Cho Tai Ti

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Rules for "Cho Tai Tee" OCT 30TH, 2005 | 0 COMMENTS  Also known as “Tai Tee”, “Chor Tai Tee” Last night, my usual card playing buddies (and great friends) got a little sick of playing texas hold-em. I was reminded of “Cho T ai Tee” after playing this German card game that we had played last month. I thought it might  be a fun game to play among th e 3 of us. I knew wh at it was called and roughly what the romanized version of the name might look like. We got a couple of hits off google but none that stated what the rules where. RL and me speculated that perhaps the rules of t he game are passed down by oral tradition. Anyway I thought it might be nice to write down the rules of the game (or at least how I remembered the rules) as a warmup to NaNoWriMo. Objective: First player to get rid of all the cards in their hand wins. Equipment: For 2 - 4 players, a standard 52 card deck. For more than that, you might  want to use a second de ck of cards and it cha nges the dynamics of the game somewhat (this is ideal if it’s late at night and everyone is drunk). Joker(s) may be played if everybody so desires. Rank of Cards: Suits matter in this g ame. The highest suit is Spades, followed by Hearts, Clubs and Diamonds. The biggest face value in the game is Two (“Cho T ai Tee” roughly translated is Big Two). The smallest card in the game is Three of Diamonds. How to play: 1) Deal cards to each player. (An optional rule is that any player dealt 4 Twos is declared the immediate winner) 2) Player with the Three of Diamonds starts the game by putting that card

Transcript of Cho Tai Ti

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Rules for "Cho Tai Tee"OCT 30TH, 2005 | 0 COMMENTS 

 Also known as “Tai Tee”, “Chor Tai Tee” 

Last night, my usual card playing buddies (and great friends) got a little

sick of playing texas hold-em. I was reminded of “Cho Tai Tee” after playing

this German card game that we had played last month. I thought it might

 be a fun game to play among the 3 of us. I knew what it was called and

roughly what the romanized version of the name might look like. We got a

couple of hits off google but none that stated what the rules where. RL and

me speculated that perhaps the rules of the game are passed down by oraltradition. Anyway I thought it might be nice to write down the rules of the

game (or at least how I remembered the rules) as a warmup

to NaNoWriMo. 

Objective:

First player to get rid of all the cards in their hand wins.

Equipment:For 2 - 4 players, a standard 52 card deck. For more than that, you might

 want to use a second deck of cards and it changes the dynamics of the game

somewhat (this is ideal if it’s late at night and everyone is drunk). Joker(s)

may be played if everybody so desires.

Rank of Cards:

Suits matter in this game. The highest suit is Spades, followed by Hearts,

Clubs and Diamonds. The biggest face value in the game is Two (“Cho Tai

Tee” roughly translated is Big Two). The smallest card in the game is Three

of Diamonds.

How to play:

1) Deal cards to each player. (An optional rule is that any player dealt 4

Twos is declared the immediate winner)

2) Player with the Three of Diamonds starts the game by putting that card

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down. Play begins to the left of that player.

3) The next player places a card on top of the Three of Diamonds. You want

to use a bigger card to gain you control of the stack of cards. Being in

control of the stack is an important element of the game.4) If you are unable (or unwilling) to place a bigger card than the one on top

of the stack, you can choose to pass. If play passes to the player who placed

the card on the top of the stack, he gains control of the stack.

5) When a player gains control of the stack, he can choose to play any of the

following hands:

- Single Card

- Pair- Three of a Kind

- Four of a Kind

- 5 Card Straight, Flush or Straight Flush

(Here’s where my memory of the game gets a little iffy, I can’t remember

 whether any 5 card poker hand is valid. The ones that would be missing are

a Full House and a Four of a Kind with a fifth card. The other rule I’m fuzzy

about is whether the Two high straight/flush is the highest possible

straight/flush in the game)

Subsequent players must now play a hand with the same number of cards

as the hand at the top of the stack. You must put down a bigger hand in

order to wrest control of the stack.

