I
Wouldn't Want to Play Cards with Him
by
BogusMagus
god does not play dice
A planned, designed and built universe seems
like a place in which we can maybe get our own way. We can try grovelling to
the Creator (act god-fearing) or pleading ("if you just let
me have this, I'll never behave that way again") or even
bullying ("if you don't help me I won't believe in you any
more!")
Some find themselves occupying an
uncreated universe, without beginning or end, but may still figure
they can achieve some control by seeking power over fellow beings (human or unhuman) or even the
elements or events of that world.
Others do not wish to directly manipulate the
world at all, or do not even think it possible (perceiving it as random,
chaotic and unpredictable) but they still
may dream of anticipating the future,
or perceiving some pattern in events, which could prove useful and
avoid a sense of helplessness.
Watching random events in search of patterns
can feel very soothing or entertaining. A great many games employ
chance events in just this way.
Only in the last few decades have we begun to
create mental models in which patterns can emerge spontaneously from chaotic
or complex beginnings. Far-from-equilibrium states actually offer
more opportunities for mutations to emerge, or improbable fluctuations
which can let the system escape to higher order - allowing something
new to arise, in ever-surprising fractal variety.
On a Roll
People try to get an edge in a random and evolving
world, with no gods to
pray to for help, so cheating can
always comes into the mix, too.
It can prove hard to cheat in games of pure skill (like
chess), but games of chance (craps) potentially allow anyone to
win so we have more motivation to try to "beat the odds". Some games
lie between the two extremes, and have elements of both skill and
luck, like Poker or Backgammon.
Chance plays an important part in many games,
so you probably want good randomising tools to keep it fair, especially when you risk something on the outcome (your money or
your life). Very basic and ancient games use just the body - scissors,
stone and paper games, for instance. Sometimes simple
objects may get used, as in the "guess which hand contains the
hidden object" or "how many in my hand?" type of game.
People who consistently outguess you at these games can seem
spooky and "telepathic" but body language and anticipating
people's habitual patterns explains most of it to me. Games like
Poker depend on reading such "tells" (unconscious giveaways)
as well as the luck of the draw, and the ability to
hide or disguise your own "tells" when bluffing others. Even
strategic games like chess that
depend almost entirely on brain-processing, with very little left
to chance, contain a psychological element like most
simulated war games.
Fair Enough
Games
have rules to make things fairer and more interesting for
everyone. They may define who can play, with what and for how
long; they can define the
playing area, and the allowed moves, etc. Before the evolution of
specialised boards or playing counters people have played games
using whatever came to hand. The African group of Mancala
games can use pebbles, beans or dried goat droppings, and the
board could get scratched in the sand, with little pits made with
the fist. Eventually people made up permanent playing boards for
such cattle-rustling simulations as Omweso.
The same games might well have educational advantages, too
(counting, strategy, etc).
Sheep
knuckles, used for playing jacks, have also got used for dice,
preceding clay or wooden cubes with engraved numbers. Since those
humble beginnings much work has gone into creating a truly random
type of dice, with no bias.
Checkers
and backgammon use flat counters (like coins or mosaic tiles), but
do need a board. You can play Dominoes and Mah
Jong straight from the hand, and playing cards
may well have developed as cheap or light alternatives to such
games and pieces.
Current
research suggest that both paper-making and printing started in
China. Carved
woodblocks could produce regular, consistent and unique printouts,
equally useful for producing paper money or playing cards. The
portable nature of such products seems to have had advantages, in
spite of their relative fragility. Cards have often had an educational
aspect (flash cards, alphabet cards) and cards and other woodblock
prints preceded
"bound" books. Matching games - twinning pictures, or
putting the quote with the poet, etc - train the observation and
memory, just as other types of games train concentration and
deductive skills.
Patience,
and shuffle the cards
Not
all games need other players. You can pit yourself directly
against the random world through shuffling the cards, and playing
patience games. You can also play as part of a team (Bridge) or
all-against-all (Poker).
Some
people see a deck of Tarot Cards as a mere party trick for a mock séance
(like a Ouija board or pop astrology). Others think of it as
a useful psychological projection and decision-making tool.
Yet
others think of it as uniquely powerful - granting it an occult
reputation and spooky aura - and if you deny its ancient
traditions they just dismiss you as one of the uninitiated.
