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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;:&amp;#039;&amp;#039;This is the plaintext version of these rules; see [[Cripple Mr Onion Full Rules]] for a wikified version.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Cripple Mr Onion&lt;br /&gt;
&lt;br /&gt;
Rules and Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
These rules were reconstructed by Andrew Millard according to the game&lt;br /&gt;
depicted in &amp;quot;Witches Abroad&amp;quot;, a Discworld novel by Terry Pratchett. The&lt;br /&gt;
modifiers were developed in conjunction with Terry Tao.&lt;br /&gt;
&lt;br /&gt;
This version of the rules of Cripple Mr Onion is given in six parts:&lt;br /&gt;
&lt;br /&gt;
  1. Introduction,&lt;br /&gt;
  2. The Hands,&lt;br /&gt;
  3. The Non-Gambling Game,&lt;br /&gt;
  4. The Gambling Game,&lt;br /&gt;
  5. The Modifiers,&lt;br /&gt;
  6. Final Comments.&lt;br /&gt;
&lt;br /&gt;
Some frequently asked questions follow.&lt;br /&gt;
&lt;br /&gt;
This text-only version was transcribed on 4th July 1998.&lt;br /&gt;
&lt;br /&gt;
1. Introduction&lt;br /&gt;
&lt;br /&gt;
Cripple Mr Onion requires two standard decks of playing cards, preferably&lt;br /&gt;
one having the English or French suits clubs, spades, hearts and diamonds,&lt;br /&gt;
and the second having the Spanish or Italian suits staves, swords, cups and&lt;br /&gt;
coins - for the purpose of forming flushes, these are taken to be paired in&lt;br /&gt;
their respective order given above:&lt;br /&gt;
&lt;br /&gt;
     clubs     are paired with   staves,&lt;br /&gt;
     spades    are paired with   swords,&lt;br /&gt;
     hearts    are paired with     cups,&lt;br /&gt;
     diamonds  are paired with    coins.&lt;br /&gt;
&lt;br /&gt;
If a Spanish or Italian suit cannot be obtained, two English or French&lt;br /&gt;
decks can be used adequately for most purposes; see the modifiers for&lt;br /&gt;
further comments on this.&lt;br /&gt;
&lt;br /&gt;
The game also requires at least two players, but not more than seven - this&lt;br /&gt;
isn&amp;#039;t to do with the number eight for a specific reason, but a result of&lt;br /&gt;
the fact that there aren&amp;#039;t enough cards for more than seven players - with&lt;br /&gt;
a ready supply of small coinage or tokens when gambling takes place, and&lt;br /&gt;
the players arranged as evenly as possible around the table on which the&lt;br /&gt;
game is played. A container able to hold cards should be placed centrally&lt;br /&gt;
on the table - this is to be the discard pot - along with another container&lt;br /&gt;
for coins or tokens if gambling is to take place: this is the Pot.&lt;br /&gt;
&lt;br /&gt;
2. The Hands&lt;br /&gt;
&lt;br /&gt;
Cripple Mr Onion revolves around forming groups of cards which either sum&lt;br /&gt;
exactly to twenty-one (an onion) or come close to this total without&lt;br /&gt;
exceeding it; in the usual fashion, a picture card (P) is worth ten, an ace&lt;br /&gt;
(A) is worth one or eleven, and other cards are worth their face value: a&lt;br /&gt;
ten (T) is worth ten, a nine is worth nine, and so on. Since groups of cards&lt;br /&gt;
which sum exactly to twenty-one can be formed in various ways, they are&lt;br /&gt;
ranked in a particular order according to their composition, along with a&lt;br /&gt;
few other groups which do not give twenty-one in total but which are of some&lt;br /&gt;
interest; these special hands, described below, are worth more than any&lt;br /&gt;
other valid combinations of cards and usually dominate the play.&lt;br /&gt;
&lt;br /&gt;
There are thirteen categories of winning hands and in increasing order of&lt;br /&gt;
worth are:&lt;br /&gt;
&lt;br /&gt;
  1. Bagel: this is a combination of two cards which totals exactly twenty;&lt;br /&gt;
     it is, therefore, one of TT, TP, PP or 9A.&lt;br /&gt;
  2. two-card onion: this is a combination of two cards which totals exactly&lt;br /&gt;
     twenty-one; it is, therefore, either TA or PA.&lt;br /&gt;
  3. Broken Flush: this is a group of at least three cards, summing to at&lt;br /&gt;
     least sixteen (but not more than twenty-one) with all of the cards&lt;br /&gt;
     except for one in the same suit-pair.&lt;br /&gt;
  4. three-card onion: this is a group of three cards which totals&lt;br /&gt;
     twenty-one exactly; examples are ATT, 56T, and 579.&lt;br /&gt;
  5. Flush: this is a group of at least three cards, summing to at least&lt;br /&gt;
