Preference: game rules, card combinations. Rules of the game preference Preference rules of the game for beginners

Preference - general rules

Card game preference. Undoubtedly, the game is smart and exciting, interesting with a wide variety of techniques and not too tiring. It takes less time to study than a screw. But still, to be able to play preference well, you need skill and a lot of experience.

But it will come with time. First, you need to learn the rules of the preference game and understand them well.

The preference rules allow playing with different numbers of players - two, three, four and five.

The best and most faithful four-player game. In this game the chances are equal for all players and the weakest player risks very little.

1) For preference, a deck of 32 cards is used, the same deck of cards (short) as in picket. The order of the cards is as follows: Ace, King, Queen, Jack, Ten, Nine, Eight, Seven. That according to the rules of the game there is preference. not at all unusual in relation to other card games

2) The order of the suits is: spades, clubs, diamonds and hearts.

3) The entire deck of cards is dealt to three people, with the fourth pair of cards set aside for redemption.

4) The preference rules clearly stipulate that two cards must be dealt.

5) Delivery is made in the usual manner, one by one. Places are selected according to maps.

6) There are no trump cards on the showdown; everyone plays in the suit that, in his opinion, is profitable and possible for correct play.

7) After the cards are dealt, the person sitting to the left of the dealer is the first to assign the game, announcing spades, the second can buy clubs, the third can buy diamonds, or, if he has the suit of clubs on which he intended to play, he can say: “I’m holding” (i.e. . “And I add to the clubs”), After him it is the turn to speak to the first player who announces the diamonds; if the third held clubs, or says: “I hold diamonds,” if the third held clubs or says: “I hold diamonds,” if the third said: “Diamonds.” The next one announces hearts, then the third one again has the floor.

If the latter does not have a game higher than hearts, i.e., no trump or seven, then he says: “Pass,” otherwise he raises higher, i.e., nominates no trumps. After him, the first player announces seven spades, etc. the game goes up in the same order until two players pass and give the buy to the third. Trading can go up to ten without trump cards, and the game should be raised in strict order of suits.

8) Once the passer no longer has the right to trade the buy-in in this game.

9) A player who bought for seven does not have the right to play simple, and a player who bought for eight is not allowed to play seven. In fact, according to the rules of the preference game, playing for less than what you bought is not allowed.

If a player was given a purchase of seven diamonds, then he cannot play seven spades or clubs, but must play eight in these suits. In diamonds, hearts and without trump cards, he has the right to play seven. The same is done for all purchases; the seniority of suits is strictly observed.

10) The one who took the buy-in must show it to the players. He does not show the two cards he discards instead of buying them to anyone, and no one has the right to look at them.

11) Each player must have ten cards in their hands.

12) Until the end of the deal, no player should touch his cards, much less look at them, so that there are no claims from the players in the event of a deal.

13) The neighbor on the right side removes the deck of cards. The first exit always belongs to the one sitting to the left of the deliverer, the subsequent exits belong to the one who received the bribe.

14) Cards are mulliganed: if during the deal a card is accidentally revealed; if one of the players has more cards in his hands, and the other has fewer; if the deal was made out of order and this error was noticed in time, i.e. no one has looked at their cards yet.

15) In a game with four players, the dealer should not look at the buy-in in order to avoid any misunderstandings, and also should not look at his neighbor’s cards, much less advise him, even if he asked him to do so. But few people adhere to this rule in preference, because it is boring to sit through an entire game inactive, but fair criticism can be made to those who violate it.

16) No one has the right to look at the buy before the person who bought it, otherwise the culprit puts the hedge in the suit announced by the person who bought it and is deprived of the right to whist in this game.

17) In negotiations, the turn is strictly observed so as not to deceive anyone and not to confuse the game, both yours and your partners.

18) During negotiations, each player is obliged to finish his suits to the end, if he has already begun to bargain, and not stop halfway, because such an incorrect announcement of his suit misleads his partner, whom he, in the event of a mutual whist, can completely involuntarily bring under the heald.

— general rules of preference and its varieties

The preference card game is undoubtedly a smart and exciting game, interesting with a wide variety of techniques and not too tiring. To be able to play preference well, you need skill and experience. But it will come with time.