All games of chance can seem
highly significant when you play them, and I mostly think of Tarot
as simply one of the many card games.
Tarot
does certainly have mysterious and uncertain origins, but we
don't know who invented chess or backgammon, or most jokes,
games or pastimes, either. It does appear to have started out as a
card game (you can still find people playing it in Europe). The 52
"standard" playing cards and the 78 Tarot cards do not exhaust
the possibilities however. If you research the history of playing
cards you can find packs with 24, 32, 36, 40, 48, 54, 62, 75, 97,
144 and even 384. These
games use a bewildering variety of pictures and symbols, depending
on the culture or country of origin. Some certainly function as
memory aids, or contain teaching tales, or record historic events,
and some seem purely numerical. So I don't deny the possibility
of "secrets" getting embedded into the Tarot pack design -
but the modern occult interpretations appear to have arisen in the 18th
Century amongst people unaware at the time of the range of cards and games in
the world, who did little research but "intuited" the Ancient
Egyptians as the source. I don't have space-time here to dispute
that issue - the Web contains plenty of information about the
occult reading of the Tarot - by devotees of this or that
particular set of cards. Thorough
research does reveal the sheer variety and inconsistency of such
attributions, however (although many claim to know the definitive
set, or to have reconstructed the original, or "rectified" one
of the existing decks). OK, whatever. You can't argue with True
Believers.
Coming
up next
Predicting
the future or helping with decisions has often involved the same tools
as gambling. The turn of a friendly card, the toss of a coin, the
roll of a dice. Tarot has no unique claim, here. Any random or
natural event can serve as an omen or portent or augury.
Apparent patterns must eventually emerge from true random
sequences, but we can interpret these as runs of good or bad luck,
or improbable and therefore significant happenings. If we don't
intuit how randomness works then we need an explanation for the
improbable, and that can lead to belief in "gods" or lucky
charms - and hidden influences like "fate" or "destiny".
Most
humans, however, don't jump to such conclusions when playing
games with fellow humans. They need to eliminate cheating first.
Cards, in particular, lend themselves to cheating (unconscious or
conscious). Their reverse side must appear identical and
indistinguishable, but plain backs can contain imperfections in
the manufacture, or marks acquired in the course of play. The
eagle-eyed or attentive can use these as clues to the identity of
the card. We may even read such things unconsciously. Conscious
cheats can add marks of their own, of course - (here my early
conjuring training comes into play) - from subtle additions
prepared in advance (dots of ink hidden in the pattern, or
pin-pricks which the dealer can read like Braille) to small nicks
and bends and smears which can get added during play.
Endless subtlety of
thought has gone into such matters, but as a conjurer I can't
give too much away.
Like any dealer
he was watching for the card
that is so high
and wild
he'll never
need to deal another
"The Stranger Song" (© 1968 Leonard Cohen and
Sony/ATV Music Publishing)
Apart
from knowing more than other players about the identity or
position of certain cards, cheats can adjust the "randomness".
No shuffle has ever
proved perfect. The
common overhand shuffle leaves clumps of cards in sequence, but
the riffle
shuffle, done perfectly, simply alternates the cards. In fact,
cut a pack in half and do a perfect
riffle shuffle eight times and the deck will end up in its
original order (and yes, people exist who can do that!) The best
random shuffle involves spreading the cards on the table top and
sliding them around (although that gives cheats a good chance to
read the cards and possibly hold some back ).
Distrust of these facts leads to the "neutral"
blackjack dealer in the casino, or the "cut" done by someone
other than the shuffler, which at least changes the starting point
for the deal (although many ways around that "safeguard"
exist). A skilled cardsharp can still hold back a useful top card
(second dealing), or deal from the bottom of the deck, etc. The
history of gambling contains many stories of people trying to work
around these attempts to ensure a fair (random) distribution of
the cards. A "cold deck" (pre-arranged to favour the dealer or
a dealer's associate) may even get swapped for the deck someone
so carefully shuffled and cut, just before the deal. You
wouldn't believe some of the stories, and methods.
Just
for laughs
But
enough of serious and risky cheating. Benign cheating for
entertainment we call "card tricks". They have a history
almost as old as card games. The essence of many of these tricks (thousands
of them) remains simulating improbable events (rigging the
odds). Some also produce apparently impossible outcomes, of
course.