     sixteen (but not more than twenty-one) with all of the cards in the&lt;br /&gt;
     same suit-pair.&lt;br /&gt;
  6. four-card onion: ... four cards which total twenty-one; for example,&lt;br /&gt;
     A55T, 2469, and 3378.&lt;br /&gt;
  7. Broken Royal: this is a special case of a three-card onion where the&lt;br /&gt;
     three cards are specifically 678 (of any suit-pairs).&lt;br /&gt;
  8. five-card onion: ... five cards ... e.g. A235T, 23466, and 33348.&lt;br /&gt;
  9. Royal: this is another special three-card onion being 777.&lt;br /&gt;
 10. six-card onion: ... six cards ... e.g. A2233T and A23456.&lt;br /&gt;
 11. (Wild Royal: this is a combination that may only be played when eights&lt;br /&gt;
     are wild - see the modifiers for details - since it consists of three&lt;br /&gt;
     wild eights.)&lt;br /&gt;
 12. seven-card onion: ... seven cards ... e.g. A223445.&lt;br /&gt;
 13. Onion: an Onion (capitalised letter &amp;#039;o&amp;#039;) is a two card combination of a&lt;br /&gt;
     picture card and an ace; however, PA on its own is just a two- card&lt;br /&gt;
     onion (place two above), since to occupy this exalted position, the&lt;br /&gt;
     group must consist of two Onions, PAPA or Double Onion, or three&lt;br /&gt;
     Onions, PAPAPA or 3[PA] or Triple Onion, or four Onions, 4[PA] or&lt;br /&gt;
     Lesser Onion, or even five Onions, 5[PA] or Great Onion. The Onions&lt;br /&gt;
     themselves are arranged according to their worth, with Double Onion the&lt;br /&gt;
     lowest and Great Onion the best.&lt;br /&gt;
&lt;br /&gt;
Notice that the maximum number of cards making up an onion is seven (there&lt;br /&gt;
is no eight-card onion) and that for PA to be of any real value, the player&lt;br /&gt;
must hold at least two picture cards and two aces. Also, if a player should&lt;br /&gt;
be unlucky enough to receive multiple bagels, the qualifiers &amp;quot;double&amp;quot;,&lt;br /&gt;
&amp;quot;triple&amp;quot;, &amp;quot;lesser&amp;quot; and &amp;quot;great&amp;quot; (with small initials) are used.&lt;br /&gt;
&lt;br /&gt;
Since each player is ultimately in possession of ten cards, a number of&lt;br /&gt;
groups, most of them usually winning hands, can be formed; the objective of&lt;br /&gt;
any individual player is therefore to form the ten cards into the best&lt;br /&gt;
possible set of groups, with each of the ten cards taking part in only one&lt;br /&gt;
of the groups. For example, representing clubs and staves by &amp;quot;c&amp;quot;, spades and&lt;br /&gt;
swords by &amp;quot;s&amp;quot;, hearts and cups by &amp;quot;h&amp;quot; and diamonds and coins by &amp;quot;d&amp;quot;, the&lt;br /&gt;
hand:&lt;br /&gt;
&lt;br /&gt;
     3c 3s 4s Js Ah 7h Qh Ad 4d 6d&lt;br /&gt;
&lt;br /&gt;
is best split into:&lt;br /&gt;
&lt;br /&gt;
   * Double Onion - JsAhQhAd&lt;br /&gt;
   * five-card onion - 3c3s4s4d7h&lt;br /&gt;
   * a six - 6d&lt;br /&gt;
&lt;br /&gt;
whilst the hand:&lt;br /&gt;
&lt;br /&gt;
     9c 4s Qs Ks 4h Jh Ad 7d Td Kd&lt;br /&gt;
&lt;br /&gt;
is best split into:&lt;br /&gt;
&lt;br /&gt;
   * four-card onion - Ad4s7d9c&lt;br /&gt;
   * double bagel - QsKsJhTd&lt;br /&gt;
   * a fourteen - 4hKd.&lt;br /&gt;
&lt;br /&gt;
From this list of winning hands, it follows that some cards are&lt;br /&gt;
intrinsically more valuable than others: tens, for example, are only useful&lt;br /&gt;
in bagels and small-card onions whereas twos and threes are necessary for&lt;br /&gt;
constructing many-card onions; aces and picture cards are obviously of great&lt;br /&gt;
value. However, a player&amp;#039;s strategy in selecting cards for replacement (see&lt;br /&gt;
the game descriptions and certain of the modifiers) should also be&lt;br /&gt;
influenced by the number of players, and whether eights are wild or not,&lt;br /&gt;
since these factors influence the relative likelihood of each hand winning&lt;br /&gt;
the round.&lt;br /&gt;
&lt;br /&gt;
3. The Non-Gambling Game&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, one player is identified as the Dealer, with&lt;br /&gt;
the player to the Dealer&amp;#039;s left as the Elder and the player to the Dealer&amp;#039;s&lt;br /&gt;
right as the Younger - this sets the order of precedence in being dealt&lt;br /&gt;
cards and in winning in the event of a tie as Dealer, Elder, other players&lt;br /&gt;
in order and, lastly, Younger. In the event that the Dealership changes,&lt;br /&gt;
these identifiers move to be based around the new Dealer. The round opens&lt;br /&gt;
