三张介绍
  牌型与大小:
  a:牌型大小:一条龙>同花顺>铁枝>葫芦>同花>顺子>三条>两对>对子>散牌。
  b:数字大小:A>K>Q>J>10>9>8>7>6>5>4>3>2。
  c:牌型与数字均相同时视为和牌。
  牌型说明:
  散牌:不构成下述牌型的三或五张牌均为散牌,同是散牌的两墩牌,就依序比较其数字以决定大小。
  对子:由两张相同数字,加上任意三张牌(前墩的话只要一张)所构成的牌型,数字大小代表在对子中的大小排行,如A对>K对>Q对>、、、>3对>2对,大小相同的话,则依序比较另外的几张牌。
  两对:由两个对子,加上任意一张牌所构成的牌型,大小比较:先比大的对子,再比小的对子,均相同的话,比另外的那张牌。
  三条:由三张相同数字,加上任意的两张牌(前墩的话不用)所构成的牌型,数字大小代表排行。
  顺子:连续性的五张牌所构成的牌型(含有A的五张连续牌,A必须为首或居末位,才算是顺子),顺子的大小依序A,K,Q,J,10>K,Q,J,10,9>Q,J,10,9,8>、、、>6,5,4,3,2>5,4,3,2,A。
  同花:由五张同样花色的牌所构成的牌型,同样是同花的牌墩,其大小比法和散牌相同。
  葫芦:由一个三条加一个对子所构成的牌型,以三条决定其大小。
  铁枝:由四张相同数字,再加上任意一张牌所构成的牌型,数字大小代表排行。
  同花顺:全部同花色的顺子。
  怪物:同花顺和铁枝的另一种说法。
  一条龙:由A,2,3,4,5,6,7,8,9,10,J,Q,K连续数字所构成的十三张牌,本游戏中的王牌。
  同花一条龙:全部同花色的一条龙。
  十三张的玩法
  1。首先,52张牌洗牌之后,均分给四个玩家,每人各取得13张牌。
  2。墩排法:玩家必须在时限内,打出(前墩三张,中墩五张,后墩五张)的对战阵容,然后按下(READY)以示准备好了,三墩牌的牌型必须符合后墩牌型大于或等于中墩牌型,中墩牌型大于或等于前墩牌型,否则将造成(相公),将受到被三家(打枪)的处罚。
  3。输赢赌数之判定:所有玩家都(READY)之后,大家翻开牌墩,两两进行比较,假设玩家为甲、乙、丙、丁四位,则甲乙、甲丙、甲丁、乙丙、乙丁、丙丁分别比牌,各家以(前墩对前墩),(中墩对中墩),(后墩对后墩)的方式定出三项胜负关系,再依照这三项胜负关系来判定输赢。
  分数计算
  计分规则
  赢一赌:甲的牌墩对乙的牌墩,二胜一败,赢1赌。
  输一赌:甲的牌墩对乙的牌墩,一胜二败,输1赌。
  平分秋色:甲的牌墩对乙的牌墩,一胜一败一和,或三和。
  打枪:甲的牌墩全胜,赢6赌。
  被打枪:甲的牌全败,输6赌。
  辗过:甲的牌墩对乙的牌墩,二胜一和,或一胜二和,视同打枪,赢6赌。
  被辗过:甲对乙的牌墩,二败一和,或一败二和,同被打枪,输6赌。
  红不让:当甲对乙、丙、丁均是打枪时,甲可以再赢各家6赌,连同打枪的6赌,赢各家12赌,也就是说,红不让可以让甲获得36赌。
  加赌
  根据上述胜负关系,胜者的牌墩若符合下列条件,将可以获得(加赌)的奖励,例如:甲赢乙,各1赌,但输丁1赌,若甲(冲三),则甲可以额外加赢乙,丙各3赌。
  冲三:前墩排出三条,中墩或后墩不是怪物,加3赌。
  双怪冲三:前墩排出三条,中墩、前墩都是怪物,加9赌。
  中墩铁枝:中墩排出铁枝,加8赌。
  后墩铁枝:后墩排出铁枝,加4赌。
  中墩同花顺:中墩排出同花顺,加10赌。
  后墩同花顺:后墩排出同花顺,加5赌。
  一条龙、同花一条龙:此乃十三张的王牌加13赌。
  特殊加赌
  三同花:前墩,中墩,后墩均排出同花、同花顺,加3赌。
  两葫冲柸:前墩排出对子,中墩和后墩都是葫芦,加5赌。
  7-11:中墩或后墩为(7,7,7,J,J)或(7,7,J,J,J)所形成的葫芦,加3赌。
  直接加赌
  如果勾选此设定,那么在可以加赌的时候,直接加赌。不受「一定要赢才能加赌」的限制。
  例如,后墩排出铁支,则直接加4赌,然后才计算胜负。
  *注意!特殊加赌不受影响,也就是说,玩家必须至少赢一墩以上,才能特殊加赌。
  一条龙的特别规则
  a:只有一家拿到一条龙、同花一条龙,则该局他获胜(也就是对其他三家获得打枪与红不让的战果,并视其牌型再加赌)其他三家之间就不需要再互比了。
  b:甲、乙两家同时拿到一条龙、同花一条龙,这两家之间视为平手、均可以获得对丙、丁打枪与加赌的战果,但红不让则由牌型较佳者获得,如果甲、乙无人可以获得红不让,则落败的两家仍须互比。
  c:四家都拿到一条龙、同花一条龙,这不可能的事情如果发生,那也不用比了,应该直接去狂欢!
  一赌的分数为100,每场胜负输赢为所输赢的的赌数*100。

