Friday, 24 February 2012

Mazaa hi kuchh aur hai

दांतों से नाख़ून काटने का
छोटों कों जबरदस्ती डांटने का
पैसे वालों कों गाली बकने का
मूंगफली के ठेले से मूंगफली चखने का
और डीटीसी की बस की सीट में से स्पंज निकालने का
      मज़ा ही कुछ और है

एक ही खूंटी पर ढेर सारे कपड़े टांगने का
नए साल पर दुकानदारों से कलेंडर मांगने का
      चलती ट्रेन पर चढ़ने का
       दूसरे की चिठ्ठी पढ़ने का
       मांगे हुए स्कूटर कों तेज भगाने का
  और नींद न आने पर दूसरों कों जगाने का
      मज़ा ही कुछ और है

  चोरी से फल फूल तोडने का
खराब टियूब लाइट और मटके फोड़ने का
   पडोसिन कों घूर घूर कर देखने का
अपना कचरा दूसरों के घर के सामने फेकने का
             बाथरूम में बेसुरा गाने का
             जीभ से चीनी चाटने का
      और थूक से टैटू चिपकाने का
           मज़ा ही कुछ और है

         आफिस में देर से जाने का
फाइल कों जबरदस्ती दबाने का
 चाट वाले से फोकट में चटनी डलवाने का
बारात में गुलाब जामुन खाने का
और ससुराल में साली से चाय मंगवाने का
     मज़ा ही कुछ और है

फोकट की दारू पीने का
अपना सबसे फटा हुआ नोट आरती में चढ़ाने का
   दूसरों के मोबाइल से चिपकने का
पान और गुटके कों इधर उधर पिचकने का
   कमजोर से बेमतलब लड़ने का
और लड़कियों कों रोज रोज परेशान करने का
     मज़ा ही कुछ और है !! 

Aaraam Karo


Thursday, 23 February 2012

Daftar Ka Babu





दफ्तर का एक बाबु मरा
सीधा नरक में जा कर गिरा
न तो उसे कोई दुःख हुआ
ना ही वो घबराया
यों खुशी में झूम कर चिल्लाया -
'वाह वाह क्या व्यवस्था है , क्या  सुविधा है,
क्या शान है! नरक के निर्माता तू कितना महान है!


आँखों में क्रोध लिए यमराज प्रकट हुए और बोले
' नादान दुःख और पीड़ा का यह कष्टकारी दलदल भी
तुझे शानदार नज़र आ रहा है?'
बाबू ने कहा,
' माफ़ करें यमराज !
आप शायद नहीं जानते की
बंदा सीधा हिंदुस्तान से आ रहा है !'

29 (Twenty-Nine)


This is one of a group of South Asian trick-taking games in which the Jack and the Nine are the highest cards in every suit. It is almost certain that they are descended from the European family of Jass games, which originated in the Netherlands. Probably they were brought to the Indian subcontinent by Dutch traders.
I do not have much information on the geographic distribution of 29, but I have the impression that it is popular across much of the northern part of India, including Bombay and West Bengal, and also in Bangladesh.
The descriptions of this game I have seen disagree with each other in many details. Probably there are many variations: possibly the game is played different ways by players in different parts of India and abroad. I would be very grateful if any experienced 29 players reading this could write to me with more details of these and other variations of this game, and the areas where they are played.
29 is usually played by four players in fixed partnerships, partners facing each other.
32 cards from a standard 52-card pack are used for play. There are eight cards in each of the usual "French" suits: hearts, diamonds, clubs and spades. The cards in every suit rank from high to low: J-9-A-10-K-Q-8-7. The aim of the game is to win tricks containing valuable cards. The values of the cards are:

Jacks3 points each
Nines2 points each
Aces1 point each
Tens1 point each
Other cards (K, Q, 8, 7)      no points
This gives a total of 28 points for cards. In some versions of the game, the last trick is worth an extra card point, for a total of 29: this total explains the name of the game. Most players nowadays do not count the point for the last trick, but the name of the game is still 29, even when playing this version with only 28 points.
Traditionally, the Twos, Threes Fours and Fives discarded from the full 52-card pack are used as trump indicators: each player takes a set of these cards, one of each suit. The Sixes are used to keep score: each partnership uses one red and one black Six for this purpose.
Deal and play are clockwise; the cards are shuffled by the dealer and cut by the player to dealer's right. Four cards are then dealt to each player, one at a time.
Based on these four cards, players bid for the right to choose trumps. Each bid is a number, and the highest bidder undertakes that his or her side will win in tricks at least the number of points bid. The player to dealer's left speaks first, and subsequent players, in clockwise order, may either bid higher or pass. The minimum bid allowed is 15 and the maximum is 28 (assuming that the point for the last trick is not counted). If any player bids, the auction continues for as many rounds as necessary until three players pass in succession. If the first three players pass, the dealer is forced to bid 15, which ends the auction.
The final bidder chooses a trump suit and to indicate the chosen suit, arranges the face down pile of Twos to Fives that are not used in the play so that a card of the chosen suit is at the bottom, but does not show this card to the other players. The dealer then completes the deal, giving four more cards to each player, so that everyone has eight.
The player to the dealer's left leads to the first trick; players must follow suit if possible, and the winner of each trick leads to the next. Initially the trump suit is unknown to the players other than the bidder. The first player who is unable to follow suit must ask the bidder to declare the trump suit; the bidder then shows the trump indicator card to everyone. If the bidder is the first player unable to follow suit, he must declare what suit is trumps at that point. A player unable to follow suit may play any card; there is no obligation to play a trump, even for the player who required trumps to be declared. Starting from the trick during which the trump suit is declared, each trick is won by the highest trump in it, or by the highest card of the suit led if it contains no trumps.
At any time after the trump has been declared, a player who holds both the King and Queen of trumps in hand can declare them immediately after he or his partner has won a trick. This combination is called 'Royals', or a 'Pair'. Note that a player who originally held the King and Queen of trumps cannot declare them if one or both of them has already been played, and that they can only be declared after the declaring side has won either the trick during which trumps were declared or a later trick. If the Pair is declared by the bidder or his partner, the effect is to reduce by 4 the number of card points they require to fulfill their bid, subject to a minimum of 15; if an opponent of the bidder declares a Pair, it increases the number of points required by the bidding side by 4, subject to a maximum of 28 (assuming there is no point for the last trick).
When all eight tricks have been played, each side counts the card points in the tricks it has won, the winners of the last trick adding an extra card point. If the bidding side took at least as many card points as they bid, adjusted for a declaration of a Pair if appropriate, they win one game point; otherwise they lose one game point. The score of the team playing against the bidder does not change.
Each side keeps score using a red Six (known as nali or red chaka) and a black Six (known as kala or black chaka), from the cards not used in the game. These are arranged to display either a number of red pips, representing a positive score, or a number of black pips, for a negative score. At the start of the game no pips are showing. If the bidding side wins, they expose one extra red pip or (if they had black pips showing) cover one black pip; if they lose they expose a black pip or cover a red pip. The game is won by the first team to reach a cumulative score of plus 6 game points, shown by six red pips. It also ends if a team reaches minus 6 game points (six black pips), thereby losing the game.
Sequence of play
In some regions 29 is played counter-clockwise. In this case it is the player to dealer's right who bids first and leads the first card. Also, some play that the bidding and play are begun by the dealer.
Last trick
It has already been mentioned that some players score an extra point for the last trick, though most do not. With the point for the last trick, the highest bid possible is 29, which explains the name of the game. Those who play without the point for the last trick, so that the highest score is 28, sometimes explain the name 29 of the game by saying that it is the total of the numbers of points required by each team to succeed. For example if the bid is 16 and there are 28 points in play, the opponents need at least 13 points to defeat the bid, and 16+13=29.
Bidding
Some play that the lowest bid allowed is 16. In this case, a Pair (king-queen of trumps) declared by the team that made trumps cannot reduce their requirement below 16.