when the Dealer shuffles the pack of all 104 cards and the Younger cuts the&lt;br /&gt;
pack.&lt;br /&gt;
&lt;br /&gt;
All the players are dealt five cards in this order: the Dealer receives two&lt;br /&gt;
cards and deals all the other players, in order from Elder to Younger, three&lt;br /&gt;
cards; the Dealer then receives three cards and deals the other players two&lt;br /&gt;
(this is done to speed up the dealing, which isn&amp;#039;t exactly the most&lt;br /&gt;
interesting part of the game). Then, in turn, from Elder to Younger, each&lt;br /&gt;
player discards up to four cards into the discard pot and announces the&lt;br /&gt;
number of discards to the Dealer who replaces them from the top of the pack;&lt;br /&gt;
the Dealer then discards and replaces, also announcing the number thrown&lt;br /&gt;
away. It is important to note that up to this point all cards have been&lt;br /&gt;
dealt face down, each player is only aware of their own cards and, by way of&lt;br /&gt;
the draw, ought to have a better hand than was originally dealt.&lt;br /&gt;
&lt;br /&gt;
The second set of five cards each is now dealt in the following way: the&lt;br /&gt;
Dealer receives five cards face down on the table, and then, in turn from&lt;br /&gt;
Elder to Younger, each other player is dealt five cards face up on the&lt;br /&gt;
table. Cards dealt face up on the table must remain that way, although the&lt;br /&gt;
owner of those cards may rearrange them there if desired.&lt;br /&gt;
&lt;br /&gt;
Now the final part of the round, Showdown, takes place. Beginning from the&lt;br /&gt;
Elder, the highest card grouping is declared and displayed on the table; if&lt;br /&gt;
the player to the left of the Elder cannot equal, beat or play some modifier&lt;br /&gt;
that affects the Elder&amp;#039;s cards, that player&amp;#039;s cards are all placed face up&lt;br /&gt;
on the table, in their groupings if the player wishes, and that player is&lt;br /&gt;
out of the round; the comparison of the next leftward player&amp;#039;s cards with&lt;br /&gt;
the Elder&amp;#039;s then takes place. If the Elder&amp;#039;s cards are equalled, then the&lt;br /&gt;
next card grouping must be considered. If the Elder&amp;#039;s cards are beaten, then&lt;br /&gt;
the Elder has the opportunity to play a modifier or rearrange the card&lt;br /&gt;
grouping in an attempt to obtain a better arrangement; once the Elder&amp;#039;s&lt;br /&gt;
cards are undoubtedly beaten, however, the Elder is out of the round and the&lt;br /&gt;
comparison of the currently leading player&amp;#039;s cards with the next leftward&lt;br /&gt;
player&amp;#039;s takes place. By this process of comparison, consideration of lower&lt;br /&gt;
groupings, rearrangement of card groups and playing of modifiers, and&lt;br /&gt;
knocking out of players, the holder of the best set of cards, between the&lt;br /&gt;
Elder and the Younger, is found. Finally, the Dealer&amp;#039;s cards are compared&lt;br /&gt;
with the only player left in, and the process of finding the better cards is&lt;br /&gt;
repeated; the player who holds the better cards has then won the game. Note&lt;br /&gt;
that in the event of either a complete tie between two players&amp;#039; cards or an&lt;br /&gt;
impasse due to circular use of modifiers, the player of greater seniority&lt;br /&gt;
wins - often, this means that the Dealer wins. Once all the players but one&lt;br /&gt;
have been knocked out, leaving the winner holding the best cards, the round&lt;br /&gt;
is over, the cards and discards are collected up and the winner becomes the&lt;br /&gt;
Dealer for the next round.&lt;br /&gt;
&lt;br /&gt;
4. The Gambling Game&lt;br /&gt;
&lt;br /&gt;
There are two types of betting that are used in the gambling version of&lt;br /&gt;
Cripple Mr Onion and these will be described before the details of how they&lt;br /&gt;
fit into the game are given.&lt;br /&gt;
&lt;br /&gt;
The first type is &amp;quot;matching the Dealer&amp;#039;s stake&amp;quot;. First, the Dealer chooses a&lt;br /&gt;
number of coins or tokens to be the stake, on the basis of the cards known&lt;br /&gt;
to the Dealer, and, naming the amount, places it in the Pot; if the Dealer&lt;br /&gt;
wishes, the amount may be zero. Then, when called upon by the Dealer to do&lt;br /&gt;
so, each player must either match the stake, placing an equal amount in the&lt;br /&gt;
Pot, or fold, placing all cards in the discard pot and losing any claim to&lt;br /&gt;
