"Subway Poker" is a silent, observational game played by mentally assigning poker hands to fellow subway passengers based on the first five visible digits of their MetroCards. Players cannot influence the cards they are "dealt" and simply observe the hands around them, comparing their imagined hands to others' to determine a winner. The game offers a discreet and engaging way to pass the time during a commute, adding a layer of amusement to the mundane act of people-watching.
The interactive map on Subwaysheds.com visualizes how far you can travel on the New York City subway system within a 40-minute timeframe from any given station. By selecting a station, the map reveals a shaded area encompassing all reachable destinations within that time limit. This allows users to quickly grasp the relative accessibility of different parts of the city from various starting points, highlighting the subway's reach and potential travel limitations. The map demonstrates how travel times vary greatly depending on the station's location and the interconnectedness of the lines, with some stations offering access to a much wider area than others within the same 40-minute window.
Commenters on Hacker News largely praised the visualization and the technical execution of the "Subway Sheds" project, finding it both interesting and well-designed. Several appreciated the choice of 40 minutes as a relatable timeframe for commute planning. Some discussed the limitations of the visualization, noting it doesn't account for transfer time or walking to/from stations, and pointed out discrepancies with their own commute experiences. A few commenters offered suggestions for improvements, such as incorporating real-time data, displaying route options, and allowing users to input their own starting points and timeframes. Others shared anecdotal experiences of their commutes in different cities, comparing and contrasting them with the NYC subway system's reach as depicted in the visualization. A technical discussion also emerged regarding the algorithms and data used to generate the sheds, including the choice of using walking distances instead of incorporating bus routes.
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https://news.ycombinator.com/item?id=43088124
Commenters on Hacker News largely enjoyed the subway poker concept, calling it "charming" and "delightful." Some discussed strategies, like focusing on suits rather than specific card values for easier memorization, or intentionally losing rounds to mislead other players. A few debated the feasibility of the game in real-world scenarios, citing crowded subways and the difficulty of maintaining eye contact. Several expressed interest in trying it themselves, while others suggested variations, like using phone apps or playing with larger groups. Some reminisced about similar silent games played in childhood. The overall sentiment was positive, with the game seen as a fun and engaging way to pass the time on public transit.
The Hacker News post titled "The Secret Poker Game You Can Play on the Subway" spawned a moderate discussion with a few interesting threads. Several commenters focused on the practicality and limitations of the proposed game.
One commenter pointed out the difficulty of maintaining eye contact, a core mechanic of the game, in a crowded subway environment, especially considering cultural norms around sustained eye contact with strangers. They also suggested the game might be more enjoyable and less awkward in a setting with a smaller, more static group of people, like a bus.
Another commenter highlighted the potential for misinterpretation and unintended social consequences, especially in a diverse urban environment. They noted that attempting to initiate the game could be mistaken for aggressive behavior or unwanted attention, leading to uncomfortable or even dangerous situations. This concern was echoed by others who suggested that the game's reliance on subtle cues could easily be misunderstood.
Several commenters questioned the actual "game" aspect, noting the lack of any real stakes or meaningful strategy beyond simple bluffing. One suggested it was more of a social experiment or a shared moment of silent acknowledgement than a true game. This sentiment led to a discussion about the nature of games and whether a competitive element is essential. Someone posited that the enjoyment derived from Subway Poker might stem from the shared secret and the subtle thrill of engaging in a clandestine activity.
A technical point raised by one commenter was the difficulty of establishing a clear "winner" given the fleeting nature of subway interactions. They proposed a scoring system based on the duration of eye contact to add a more concrete competitive element.
Finally, some commenters simply expressed amusement at the concept and shared their own experiences with similar unspoken interactions on public transport. One mentioned the "nod game," a simple exchange of nods between strangers, as another example of this type of subtle social interaction.
Overall, the discussion focused on the practicality, social implications, and the very definition of the proposed "Subway Poker" game. While some embraced the idea with enthusiasm, others expressed skepticism and concern about its potential for misinterpretation and awkwardness.