First, you need to learn the rules of the preference game and understand them well.

Rules of the popular card game Thousand

Thousand (1000) has long belonged to the category of the most popular card games, and there is no arguing with that. It makes no sense to understand the reasons for such popularity, but you should simply accept this fact. The most interesting and popular version of the rules of the 1000 (thousand) card game is a game for three participants.

Gambling? No doubt.

Whatever name we use, everyone will immediately understand what we will be talking about.

This game belongs to the category of gambling games like baccarat, Macau, etc. The whole difference between those games and Black Jack is in the score and the meaning of the pieces.


The card game "Preference" originated in the thirties of the 19th century. First of all, it is important to know how to play the game, because luck will hardly help here, despite the fact that the game is for money. Only skill will allow you to reach heights in this game of aristocrats. The name preference comes from the French preference, which means “superiority”.

  1. Deck of playing cards
  2. Bribe in the game
  3. Types of games in preference
  4. Places for players
  5. Correct distribution of cards
  6. Trade (auction)
  7. Order price
  8. Miser
  9. Passing
  10. Cost of games

Deck of playing cards

There are 32 cards in the preference deck, respectively 8 of each suit. The suits are arranged in order of seniority, respectively: hearts, diamonds, clubs, spades. Each suit has an ace, a king, a queen, a jack, a ten, a nine, an eight, and a seven. Cards are dealt in pairs. At the beginning of the game, the trump suit is assigned; it is considered older than the other suits. For ease of recording, the suits, as well as the names of the cards, have symbols.

  • H stands for worms,
  • B stands for tambourines,
  • T stands for clubs,
  • P stands for peaks.

Card names:

  • T stands for Ace,
  • D stands for lady
  • V stands for valta.

The digital value of the card is written accordingly with a number.

Bribe in the game

The essence of preference is a game with the help of bribes. According to the rules appoint the first one to take the bribe and write down the number of points. Next comes the move, this is the first card placed by the players on the table. If the move was, for example, hearts, then the rest of the players also put down cards of the heart suit. The trump card is laid out only if there is no card of the required suit. If there is no trump card, then you can put any other card. This is usually an average value card. When all the players have placed their cards, the highest of these cards, both in terms of seniority and trump card, takes the resulting trick. In preference, the game is about both taking a bribe and not taking a bribe.

Types of games in preference

In Russian preference, as in other types of preference, games are divided into three types. In the first game (for bribes), you guess the amount you will take, and also order a trump card or, if you wish, play without a trump card. In the second game (minuscule) you need to try not to take bribes at all. Same thing on the third play (passing). There are types of games in which you need to take from six to ten tricks per game. Each player needs to correctly assess the odds and play the game ordered by him. Therefore, when dealing, it is important to be able to choose the draw that will bring the largest number of points in the scenario. The games that each participant must play are called pulka.

Places for players

Start bullet preference from the drawing of places. To do this, all players draw one card from the deck. The one who pulled out the youngest one chooses a place first. The rest are seated clockwise in ascending order of their cards. If two of the drawn cards are the same in value, then the seniority of the suit decides. The Ace is the lowest card of all. If a new player comes, he is given an average score between a bullet and a mountain. The newcomer himself takes a place to the left of the dealer, after which he begins to deal himself.

Correct distribution of cards

In preference there are your own special rules for dealing cards.

The dealer is determined by the seniority of the card, just as in the drawing of places. Cards are always dealt clockwise. The dealer shuffles the deck. When finished, he places it in front of the player on the right, thereby inviting him to remove the deck and rearrange the cards. Having done this, the player returns the deck to the dealer, who begins the deal. If during this the cards are somehow turned over, the deck is shuffled again. The deck is always removed on the table. If the rules for collection and distribution are violated, the process is repeated. If the player to the right of the dealer leaves before the withdrawal, he can be replaced by the player sitting next.

For the number of cards in hand the player is responsible. If the number is not correct, the player receives a penalty at the end of the game. If there were fewer cards than required, the penalty will be the maximum possible plus. In this regard, before starting the game, it is necessary to check the number of cards and report any discrepancies. In this case, the cards can be re-dealt or the missing card can be added. Any losses in the interest of the players are compensated by the dealer. All claims regarding cards being dealt are considered only before the start of the game.