the Pot in that round; of course, if the stake is zero, all remaining&lt;br /&gt;
players can stay in for free.&lt;br /&gt;
&lt;br /&gt;
The second type is &amp;quot;raising the Dealer&amp;quot;. When called upon by the Dealer,&lt;br /&gt;
each player may choose to make an extra bet against the Dealer, according to&lt;br /&gt;
cards that are known to that player. If the player chooses to raise, the&lt;br /&gt;
chosen number of coins or tokens are placed on the player&amp;#039;s cards and the&lt;br /&gt;
amount is named. Finally, when all the players who have not yet folded have&lt;br /&gt;
done this, the Dealer must place an amount equal to the total value of&lt;br /&gt;
raises into the Pot - and all the individual raises then go into the Pot as&lt;br /&gt;
well - or lose the Dealership: often this means that the Dealer must fold.&lt;br /&gt;
&lt;br /&gt;
Each round begins in the same way as for the non-gambling game, except that&lt;br /&gt;
now, before the first deal takes place, every player places a previously&lt;br /&gt;
agreed amount, the Stake, into the Pot as the ante. Then after every player&lt;br /&gt;
has discarded and received replacements, the first round of betting takes&lt;br /&gt;
place.&lt;br /&gt;
&lt;br /&gt;
The Dealer selects a stake, as described above, and then, from the Elder to&lt;br /&gt;
the Younger, asks each player first to match that stake and then to raise&lt;br /&gt;
it; if the Dealer cannot match the total value of the raises, then the&lt;br /&gt;
Dealer folds. This matching and raising occurs twice. The Dealer then&lt;br /&gt;
selects a stake for the third time and again asks each player, in order, to&lt;br /&gt;
match it; this time, however, the players are not asked to raise.&lt;br /&gt;
&lt;br /&gt;
The second set of five cards for each remaining player is then dealt as&lt;br /&gt;
follows: as before, the Dealer receives five cards face down, but now each&lt;br /&gt;
player has the option of buying from one to all of the five cards face down,&lt;br /&gt;
at the price of an amount equal to the Stake per card, instead of receiving&lt;br /&gt;
them all face up. Cards may be bought one at a time, if desired, and once&lt;br /&gt;
the player has finished buying cards, the Dealer deals the remainder from&lt;br /&gt;
the five to that player face up on the table in front of the player. As each&lt;br /&gt;
player receives the full complement of ten cards, an extra bet may be made,&lt;br /&gt;
in the same manner as raising the Dealer, and then, once every remaining&lt;br /&gt;
player has ten cards, the Dealer must consider all the extra bets.&lt;br /&gt;
&lt;br /&gt;
If the Dealer matches the total extra bets made, the game continues with the&lt;br /&gt;
second round of betting described below; however, if the Dealer does not&lt;br /&gt;
wish to match the extra bets, then the Dealership changes without the Dealer&lt;br /&gt;
folding - this is the only time when this can take place. The Dealer gives&lt;br /&gt;
the Dealership to the Elder who, to become the new Dealer, must match the&lt;br /&gt;
total extra bets, the Elder&amp;#039;s own extra bet going into the Pot if the&lt;br /&gt;
Dealership is accepted; of course, if the Elder does not accept, the&lt;br /&gt;
Dealership is passed left again until one of the other players accepts it,&lt;br /&gt;
or until it has gone full circle with no-one wanting it - in that case,&lt;br /&gt;
everyone folds, the Pot becomes the ante for the next round, the old Dealer&lt;br /&gt;
remains as Dealer, and the next round starts afresh.&lt;br /&gt;
&lt;br /&gt;
Once the extra bets have been matched, be it by the original Dealer, the&lt;br /&gt;
Elder or one of the other players, the second round of betting takes place.&lt;br /&gt;
This consists of two stages of matching and raising as in the first round of&lt;br /&gt;
betting, but now not followed by a third stage of matching only.&lt;br /&gt;
&lt;br /&gt;
Finally, Showdown takes place, exactly as in the non-gambling game, but now,&lt;br /&gt;
of course, the winner claims the contents of the Pot as the prize for&lt;br /&gt;
winning.&lt;br /&gt;
&lt;br /&gt;
In the event that the Dealer folds, the Dealership is auctioned as follows:&lt;br /&gt;
from the Elder to the Younger, the players who are still in are asked by the&lt;br /&gt;
old Dealer if they wish to be the new Dealer - if the player wishes to be&lt;br /&gt;
the new Dealer, that player must advance an amount equal to the Stake. If&lt;br /&gt;