6) The first player to get rid of all his/her cards is declared the winner.

Scoring the game:

 You’ll typical play a number of rounds of Cho Tai Tee. To score the rounds

and determine the winner, the number of cards you have at the end of each

round is your score for the round. The person with the lowest score is the

overall winner. Poker chips or Pencil&Paper are a good way for keeping

score.

General Strategy:

Gaining and retaining control of the stack is key to the game. Being overly

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aggressive at the start of the game and using up all your big cards may leave

 you stranded towards the end of the game. Being overly conservative means

that you won’t get a chance to play. As with most games, the right strategy

is somewhere in between.

http://www.dancheah.com/blog/2005/10/30/rules_for_cho_t/ 

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Big Two 

This description was put together by John McLeod using information from various sources,

including contributions from Kenneth Lu, Gary Chan, Tanya Shively, Patrick Corr, Wei-Hwa Huang, Anthony Kam, Sheryll May, Thais Moncrief, Todd Latta, Nicholas Cheung,

 Jim Harris, Kallen Group, Jonathan Dushoff, Tan Thor Jen, Jason Chan, Robert, Karl

Boehnker, Harold Hutabarat, James and Erik Nelson and Ivan Ip. 

  Introduction 

  Players and Cards 

  Object of the Game 

  Playable Combinations 

  The Deal 

  The Play 

  Scoring 

  Variations 

Direction of play , Dealing and starting the play , Order of suits , Use of twos and aces in

straights and straight flushes , Ranking of flushes , Order of royal flush, quads and straight

flush , Playing without triples and flushes , Playing quads without an odd card , Honour hands

 beat all combinations , Two extra cards with a straight flush , No Play after a Pass , Last

card , Playing until only one player has cards , Scoring variations 

  Three Player Game   Two Player Game 

  Other Big Two WWW sites and software 

Introduction

This climbing game probably originated in coastal China around 1980; it became

very popular in Shanghai, Hong Kong, Taiwan and also in the Philippines and

Singapore; it has also spread to some western countries. It has several alternative

names:

  Big Two , Big Deuce or Deuces are the names commonly used in the English

speaking world (mainly USA and Australia).

  Da Lao Er (大老二) is Mandarin Chinese and literally means "big old two", but

also has a vulgar meaning, in that Lao Er (old two) is slang for penis.

  Choh Dai Di or simply Dai Di - written鋤大地 or more often as鋤大D ,

surprisingly using a Western letter D for the last syllable. I am not certain from

what Chinese dialect this term originates. In Cantonese, "di2" is a slang term for

the two in card games: the first way of writing it seems to have a literal meaningconnected with the earth, but in fact, like "D", it is just a phonetic approximation

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to the sound. There is general agreement that the whole phrase refers to the fact

that in this game the two is the highest rather than the lowest card, and that "Big

Two" is an accurate translation of the sense. One correspondent told me it is

Hokkien (Fujian) meaning 'play the biggest smallest'; another says it is not

Hokkien, but that 'Dai D' is Hong Kong (Cantonese) slang for 'the little guy', andthe whole name means 'step on the little guy'.

  Bu Bu Gao Sheng (步步高升) ("step by step rise higher") is another name used for

this game in Taiwan.

  Pusoy Dos is the usual name used in the Philippines, with the stress on the

second syllable of Pusoy. Ruben Canlas Jr. tells me that this translates into English

as "Poker Two" - "Pusoy" being the Filipino name for Poker.

  Mathijs Claasen reports that in the Netherlands it is called Sjalaliën.

There are many variations of this game. First I will describe the basic game as played

in China.

Players and Cards

The game is for best for four players, each playing for themselves. (It is possible to

play with three or two - the necessary adaptations are given later.)

A standard 52 card pack is used, the cards ranking from high to low: 2-A-K-Q-J-10-

9-8-7-6-5-4-3. There is also an ordering of suits - from high to low: spades, hearts,

clubs, diamonds (but seevariations).

