Showing posts with label Gambling. Show all posts
Showing posts with label Gambling. Show all posts

Tuesday, March 14, 2017

Two card games and a dice game: basset, lansquenet, and passe-dix

16th Century German Playing Cards
I like to include period games in my setting. In The Three Musketeers Dumas mentions Porthos as playing three games: basset, passe-dix, and lansquenet



     To come as a cousin and take his place every day at a good table, to smooth out the wrinkles on the old solicitor's creased and yellow brow, to pluck the young clerks a little by teaching them “basset,” “passe-dix,” and “lansquenet,” in their finest points, and by winning from theme, by way of fee, for the lesson he would give them in an hour, their savings of a month,—all this was an enormously delightful outlook for Porthos.





basset, passe-dix, and lansquenet: Basset and lansquenet are card games. The latter, from the German word landsknecht, a mercenary foot soldier, came to France only at the end of the seventeenth century. Passe-dix is a dice game.



From the notes for The Three Musketeers: (Penguin ClassicsDeluxe Edition) by Alexandre Dumas.

Taking a look at these three games one notices several things. First, Dumas didn't worry too much about minor anachronisms in his writing. Thus Porthos plays basset in the mid 1620s despite it not being introduced to France until 1674. Second, since Porthos presumably was the banker when teaching the clerks basset, Porthos is happy to take away the poor clerks' monthly savings in what is a more or less rigged game. Again we see that Dumas clearly shows his "heroes" to be rogues not paladins.

Basset


Basset (French bassette, from the Italian bassetta), also known as barbacole and hocca, is a gambling card game that was considered one of the most polite. It was intended for persons of the highest rank because of the great losses or gains that might be accrued by players. According to the (Dizionario etimologico della lingua italiana, the word Basetta is first recorded in the first half of the 15th century. The game Basset is described by a few authors as having been invented in 1593 by a noble Venetian named Pietro Cellini. Basset is played by Porthos in the Alexandre Dumas novel The Three Musketeers.

Basset was first introduced into France by Signior Justiniani, ambassador of Venice, in 1674. The game was very popular at the court of King Charles II, and even after 15 January 1691 when Louis XIV issued an order from the privy council, by which he expressly forbade not only the officers belonging to his array, but likewise all other persons of whatever sex or denomination to play at Hoca, Pharaoh, Barbacole and Basset. The sums of money lost in France at this game were so considerable that the nobility were in danger of being undone after many persons of distinction were ruined.

In Basset, large advantages were secured to the tailleur (the dealer / keeper of the bank) and so vast were their gains, that the privilege of keeping a bank at Basset, where the stakes were unlimited, was granted only to cadets or other members of great families. It was basically certain that a considerable fortune could be realised by the tailleur in a short time. The advantages of the dealer arise in many ways, but mainly from the temptations for adventurous players to increase their stakes on certain desperate chances, which rarely turn up, and which in the long run told largely in favour of the bank. Where licenses were otherwise conceded for keeping a public Basset table in France, the stakes were strictly limited to twelve pence.

The play in Basset resulted in, basically, a lottery. A player might occasionally win, but the big winner was the dealer (banker). The dealer had a number of privileges under the rules, including having the sole disposal of the first and last card; this gave him or her a significant edge. This was a truth so acknowledged in France that the king ordered, by public edict, that the privilege of a tallière (banker) should be allowed only to the chief cadets (sons of noblemen). His assumption was that whoever kept the bank must, in a very short time, acquire a considerable fortune.

Game play

The players sat round a table, the talliere (banker/dealer) in the midst of them, with the bank of gold before him, and the players each having a book of 13 cards. Each laid down one, two, three, or more, as they pleased, with money upon them, as stakes. The talliere took the remaining pack in his hand and turned them up, with the bottom card appearing being called the fasse; he then paid half the value of the stakes laid down by the players upon any card of that rank.