It is prohibited to look into the purchase. This violation will result in a penalty of 5 uphill points. In the case when a player saw the buy-in before the start of the game, he is deprived of the right to participate in the auction, and when playing the pass game, he is assigned the first two tricks, which began with the move from the card of the buy-in known to him. If a player accidentally takes a draw, he shuffles his cards. After which the dealer takes out any two from him. It is forbidden to show your cards to other players and look at others yourself.

Trade (auction)

After the distribution begins trade or auction. The player who makes the largest bet receives a buy-in and begins the game itself. The player to the left of the dealer begins the trade. It is called the first hand. This is followed by the second and third hands.

In trading, participants are required to say how many bribes they can take if they take the buy-in and what trump card they will assign. The auction begins with six bribes. The players say that they will take six cards of each suit, starting with the lowest - spades, but the first stage ends with six without trump cards. If there is no winner, then the auction continues for seven tricks and so on. The player who wins the auction takes the purchase and plays the price he announced or a higher one.

There is a rule in preference: trading proceeds strictly along the price ladder, without jumping over steps. This rule ensures that players have an idea of ​​each other's strong suits. Another rule concerns minuscule amounts. It can only be ordered on the first move. A player who has already started bidding cannot call a minuscule.

Players who are unwilling or unable to continue bidding fold. If after the said request the other players pass, then the winner must begin preference. If everyone has passed, then they play a passing game, that is, everyone strives to take the least number of tricks. Only the winner of the trade can open a buyout. This player takes the buy-in and starts the game.

If the first and second hands make a pass, then the third gets the right pick up the purchase without trading, but at the same time undertakes to take any price other than a meager one. If a player looks at the buy-in before the end of the auction, he loses the right to participate in the trade. If it turns out that other players suffered damage, then they are entitled to compensation at the expense of the offender. If someone did not have time to place a bet, but the buy-in was opened, then it goes to the person who did not place the bet.

If the buy-in was opened when two players did not place bets, then everyone opens their cards. The players then guess how many prices they could play, after which they write it down by whist to the penalty box. For example: a player could play nine hearts, and another - six diamonds, then the penalty box is credited with 52 whists for nine, plus 7 whists for the difference. If it turns out that a player took the buy-in before the end of the auction, but there was a player who did not participate in it, then the second one has the right to shuffle the cards of the person who took the buy-in, and then draw two from there into the buy-in.

They only play in the dark having previously agreed. In this case, if the bribes are not outbid by the seven, then they go at double the price. But if, after the seven, they again ordered a blind pass, then the bets are outbid by the eight, and the points are counted fourfold. The option of trading “once in the dark” is possible. They interrupt with a regular order, after which they negotiate on price. The player who wins blindly does not show the purchase to anyone.

It should be taken into account that when playing dark, the price doubles. While no one has taken the buyout when playing blind, you can change the price, in addition, you can declare a minuscule price. But at the same time, the buy-in is opened, and the double bet disappears. There is a minuscule amount in the dark. With it, they take the purchase without showing it to anyone, that is, they catch a minuscule amount in the dark. Such a game can only be interrupted by a nine-fold bet dark or a ten-fold bright.

Order price

After the end of the trade, the winner takes the buy-in. After that, he puts aside two unnecessary cards without showing them to other players, after which he begins to play. This player is called the point guard. He has the right to increase the price he plans to play. If for some reason a player interrupts the game or the number of his cards is not equal to ten, then he is punished with a remise, that is, a fine, minus two for the announced game.

After ordering, demolition prices do not change. And after the first move they don’t watch it. Violation of this rule is punishable by one bribe. Even if the player played as much as he ordered, he is considered a fine - without one. If more is taken than necessary, the fine is one less. If the player refuses to buy, then a penalty in the form of an agreed number of points uphill is possible.

If a player is given a bribe in the buy-in, then he is immediately given a bonus as for a bribe in his own game.