Object of the Game

The object of the game is to be the first to get rid of all of your cards, by playing them

to the table. Cards can be played singly or in certain combinations. If you cannot be

first to play all your cards, then your aim is to have as few cards as possible when

another player finishes.

Playable Combinations

There are four types of legal play: single cards, pairs, triples and five card groups.

Single cards

These rank from two (high) down to three (low), and between cards of the

same rank a higher suit beats a lower suit.

Pairs

A pair of equal ranked cards - twos are highest and threes are lowest. Anyhigher ranked pair beats one with lower ranks. Between equal ranked pairs,

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the one containing the highest suit is better - for example 9- 9 beats 9-

9 because the spade is higher than the heart, but Q- Q beats J-

J because queens beat jacks.

Triples

Three equal ranked cards - three twos are highest, then aces, kings, etc. down

to three threes, which is the lowest triple.

Five card groups

There five types of playable five-card combination. In ascending order they

are: straight, flush, full house, four of a kind, straight flush.

1.  A Straight consists of five cards of consecutive rank with mixed suits. A

straight with higher ranks beats a lower one, irrespective of the suits of the

cards. When the ranks are the same, the suit of the top card determineswhich is higher. So for example K- Q- J- 10- 9 beats Q- J- 10-

9- 8 , which beats Q- J- 10- 9- 8. Twos do not rank high in

straights, but below the 3, so the highest straight is A-K-Q-J-10 including

the ace of spades. Aces can be counted as low to make the lowest type of

straight 5-4-3-2-A , which is beaten by6-5-4-3-2 and 7-6-5-4-3. An ace can be

used at either end of a straight, but not in the middle, so collections like 3-

2-A-K-Q or 2-A-K-Q-J are not valid straights (but there are variations on

this rule).

2.  A Flush consists of any five cards of the same suit. A flush in a higher suit beats a flush in a lower suit, irrespective of the ranks of the cards. Between

two flushes in the same suit, the one with the higher top card is better. So

for example 9- 7- 6- 5- 3 beats 2- J- 9- 6- 4 , which beats A-

K- Q- 10- 7.

3.  A Full House consists of three cards of one rank and two of another rank;

 between two full houses, the one whose triple is of higher rank is better - so

for example 9-9-9-4-4 beats 8-8-8-K-K.

4.  Four of a kind (or quads) are made up of all four cards of one rank, plus

any fifth card. The fifth card must be included - four equal cards bythemselves are not a playable combination. Between two fours of a kind,

the rank of the four cards determines which is higher.

5.  A Straight Flush consists of five consecutive cards of the same suit, twos

ranking below threes and aces ranking high or low, as in straights. The

rank of the highest card determines which of two straight flushes is higher;

 between two equal ranked straight flushes, the one in the higher suit is

 better, so the Royal Flush in spades A- K- Q- J- 10 is the highest

straight flush and the best five-card combination, but there

are variations on this rule.

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A combination can only be beaten by a better combination with the same number of

cards: so a single card can only be beaten by a single card, a pair by a better pair and

a triple by a better triple. You cannot for example use a triple to beat a pair or a

straight to beat a triple. However, a five card group can be beaten by a five card

group of a stronger type - any flush beats any straight, any full house beats anystraight or flush, any four of a kind plus an odd card beats any straight, flush or full

house and any straight flush beats all of the other type of five card group.

Note that although the playable combinations are similar to poker hands, there are

important differences. For example, there is no "two pair" combination, and

although a four of a kind requires a fifth card to complete the combination, a triple

cannot be accompanied by extra cards (unless of course these make it into quads or a

full house).

The Deal

Deal and play are normally anticlockwise. Any player may deal first; thereafter the

winner of each hand deals the next. The dealer shuffles and the player to dealer's

right cuts.

