← Notes

games and tricks

reference

#magic tricks

##red black separator

  • set up: split deck into red and black cards
  • ask audience member to put each card in one of the two piles: red or black
  • halfway through, say the piles will now be switched
  • at the end, show that the piles are black, red and red, black (just pick them up and say it in that order)

##find the card upside down

  • set up: flip the bottom two cards of the deck
  • tell them to pick any card from the middle of the deck
  • flip deck, they can insert it anywhere in the middle face down (really it's face up)
  • flip deck, go through cards and find theirs face up

##find the card between 2 piles

  • set up: make a diamond, clubs pile and a heart, spades pile
  • ask them to pick any card from one deck
  • ask them to put it in the other deck and shuffle it (OR: swap the decks yourself)
  • find the only card that stands out

##27

reference video

viewer gets to pick which number card it is!

  • ask them to choose a number
  • convert that number to base 3
  • starting from 1s column, then 3s column, then 9s column
  • 0 is top, 1 is middle, 2 is bottom

#card games

##bluff

  • multiplayer game, ideally 4+
  • deck includes 2 jokers as well as 1 public joker
  • everyone starts with 2 chips, representing the number of cards they are dealt each round
  • every loss gives you an additional chip, if you lose on 8 chips, you're out (but your cards are still dealt)
  • starting from the dealer, players take turns calling a poker hand
    • pair, twopair, set, boat needs to call the exact cards, no kickers
    • straight needs to call the ending card
    • flush needs to call the suit and one card inside the flush
  • each subsequent poker hand must be strictly higher than the previous one
    • set is above straight, quints are above royal flush, hex, sept, etc after that
  • instead of calling a hand, a player may choose to challenge the previous player's hand. in this case, everyone flips over their cards and we see if the claimed hand can be made. jokers can be used to help create the hand
  • loser gains a chip, dealer is passed to the loser, and the next round begins

##poker solitaire / renjie poker

param.me/poker

  • single player game using regular 52 card deck
  • player asks dealer for a subset of the deck
  • dealer draws a card from the top of the deck, if the card is in the subset it's added to the player's hand, otherwise it's added to the dealer's hand
  • this continues until the player has 5 cards
  • if at this point if the dealer has less than 8 cards, they draw until they get to 8
  • winner is whoever has the best 5 card poker hand

##draw (2 player)

Each player starts with a shuffled deck of cards with both jokers. To win the game, a player must either reach 6 points, or the other player must run out of cards. At the start of the game, both players put one card onto the table. From here, the action is on whichever player has the worse 5-card poker hand showing. Note that with <5 cards, you will have an incomplete poker hand and some hand ranks cannot be made (such as straight, flush, full house). When it is a player's turn, that player may either draw to try and improve their showing hand, or fold and give their opponent a point. If the showing hands are tied, both players must draw.

variant A

no jokers, first to reach 5 points wins. when drawing, instead of taking the top card of the deck, the player looks at the top 3 cards of the deck and plays any card of their choosing. the remaining 2 cards go in an auxiliary deck (separate from the discard pile). when their main deck is exhausted, they shuffle the auxiliary deck and it becomes the main deck. when either player gets a point, both player's current hand still goes in the discard

variant B

same as variant A, except instead of playing exactly 1 of 3 cards, players can play 1-3

##3 way best hand

  • todo

##high hand

setup: start with a 52 card deck + 2 regular jokers + 2 added public jokers (visibly distinct cards)

  • each player starts with 4 cards
  • players go around in turns, during each turn a player must state a hand that is higher than the previously stated hand
  • at any point a player can challenge the most recently stated hand, at which point everyone turns over their cards and if the stated hand cannot be made, the player loses, otherwise the challenger loses
  • the losing player gains a chip, if they lose after already having 4 chips they're eliminated
  • each player is dealt an additional card per chip (so losing with 8 cards in your hand => elimination)

hand strengths: high card, pair, two pair, set, flush, straight, full house, quads, straight flush, 5 of a kind, 6 of a kind, etc

(note: flush and straight are swapped)

when stating a hand, you must announce the cards that make it up exactly (e.g. "9 high straight", "aces over sevens", or for a flush: "flush with the 10 of hearts")

jokers are wildcards, can be used to make any hand


#poker variants

##pineapple

deal 3 cards, discard one after the flop (face up)

##super pineapple

deal 4 cards, discard one after the flop, one after the turn

##squid game

PLO triple board bomb pot, the board with the lowest river is removed

##hi lo

PLO, split pot between high hand and low hand (8 or better)

##shared cards

PLO, each player is dealt 2 cards, and there's a shared card between every adjacent player

##scrotum

each player is dealt 5 cards, regular betting. every time someone folds, their cards are distributed among the remaining players

##1 hidden

2 card holdem, 1 card is revealed to the table, hidden to the player

##tic tac toe

9 cards in the middle, winner is whoever can make the best 5 card hand with 2 of their 4 hole cards + any row/column/diagonal flop is 4 corners, turn completes the square, river is the center card

##magnet

5 card omaha, 2 boards: the actual board and the "magnet" if you have a card with the same rank as anything on the magnet board, you have to publicly discard pot is split between a regular high and the lowest sum of cards (A=1, monkey=10)

##3 cards

use 0-3 hole cards, changes the game dynamics - the nuts are always quads, even when board isn't paired