Pachinko

Pachinko

Pachinko is a Japanese gaming device. A pachinko machine resembles a vertical pinball machine, but has no flippers and uses a large number of small balls. The player fires balls into the machine, which then cascade down through a dense forest of pins. If the balls go into certain locations, sequences of events are triggered that result in more balls being released; these balls can then be exchanged for prizes. Pachinko machines were originally strictly mechanical, but modern ones have incorporated extensive electronics, becoming similar to video slot machines.

The machines are widespread in establishments called parlors, which feature a number of slot machines; hence, they operate and look similar to casinos. Modern pachinko machines are highly customizable, keeping enthusiasts continuously entertained. Because gambling for cash is illegal in Japan, balls won cannot be exchanged directly for cash in the parlor; instead the balls are exchanged for tokens, which are then taken outside and exchanged for cash at a place nominally separate from the parlor and possibly run by organized crime.

As an indicator of the popularity of pachinko in Japan, Japanese government estimates of the annual turnover of the pachinko industry are in the region of 29 trillion yen. To put this in perspective, this is about twice the annual turnover of Japan's automobile industry, and approximately equivalent to the estimated annual turnover of the global narcotics trade.

Pachinko parlors are known for tweaking their machines to maximize their profits without intimidating customers, which means that most machines have different payout settings than what their manufacturers claim. The Japanese police can tolerate such manipulation as long as it happens outside of business hours; generally, those that cause a loss to the player are found in greater numbers.

Resetting of machines every day before opening hours is a feature of all parlors, because of the strict enforcement of closing times implying some players having to give up their machines when they hit a string of jackpots. Those whose machines are in payout mode at this time are allowed to collect their balls for the duration of the payout. Some parlors allow members to hold a particular machine across operating sessions. Timing is another factor in determining how parlors set their machines: holidays, when many people play pachinko, are favorable because many play it for leisure and the parlors are keen to attract them to come back for more. Weekends are unfavorable because the majority of players have only this time to play.

The layout of the different setting machines is a psychological method of attracting players; machines near the entrance are usually set at a high payout rate. When people walk by the parlor and see players at those machines with a large number of balls, they are more inclined to go inside and play the other machines even though they are at lower settings. For this purpose, many parlors employ "sakuras" to sit at these machines and emulate players winning a large number of balls; they are required to return these balls to the parlor free of charge minus their wages.

Card Game

A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games such as poker. A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person.

Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay. Similarly, some games that are placed in the card game genre involve a board. The distinction is that the gameplay of a card game primarily depends on the use of the cards by players the board is simply a guide for scorekeeping or for card placement, while board games the principal non-card game genre to use cards generally focus on the players' positions on the board, and use the cards for some secondary purpose.

Dealing

 

In games where cards are distributed among players, the deal is the act of that distribution.

The dealer takes all of the cards in the pack, arranges them so that they are in a uniform stack, and shuffles them. In strict play, the dealer then offers the deck to the previous player in the sense of the game direction for cutting. If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. Normally the two portions have about equal size. Strict rules often indicate that each portion must contain a certain minimum number of cards, such as three or five. The formerly lower portion is then replaced on top of the formerly upper portion. Instead of cutting, one may also knock on the deck to indicate that on trusts the dealer to have shuffled fairly.

The actual deal distribution of cards is done in the direction of play, beginning with eldest hand. The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt. The cards may be dealt one at a time, or in batches of more than one card; and all or a determined amount of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the stock also called talon, widow or skat.

Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces. Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed, visible to all, then, normally, any player can demand a redeal all the cards are gathered up, and the shuffle, cut, and deal are repeated.

When the deal is complete, all players pick up their cards, or 'hand', and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game. It is helpful to fan one's cards out so that if they have corner indices all their values can be seen at once. In most games, it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game. For example, in a trick-taking game it may be easier to have all one's cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.

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