Some players add a Joker to each player's supply of trump indicator cards. It is then possible for the bidder to select 'No Trumps' instead of a trump suit by placing the Joker at the bottom of the pile. When 'No Trumps' are selected, it is of course impossible to declare a Pair.
Reverse
Imran Kabir of Kolkata describes this variation, which is popular in West Bengal.
By selecting a 2 of any suit as the trump indicator, the bidder selects a No Trump game in which the ranking of the cards is reversed (7 highest, Jack lowest) although the point values remain the same. The reversed ranking applies to the trick in which trumps are asked for and all the tricks after that. Example: the heartJ is led, the second player has no hearts, calls "trump", and the bidder exposes the spade2, reversing the ranking. There are no trumps and the second player has no hearts so cannot win the trick: he plays the clubK. Player 3 plays the heartQ and player 4 the heart8. Player 4 wins the trick (worth 3 points for the heartJ) and from now on sevens are high.
Seventh card
Some allow a player who wishes to bid but is unwilling to choose a suit on the basis of his or her first four cards, perhaps having one card of each suit, to call for the 'seventh card' to be trumps. In this case, in the second phase of the deal, the bidder's penultimate card is placed under the trump indicator cards and determines the trump suit. The bidder may look at this 'seventh card' but as usual the other players will not know what suit it is until trumps are exposed.
If as the bidder you call for the 'seventh card', then for the purposes of following suit this card is not considered to belong to your hand until the trump suit is declared. If the suit of this card is led by another player before trumps have been declared, you must follow with a card of this suit from your hand if possible. If you are unable to follow suit from your hand, you may either discard from another suit or declare trumps by showing your seventh card, and follow suit with it.
Double and Redouble
Some play that after the bidder has chosen trumps or asked for the 'seventh card', but before the dealer continues the deal, either opponent of the bidder may say 'double' if he or she believes that the bidder's team will fail. The bidder's team will then win two game points rather than one if they succeed and lose two game points if they fail.
Some play that after a double, the bidder or the bidder's partner can reply with a 'redouble', which doubles the score again to four game points, won or lost.
Some give the whole pile of unused cards (2s to 5s of all suits) to the trump maker, who arranges them with a card on the bottom to indicate the trump suit - or the seventh card is placed under them if 'seventh card' was called. A double or redouble is indicated by flipping face up one or two cards respectively from the top of this pile. The identity of the flipped card has no effect on the game - it is just there to remind the players that the game has been doubled.
Auto-double
Haldar Singh, from the Gorakhpur district of Uttar Pradesh, reports a varitaion in which the score for the game is increased to two game points whenever the bid is 21 or more. The bidding side exposes or covers two red or black pips rather than just one.
In this version, bids of 20 or less can be doubled by the opponents and redoubled by the bidding team as described above. Bids of 21 or more, which are already worth two game points, can be doubled by the bidder's opponents, raising their value to four points (this is treated as a redouble), but four agme points are the limit: the value cannot cannot be further increased by the bidding team.
Single Hand
Some play that after all the cards have been dealt, but before the lead to the first trick, a player with very strong cards may declare a 'single hand', undertaking to win all eight tricks, playing alone. In this case there are no trumps, the player who announced 'single hand' leads to the first trick, and the partner of the lone player places his or her hand face down and takes no part in the play. The lone player's team wins 3 game points if all eight tricks are won, and loses 3 points otherwise. Some play that 'single hand' cannot be declared with a hand that is certain to win eight tricks - the player must have at least one card that could conceivably lose a trick.
Asking for trumps
Some play that when you are unable to follow suit, you are not obliged to ask for the trump suit to be declared; instead, you can simply discard a card of any suit. Of course this discarded card cannot win the trick (unless a later player to the same trick player asks for the trump suit to be revealed and thereby turns the card you played into a trump), but you might have no need to win the trick if your partner's card is already winning. However, you may choose to ask for the trump suit to be declared, and in this version, when the bidder has declared trumps, the player who asked is obliged to play a trump to that trick if possible. This is the only case in which a player is forced to trump a plain suit lead; otherwise players unable to follow suit may play any card. The bidder may choose to expose his or her own trump if unable to follow suit, and must then play a trump to the trick. Until the trick in which trumps are declared, cards of the trump suit have no special effect: each trick is won by the highest card of the suit led, even if it also contains cards of the suit that is subsequently revealed as trumps. As usual, starting from the trick in which the trump suit is declared, trumps beat cards of other suits.