After the fasse was turned up, and the talliere and croupiere (bet collector, similar to a stickman) had looked round the cards on the table, and taken advantage of the money laid on them, the former proceeded with his deal; and the next card appearing, whether the king, queen, ace, or whatever it might be, won for the player (1-1 payout), the latter might receive it, or making paroli (parlay their bet), as before said, go on to sept-et-le-va (7-1 payout). The card after that won for the talliere, who took money from each player's card of that sort, and brought it into his bank, an obvious and prodigious advantage over the players.

The talliere, if the winning card was a king, and the next after it was a ten, said (showing the cards all round): 'King wins, ten loses,' paying the money to such cards and taking the money from those who lost, adding it to his bank. This done, he went on with the deal: 'Ace wins, five loses; 'Knave (Jack) wins, seven loses;' and so on, every other card alternately winning and losing, till all the pack was dealt but the last card. According to the rules of the game, the last card turned up was for the advantage of the talliere; although a player might have one of the same sort, still it was allowed to him as one of the dues of his office, he paid nothing on it.

The bold player who was lucky and adventurous, and could push on his couch with a considerable stake to sept-et-le-va (7-1 payout), quinze-et-le-va (15-1 payout), trente-et-le-va (30-1 payout), etc., must in a wonderful manner have multiplied his couch, or first stake; but this was seldom done; and the loss of the players, by the very nature of the game, invariably exceeded that of the bank; in fact, this game was altogether in favour of the bank; and yet it is evident that, in spite of this obvious conviction, the game must have been one of the most tempting and fascinating that was ever invented.

Basset has been the object of mathematical calculations. Abraham de Moivre estimated the loss of the player under any circumstance of cards remaining in the stock when he lays his stake, and of any number of times that his card is repeated in the stock. De Moivre created a table showing the several losses of the player in whatsoever circumstances he may happen to be.

Lasquenet

Lansquenet (derived from the French spelling of German Landsknecht ('servant of the land or country'), applied to a mercenary soldier) is a card game. Lansquenet also refers to 15th- and 16th-century German foot soldiers; the lansquenet drum is a type of field drum used by these soldiers.
Lansquenet is played by Porthos in the Alexandre Dumas novel The Three Musketeers and by D'Artagnan in Twenty Years After.

Game play

The dealer or banker stakes a certain sum, and this must be met by the nearest to the dealer first, and so on. When the stake is met, the dealer turns up one card and lays it to his right, for the table or the players, and another card in front of himself for the bank. He then keeps on turning up cards (while keeping the first two cards visible), until a card turns up with a value matching either of the first two cards. For instance, if the five of diamonds has been laid down for the bank, then any other five, regardless of suit, constitutes a win for the banker. If the table's card is mached first, he loses, and the next player on the left becomes banker and proceeds in the same way.

When the dealer's card turns up, he may take the stake and pass the bank; or he may allow the stake to remain, whereupon it becomes doubled if met. He can continue thus as long as the cards turn up in his favour – having the option at any moment of giving up the bank and retiring for that time. If he does that, the player to whom he passes the bank has the option of continuing it at the same amount at which it was left. The pool may be made up by contributions of all the players in certain proportions. The terms used respecting the standing of the stake are "I'll see" (à moi le tout) and Je tiens. When jumelle (twins), or the turning up of similar cards on both sides, occurs, then the dealer takes half the stake.

And for those PCs with the Gambler career, Robert-Houdin explained a mechanism by which a card sharp could cheat at lansquenet, by palming and then placing atop the deck a packet of cards in prepared order.

