(ealing

ealing inherits a sl ightly different concept t han conventional methods. ince the c!m!lative deck sh!ffle state is predefined (yet !nknown to each individ!al player) we can simply think of dealing in terms of who gets which cards from which position in the deck. That is too say $ for n players the firs t n cards are to be /dealt1 in order to each player in a given hand or game$ and then for a 2

nd

card each player respectively receives cards from n > , to 2n > n. In Te xas hold 'em poker where each player only gets two cards$ the next three cards in the deck a re the flop$ and then the t!rn$ and finally the river. In order to deal a ca rd to a player each other player in the contract reveals the card (or n!mber since its really programmatic) in which their random n!mber points to. %or this process there is not need for encryption and exchange of p!blic or private keys. ards can only be seen if all random card pointers are given so a player can be s!r e that no one can see ones cards witho!t their permis sion. omm!nity cards work in the same fashion except all players reveal their random card markers.

+alicious and onest (isconnects

In typical approaches to mental poker proced!res a problem arises when an individ!al player drops o!t of a game or hand either intentionally or accidentally. This can ca!se a problem for two reasons. %irst if s!ch a player is !nable or !nwillingly to reveal their random card marker the other players remaining are st!ck with an inability to reveal more individ!al or comm!nity cards. The iss!e is f!rther compo!nded beca!se the remaining players cannot resh!ffle the deck witho!t telling each other which cards they sho!ld hold that s ho!ldn't be fo!nd back in the deck of !nrevealed cards. 8i th the proposed sol!tion here these iss!es are seemingly resolved. ?pon finding the mselves in a sit!ation where a given players' cards need to be either killed (tossed aside) or sh!ff led back into the deck$ the remaining players can recreate the c!rrent scenario !sing a range of deck sh!ffle states in which certain card positions remain the same while no player is able to identify the card in that posit ion witho!t already knowing the previo!s c!m!lative deck sh!ffle state. In other words$ if a set of  cards from the de ck needs to remain intact b!t a set of @ cards m!st be resh!ffled$ each individ!al player can choose a new random sh!ffle state marker which f!ll -fills these re#!irements. This method of resh!ffli ng gives each player the same cards$ revealing the same comm!nity cards to the remaining players$ while not revealing an information to any pla yers not already previo!sly revealed. This method allows the disconnected players' cards to either remain in the deck or killed.

-onclusion