It can sometimes happen that the trumps are never declared - either because every player has two cards of every suit, or (in the version where asking for a trump declaration is voluntary) if no one chooses to ask. If trumps have not been declared by the end of the play, the deal is annulled, and neither team scores.
Scoring
A session may consist of several games to six points each. Some players use the other spare cards to record how many games each team has won or lost, a red card representing a win and a black card a loss. Some consider a game won to be worth twice as much as a game lost.
Under Half
Mudassar Shahid reports that in the eastern part of India, especially in Bengal, Bihar and Jharkhand, many play that if the bidder scores less than half of the call this doubles the number of game points they lose.
Lucknow version
Siddhartha Srivastava reports the following variations from Lucknow.
After four cards each have been dealt, a player can declare "Tenny". In this case no further cards are dealt, and the Tenny player's objective is to win all four tricks, playing alone with no trumps. The Tenny player's partner's four-card hand is placed face up on the table and is not used in the play. The Tenny player leads to the first trick. If the Tenny is successful, the player's team wins 4 points; otherwise they lose 4. In this variation, 'single hand' (known as '29') is also played with the bidder's partner's hand exposed throughout. It scores 8 points if successful and loses 8 points if not.
During the bidding, a player can equal the previous bid by saying "ditto". For example, if the first player bids 16 points, the next could say "ditto", which would mean that he is also bidding 16 points. You cannot say "ditto" if the previous bid was "ditto" - the next bidder has to raise the bid. In the example, after "16" - "ditto", the next player would have to bid at least 17 or pass. If no one raises the bid after a "ditto", the player who said "ditto" is the declarer and chooses the trump suit.
"Pair" or "Royals" can only be declared immediately after the holder or partner has won a trick by playing a trump on a non-trump trick.
When scoring, after a team has exhausted all the available pips on one of their sixes (red or black), the game carries on with that team using fives, then fours, threes and twos. This extends the game, allowing a team to score up to 20 (6+5+4+3+2) positive or negative points. The game would end if a team reached that total, but more often it is ended sooner by mutual agreement, with the pips exposed by each team showing the final scores.
Bangladesh version
Asif Al Hye reports the following version played in Bangladesh.
The game is played counter-clockwise and the bidding process, when four cards have been dealt to each player, is as follows.
The player to dealer's right speaks first and may bid at least 16 or pass. If the first player bids it is then the second player's turn (dealer's partner), and he must pass or bid higher than the first player. The bidding continues between just these two players until one of them passes. The player who bids first only has to equal the second player's bid (by saying "ditto") to stay in the bidding. When either of the first two players passes, that player's partner can take over bidding for the team from that point. For example if the first player has a poor hand and passes initially, then his partner, the player to dealer's left speaks next, followed by dealer's partner.
Example. If South deals, the bidding might begin as follows: East: 16, North: 17, East: ditto, North: 18, East: pass, West: ditto, North: 19, West: ditto, North: pass, South: 20, West: pass. West took over from his partner East when East passed and later South took over from North.
If either of the first two players has no points in his first four cards (a hand with only kings, queens, eights and sevens), then the deal is annulled. The cards are thrown in and shuffled and the next player deals. The deal is also annulled if the first three players pass - in this case the dealer is not allowed to bid.
The bidding continues until three players have passed. Even after both players of one team have passed, it is possible for the fourth player to bid over his partner - for example South deals, East: 16, North: pass, South: 17, East: ditto, South: pass, West: 18, East: pass. West has a very good hand and considers that the chances of winning are better if he chooses trumps, so he bids over his partner East.
The final bidder - the last player to bid a number or say ditto to the last bid - becomes the declarer and chooses trumps or calls for the seventh cards. Opponents can double and the bidding team can redouble. The deal is then completed.
If a player calls for the seventh card, and after completion of the deal does not have a point scoring trump card in hand other than the seventh card, the deal is annulled and the next player deals. The deal is also annulled if the opponents of the bidder have no trumps at all or only the 7 of trumps in their combined hands.
The combination of the king and queen of trumps is known as a marriage. This gives an advantage to the bidding team only if the bid was more than 18. A team that bids 16, 17 or 18 cannot reduce their point requirement by declaring a marriage. If the bid was 19 or 20, a marriage declaration would reduce the requirement to 16, and if the bid was 21 and a marriage was declared by the bidding team, they would need at least 17 to win. The score for a marriage can be claimed at any time after the end of the trick in which the trump suit is revealed, povided that the player is still holding both cards. The marriage holder's team does not need to win a trick, but the marriage cannot be claimed if either of the cards has already been played.

