The Passing Game โ a table of seven, one street, no mercy.
Tonight's table: Earl ๐ฉ ยท Pearl ๐น ยท Sal ๐ฅ ยท Dot ๐ ยท Vern ๐ฌ ยท Marge ๐
a real deck ยท every seat plays the table AI ยท badges mark the owner
Every card starts one color โ its owner's. Passing k cards moves them k seats around the circle; a card kept in a hand moves 0 that round. So a card's total journey is the sum of whichever pass rounds it rides. It lands back with its original owner exactly when that total is a whole number of laps โ a multiple of the number of players.
Some vocabulary. A throw is the moment you discard a card. A ride is any later holder passing that same card onward. Each ride in the k-card round moves the card k seats, so a card's journey = its throw + whichever rides it catches. It walks back into your hand exactly when its journey is a whole number of laps โ a multiple of the table size.
The rounds run 4 โ 3 โ 2 โ 1, once each. A card you throw in the 4-round can then ride any combination of the 3-, 2- and 1-rounds: journeys 4 through 10. Thrown in the 3-round: journeys 3โ6. The 2-round: 2 or 3. The 1-round: exactly 1, always. Which journeys make full laps?
7 players โ only a journey of 7 works (10 < 14). Two routes, both starting from a
4-round throw: 4+3 โ the player you dump four on flings one straight back next round โ
and 4+2+1. Anything you throw after the 4-round can never return: its longest
possible journey is 6.
6 players โ needs a journey of 6. Two routes: 4+2 and 3+2+1, both
requiring the card to skip specific rounds. The offsets barely line up: six seats has the
freshest circulation.
5 players โ needs 5 or 10. Three routes: 4+1, 3+2, and the show-stopper
4+3+2+1 = 10, exactly two laps. Five is the only table where a card ridden in
every single round comes home โ and riding every round is exactly what happens to a
card nobody wants.
Passing k seats at a table of n is a self-pass โ everyone hands the cards straight back to themselves, a void round โ whenever n divides k. The offsets are 1, 2, 3, 4, and five is the smallest table size that divides none of them: every smaller table voids at least one round. So all four rounds are real exactly from five up โ the floor is a theorem, not a taste. The ceiling is the deck: 7ร7 deals 49 of the 52; an eighth player would need 56. (Six carries one quirk: 3+3 = 6, so the 3-round is a simultaneous three-card swap with the seat directly opposite.)
Each round you give to seat +k and receive from seat โk. At five players the offsets pair into full laps โ 4+1 = 5 and 3+2 = 5 โ so every channel reverses: in round 3 you feed seat +3 while seat +2 feeds you, and in the very next round the arrows flip โ you feed +2 and +3 feeds you, possibly with the same cards. With four opponents and four passes, everyone is both your giver and your receiver; there are no one-way streets. At 7, seats +1/+2 only ever take from you and +5/+6 only ever give โ that downstream anonymity is why a full table feels like a river and five feels like table tennis.
You receive from seat โk in round k. At 5 players that's seats +1, +2, +3, +4 โ every opponent hands you cards. At 6 and 7, one or two players never pass to you at all. So short tables show you a much bigger share of the live deck: strong card-reading, weak hate-drafting (your trash comes home).
Run chance vs strategy above and you'll see that under purely random passing, 7 players actually boomerangs most (~1.1 cards home per player): the 4+3 pipeline is fat โ you discard 4 of your 7, and each has about a 3-in-10 chance of being flung straight back. But passing is really a filtering game โ everyone keeps gems and sheds junk โ and that changes the odds completely. Measured over hundreds of hands with the table AIs: a discarded wild has a 0% chance of coming home at any size (the first hand it touches absorbs it), while junk boomerangs at 1-in-6 at 5 players, 1-in-12 at 6, and 1-in-8 at 7. Filtering flips the ordering: junk rides every round, and five seats is where riding every round is a perfect two-lap trip home. The deck sorts itself โ gems sink, trash floats, and the table size decides where the trash washes up.
tap an icon to change it ยท rename anyone
5โ7 players ยท seven cards ยท everyone blinds 5
Same colors add to 8 ยท different colors subtract to 8. Combining is always optional โ you can keep the raw cards instead.
Four rounds, everyone at once: 4 cards four seats on, then 3, then 2, then 1 to your neighbor. What arrives is what the sender didn't want โ or a trap.
Chips hidden in a fist, opened at once. Going both must win both sides outright โ tie or lose either one and you're the pig: you take nothing.
A-2-3-4-6 can never lose the low โ only split it. Straights and flushes count against a low; the ace always plays low there. High half and Low half split the pot in unbroken 5s; the odd 5-chip goes to High.
7s, 8s & 9s โ the passing game
7s, 8s & 9s was invented at the table by the Tuesday Night Poker Guys, who hold all bragging rights in perpetuity. Stolen shamelessly โ and lovingly digitized โ by Jesse Do, credited thief of record.
Card faces adapted โ recolored for this table, artwork untouched โ from the open-source deck:
Vectorized Playing Cards 3.2
totalnonsense.com/open-source-vector-playing-cards
Copyright 2011,2024 โ Chris Aguilar โ conjurenation@gmail.com
Licensed under: LGPL 3.0
The rules simulator, wild-card evaluator, and the table personalities were built for this project.
Every player at the table runs one of these โ assign them to anyone in Customize the table. They all play their cards on the merits; the personality is the lean.
๐ Multiplayer โ play against the actual Tuesday Night Poker Guys, not just their robot understudies โ plus the rest of the house poker games, all at one table.