Having completed the cut, the dealer exposes a card to determine who will be dealt

the first card. This is done by lifting the top part of the pack, showing the bottom

card of the lifted part, and replacing the lifted section on top of the pack, so that this

second "cut" does not disturb the order of the cards in the pack and the exposed card

remains in the middle. To determine who gets the first card, count the players

starting with the dealer and continuing in the direction of play until the rank of the

exposed card is reached. So if it was an ace, 5, 9 or king the dealer will get the first

card, if it was a 2, 6 or 10 the player to dealer's right, if it was a 3, 7 or jack the player

opposite the dealer and is it was a 4, 8 or queen, the player to dealer's left.

The dealer deals out the cards, one at a time, starting with the player designated by

the above process and continuing anticlockwise until all the cards are dealt. So

everyone will have a hand of 13 cards, which they can look at and sort.

The Play

The player who holds the three of diamonds begins and must play this card, either

 by itself or as part of a legal combination. The person to this player's right plays next,

and so on round the table. At your turn you must either pass (play no cards) or beat

the previous play by playing a higher combination of the same number of cards. All

plays are made by placing the cards face up in the centre of the table, so that a heap

is formed. This continues for several circuits if necessary, until all but one of theplayers pass in succession, no one being able or willing to beat the last play. When

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this happens, the heap of played cards is set aside face down (or in many places, the

players just leave all the played cards in a face-up heap on the table). The person

who played highest (all the others having passed) begins again by playing any card

or legal combination of cards.

You are never under any obligation to beat a card or set of cards just because you are

able to - you may always choose to pass and keep your high cards for a better

opportunity. Passing does not prevent you from playing when your turn comes

round again.

Example: At a late stage in a game, South starts with a 4, East beats it with a jack,

you (North) pass, West plays an ace, South and East pass. You suspect that West will

 be able to win by playing all her remaining cards as a group if you pass, so you now

play your 2 , which you held back before.

Everyone is allowed to know how many cards the other players have in their hands

at any time - if asked you must answer truthfully.

The first player who succeeds in playing all the cards in their hand wins. As soon

as this happens, the play ends and the hand is scored. (The other players do not get a

chance to get rid of cards by beating the final card(s) played by the winner.) 

Scoring

The players other than the winner score penalty points for the cards remaining in

their hands. The penalty is one point per card in your hand if you have 9 cards or

fewer, two points per card if you have 10, 11 or 12 cards, and three points per card

(i.e. 39 points) if you have all 13 of your cards left at the end, because you never

played any cards at all. The winner, having no cards, gets no penalty points for the

hand.

This game is often played for money. In this case, before starting to play the players

agree a stake - for example $1 per point - and at the end of the session each pair of

players settles up according to the difference between their scores. When playing formoney, if the person playing after you has only one card left, you should take

precautions as follows to hinder them from winning:

  If single cards are being played, you should play your highest card.

  If it is your turn to lead, you should lead a combination more than one card if

possible; otherwise you should lead your highest card.

If you ignore these precautions, and as a result the person after you wins by playing

their single card, you have to pay the losses of all three players. 

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Variations

There are many, many variations of Big Two - in fact I have not seen any two

independent descriptions of the rules that agree completely.

One Chinese web site (GameSky - unfortunately no longer in existence), used the

names Da Lao Er and Bu Bu Gao Sheng for a slightly different game from the one

described here, which they called Choi Dai Dee. According to this site, in Dao Lao

Er or Bu Bu Gao Sheng there are no flushes, and a full house cannot be used to beat a

straight. Four of a kind or a straight flush can be played out of turn to beat any

combination. When someone wins the others score 1 per card if they have 10 or

fewer cards, or 2 per card if they have 11 or more.

Direction of play

Some people play clockwise - I believe this is especially common in America, where

virtually all card games are played in that direction. Harold Hutabarat tells me that

clockwise play is usual in Indonesia. Some people play alternate hands anticlockwise

and clockwise, which neutralises the advantage or disadvantage of playing next

after a certain opponent. (The person playing immediately after a weak player is at

an advantage).

Dealing and starting the play

Many groups omit the procedure for deciding who receives the first card of the deal

- the deal simply begins with the player to dealer's right (if playing anticlockwise)

and therefore ends with the dealer.