Wednesday, 22 February 2012

Dehla Pakad "Collect the tens"


Introduction
"Dehla Pakad" (Hindi for "Collect the tens") is a trick-taking card game widely played in India, especially in the north.

Players and Cards
A standard 52 card pack is used, the cards in each suit ranking from high to low A-K-Q-J-10-9-8-7-6-5-4-3-2. There are four players, in two fixed partnerships of two, partners sitting opposite each other. Deal and play are anticlockwise.



Objective

The aim of the game is to win "Kots" by collecting as many tens as possible in tricks. If a team takes four tens they win a "Kot" (or "Coat"). Also the team that takes the majority of tens wins the hand, and if neither side takes all the tens, it is also possible to win a Kot by winning seven consecutive hands.

Deal and Play

For the first hand the dealer is selected by some random method. For subsequent hand the dealer depends on the result of the previous hand - see Winning Kots. The dealer shuffles the deck and deals a batch of 5 cards to each of the four players including himself. After trumps have been determined (see Trump Selection below), he deals all the remaining cards in batches of four - eight more cards to each player.
The player to the right of the dealer leads any card from his hand to the first trick. Players must follow suit if able to; players unable to follow suit may play any card. If any trumps are played, the highest trump wins the trick. Otherwise the trick is won by the highest card of the suit that was led. The winner of the trick does not gather in the cards of that trick (see Taking Tricks below) but does lead to the next trick.

Trump Selection

There are two alternative methods of determining the trump suit, and the players must agree at the start of the session which method they will use.
Method 1. The play begins with each player having just five cards and continues without trumps until some player is unable to follow suit to a lead. When that happens, the suit played by the player who could not follow suit becomes trump for the hand. At the end of the trick in which the trump suit was determined, the dealer deals the remaining cards and play continues.
The trick in which trumps are selected may be won by the player who made trumps, or could be won by some later player who is also unable to follow suit to the lead and plays a higher trump.
In the very rare case where all players follow suit to all five tricks, a card is drawn at random from the played tricks and this determines the trump suit. The dealer then completes the deal and play continues.
Method 1 requires the players to be honest about following suit. If a player were to cheat by making trumps when he could have followed suit, this would be obscured by the subsequent deal of eight cards and could not be proved. Therefore, if the players are not prepared to trust each other, method 2 below must be used.
Method 2. After the first part of the deal, the player to dealer's right selects and announces the trump suit on the basis of his five cards. The remaining cards are then dealt and the trump maker leads any of his thirteen cards to the first trick.

Taking Tricks

A player who wins a  trick does not gather in the cards, but turns the cards of the trick face down in the centre of the table. Cards are only gathered in when the same player wins two consecutive tricks. Until then the cards pile up in centre.
When a player does win two consecutive tricks, that player takes all the cards from the centre (the trick just won and the pile of previous tricks), adds them to his team's face down trick pile, and leads to the next trick.
After a player has won two consecutive tricks and gathered in the cards, the following trick is left in the centre to begin a new pile. So if a player who has just won two consecutive tricks and taken the pile wins the next trick as well, he does not automatically take in the cards from this third trick. He would be able to do so if he also won the following trick.
The player who wins the 13th and last trick takes in this and any cards that have accumulated in the centre, even if he did not win the 12th trick.
Note that it is not possible to  pick up the cards in the centre if two consecutive tricks are won by two different players of a partnership. For example if AC and BD  are two partnerships, 16 Cards (from 4 tricks) are lying in the centre, "Player A" wins a trick and the next trick is won by "Player C", then they can't pick up the 24 cards. But if the next trick is also won by Player C, then he'll  pick up all the 28 cards and team AC will get 7 tricks in their pile.

Winning Kots

The object of the game is to win Kots, and the result of each hand depends on how many of the four tens each team took in their tricks.
If a team takes all 4 tens in a hand, they win one Kot. The turn to deal passes to the right if the dealing team won and to the dealer's partner if the non-dealing team won.
If non dealer's team takes 2 or 3 tens, they win the hand and the same dealer deals again.
If the dealer's team took 3 tens, they win the hand and the turn to deal passes to the right.
The concept of winning the hand is important not only for deciding who deals next, but also because if the same team wins seven consecutive hands they win one Kot.
If a Kot is won by taking all four tens, the number of consecutive hands won is reset to zero.
The players can agree to play for a fixed time duration at the end of which the team with more Kots wins, or they can agree to end the game when either team has won a pre-agreed number of Kots.

Teen Pathi (Royal Flush)



Teen Pathi, sometimes spelled Teen Patti, means "three cards". It is an Indian gambling game, also known as Flush, and is almost identical to the British game 3 Card Brag. An international 52 card pack is used, cards ranking in the usual order from ace (high) down to two (low). Any reasonable number of players can take part; it is probably best for about 4 to 7 players.
Before playing it is necessary to agree the value of the minimum stake (which I will call one unit). Everyone places this minimum stake in the pot - a collection of money in the centre of the table, which will be won by one of the players. The dealer deals out the cards one at a time until everyone has three cards. The players then bet on who has the best three card hand. Each has the option to look at their three-card hand before betting (playing seen) or to leave their cards face down on the table (playing blind).