Miser

Player, winner of the trade, starts the game. If desired, he can say that he wants a game higher than ordered, after which he begins to take bribes with or without a trump card. If the game is ordered for a meager amount, then the player who ordered it, in fact, gives an obligation not to take a single bribe. The player who wins the trade for a measly amount reveals the buy-in cards, after which any two cards are removed, but they are not shown to anyone. If the move belongs to the player, then he must make this move before the opponents show their cards. But if the defenders move, they open their cards even before the first move.

With a minuscule number of trump cards, there are no trump cards, but the seniority of the cards is respected, and the turn goes to the player who last took the trick. When playing minuscule, you are allowed to write down the layout, but in other games this is prohibited.

Passing

Passing is played with three passes. With her you need try to take bribes as little as possible. Before the start of the pass, all participants decide where it will be recorded - uphill or whist. Each trick in all types of preference is valued at a certain number of points up the mountain. So, if for some reason the player did not take a single trick, then one trick is credited to him. The player who took the smallest number of tricks writes down the agreed number of whists to the remaining players.

If the player did not take a single trick, then he gets one point. When the game ends, the same number of tricks is deducted from all players. When passing, there are no trump cards, and if there is no suit, players can carry any card. If there are four players playing the passer game, then the game begins with the opening of the first draw card, and the card with the highest suit takes the trick. The second move is made from the buy-in. The third move is made by the player to the left of the dealer. In classic preference, passing is played so that players can earn a certain number of bombs.

Cost of games

Different types of preference have different prices for games.

The prices ordered and taken during the game are recorded in the bullet. However, entries must follow certain scoring rules. If during a game players score more points than can be recorded for it, then the remaining points will be recorded in other games or written off from other whists. In general, the final score of the game is determined in the whists played. The largest amount of whists collected by a player in preference is a victory.

These are the fundamental rules of the famous game of preference. It should also be noted that to determine the winner You can use either the number of passes won, or the number of tricks on all passers. After all, the difference is calculated in whists. At the end of the preference, the points are always recalculated into a monetary equivalent. After all, preference is usually played for money. This game, in fact, was created specifically for playing for money. After all, without real risk, preference is not preference.

Basic rules of the game of preference

Deck of cards for playing preference

The preference deck consists of 32 cards. There are 4 suits of 8 cards each - from Ace to Seven. Seniority of suits in ascending order: spades, clubs, diamonds, hearts.
The seniority of cards in suit is ascending: seven, eight, nine, ten, jack, queen, king, ace.
One of the suits can be designated as a trump card, then any trump card is higher than any non-trump card. In the trump suit, the seniority of the cards is preserved.

Rules for bribes and turn order in preference

The first card placed on the table is called a move. Each player must play one card per turn. Cards are laid out according to the following rules:
On a move, the player must place a card of the move suit. If there are no cards of the move suit in the hand, the player must put a trump card. If there is no trump card, you can play any card.
The bribe is taken by the player who owns the highest card in this bribe, taking into account the trump cards. In preference, the rights to make the first bid during trading and the first move in the game are transferred from player to player. The player who has the right to make the first move and make the first bid in trading is called the “first hand”. The next player is the “second hand” and the last player is the “third hand”.

Types of games in preference

There are three groups of games in preference - games of bribes, minuscule and passing. In games for bribes, the player undertakes to take at least the number of bribes stated by him when trading. The game can be played with or without a trump card. The goal of the other players is to prevent him from doing this - that is, in turn, to take as many tricks as possible (if possible).

By declaring a minuscule amount, the player undertakes not to take a single bribe. Other players, on the contrary, try to force him to take bribes. In passing games, each player tries to take as few tricks as possible.

Possible orders of games in preference

Games for bribes and minuscule are ranked as follows: the minimum number of bribes that can be ordered is 6, the maximum is 10. The sequence of contracts in trading in ascending order of seniority is shown in the table.

For example, a contract means that the player undertakes to take at least 6 tricks with a trump card in clubs. You can play without trump (B/C), such a game is older than trump with the same number of tricks.