another player, when asked, also wishes to be Dealer, then that player must&lt;br /&gt;
match the existing bid and advance another amount equal to the Stake. This&lt;br /&gt;
process continues around and around the table, with each prospective Dealer&lt;br /&gt;
making sure that the most recent player&amp;#039;s bid is at least an amount equal to&lt;br /&gt;
the Stake higher that the last bid, until all the players except for one&lt;br /&gt;
have declined to advance any more, having placed their own total bid in the&lt;br /&gt;
Pot as they declined, and the single player left becomes the new Dealer,&lt;br /&gt;
placing the winning bid in the pot. If nobody wishes to be the new Dealer,&lt;br /&gt;
all the players fold, the Pot becomes the ante for the next round, the old&lt;br /&gt;
Dealer stays as Dealer and another round beings anew.&lt;br /&gt;
&lt;br /&gt;
5. The Modifiers&lt;br /&gt;
&lt;br /&gt;
The modifiers have usually been created for one of two reasons, either to&lt;br /&gt;
make the game a little more interesting and a little more uncertain, or to&lt;br /&gt;
decrease the chances of winning with a specific hand. It is not necessary to&lt;br /&gt;
use any of them, apart from numbers zero, which gives the game its name, and&lt;br /&gt;
one, which makes many-card onions and then Onions more probable, and in a&lt;br /&gt;
game, say, between four hardened professionals, even the Null Eights Rules&lt;br /&gt;
would probably not be used. The employment of the modifiers, therefore, is&lt;br /&gt;
left to the discretion of the players, but some possibilities for using the&lt;br /&gt;
modifiers beyond number zero are as follows:&lt;br /&gt;
&lt;br /&gt;
   * just modifier #1;&lt;br /&gt;
   * modifiers numbers 1 to 3;&lt;br /&gt;
   * bring in the modifiers as the game progresses, one in every or every&lt;br /&gt;
     other round;&lt;br /&gt;
   * let the Dealer, for each round, declare which modifiers are in force in&lt;br /&gt;
     that round;&lt;br /&gt;
   * play all the modifiers from the beginning.&lt;br /&gt;
&lt;br /&gt;
A number of the modifiers use specific cards to represent mythological and&lt;br /&gt;
not-so mythological Discworld characters, and, if two decks of cards with&lt;br /&gt;
the same suits are used, confusion may arise as to which of the two, say,&lt;br /&gt;
queen of spades is to represent the Lady. A solution, if not particularly&lt;br /&gt;
satisfactory, to this is to mark one of the two cards with a symbol, in this&lt;br /&gt;
case, for example, the letter L, on the face side so that the marked card&lt;br /&gt;
becomes the relevant one for the modifier and the other becomes an ordinary&lt;br /&gt;
card.&lt;br /&gt;
&lt;br /&gt;
The modifiers are all, some to a greater extent than others, based on&lt;br /&gt;
Discworld life, mythology and beliefs and have been assumed to have evolved,&lt;br /&gt;
with the game, over many centuries; none of the modifiers are arbitrary in&lt;br /&gt;
their action or purpose, but a detailed knowledge of the Discworld is not&lt;br /&gt;
necessary to use them. Finally, the ordering of the modifiers in the list&lt;br /&gt;
below is, apart from the Crippling Rules in position zero, largely&lt;br /&gt;
accidental and is not a guide to their usefulness or effectiveness.&lt;br /&gt;
&lt;br /&gt;
Modifier #0: Crippling Rules&lt;br /&gt;
&lt;br /&gt;
  1. A nine-card running flush may be used to cripple a Great Onion and win&lt;br /&gt;
     the game.&lt;br /&gt;
  2. A ten-card running flush out-cripples a nine-card running flush in&lt;br /&gt;
     crippling a Great Onion and may also cripple a Lesser Onion.&lt;br /&gt;
&lt;br /&gt;
(Once a Great Onion or Lesser Onion have been crippled, the usual process of&lt;br /&gt;
Showdown stops, and the player with the crippling hand wins immediately.)&lt;br /&gt;
&lt;br /&gt;
Modifier #1: Null Eights Rules&lt;br /&gt;
&lt;br /&gt;
  1. During a round in which eights are not wild (see ii), an eight may be&lt;br /&gt;
     used as if it had value zero in order to trump up an onion. In the&lt;br /&gt;
     event of a tie between two onions with equal numbers of cards, the&lt;br /&gt;
     onion with the fewer null eights wins.&lt;br /&gt;
  2. In the round following a round in which a null eight has been played,&lt;br /&gt;
     eights are wild, acting as any regular card. The wild Royal, three wild&lt;br /&gt;
     eights, may then be played. In the next round, eights return to their&lt;br /&gt;
     original role.&lt;br /&gt;