The ranking of the possible hands, from high to low, is as follows.
Trio - three cards of the same rank. Three aces are the best trio and three twos are the lowest.
Straight run - three consecutive cards of the same suit. Ace can be used in the run A-2-3, which is the highest straight run. Next comes A-K-Q, K-Q-J and so on down to 4-3-2, which is the lowest. 2-A-K is not a valid run.
Normal run - three consecutive cards, not all of the same suit. A-2-3 is the best normal run, then A-K-Q, K-Q-J and so on down to 4-3-2. 2-A-K is not valid.
Colour - any three cards of the same suit. When comparing two colours, compare the highest card; if these are equal compare the second; if these are equal too, compare the lowest. Thus the highest colour is A-K-J and the lowest is 5-3-2.
Pair - two cards of the same rank. Between two such hands, compare the pair first, then the odd card if these are equal. The highest pair hand is therefore A-A-K and the lowest is 2-2-3.
High card - three cards that do not belong to any of the above types. Compare the highest card first, then the second highest, then the lowest. The best hand of this type is A-K-J of mixed suits, and the worst is 5-3-2.
Any hand of a higher type beats any hand of a lower type - for example the lowest run 4-3-2 beats the best colour A-K-J.


The betting starts with the player to the left of the dealer, and continues with players taking turns in clockwise order around the table, for as many circuits as are needed. Each player in turn can either put an additional bet into the pot to stay in, or pay nothing further and fold. When folding you permanently drop out of the betting and sacrifice any money you have already put into the pot during that deal.
The amount that you have to put in at your turn in order to stay in the game depends on the "current stake", and whether you are playing blind or seen - seen players have to bet twice as much as blind players to stay in. At the start of the betting the current stake is one unit (i.e. the amouint that each player put in the pot as an ante).
If you are a blind player (you have not looked at your cards), you must put in at least the current stake and not more than twice the current stake. The current stake for the next player is then the amount that you put in.
If you are a seen player you must bet at least twice the current stake and not more than four times the current stake. The current stake for the next player becomes half the amount that you bet.
If you are a blind player, you may choose to look at your cards when your turn comes to bet. You then become a seen player and from that turn onwards you must bet at least twice the current stake (or fold).
The betting continues in this way until one of the following things happens:
All except one player have folded. In that case the last surviving player wins all the money in the pot, ireespective of the cards held.
All except two players have folded and one of these players at their turn pays for a show. In that case the cards of both players are exposed and compared.
The rules for a show are as follows:
A show cannot occur until all but two players have dropped out.
If you are a blind player, the cost of a show is the current stake, paid into the pot, irrespective of whether the other player is blind or seen. You do not look at your own cards until after you have paid for the show.
If you are a seen player and the other player is blind, you are not allowed to demand a show. The seen player can only continue betting or drop out.
If both players are seen, either player in turn may pay twice the current stake for a show.
In a show, both players' cards are exposed, and the player whose hand is higher ranking wins the pot. If the hands are equal, the player who did not pay for the show wins the pot.
If all the players are seen, then at your turn, immediately after betting the minimum amount (twice the current stake), you can ask the player who bet immediately before you for a compromise. That player can accept or refuse the compromise.
If the compromise is accepted, the two players involved privately compare their cards, and the player with the lower ranking cards must immediately fold. If they are equal, the player who asked for the compromise must fold.
If the compromise is refused, the betting continues as usual with the player after the one who asked for the compromise.
Example. Players A, B , C & D are playing the game. They all put 1 unit on the table and D deals. Player A decides to play blind and puts one more unit. Player B sees his cards and folds. Player C plays blind and bets one unit. Player D looks at his cards and puts in 2 units (the minimum amount); the current stake remains at one unit. Player A raises the stake by putting in 2 units. Player C looks at his cards and folds. Player D puts in 4 units (the minimum amount for a seen player since A chas raised the current stake to 2). Player A decides to look at his cards, and having done so he puts in 4 units and asks for a show. Player D shows his cards and the winner takes it all.
Note that the betting process in this game is quite different from Poker betting. There is no concept of equalising the bets, and a showdown is not possible with more than two players.


Some play with a higher limit on the amount by which the bet can be increased - so a blind player can bet more than twice the current stake, and a seen player can bet more than four times the current stake.
Some players set a limit on how many times a player can bet blind - for example that you could bet blind on your first three turns, but on your fourth turn you would have to look at your cards and bet as a seen player from then on.
Some play that the amount to be paid for a show is twice the minimum bet - i.e. twice the current stake for a blind player, or four times the current stake for a seen player.