Recording in preference

The point of playing preference is to evaluate your cards, order and play the most profitable contract. The results of games in preference are recorded in bullet, mountain and whist. For playing a contract, the player receives bullet points. For an ordered and unplayed contract, the player receives a fine. Players opposing the player write whists against him for every trick they take, and if they do not take the required number of tricks, they receive a fine.
The game protocol for recording bullets, mountains and whists is also called bullet.

Varieties of preference, differing in the cost of games and passes, distribution of whists between players, and trading features, are called conventions. The most common conventions are Leningradka, Sochinka and Rostov.

Trade

Each hand is played by three players. 10 cards are dealt. The two remaining cards are called the draw, and their contents are unknown to anyone until the end of the trade.

The purpose of trading is to obtain the right to buy and order the most profitable contract for yourself.

The preference trading process is as follows. Each player, in turn, clockwise, can make a request to play or refuse to play. When applying for a game, he must clearly indicate the type of game, and when refusing to play, he must declare “pass”. The player who saved does not take part in further trading. In turn, you can only make one application. The minimum order is six tricks, with a pike in trumps - i.e. "6 spades". The next player can order, in accordance with the seniority of the games in the table, only the higher game, that is, “6 clubs”. The subsequent order can only be “6 diamonds”, etc. If the player does not want to bargain further, he can, in turn, declare “pass”. The last player who did not pass, who participated in the trade and made the highest bid, receives the right to buy and order a contract.
If all three players pass, a passing game is played - a game in which everyone tries to take as few tricks as possible.

Order a game

After the end of the trade, the buy-in is opened for everyone to see and given to the player who won the right to order the game. The player takes a buy-in and discards any two cards. After that, he must order the game. You can order any game no younger than the one on which the trade stopped. There is one exception - minuscule. You can only order a miniscule immediately. That is, you cannot first say “six of spades”, and then, on the next round of trading, say “minuscule”. If the player has taken a buy-in, then it is mandatory to order the game, even if it is obviously impossible to win.

Game of bribes

The player who participated in the trade and took the buy-in is obliged to order a game not lower than the one that the trade reached. For example, if you traded until the 7th of spades, then you can no longer order six games. The game is scheduled after demolition.
By ordering a game, the player undertakes to take a certain number of bribes. If the player does not collect the required number of tricks, he is given a fine. The amount of the fine depends on the amount of bribes not collected. The shortfall in bribes is called remiz.
If the player takes the stated number of tricks, an entry is made into the bullet in the amount determined for this game.
If the player took more tricks than required for the ordered game - for example, he ordered 6 tricks, but took 7 - the record still goes in accordance with the ordered game.
The game of bribes is played if she is jealous. This means that at least one of the opponents in the game declared “whist” and, thus, accepted the obligation to take a certain number of tricks. If all players say “pass”, then the game is considered played, and the corresponding entries are made in the bullet.

Whist

After the contract has been ordered, the remaining players must decide whether they undertake to take the number of bribes allotted to them in this game or not. If a player undertakes to take a certain number of tricks, he declares “wist”; if not, he declares “pass”.

You can whist - play a contract - in the dark or in the light. If both players are whisting, then the whist is always in the dark. If one player whistles and the other passes, then the whistling player chooses the type of whist - bright or dark. If whist is chosen to be a light whist, then the cards of both the passing and the whistling player are laid out on the table, and the whist disposes of both his own cards and the cards of the one who passed.
If the player has the right to make the first move, then the players must agree before the start of the game at what point to open the cards - before the first move or after the player’s first move.

Responsibility when whistling

If the game is envious, then the defender is responsible for taking a certain number of tricks (see table). The passer does not bear such responsibility.
For each bribe, the whist writes a certain number of points (wists) for the player.
If both opponents of the player whist, then, if there is a shortfall in tricks (remise), in addition to whists for actual bribes, the player who missed the bribes writes a penalty up the mountain.
In eights, nines and totuses (ten games), the player who whistled second is responsible for the shortfall in tricks (by agreement, responsibility can be divided between the whistlers).
If the player did not collect enough bribes, then those who whist, in addition to whists for actual bribes, receive a consolidation - a bonus for tricking the player.
The size of the consolidation, its distribution between players, the number of points per bribe - depends on the preference conventions.
If the player sitting clockwise behind the player says “pass,” then the next one can say “half a whistle.” This means that without playing he agrees to half the whist norm, and the game is considered played. For the six game "half whist" - 2 tricks, for the seven game - 1 trick. After the partner has said “half a whist,” the passing partner has the right to return the whist by saying “whist.” If there are four players, the fourth player can also return the whist. If one player said “pass”, the other said “half a whistle”, the first said “pass” again - the fourth player has the right to look at the cards of one of the two players and return the whist. If the whist is returned, then the partner who left half a whist loses the right to whist and must say “pass.”
On the eight and nine, the second player cannot leave before half a whistle. The fourth player can whistle on the cards of only one of the players who passed.