Passe-dix

Passe-dix, also called passage in English, is a game of chance using dice. It was described by Charles Cotton in The Compleat Gamester (1674) thus:
"Passage is a Game at dice to be played at but by two, and it is performed with three Dice. The Caster throws continually until he hath thrown Dubblets under ten, and then he is out and loseth; or Dubblets above ten, and then he passeth and wins."
Andrew Steinmetz, in The Gaming Table: Its Votaries and Victims, described it at greater length but somewhat confusingly (the results of rolling a 10 are unclear, depending on whether it wins for the bank or is a push, there is house advantage is at best 0, and at worst negative, and the suggestion that it was played at the crucifixion is of course sheer speculation):
"Passe-dix is one of the, possibly the, most ancient of all games of chance, is said to have actually been made use of by the executioners at the crucifixion of our Saviour, when they parted his garments, casting lots, Matt. xxvii. 35.
"It is played with three dice. There is always a banker, and the number of players is unlimited. Each gamester holds the box by turns, and the other players follow his chance; every time he throws a point under ten he, as well as the other players, loses the entire stakes, which go to the banker. Every time he throws a point above ten (or passes ten -- whence the name of the game), the banker must double the player's stakes and the stakes of all those who have risked their money on the same chance. When the game is played by many together, each gamester is banker in his turn."


Also see the Compleat Gamester.

Thursday, December 8, 2016

Gambling Subsystem for H+I

Gambling from the movie, The King's Thief

Although our game is still going on weekly, I've been lacking in inspiration for my blog postings. However serendipity often provides inspiration. In last Saturday's session, the characters used gambling success as a way to arrange for one character to gain the attention of the Duc de Fronsac, all this was preparatory to (a) presenting a letter of introduction to the duke and (b) ultimately getting an appointment to a position of importance on the duke's staff or in the army he controls. The goal being to get the duke's attention, that could be done either by winning big or by maintaining one's sang froid while losing big. Any money that would be lost was from one of three sources: provided by the character with the Great Wealth boon, money that had been stolen/confiscated from a would be kidnapper of ladies, or money that had been won earlier in the evening. Essentially it probably wouldn't matter (much) if money was lost nor was winning money necessary. So I didn't track the money except in vague terms. 

With that as context, this recent post by Dyson on what he calls his  Overly Complicated Gambling Subsystem (though overly complicated is a bit of a misnomer) was just the thing I could have used last Saturday, if only I'd had it. Hindsight being 20-20 and all that, I probably should have cooked up something or even have used something I'd used previously like this double or nothing gambling mini-game. Or maybe not. My players don't like tracking livres and sous and they all seemed to enjoy themselves and they succeeded in attracting the duke's attention. But I decided to prepared for next time by adapting the Cyberpunk gambling subsystem that Dyson used for Honor + Intrigue.

First, a character decides how much money they are willing to risk as their stake for an hour of play. (Standard stakes by SR are listed in the table below.)
Social Class
Normal
High Roller
Royals & Grands   
SR 15+
500 L
10,000 L
Greater Nobles        
SR 12+
100 L
1,000 L
Minor Nobles            
SR 9+
20 L
200 L
Gentry                      
SR 6+
5 L
25 L
Commoners
1 L
5 L


Next they decide the percent profit or take that they are aiming to make with their stake. The maximum selection is a 200% profit, though higher results may occur for exceptional die rolls.

Take
Difficulty*
Break Even
8
25% Profit
9
50% Profit
11
100% Profit
13
200% Profit
15
300% Profit
-
400% Profit
-
* If the roll succeeds by 5 or more, treat it as if the character had played for the next larger take.
   Treat a Mighty Success as if the character had played for a take that was two rows higher.

As is usual in H+I roll 2d6 and add the character’s Savvy and ranks in the Gambler career. If the character does not have the Gambler career then increase the difficulty by +1.
One time per session, a Character may use their Flair instead of their Savvy for their gambling roll.
Difficulties are for large, organized, and/or regulated gambling dens. Smaller, unregulated establishments may be 1-2 points more easy or difficult either because they fix their games or because they are making mistakes that make them easier to take. New gambling dens usually have an easier difficulty while they attempt to attract traffic and customers.
Failed Roll
Effect
1-2 points
Lose 25% of stake
3-4 points
Lose 50% of stake
5+ points
Lose 100% of stake
Calamitous Failure
Lose 150% of stake


Example 1: Average Jacques (Savvy 0, no career) plays a 100£ stake to win 25% (difficulty 9+1 for no career) and rolls average (7+0); therefore failing by 3 points, and losing half his stake in an hour. 

