Shares of GameStop and other companies or assets that shot up in value in recent weeks are now droppinglike stones. While I feel sorry for the many investors who will likely lose a lot of money, the stocks’ return to Earth is actually a good thing – if you want to avoid financial meltdown to the long list of crises the U.S. is facing.
The reason has to do with what financial markets are – and what they are not – as well as what happens when prices of stocks and other securities become untethered from the fundamental value of the assets they’re meant to represent.
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As a finance professor who does research on how markets respond to new information, I believe it is important to maintain a close link between security prices and fundamentals. When that stops happening, a market collapse may be not far behind.
Some have portrayed GameStop as a David vs. Goliath story. According to that narrative, the big guys on Wall Street have been getting rich gambling on the stock market for years. What’s the problem when the little guy gets a chance?
The first thing to keep in mind is that markets aren’t a big casino, as some seem to believe. Their core purpose is to efficiently connect investors with companies and other organizations that will make the most productive use of their cash.
Accurate market prices, meant to reflect a company’s expected profits and overall risk level, provide an important signal to investors whether they should hand over their money and what they should get in return. Companies like Apple and Amazon simply would not exist as we know them today without access to capital markets.
The more jaundiced view of markets focuses on episodes when markets seemingly go crazy and on the speculative gambling behavior of some traders, such as hedge funds. The GameStop saga feeds into this storyline.
But GameStop also illustrates what happens when stock prices don’t reflect reality.
GameStop fundamentals are, to put it mildly, lackluster.
The company is a brick-and-mortar chain of video game stores. Most video game sales now take place as digital downloads. GameStop has been slow to adapt to this new reality. Its revenue peaked in 2012 at US$9.55 billion and had dropped by a third as of 2019. It hasn’t earned a profit since 2017. Put simply, it is a money-losing company in a competitive and quickly changing industry.
The recent speculative frenzy, however, increased the GameStop stock price from under $20 in early January to as high as $483 in a little over two weeks, driven by retail investors on Reddit who coordinated their buying to harm hedge funds – costing the professionals billions of dollars.
It is clearly a speculative price bubble and has some characteristics of a Ponzi scheme. Many small investors who “get on the train” late and buy at the inflated prices – especially those attracted by the extreme price moves and media coverage – will be left holding the bag.
And sooner or later, the stock price will likely come back to Earth to a level that can be supported by the fundamentals of the company. Shares closed on Feb. 4 at $53.50, the lowest since Jan. 21.
The problems begin when that doesn’t happen until too late.
Financial markets are made up of people. People are imperfect, and so are markets. This means market prices are not always “right” – and it’s often hard to know what the “right” price is.
That is true when it comes to the price bubbles in individual stocks like GameStop. But it’s also true on a much bigger scale, when it comes to a market as a whole.
Price bubbles and crashes are good for neither Wall Street nor Main Street. When the dot-com bubble popped in 2000 – after prices of dozens of tech stocks soared exponentially in the late 1990s – an economic recession followed soon after. The bursting of a housing bubble in 2008triggered a global financial crisis and the Great Recession.
So markets fail sometimes, and we need sensible regulation and enforcement to make such failures less likely.
Taken in isolation, the GameStop craze is unlikely to trigger a disruption to the overall stock market, especially if its price continues to fall more in line with the company’s fundamental value. Unfortunately, this was not an isolated case. Nor was GameStop the first sign of problems.
In recent days, Reddit users have also driven up the prices of silver and companies such as BlackBerry and movie theater giant AMC Entertainment. Popular trading apps like Robinhood have made trading easy, fun and basically free.
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The share price of Tesla, for example, skyrocketed 720% last year, in large part when investors bought the stock because it was already rising. This is called momentum investing, a trading strategy in which investors buy securities because they are going up – selling them only when they think the price has peaked.
If this continues, it will likely lead to more financial bubbles and crashes that could make it harder for companies to raise capital, posing a threat to the already limping U.S. economic recovery. Even if the worst doesn’t happen, large price movements and allegations of price manipulation could hurt public confidence in financial markets, which would make people more reluctant to invest in retirement and other programs.
