Personal Karma

Each individual creates their own karma by experiencing results, their ability to learn, and their disregard for experiencing. We create our own capacities and limitations. Karma is the need to know more about a feeling, or an action, to make one's knowledge more complete and whole. It is the necessity to experience an action or thought more fully, or from a different perspective, so that you understand it as completely as possible in order to maintain balance in your mental creations. You cannot project perfect creations unless you understand the materials, tools, and processes of creation completely, and have experienced the repercussions of your actions. A person exists to experience all forms of materiality, to understand each thoroughly, and to learn how to manipulate and maintain these forms in balance and harmony. As the individual evolves, studies his progress and finds there is a gap in his understanding, at some point in time the gap with the appropriate experience to balance it out. Karma is the need to experience. To fill gaps in the understanding of the experiences gained. It is a lack of understanding of all the points of view that apply, and an awareness that is necessary.

Poker Chinese

Chinese 13 Card Poker

Chinese Poker is played with a standard 52-card deck. Up to four players can play.

Each poker player receives 13 cards, face down, one at a time, in rotation. A hand is dealt to all four positions even if vacant. The hand must be arranged with three cards in front, five cards in the middle, and five cards in the back, where the back hand should rank higher or equal to the middle hand, and the middle hand should rank higher than the front hand. Standard poker rankings apply. Straights and flushes do not count in the front hand except in the event of an automatic win.

Scores are kept by points. Each part of the hand is assigned one point. Each point is given a monetary value for each game.

Hands are then compared with each player, one at a time. The poker player with the higher ranking hand in the front segment wins one point. The player with the higher ranking middle hand wins one point. The player with the higher ranking back hand wins one point.

If two out of three of the players' hands ranks higher than an opponent's hand, the first player wins two points. For example, the player would win two points, minus one point (the one an opponent won) plus one point for a majority of segments win, thereby, winning two points total.

If all three parts of the player's hand ranks higher than the opponent's hand, the winner gets four points. (The player wins three points (net win), one point for winning each of the three hands minus zero points (the opponent didn't win any) plus one point for the majority of hands won, totaling four points.)

Automatic Win

There are also hands known as an "automatic win" and the player may declare the win by placing the stack of cards down on the table. However, the player must declare the automatic win before the hands are opened, otherwise the hands will play the way the player sets. The automatic win hands are as follows:

  1. The Dragon Hand: Ace through King of any suit. This hand beats all other automatic win hands.
  2. Any 13-card hand that has six pairs. Note that four-of-a-kind can be counted as two pairs.
  3. Any 13-card hand that has suited cards in all three parts.
  4. Any 13-card hand that has straights in all three parts.

A Straight Flush can be used as a Straight or a Flush for bonus hands.

Improperly Set Hands

A hand is set improperly if: Any part of the three segment hands has the wrong number of cards; or, any part of the three segment hands are set out of ranking order. Any player that sets his or her hand improperly must pay four points to all of the other players.

Eastern, Western and Mandarin Bonus Points Variations

Eastern Version point awarding Variation: The play of the poker game is the same as 13 Card Poker. In addition to the basic point system as in 13 Card Poker, bonus systems of awarding points is used for making certain hands in the front, middle and back positions. In addition to the basic point system, points can be earned on bonus hands as follows: (a) Bonus point hands in the back: (1) straight flush-five (5) points; (2) Four of a kind- four (4) points. (b) Bonus point hand in the middle: (1) straight flush - then (10) points; (2) Four of a kind - eight (8) points; (3) Full house - two (2) points. (c) Bonus point hands in the front: (1) Three of a kind - three (3) points. If a player wins two out of three hands, the player is awarded two points for their winning hands and loses one point to his opponent for a total of one point from that opponent. When a bonus hand is involved, the winning hand earns only the bonus hand points.

Western Version point awarding Variation: The play of the poker game is the same as 13 Card Poker. In addition to the basic point system, this point system awards one additional point to the poker player who wins the majority of hands. If a player beats his opponent two out of three hands, they receive a total of two points for their winning hands.

Mandarin Version point awarding Variation: The play of the game is the same as 13 Card Poker with opportunities to earn extra points. A player earns one point for each winning hand as in 13 Card Poker. Three of a kind in the front hand triples the point value. A bonus can be received which awards additional points for making certain hands in the front, middle and back positions. If a bonus hand is present, the points for that bonus hand are then added on. Two special bonus situations can occur, the "shot" and the "home run." A "shot" situation occurs when a player wins all three hands against an opponent. The regular point value for each hand is doubles and added to the total. A "home run" situation occurs, only in a four-handed game, when a player wins all three hands on the showdown against all three of their opponents. The regular point value for each hand is tripled and added to the total.

Pathological Gambling

Pathological gambling is being unable to resist impulses to gamble, which can lead to severe personal or social consequences.
Causes

Pathological gambling usually begins in early adolescence in men, and between ages 20 and 40 in women.

Pathological gambling often involves repetitive behaviors. People with this problem have a hard time resisting or controlling the impulse to gamble. Although it shares features of obsessive compulsive disorder, pathological gambling is likely a different condition.

In people who develop pathological gambling, occasional gambling leads to a gambling habit. Stressful situations can worsen gambling problems.
Symptoms

People with pathological gambling often feel ashamed and try to avoid letting others know of their problem. The American Psychiatric Association defines pathological gambling as having five or more of the following symptoms:

Committing crimes to get money to gamble
Feeling restless or irritable when trying to cut back or quit gambling
Gambling to escape problems or feelings of sadness or anxiety
Gambling larger amounts of money to try to make back previous losses
Having had many unsuccessful attempts to cut back or quit gambling
Losing a job, relationship, or educational or career opportunity due to gambling
Lying about the amount of time or money spent gambling
Needing to borrow money due to gambling losses
Needing to gamble larger amounts of money in order to feel excitement
Spending a lot of time thinking about gambling, such as remembering past experiences or ways to get more money with which to gamble

A psychiatric evaluation and history can be used to diagnose pathological gambling. Screening tools such as the Gamblers Anonymous 20 Questions can help with the diagnosis.

Treatment

Treatment for people with pathological gambling begins with recognizing the problem. Pathological gambling is often associated with denial. People with the illness often refuse to accept that they have a problem or need treatment.

Most people with pathological gambling enter treatment under pressure from others, rather than voluntarily accepting the need for treatment.

Treatment options include:

    Cognitive behavioral therapy CBT has been found to be effective.
Self-help support groups, such as Gamblers Anonymous. Gamblers Anonymous is a 12-step program similar to Alcoholics Anonymous. Principles related to stopping the habit abstinence for other types of addiction, such as substance abuse and alcohol dependence, can also be helpful in the treatment of pathological gambling.
A few studies have been done on medications for the treatment of pathological gambling. Early results suggest that antidepressants and opioid antagonists naltrexone may help treat the symptoms of pathological gambling. However, it is not yet clear which people will respond to medications.

Like alcohol or drug addiction, pathological gambling is a chronic disorder that tends to get worse without treatment. Even with treatment, it's common to start gambling again relapse. However, people with pathological gambling can do very well with the right treatment.

 

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.

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