Because
people who cheat at cards can't mimic impossible events and get away alive,
they do need to simulate more-or-less probable events, and not get
too greedy. The magician, on the other hand, has to produce
something that cannot get dismissed as blind chance, mere
coincidence or a "lucky guess".
In
an intriguing discussion about randomness
and order that we had in the old MLA forum in Oct 2004, RAW
added this information-rich comment:
"I suspect that randomness exists only
in the holistic system [observer/observed]
and not in the observed alone.
Like predictability, or information/"
As humans seem to have an insatiable desire to know the future,
and an equal need for help making decisions at crucial times, the
history of fortune-telling for money has retained close links with
the world of cheating, especially if the reader needs to please
or soothe their client. Again, I don't entirely dismiss the
possibility that certain people can "see" the future. Some
people evidently make better decisions (gambles or calculated
risks) than others. Using a random or natural event as a stimulus
certainly works for creative thinking and fresh insights. Whether
we allow someone else to read those events for us, or do it for
ourselves, we can certainly find our way out of uncertainty, or
learn something about ourselves - so I do not deny the use of
Tarot for such non-game purposes. I can see how cards may get used
as tools for
focussing the mind, just as a candle, a mandala, a crystal ball,
etc can help concentration - and the variety of intriguing
images in Tarot cards may allow and encourage creative
projection and day-dreaming. I just don't feel the need to see
these as coming from some mysterious non-human forces, "gods"
or magick. I realise that even in the 21st Century CE such views remain a minority
sceptical position as so many people still
seem to like a linear, purposeful world, with a beginning
(Creation) and a goal or end or outcome (intended by
the Creator).
I
have always felt immersed in a mysterious realm, without beginning
or end, without a creator or a target or end point. Taking such an
extreme Darwinist (or Daoist) view doesn't make me a
thought-bound extreme skeptic though (what Bob calls a Fundamental
Materialist) as that seems like just another restricting belief
system to me. I simply accept the mysterious nature of this world
I appear to inhabit, and remain as surprised and delighted as
anyone else by apparently meaningful and significant events,
synchronicities and omens. Metaphorically I use the ideas of (say)
telepathy as shorthand, but I still see them as field events -
only puzzling because I cannot see the whole picture, at the same
time.
Bucky
Fuller told us "Universe is non-simultaneously apprehended".
The
evolution of card games (including Tarot) seems fascinating to me
as folk event, group artwork and craft piece. Just as in the
evolution of plants and critters, breakthroughs still occur now
and then:
the
complex patterned back, that bewilders the eye and
disguises
marks and flaws (although that also offers fresh opportunities
to the ever-ingenious cheats, like the pattern on the right
that fooled the casino experts);
the
double-headed card, which avoids having to turn cards
over to identify them, and so perhaps offer clues to your
opponents;
the
index of number and suit in the corner so one does not
have to spread the cards so widely, etc;
even
a simple standardised design (with the peculiar
One-Eyed Jacks and Suicide King) so people from different
countries can play together (for many years all kinds of local
variations existed, and you can still see unfamiliar cards and
packs used routinely in different parts of Europe). New variations, new games, new strategies (and new
cheats!) evolve all the time, along with new manufacturing
methods and designs. Although most players resist change.
The
Devil's Playthings
It
hardly seems a coincidence that paper-makers and printers have always had a
subversive reputation, and have found themselves in conflict with authorities
or censors. They
form a far more interesting secret craft and
guild structure (to me) than the stonemasons and Freemasons. Their
use of watermarks as a discrete signature may also conceal
heretical meanings, for instance. McLuhan pointed out how much the
printed book, and the newspaper, changed the world. I would like
to point out the print materials that preceded bound books. I would
argue that both paper money, and mass-produced playing cards (that
can so often cause money to change hands) represent similarly
powerful influences on how we have developed. The production and
distribution of money has stayed in the hands of ruling classes,
but playing cards have pervaded all classes and ranks, have
appeared in the front-line in wars, in middle-class parlours, in
low dens and palaces - and have both amused and corrupted people
indiscriminately. Little surprise that the Churches have so often
tried to ban the playing of card games (even when played for fun,
and not gambling) and the State has taxed their sale. The Tarot seems, to me, no more nor less than just one of
this family
of suspected and persecuted survivors of " The People's
games and pastimes versus the Church and State".
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