Example 2: Jacqeline the Gamester (Savvy 1, Gambler 2) plays a 100£ stake trying to win 25% (difficulty 9) and rolls average (7+1+2), therefore she succeeds and wins 25£ in a single hour.

Example 3: Cool Hand Louis (Savvy 3, Gambler 4) plays a 100£ stake trying to win 25% (difficulty 9) and rolls average (7+3+4), which is 5 over the difficulty so Louis gets the next highest take or 50% and wins 50£ in a single hour.

Example 4: Next Cool Hand Louis plays the same 100£ stake, but trying to win 100% (difficulty 13) and rolls average (7+3+3), therefore succeeding and winning 50£ in a single hour.
 

Tuesday, September 8, 2015

Rules for a Shooting Contest


About a year and a half ago the characters were in Brussels as part of a diplomatic mission. While there, they were invited to participate in a shooting tournament sponsored by the Archduchess Isabella Clara Eugenie Habsburg, a famous shot herself. I wanted to create a contest with three elements.

First, I wanted success at each stage to be based not on a single roll, but on several rolls. Die rolls are, inherently unpredictable. That's part of the point of rolling the dice afterall. But sometimes a single lucky or unlucky roll leads to unsatisfying results. Robin Hood losing an archery contest to Little John could be one example. So I wanted to avoid this. Therefore I decided that each round of the contest would require 2 successful shots out of 3 chances. Which is a bit like how high jump and pole vault work in Track & Field.



Second, I wanted the contest to include one or more player characters after the first rounds and possibly all the way to the final round. Since the PCs have Fortune Points (FP), that gave them the option of using an FP to increase there odds. Combined with needing 2 out of 3 hits, that gave the PCs a good chance to advance to a round. Most of the NPCs did not have FPs so this gave the PCs an edge over the NPCs. This too was intentional since a match solely between NPCs would be less interesting for everyone.

Third, I wanted to allow scope for Boons like Crack Shot and for mastery of  Firearms maneuvers like Aimed Shot as well as for fancy or custom muskets.




Fourth, I wanted the difficulty of each round to increase in a plausible way. So I used the range and Called Shot rules to model that.

So those were the goals. Here's what I came up with.


Missed Target: The Shooting Tournament

The Tournament is held in the gardens of Coudenberg Palace. There is a royal box for the Archduchess with flanking stands for the audience. Additional observers are standing on the grounds or watching from the palace windows.

The tournament will be judged/overseen by the Archduchess and/or her Chamberlain the Prince de Croy. Archduchess Isabella Clara may demonstrate her shooting skill but will not be a contestant. The Shooting Tournament will provide the Archduchess a chance to have a private word with the Envoy.

In addition to any PCs competing, there are 25 contestants.

For the first three rounds each contestant gets three shots; they must hit at least 2 out of 3 targets to continue to the next round. The targets are 3-foot disks (-1 to hit for size). If more than one contestant is left after three rounds, each will shoot at clay jugs. Each contestant will have 5 jugs and 5 shots at 175’. Highest total wins. If there is still a tie, the range will increase 225’ and 5 more jugs are set up. They will continue to shoot at groups of 5 jugs at extreme range until there is someone wins the round.

Assume the named NPCs succeed in the first round. But roll individually for each NPC in the second and subsequent rounds.
 