Warren Buffett once said about stock market behavior: “The light can at any time go from green to red without pausing at yellow.”
What he meant was that markets can turn on a dime and plunge. He saw these moments as opportunities to find deals in the market, but for most people they result in panic, heavy losses and economic consequences like mass unemployment – as we saw in 1929, 2000 and 2008.
There’s no particular reason it won’t happen again.
This page is partly based on contributions from Kim Scarborough, Janet Levy, Scott Grengs and Rachel Hooley. The historical introduction draws on an article by Franco Pratesi: Casino from Nowhere to Vaguely Everywhere (originally published in The Playing-Card Vol XXIV No 1 July/Aug 1995 pages 6-11)
Casino is the only fishing game to have become popular in English speaking countries. Although it is traditionally supposed to have originated in Italy, there is no direct evidence of it having been played there, at least under that name, though many other Italian fishing games are known. Casino first appears in the card game literature at the end of the eighteenth century in London, and shortly afterwards in Germany. In the late nineteenth century it became fashionable in America and a number of new variations were developed. There is a dispute about the correct spelling of the name - the earliest sources use the spelling Casino, but a tradition has grown up among later writers to spell it with a double 's': Cassino.
The aim in Casino is to capture cards from a layout of face up cards on the table. A card is captured by playing a matching card from hand. It is also possible to capture several cards at once if their values add up to the value of the card played. Captured cards are stored face down in front of the player who captured them and scored at the end of the play. Cards from hand can also be combined with table cards into builds, which can only be captured as a unit.
This page describes the most usual Anglo-American version of Casino in which picture cards, not having a numerical value, can only capture an equal picture. There are many variants in which picture cards also have numerical values. In English-speaking countries this type of game is known as Royal Casino, and interesting versions of it are popular in various parts of the world. On other pages of this site there are descriptions of:
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The game works best with from 2 to 4 players, though in theory more could take part. It has the distinction of being one of the few games which will deal out evenly to two, three, or four players. Four players can play in partnerships, two against two, with partners sitting opposite each other.
A regular 52 card deck is used. Each numeral card (ace-ten) is counted as its numerical value (ace = 1, two = 2, etc). Picked up cards are accumulated in a pile to be counted at the end of the round.
The dealer deals four cards to each player and four cards face up in the centre (these centre cards are laid out separately so that all are visible). Traditionally, the deal is in twos: two cards to each other player, two to the table, then two to the dealer, then repeat. However, some players prefer to deal the cards singly. The remainder of the deck is temporarily put aside. After everyone has played their four cards, another hand of four cards is dealt to each player from the remaining cards, but no more cards are dealt to the table after the first deal. After these cards have been played there is another deal, and this continues until all 52 cards have been dealt (this takes 6 deals for 2 players, 4 deals for three players, 3 deals for 4 players). The dealer must announce 'last' when dealing the last cards. After the last cards have been played and the hand scored, the deal passes to the left for the next round.
Starting with the player to the left of the dealer and continuing clockwise, each player in turn must play one card out from hand face up on the table. This card may or may not capture one or more cards from the table.
Irrespective of whether a capture was made or not, the turn passes to the next player.
In detail, the possible types of play are as follows:
Example:The Q and Q are on the table, and the Q is played. The player may capture one of the queens from the table but not both.
Example If an eight is played it could capture one, two or three eights from the table. It could also capture a five and a three, or a four and two twos. If the following cards are on the table: A 2 3 5 6 8, then an eight could capture 8 6 2 5 3 or 8 5 2 A, but not all six cards.
Examples
Example A The table contains a build consisting of two threes, announced as a build of six. If you hold a two and an eight, you can add the two to the build announcing 'building 8'. The next player, holding an ace and a nine, could then add the ace and say 'building 9'.
The capturing number of a multiple build can never be changed. If the original build of two threes in the above example had been announced as building three (rather than building six), it would not be possible for a player holding a two and a five to add the two to the build, making five, not for a player holding a two and an eight to add the two making eight.