Chinese Poker

This page is based partly on information from Ka Lun, Anthony Horsley Sr, Don Smolen, Richard Dewhirst and several anonymous correspondents. 

Introduction

This Chinese gambling game is popular in Hong Kong and parts of Southeast Asia and is also played to some extent in the USA. It is known by several different names.

  • In Cantonese it is called Sap Sam Cheung, which means 13 cards, and in Vietnamese it is known by the similar name .
  • In Chinese, it is also sometimes called Luosong Pai Jiu, which I think means Russian Pai Gow. The game is indeed related to Pai Gow.
  • In the USA it is often known as Chinese Poker or sometimes Russian Poker, but note that some people also use the name Chinese Poker to refer to the climbing game Big Two. In Hawaii it is called Pepito.
  • In the Phillipines it is known as Pusoy, again not to be confused with Pusoy Dos, which is Big Two. Another name sometimes used is Good, Better, Best, referring to the three hands of a player.

Objective

The aim is to arrange your 13 cards into three poker hands - two of five cards and one of three cards - which will beat the corresponding poker hands made by the other players.

Players, Cards, Stakes and Deal

There are four players, each playing for themselves. A standard 52 card pack is used.

Before playing it is necessary to agree on a stake. Below I will describe the payments in terms of units; one unit can be worth whatever the players agree in advance - $1, $10, $100, etc.

The cards are shuffled, cut and dealt out singly: 13 cards to each player.

Arrangement of cards

Each player must divide their 13 cards into a "back" hand of 5 cards, a "middle" hand of 5 cards and a "front" hand of 3 cards. Considered as poker hands, the back hand must be better than the middle hand, and the middle hand must be better than the front hand. The standard poker ranking is used - so the hand types from high to low are: royal flush, straight flush, four of a kind, full house, flush, straight, three of a kind, two pairs, one pair, high card (see the page on ranking of poker hands). There are no wild cards.

Since the front hand has only 3 cards, only three hand types are possible: three of a kind; one pair; high card. There is no value in having a front hand with three consecutive cards or three cards of the same suit: "straights" or "flushes" in the front hand do not count.

Players place their three hands face down in front of them, the front hand nearest the centre of the table and the back hand nearest themselves.

Showdown and Scoring

When everyone is ready, all the players expose their three hands and each pair of players compares the corresponding hands. In the simplest system of payments, you win one unit for each corresponding hand of another player that you beat and lose one for unit each hand that beats you. When the hands are equal you neither win nor lose.

Notice that although West's back hand is the overall best hand (aces full), West loses on balance because of the weaker middle and front hands. East could have done slightly less badly by putting the sevens in the middle hand, which would then have beaten West. Notice also that it is not legal for East to put the jacks in the front hand, because it would then not be possible to make a middle hand that was better and a back hand that was better still from the remaining ten cards.

Special Hands

It is possible to play using just the payments described above. However, many players add two further features to the stakes: increased payments for certain hands, and some special 13-card hands that win automatically. If you are playing with these it is important to agree in advance exactly which ones are allowed and how much each is worth.

A typical scale of increased payments is as follows:

  • If you win the front hand with three of a kind, you receive 3 units instead of 1 for that hand.
  • If you win the middle hand with a full house, you receive 2 units instead of 1 for that hand.
  • If you win the back (or middle) hand with 4 of a kind, you receive 4 units instead of 1.
  • If you win the back (or middle) hand with a royal flush or straight flush you win 5 units instead of 1.

These bonuses only count for you for hands that you win. For example if A and B each have a 3 of a kind in front, but B's is higher, A will pay B 3 units for it. A's 3 of a kind will still count against the other players if it wins.

Example:A has 6-6-6, 4-4-4-9-9, K-K-K-8-8 and B has Q-Q-7, J-J-J-2-2, 5-5-5-5-A. A wins 3 for the front hand, but B wins 2 for the middle and 4 for the back, so altogether A pays 3 units to B.

