A Fantasy of Far Japan; Or, Summer Dream DialoguesSuematsu, Kencho
Philosophy
A Fantasy of Far Japan; Or, Summer Dream Dialogues
Suematsu, Kencho
Japan -- Civilization
--'Well, to describe it in full would require at least a pamphlet, but
I will give you an outline of the game. The proper number of players
engaged at one time is three; the game can be played by two, but it is
as slow as playing dummy whist. The advantage of our game lies in that a
party could consist of up to six players. The limits of the players
engaged at a time, as I have just said, is three, and therefore the
number exceeding three is obliged to stand out for one game, namely, for
the play of one deal. But no particular person is obliged to stand out,
so that one must either be bought off or allowed to play by the
resignation of any other player, unless he himself prefers to stand out.
This takes place after the cards have been dealt. Here, therefore, comes
in much consideration and often "bluff." Naturally, each one plays for
himself and for his own advantage, therefore there is no partnership as
in whist; and yet in the course of playing one has often to form a sort
of alliance for a moment with a second player in order to prevent the
common calamity against the probable stratagem of the third player. I
may also add, that as each one plays on his own account, he has the
option of standing out for one game, as I have already indicated, in
which case, however, he has to pay a certain penalty. Should all players
but two thus stand out, those remaining two would play the game. One
deal sometimes finishes without any play at all, when all the players
but one throw up their hands and pay penalty rather than play with bad
cards, in which case, of course, the penalties go to the one who
remains. The penalty paid varies according to the relative positions of
the payers to the dealer, as well as the kinds of the six cards which
are thrown out on the table at the beginning of the game, and therefore
paying penalty and standing out from the play for one game requires much
consideration. The prices for buying up the surplus number of the
players also differ according to the six cards on the table and to the
cards the seller holds. Similar to bridge, certain rewards are given to
the player who holds certain sets of cards and also to the player who
gets in certain sets of cards. It is the latter point which requires, as
is natural, the greatest skill, inasmuch as one who aims at getting in
one such set loses much when he fails, and it often happens that while
he is striving to get in a certain set, another player gets in a far
better set; therefore one has often to sacrifice his own chance in order
to hinder an opponent. Twelve games make a rubber. The method of
counting the issue is as follows: Each player must have in his hand in
the case of quit one hundred and twenty points at the end of the rubber,
and therefore it would seem that each receives one hundred and twenty
points in counters at the beginning, but, as a matter of fact, he only
receives seventy-two points or sixty, as the players agree upon. The
Public-domain text, read in full here on John Shaqi.
Reviews
Reviews
No reviews yet
Be the first to share your thoughts on this work.
Elsewhere in the archive
Join the Discussion
Join the discussion
Sign in to leave a comment or review.
Sign InorCreate an account