In many groups, instead of the holder of the lowest card (normally the 3) playing

the first card after each new deal, this only applies in the very first deal of a session.

Thereafter the winner of each hand plays first in the next.

Some play that when the holder of the lowest card starts, this lowest card does nothave to be included in the first play.

Others play that the 'loser' of each hand plays first in the next - the loser being the

player who had most cards at the end of the play. If there is a tie for most cards, then

those involved in the tie must expose their cards and each form the largest playable

combination that they can from their cards. The next dealer and starter will be the

player whose combination has the smallest number of cards, or in case of equality

the weakest of these combinations.

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In Indonesia, the game is played in "rounds" of ten deals. Only the first deal of the

round is begun by the 3. The next nine deals are started by whoever won the

previous deal, and this player can begin with any legal card or combination. After

each round (10 deals) is completed, all the cards are placed face down and each

player draws one card. The highest will shuffle the cards and deal the player with3 will start the play of this first deal of the new round.

Order of suits

In the game Pusoy Dos, played in the Philippines, the order of suits from high to low

is diamonds, hearts, spades, clubs. In this case it is the player who holds the

3 rather than the 3 who starts.

Some players in Taiwan and a few in Hong Kong interchange clubs and diamonds,

so that the order is spades (high), hearts, diamonds, clubs (low) - as in Bridge. In this

case the 3 starts.

Use of twos and aces in straights and straight flushes

Some play that A-2-3-4-5 is the highest, rather than the lowest type of straight or

straight flush. Some play that 2-3-4-5-6 is highest, beating A-2-3-4-5 , which in turn

 beats A-K-Q-J-10. Some play that 2-3-4-5-6 is highest, but A-2-3-4-5 is lowest.

Some do not allow A-2-3-4-5 as a valid straight or straight flush at all. Some allowtwos to rank high in these combinations, so that 2-A-K-Q-J is valid and is the highest

type of straight or straight flush and 6-5-4-3-2 is lowest. Yet others count 6-5-4-3-2 as

second highest, between 2-A-K-Q-J and A-K-Q-J-10.

Some simply play that for straights and straight flushes, the cards rank from 2 (high)

to 3 (low) and twos and threes are never consecutive, so that the highest type of

straight is 2-A-K-Q-J and the lowest is 7-6-5-4-3. Karl Boehnker tells me that this

version is the most common one in Hong Kong.

In Indonesia, straights containing a two (A-2-3-4-5 and 2-3-4-5-6) beat all other

straights, and between each other they are ranked according to the suit of the two (

A- 2- 3- 4- 5 beats 2- 3- 4- 5- 6 , which beats A- 2- 3- 4- 5).

Ranking of flushes

Some play that the rank of a flush is determined by the rank of its highest card; the

suit only becomes relevant if the highest cards are equal. So for example 2- J- 7-

5- 3 beats A- J- 10- 7- 6 , which beats A- K- J- 9- 8. This is the

usual version played in Hong Kong.

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Some compare all the ranks first, from the top card downward, as in Poker. Only if

all five ranks are equal does the suit of the highest card determine which flush is

higher. Using this method, A- K- J- 9- 8 beats A- J- 10- 7- 6 because

the king is higher than the jack.

Order of royal flush, quads and straight flush

Some play that only a Royal Flush (A-K-Q-J-10) can beat a four of a kind. Any four

of a kind beats any other straight flush. So A- K- Q- J- 10 beats 2- 2- 2-

2- 6 , which beats 3- 3- 3- 3- 8 , which beats K- Q- J- 10- 9.

Playing without triples and flushes

Some play without triples and flushes - I have one report of this from Singapore

(Gary Chan) and one from Taiwan (Todd Latta). So only single cards, pairs and 5-

card combinations can be played and the only 5-card combinations are straight, full

house, four of a kind, and straight flush.

Playing quads without an odd card

Some allow four of a kind can be played by itself, without a fifth card. In this case

fours form a separate type of combination, which can only beat lower fours and be

 beaten by higher fours.