Example B The table contains an ace, a two and a four; the ace and the four have been combined by a previous player into a build of five. You hold a three, an eight and a ten. You can play your three onto the single five-build and announce 'building eight', but you are not allowed to incorporate the two from the table into this build to make it a build of ten.
Example C The table contains a three and a four, built into a seven, and a separate nine. You hold a two and a nine. You can play your two, combining it with the seven-build to make nine, and at the same time incorporate the nine on the table into the build, converting it to a multiple build and saying 'building nine'.
Example The table contains a 9-build consisting of a 5 and a 4, and there is also a 3 on the table. You hold a six and two nines. You can play your 6, combining it with the 3 and the existing build to make a new multiple build of 9. Then on your next turn (provided that no one else captured) you could add one of the nines from your hand to the build. Finally, on the following turn, you could capture the whole build with your second nine.
Note that when making or adding to a build, you must contribute a card to it from your hand. You cannot just combine various cards which are already on the table to form a build. Note also that once a build contains more than one card or sets of cards which add to the capturing number, it is a multiple build and the capturing number can no longer be changed.
Example. There is a multiple 8-build of 3-5-8 on the table, and there is also a loose 6 on the table. In your hand you have 2, 8, 8, 10. You may add one of your 8s to the build, making 3-5-8-8, or to add your 2 together with the 6 on the table, making 3-5-8-2-6, still with capture value 8. You cannot use your 2 to change the capture value to 10.
When all the cards have been played in the final deal, the last player who made a capture also wins any cards which are left on the table (these cards are sometimes known as the residue). That is why it is important that the dealer should announce 'last' when dealing the last cards.
Hint on tactics: it is often good for the dealer to hold back a face card to play last if possible; this will capture a matching face card on the table and thereby also win any other table cards that remain.
Each player (or team) counts their score based on the pile of cards they have won. There are eleven possible points in each hand:
If there is a tie for most cards or most spades, no one gets those points.
Whoever first reaches a total of 21 or more points, over however many rounds it takes, wins the game. If two people reach the target on the same round, whoever has the higher score wins. If there is a tie, another round is played.
Building is the most intricate part of the game, and there are several variations in exactly what is allowed when creating or capturing builds, and many of the card game books are ambiguous on this point. Some people play by more permissive rules, for example:
Many people play that a Sweep is worth one point. A sweep occurs when a player takes all the cards from the table, leaving it empty and forcing the next player to trail. Some players call this a clear. When making a sweep, the capturing card is stored face-up in the pile of won cards, so that the number of sweeps can be checked when scoring. It is possible to make a sweep with the last card of the final deal if it captures all the cards on the table, but if it does not, taking the remaining cards from the table because you made the last capture does not count as a sweep.
Other targets for winning the game are possible:
Some people, instead of scoring three points for cards, award two points to the player with most cards and one point to the player who made the last capture during the game.
Some play that when deciding the overall winner, if more than one player or team reaches the target score in the same round, the points are counted in order: cards, spades, big casino, little casino, aces (in the order spades, clubs, hearts, diamonds), sweeps. If the aces are not sufficient to reach the target score then the player or team with more sweeps wins; if they have the same number of sweeps another hand is played to decide the winner.
Some players, when approaching the target score, count the points as they are earned - each sweep as it happens, aces, big and little casino as they are captured, and spades or cards as soon as one player has captured 7 or 27 of them respectively. In this case the play ends soon as a player correctly claims to have won by reaching the target score (even if the opponent has in fact scored more but failed to claim it). Some score sweeps as they happen, but the remaining points in a specific order, with an agreed order of suits for the aces.
Some books describe Spade Casino, a variant in which instead of counting a point for most spades, each spade counts 1 point and the jack of spades counts an extra point. The ace and two of spades still count an extra point as well, so that the total points available (excluding sweeps) are 24: cards (3) + ten of diamonds (2) + the four aces and the two and jack of spades (6) + the spades (13).
See also the pages on Royal Casino, African Casino, Nordic Casino and Krypkasino.
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