&lt;br /&gt;
(To &amp;quot;trump up an onion&amp;quot; means to make a four-card onion into a five-card&lt;br /&gt;
onion by the addition of one null eight, or to make a three-card onion into&lt;br /&gt;
a seven-card onion with four. Note, again, that there are no onions beyond&lt;br /&gt;
seven-card and that wild eights cannot be used as either null eights or as&lt;br /&gt;
any of the special cards giving rise to later modifiers.)&lt;br /&gt;
&lt;br /&gt;
Modifier #2: Wild Crippling Rule&lt;br /&gt;
&lt;br /&gt;
In a round in which eights are wild, to successfully cripple the relevant&lt;br /&gt;
Onion, the running flush must have at most the same number of wild cards as&lt;br /&gt;
the Onion being crippled.&lt;br /&gt;
&lt;br /&gt;
Modifier #3: Octavo Rule&lt;br /&gt;
&lt;br /&gt;
When eights are wild, the card group consisting of eight eights can be&lt;br /&gt;
considered as a Lesser Onion, but beats other Lesser Onions and may not be&lt;br /&gt;
crippled like a Lesser Onion of any other composition, but may be crippled&lt;br /&gt;
like a Great Onion.&lt;br /&gt;
&lt;br /&gt;
Modifier #4: The Lady&amp;#039;s Rules&lt;br /&gt;
&lt;br /&gt;
  1. If eights are not wild, the queen of spades may be declared, before or&lt;br /&gt;
     during Showdown, and replaced by the player&amp;#039;s choice of one of the next&lt;br /&gt;
     two cards from the deck, the chosen card taking up the place of the&lt;br /&gt;
     queen; other card goes to the discard pot. This move may not rescinded.&lt;br /&gt;
  2. When eights are wild, the queen of spades devalues one, for every other&lt;br /&gt;
     player, that would otherwise be played as having value eleven, to value&lt;br /&gt;
     one only. This does not affect any aces in a Great Onion, but may affect&lt;br /&gt;
     cards, in any grouping, which, by being wild or by other, would otherwise&lt;br /&gt;
     be played with value eleven.&lt;br /&gt;
&lt;br /&gt;
(To &amp;quot;declare&amp;quot; means to put the card on the table face up and point it out to&lt;br /&gt;
the other players; here, of course, the queen may no longer be used in&lt;br /&gt;
forming card groupings since a replacement card has been received, but&lt;br /&gt;
should be left near the player on the table rather than in the discard pot.)&lt;br /&gt;
&lt;br /&gt;
Modifier #5: Fate&amp;#039;s Rules&lt;br /&gt;
&lt;br /&gt;
  1. If the queen of spades has been declared and replaced, the king of cups&lt;br /&gt;
     may also be declared and replaced in a like manner, in the process making&lt;br /&gt;
     all aces held by the player who used the queen of spades have value zero.&lt;br /&gt;
  2. If eights are wild, the king of cups may be declared so that eights&lt;br /&gt;
     immediately cease to be wild; a different player who has the queen of&lt;br /&gt;
     spades, whether visible, played or not, may then make his own eights wild&lt;br /&gt;
     again. The king of cups may not be revoked once declared, and a single&lt;br /&gt;
     player may not use the king of cups and then the queen of spades in this&lt;br /&gt;
     way.&lt;br /&gt;
&lt;br /&gt;
(&amp;quot;Zeroed&amp;quot; cards are of no use in the game, and cannot be used like null&lt;br /&gt;
eights to trump up an onion.)&lt;br /&gt;
&lt;br /&gt;
Modifier #6: Great A&amp;#039;Tuin&amp;#039;s Rule&lt;br /&gt;
&lt;br /&gt;
Declaring the queen of coins allows the player to reduce the value of one of&lt;br /&gt;
the player&amp;#039;s cards by eight points and to increase the value of a different&lt;br /&gt;
card by eight points. The two affected cards must still have value between&lt;br /&gt;
one and eleven inclusive.&lt;br /&gt;
&lt;br /&gt;
(A two that is shifted up to value ten may be considered a picture card, a&lt;br /&gt;
three shifted up to eleven as an ace of value eleven.)&lt;br /&gt;
&lt;br /&gt;
Modifier #7: The Elephants&amp;#039; Rule&lt;br /&gt;
&lt;br /&gt;
Any four cards, each being either a nine or a ten, or an eight when eights&lt;br /&gt;
are wild, that are declared with the queen of coins in one player&amp;#039;s hand,&lt;br /&gt;
allow that player to shift as many points as are needed to generate a&lt;br /&gt;
Double Onion. This Double Onion may be beaten by any other Double Onion. Any&lt;br /&gt;
nines or tens in the player&amp;#039;s hand that are not involved in the shift may be&lt;br /&gt;
considered as ones, not aces, and twos respectively.&lt;br /&gt;
&lt;br /&gt;
(Since the five cards involved here have only been declared, and not&lt;br /&gt;