When special hands are allowed, the following 13-card hands win automatically against any ordinary hand, if declared before the hands are exposed. When two special hands come up against each other, the higher wins the full specified amount and the lower loses its value (though it can still win against the other players). After the special hands have been dealt with, the remaining players expose their cards and settle up among themselves in the normal way. A typical schedule of special hands, in ascending order, is:

  • Six pairs: a hand with six pairs and one odd card. When two players have six pair hands, compare the highest pair; if the highest pairs are equal compare the second highest pair, and so on. Win 3 units.
  • Three straights: the back and middle hands are five card straights and the front hand is a three card straight (i.e. three cards of consecutive rank). If two players have three straights, compare the highest (back) straights first, then if these are equal the middle straights, and finally, if all else is equal, the front straight. Win 3 units.
  • Three flushes: the back and middle hands are flushes, and the front hand is a three-card flush (three cards of one suit). If two players have this, the player with the better back hand wins; if tied the better middle hand; if those are also tied, the better front hand. Win 3 units.
  • Complete straight: the hand has one card of each rank: A-2-3-4-5-6-7-8-9-10-J-Q-K. Suits can be mixed. If two players have this, they are tied. Win 13 units.

A player who has a special hand can choose not to declare it, but instead to set three hands of 5, 5 and 3 cards in the normal way. This loses the right to an automatic win, but it may occasionally be possible to win more units in the normal settlement, when extra payemnts can be won.

Variations

There seem to be numerous variations in the way the payments are organised. Here are the ones I have so far discovered.

Playing against the house

One player, probably the dealer, is the house (bank, casino). The other players compare their hands with the house, but not with each other, and pay or receive accordingly. When an individual hand is tied, the house wins it.

Extra payment for sweep

Some play that a player who wins all three hands against another player is paid an extra 1 unit (or sometimes 3 units) for a sweep.

The overall point

Some play that between each pair of players, the net winner wins one additional unit - the overall point. This makes it more important to try to win two hands out of three whenever possible. If playing with extra payments for straight flush, quads, etc., these are taken into account in deciding who gets the overall point.

Extra payments counted for losing hands

Some play that instead of the increased payments for certain types of winning hand, the following extra payments count, irrespective of whether the hand in question wins or loses:

·   Three of a kind in the front hand: 2 extra units

·   Full house in the middle hand: 1 extra unit

·   Four of a kind in the back or middle hand: 3 extra units

·   Straight or royal flush in the back or middle hand: 4 extra units

This variation is often combined with the overall point varriation above.

Surrender

Some play that a player with a poor hand can surrender before the hands are exposed. If you surrender, you pay each of the other players as though you had lost two out of three hands - one unit each, or two units each if you play the version with the overall point. If playing with a banker, then of course a surrendering player just pays the banker, and a surrendering banker pays each of the players.

Winning from a pool

Some play that each player contributes 3 units to a pool before the deal. Instead of comparing the hands between pairs of players, whichever of the four players has the best front hand collects 4 units, the player with the best middle hand collects 4 units, and the player with the best back hand collects 4 units. Some play that if one player wins all three hands, the collect the whole pool and each of the other players has to pay them an additional 3 units.

No pictures

I have been told that some people regard a hand containing no pictures as a special hand giving an automatic win, but I don't know how many units it is worth or how it ranks with respect to the other special hands.

Malayan Sap Sam Cheung

In his book "Gambling Games of Malaya", C.T.Dobree describes a version of Sap Sam Cheung in which three players play against the bank. The bank wins ties on individual hands as usual. Extra payments count irrespective of whether the hand wins or loses, as follows:

·   Three of a kind in the front hand: 2 extra units

·   Full house in the middle hand: 2 extra units

·   Four of a kind in the back hand: 4 extra units

·   Four of a kind in the middle hand: 6 extra units

·   Straight or royal flush in the back hand: 6 extra units

·   Straight or royal flush in the middle hand: 8 extra units

The special hands, in ascending order, are:

·   Three flushes: 3 units

·   Three straights: 4 units

·   Six and a half pairs: 4 units

·   Five pairs and one three of a kind: 5 units

·   Four threes of a kind and an odd card: 6 units

·   All cards are the same colour: 10 points

·   Small: all cards are 2, 3, 4, 5, 6, 7, 8: 10 points

·   Big: all cards are 8, 9, 10, J, Q, K, A: 10 points

·   Three fours of a kind and one odd card: 16 units

·   Three straight flushes: 18 units

·   All 12 picture cards plus any 13th card: 18 units

·   All thirteen cards of one suit: 26 units

A special hand, if declared before the cards are exposed, beats any normal hand and wins the number of units specified in the table (a player wins from the bank, or the bank wins from all players). If the bank and a player both have special hands, the holder of the higher scoring hand wins the difference between their values.

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