Honour hands beat all combinations

An honour hand is a four of a kind plus a card or a straight flush. Some allow an

honour hand to be played not only to beat a lower 5-card hand, but also to beat

singles pairs or triples. played it. Jonathan Dushoff reports that this variation is

common in Lukang (central Taiwan).

Two extra cards with a straight flush

In Todd Latta's version, a straight flush is played with any two extra cards, making a

seven card combination. A four of a kind plus a card or a straight flush plus two

cards can be played to beat any single card or other combination. A four of a kind

plus a card can only be beaten by a higher four plus a card or a straight flush plus

two, and a straight flush plus two is only beaten by a higher straight flush plus two.

Dragon wins

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In Hong Kong, some play that a player who is dealt a dragon, which is one card of

each rank: A-2-3-4-5-6-7-8-9-10-J-Q-K, immediately wins the game. Each of the other

players scores as though they lost without playing any cards (39 penalty points).

No Play after a Pass

In Indonesia, a player who has passed is not allowed to play cards in subsequent

turns of the same trick. Having passed, you cannot play again until a card or

combination is passed by all players and the play is restarted. If you play a card or

combination and no one else beats it, you are allowed to beat your own cards. In this

case, no one will be allowed to beat your second play, since they have all passed

your first play. Example: you hold 3-3-8-8-10-10. You lead your 3-3 and the second

player, holding 2-2 and no other pairs, decides not to waste these high cards. The

other two players also pass. Now you can play your 8-8, the player with 2-2 is not

allowed to play, having passed, and so you win with your 10-10.

Last Card

Some require that a player who has only one card left must announce this.

Some require that if you are playing immediately before a player who has only one

card you must play your highest single card or a combination of more than one card.

(This could be against your interests - you might otherwise wish to help the player

after you to win, so as to catch another player with a large number of cards.)

In Indonesia, a player with only two cards or only one card is obliged to announce

this, but the next player is not placed under any constraints as a result.

Playing until only one player has cards

Some do not end the play when one player runs out of cards. Instead the others

continue to play, dropping out as they run out of cards, until only one player

remains. If a player's last card (or combination) is not beaten by any other player, theturn to start again with any legal play passes to the next player in turn after the one

who has just finished.

Scoring variations

Some play that only the winner collects money from each of the other three players,

according to the number of cards each has left. there are no payments between the

losers.

Some play that the double score for having 10 or more cards at the end applies onlyto the starter - the person who played the first card of the deal.

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Some play with greater penalties - double score if you are left with 8 or 9 cards, triple

with 10-12 and quadruple with 13 cards.

Some reckon double penalty points for any hand with 8 or more cards when

someone finishes. Some apply a further double for 10 or more cards (i.e. 40 points for10 cards, 44 for 11 and so on). Some double the penalty yet again for each two

remaining in a player's cards at the end. So if you had nine cards at the end

including two twos you would lose 9 x 2 x 2 x 2 = 72 points.

Anthony Kam reports a variant, which may be rare, in which it is

the difference between the number of cards held by each pair of players that

determines whether the payment between that pair of players is doubled. For

example, playing with double payments for 9-11 cards, a player with 10 cards would

pay 20 stakes to the winner, but only 8 stakes to a player with two cards (because 10-

2 is less than 9).

Some simplify the scoring by simply paying one point per card, without doubling.

Unfortunately this reduces the incentive for a player to take a risk in order to catch

someone with a large number of cards.

Some play that if the winner's last play consists entirely of twos (a single two, a pair

of twos or even three twos), the penalties for the other players are doubled.

Some count penalty points by adding up the values of cards left in the players'hands. There are various scales of values, for example in some groups numeral cards

2-10 score 1 point each; jacks, queens and kings 2 points; aces 3 points; and twos 4

points each. Some count 1 point for a three, 2 for a four, 3 for a five, and so on up to

11 points for a king, 12 for an ace and 13 for a two. These penalty points are doubled

for a player who has 10 or more cards.