exchanged as well, they are, of course, still playable as cards in groups.&lt;br /&gt;
Remember that a ten may not take the role of a picture card in an Onion - a&lt;br /&gt;
shifted nine, eight etc. is needed. With two nines, two tens and the queen&lt;br /&gt;
of coins, a possible shift is: add one each to the nines and tens - hence&lt;br /&gt;
the Double Onion - and take four from the queen of coins to be a six.)&lt;br /&gt;
&lt;br /&gt;
Modifier #8: The Sender of Eight&amp;#039;s Rules&lt;br /&gt;
&lt;br /&gt;
  1. When eights are not wild, a visible jack of diamonds makes any aces&lt;br /&gt;
     belonging to a player who uses any eights become zeroed (see #5i).&lt;br /&gt;
  2. When eights are wild, a visible jack of diamonds zeroes all aces and&lt;br /&gt;
     disallows eights from taking on value one or eleven.&lt;br /&gt;
&lt;br /&gt;
Modifier #9: Death&amp;#039;s Rules&lt;br /&gt;
&lt;br /&gt;
  1. When eights are not wild, a visible king of swords makes picture card in&lt;br /&gt;
     every player&amp;#039;s hand that has two or more picture cards have no part in&lt;br /&gt;
     forming a Double Onion.&lt;br /&gt;
  2. When eights are wild, a visible king of swords makes one picture card in&lt;br /&gt;
     every player&amp;#039;s hand that has two or more picture cards have no part in&lt;br /&gt;
     forming either a Double Onion or a Triple Onion.&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;killed&amp;quot; picture card can still take part in groups other than the&lt;br /&gt;
specified Onions.)&lt;br /&gt;
&lt;br /&gt;
Modifier #10: The Archchancellor&amp;#039;s Rules&lt;br /&gt;
&lt;br /&gt;
  1. Any player who plays the jack of staves may not also play an eight as&lt;br /&gt;
     having value eight.&lt;br /&gt;
  2. If the jack of staves is declared at any time during the game, the king of&lt;br /&gt;
     swords can also be declared if held by another player; if the king of&lt;br /&gt;
     swords is declared, then all the other players must now declare one&lt;br /&gt;
     previously undisclosed card each. If the king of swords is not immediately&lt;br /&gt;
     declared by another player, the jack of staves becomes wild for the rest&lt;br /&gt;
     of the round.&lt;br /&gt;
&lt;br /&gt;
Modifier #11: The Fool&amp;#039;s Rule&lt;br /&gt;
&lt;br /&gt;
If, at any time before Showdown, the jack of clubs is, then, for the rest of&lt;br /&gt;
the round, bagels change with Onions in the order of winning card groupings.&lt;br /&gt;
&lt;br /&gt;
(That is: the two-card onion and the single bagel change places; the Double,&lt;br /&gt;
Triple and Lesser Onions are exchanged with the double, triple and lesser&lt;br /&gt;
bagels respectively; the great bagel becomes only beaten by, but may also be&lt;br /&gt;
crippled like, the Great Onion which remains at the top of the list. This&lt;br /&gt;
makes bagels worth something, other than a tie-breaker. The jack of clubs,&lt;br /&gt;
of course, can still take part in bagels, and any other card grouping.)&lt;br /&gt;
&lt;br /&gt;
6. Final Comments&lt;br /&gt;
&lt;br /&gt;
Cripple Mr Onion was first mentioned in &amp;quot;Wyrd Sisters&amp;quot; and has, since then,&lt;br /&gt;
been seen in a number of places; the most notable of these, to date, is the&lt;br /&gt;
section in &amp;quot;Witches Abroad&amp;quot; on the riverboat, and it is from this section&lt;br /&gt;
that the game has been reconstructed. Loosely speaking, it is a cross&lt;br /&gt;
between pontoon (or blackjack) and poker, played with a deck of cards having&lt;br /&gt;
eight suits, although, as is to be expected, the nature of the Discworld has&lt;br /&gt;
given Cripple Mr Onion features found in no other game.&lt;br /&gt;
&lt;br /&gt;
Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
   * What does it mean for eights to be wild?&lt;br /&gt;
&lt;br /&gt;
     In most card games, when a card is wild, it means it can take on any&lt;br /&gt;
     value you choose, although sometimes there are restrictions. In the&lt;br /&gt;
     rules and modifiers as presented here, eights represent spells and the&lt;br /&gt;
     jack of staves represents the Archchancellor, so being wild represents&lt;br /&gt;
     magic at work.&lt;br /&gt;
&lt;br /&gt;
   * There isn&amp;#039;t the usual poker-style system where everyone who stays in&lt;br /&gt;
     pays the same amount, is there?&lt;br /&gt;
&lt;br /&gt;
     That&amp;#039;s correct. Everyone is basically betting one-on-one with the&lt;br /&gt;