The Rules
  • The Tournament consists of at least three rounds.
  • In each round a contestant can shoot up to three times. To pass a round and continue to the next round the contestant must score at least two hits.
  • A misfire counts as a missed shot.
  • There is no bonus for hitting 3 times in a round, so typically contestants who have scored on their first two shots skip their third shot – though a flamboyant contestant may shoot a third time for the honor or to intimidate his competitors if he hits three times in three.
  • The distance for the first round is 75 feet and each subsequent round the distance is increased by 50’.
  • The targets in the first three rounds are 3-foot disks (-1 to chance to hit for size).
  • If more than one contestant is left after three rounds, each will shoot at clay jugs (-1 difficulty). Each contestant will have 5 jugs and 5 shots at the same distance of 175’. Highest total wins.
  • If there is still a tie after the fourth Jug Round, the range will increase to 225’ and 5 more jugs will be set up. All remaining contestants will continue to shoot at groups of 5 jugs at extreme range until there is a round with a clear winner.
  • Scores in the Jug Rounds do not carry over from round to round. The winner of a Jug Round wins the Tournament.

Range Increment & Penalty
Round
Distance
50’
60’
70’
80’
1st
75’
-1
-1
-1
+0
2nd
125’
-2
-2
-1
-1
3rd
175’
-4
-2
-2
-2
tie breaker
225’
-6
-4
-4
-2

Here are the contestants:

  • (PC) Guy+4; Range Inc: 70’=50’+10’(Crack Shot)+10’(Aim Shot)
  • (PC) Gaston Bonus+2; Range Inc: 60’=50’+10’(Aim Shot)
  • (PC) Fr. Gaétan+2; Range Inc: 70’=60’+10’(Aim Shot)
    Signoret has a rifled musket: base range 60’.
  • Toiras+6; Range Inc: 80’=60’+10’(Crack Shot)+10’(Aim Shot)
    Toiras uses a finely made arquebus that gives him +1 to hit. His first shot will misfire due to sabotage – Can Claude help?
  • Don Alvaro+2; Range Inc: 70’=60’+10’(Aim Shot)
    Don Alvaro uses an arquebus. See Character sheet.
  • Curro Garrote the Malagüeño Bonus+3; Range Inc: 70’=50’+10’(Crack)+10(Aim); Garrote uses a military musket.
  • Count Hendrik+3; Range Inc: 70’=60’+10’(Aim Shot)
    The Count uses a finely made and ornate Arquebus giving him +1 to hit.
  • Barón van Aaldenberg+3; Range Inc: 70’=60’+10’(Aim Shot).
    Barón Albert Aaldenberg (SR 10) uses a fancy Arquebus. He will try to sabotage Toiras’ chances.
  • Vizconde de Cazador+3; Range Inc: 70’=60’+10’(Aim Shot).
    Vizconde Jerónimo de Cazador (SR 11) uses a finely crafted ornate Arquebus.
Wagers and Betting
  • Betting is expected. (It is difficult to overemphasize how pervasive gambling was in the 17th century. Especially among the nobility.)
  • Both audience and competitors can bet.
  • If PCs are betting, the odds and payoff for choosing the winner is listed below.
  • If their chosen marksman comes in second, they gain ½ the listed return.
  • If their chosen marksman comes in third, they break even.
  • Bets of up to 100 livres are quite easy to place. Larger bets may require finding a gambler, bookie, or someone like a noble who is willing to play for such high stakes.
  • The Gambler Career can improve either the odds or the chance of winning the bet (insider tips, etc.)
  • The PCs noticed during their trip from Bevay to Brussels that Giuliano della Torre (SR 8); the Neapolitan officer of cuirassiers commanding your escort is an avid and proficient Gambler. Della Torre is not shooting in the Tournament.
Competitor                                         Odds

Curro Garrote the Malagüeño.............3-2

Toiras...................................................3-2

Don Alvaro ‘Iron Hand’........................1-1

Count Hendrik.....................................1-1

Barón van Aaldenberg........................1-1

Vizconde de Cazador..........................1-1

Others including the PCs.....................2-1