 Jonathan Dushoff reports a version played in Taiwan in which the winner is paid a

fixed amount by the loser only. Which player is the loser is determined by looking at

the remaining cards of the players other than the winner:

  If anyone has a honour combination (straight plus or quads plus a card) the

holder of the highest such combination loses.

  If no one has an honour combination, the holder of the highest two or ace loses;

  If there are no honour combinations, twos or aces, the holder of the largest

number of cards loses;

  If there are no honour combinations and there is a tie for most cards, the holder of

the highest card loses even if it is lower than an ace.

The Philippine game Pusoy Dos is normally played with positive points rather thanpenalty points. The winner (the first player to run out of cards) normally scores 1

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point and the others score nothing. However, if you win and your last play includes

a deuce (two) you score 2 points; if it contains two deuces you score 4 points, if it

includes three deuces you score 8 points, and if you were to win by playing all four

deuces you would score 16 points.

When playing the version that goes on until only one player has cards left, the

person who runs out of cards first wins five points, the second player wins 3 points,

the third wins 1 points and the last one gets no points.

Harold Hutabarat reports that in Indonesia the following scoring is used:

a.  Special cards: The following combinations are rewarded with negative points if

played during the hand and not beaten. They are worth nothing if the holder does

not play them before the play finishes, or if they are played and beaten.

Four of a kind (any but four twos): -20 points.

Straight flush: -40 points

Four twos: -80 points

 b.  If you play one of these combinations as the final cards in your hand, so ending

the play, the score for it is doubled.

c.  The player who finishes the game with a normal card (from 3 to Ace) or a

combination of normal cards scores -5 points. Each two used in the combination

that ends the game is valued as -10; for example if you end the game with a pair

of twos, then you get -20.

d.  The scores of the players other than the winner are calculated as follows:

o  Each card from 3 to Ace remaining in hand scores 1 point

o  Each two remaining in hand scores 5 points.

o  A player left with 11 or 12 cards when the play ends scores double points. If

you still have all 13 cards then your score for that hand will be multiplied by

three.

Ivan Ip reports that in the standard version played in Hong Kong, flushes are

compared according to the rank of the highest card. The highest straight or straight

flush is A2345, then 23456, TJQKA, 9TJQK, and so on down to 34567 (lowest). JQKA2

is not valid. A dragon wins the hand outright. The deal cannot be won by playing a

single 2 as your last card. The second and subsequent deals are begun by the

winner of the previous deal.

Three Player Game

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Seventeen cards are dealt to each player, and the last card is placed face up in the

centre of the table (one report says that this last card is dealt face down). The holder

of the three of diamonds adds this extra card to their hand. If it turns out that the last

face down card is the 3 then the holder of the 3 must take it. The rest of the play

is as in the four-player version.

Some play that from the second deal onwards, immediately after the deal, the loser

of the previous deal must give their highest card to the winner in exchange for an

unwanted card from that player. This rule applies only to the three-player game.

Some play with only 13 cards dealt to each player. In this case the holder of the

lowest dealt card starts. Anyone who passes must draw a card from the undealt

stock and add it to their hand. When the stock is used up, play can continue without

drawing, or in some groups the played cards that have been set aside are shuffled

and used as a new stock for drawing. Some play that if you pass when a

combination of cards was needed, you draw not one card but the number of cards

you would have had to play.

Normally the payment per card at the end from a player holding more than 13 cards

is the same as from a player with 13 cards, usually 3 points per card.

Two Player Game

Practice varies on the number of cards dealt. Some play that 17 cards are dealt to

each player and the remaining 18 cards are set aside unused. Others play with 21

cards each and 10 cards unused, yet others with 13 cards each and 26 unused. The

play is as in the four-player game; the holder of the lowest dealt card starts.

Some play that a player who passes must draw a card or cards, as in the equivalent

variation of the three-player game.

http://www.pagat.com/climbing/bigtwo.html#suit order