     dealer, as is the case in pontoon and blackjack.&lt;br /&gt;
&lt;br /&gt;
   * Does the dealer really have so much of an advantage that it&amp;#039;s worth&lt;br /&gt;
     paying so much more than everybody else to play a hand?&lt;br /&gt;
&lt;br /&gt;
     It depends on the style of play. If the dealer is good, then that&lt;br /&gt;
     person will keep the dealership and can make lots of money. If the&lt;br /&gt;
     dealer is no good, then the other players can extract lots of money&lt;br /&gt;
     before the dealership changes. Don&amp;#039;t forget that being the dealer&lt;br /&gt;
     offers more chances to cheat as well, which is no doubt a very&lt;br /&gt;
     important part of the game on the Discworld ;)&lt;br /&gt;
&lt;br /&gt;
   * In the Null Eights Rule, when does a wild eight revert to being only&lt;br /&gt;
     eight or null? Is it after a wild eight is used or after the round in&lt;br /&gt;
     which a wild eight can be played?&lt;br /&gt;
&lt;br /&gt;
     By and large, eights have value eight, but can be chosen to be null in&lt;br /&gt;
     order to trump up an onion. However, if someone uses a null eight in&lt;br /&gt;
     one round, then in the next round, eights are wild. Whether anyone uses&lt;br /&gt;
     a wild eight in that second round or not, eights return to their usual&lt;br /&gt;
     state in the round after that.&lt;br /&gt;
&lt;br /&gt;
   * Under the same modifier, why would you use a null eight to trump an&lt;br /&gt;
     onion when the less you use the better?&lt;br /&gt;
&lt;br /&gt;
     Null eights are less valuable than regular cards in an onion of the&lt;br /&gt;
     same number of cards, but a five-card onion still beats a three-card&lt;br /&gt;
     onion, no matter how many null eights have gone into their composition.&lt;br /&gt;
     Hence, you can use null eights to make a relatively poor four-card&lt;br /&gt;
     onion into a much better six-card onion, and it doesn&amp;#039;t matter that you&lt;br /&gt;
     used two null eights unless someone else also happens to have a&lt;br /&gt;
     six-card onion, in which case you have to see who has used fewer null&lt;br /&gt;
     eights.&lt;br /&gt;
&lt;br /&gt;
   * In Great A&amp;#039;Tuin&amp;#039;s Rule, do the two cards affected have to total between&lt;br /&gt;
     one and eleven together or by themselves?&lt;br /&gt;
&lt;br /&gt;
     The cards individually must have a value between one and eleven, just&lt;br /&gt;
     like all other regular cards. Their total is fixed, since the modifier&lt;br /&gt;
     is just letting you move eight points from one card to another, but the&lt;br /&gt;
     value of that total doesn&amp;#039;t matter as far as the modifier is concerned.&lt;br /&gt;
&lt;br /&gt;
   * Has anybody ever played this for real?&lt;br /&gt;
&lt;br /&gt;
     Oh, yes. In 1992 and 1993, when Terry (Tao) and I were working out the&lt;br /&gt;
     kinks in the game and developing the modifiers, we played the game&lt;br /&gt;
     quite a number of times with other students. I think everyone who was&lt;br /&gt;
     involved enjoyed it, and it worked out pretty well. The size of the&lt;br /&gt;
     games varied from three people to seven, the most important lesson&lt;br /&gt;
     being that the style of play has to change according to the number of&lt;br /&gt;
     players.&lt;br /&gt;
&lt;br /&gt;
   * Is &amp;quot;Terry Tao&amp;quot; a clever pseudonym for &amp;quot;Terry Pratchett&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
     No :) Terry Tao is a Hedrick Assistant Professor at the Department of&lt;br /&gt;
     Mathematics, UCLA, specialising in harmonic analysis and partial&lt;br /&gt;
     differential equations. Visit http://www.math.ucla.edu/~tao to find out&lt;br /&gt;
     more.&lt;br /&gt;
&lt;br /&gt;
Questions? Comments? Suggestions?&lt;br /&gt;
&lt;br /&gt;
You are welcome to email me at andrew@crimron.net.&lt;br /&gt;
&lt;br /&gt;
Acknowledgements&lt;br /&gt;
&lt;br /&gt;
My thanks go to Terry Tao, Leo Breebaart, Phil Penney and, of course, Terry&lt;br /&gt;
Pratchett for writing the Discworld books, without which none of this would&lt;br /&gt;
be possible.&lt;br /&gt;
&lt;br /&gt;
Andrew C. Millard&lt;br /&gt;
4th July 1998&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Discworld Games]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Guybrush</name></author>
	</entry>
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