Miser

Mizer is a game when the player undertakes not to take a single bribe.
Mizer can be ordered only if the player in the current hand has not made a single application before.
In trading, the minuscule is interrupted by a nine-fold (or, by agreement, a ten-fold game).
Mizer is played without trump cards, all other rules of tricks (the highest card takes, the suit must be put on the suit, if there is no suit, you can put any card, the player who took the last trick goes) are preserved.

Passing, or passes

A pass is played if all three players declare a “pass”. Passing is a game in which all players try to take as few tricks as possible.
There are no trump cards in the passing game.
The game begins with one card at a time being opened in succession.
When playing with three players, the trick card only indicates the suit, and the trick belongs to the player who put the highest card.
When playing with four players, the buy card belongs to the fourth player. Therefore, if this card takes a bribe, then this bribe is considered to be the giver and is recorded in the mountain on a general basis.
In the Rostov variety of preference, buy-in cards are not opened.
Different preference conventions have their own characteristics of the game and recording of passing results.
In addition, players can agree before the start of the game on the following features:
progressive passing - the cost of the trick increases if several passing passes are played in a row. The types of progression (arithmetic, geometric) and the limit of the progression are also discussed in advance.

Exit from the passer - what play is played interrupts the passer. The output can be six (any six game played), seven and eight.

Cost of games

Each game corresponds to a certain number of points, which the player writes down either in the bullet if he successfully played the game, or in the mountain if he did not take the required number of tricks. For each trick during whisting, the player writes whists. If the player who was whisting did not get enough tricks, then he writes both whists and a fine uphill at the same time. When the player remises, the whistling player writes a consolidation - a bonus for baiting the player. The size of the premium for bait, the distribution of whists, their size, and the cost of games vary depending on the type (convention) of preference. The result of all the records for each game is the balance of whists won and lost, which is its value.

Code of Preference

Here are only the basic rules of Russian preference. The rules are fully set out in the Preference Code.

Deck of cards for playing preference

The preference deck consists of 32 cards. There are 4 suits of 8 cards each - from Ace to Seven.
Seniority of suits in ascending order: spades, clubs, diamonds, hearts.
The seniority of cards in suit is ascending: seven, eight, nine, ten, jack, queen, king, ace.
One of the suits can be designated as a trump card, then any trump card is higher than any non-trump card. In the trump suit, the seniority of the cards is preserved.

Rules for bribes and turn order in preference

The first card placed on the table is called a move.
Each player must play one card per turn.

Cards are laid out according to the following rules:
On a move, the player must place a card of the move suit. If there are no cards of the move suit in the hand, the player must put a trump card. If there is no trump card, you can play any card.
The bribe is taken by the player who owns the highest card in this bribe, taking into account the trump cards.

In preference, the rights to make the first bid during trading and the first move in the game are transferred from player to player. The player who has the right to make the first move and make the first bid in trading is called the “first hand”. The next player is the “second hand” and the last player is the “third hand”.


Types of games in preference

There are three groups of games in preference - games of bribes, minuscule and passing.

In games for bribes, the player undertakes to take at least the number of bribes stated by him when trading. The game can be played with or without a trump card. The goal of the other players is to prevent him from doing this - that is, in turn, to take as many bribes as possible (if possible).

By declaring a minuscule amount, the player undertakes not to take a single bribe. Other players, on the contrary, try to force him to take bribes.

In passing games, each player tries to take as few tricks as possible.

Possible orders of games in preference

Games for bribes and minuscule are ranked as follows: the minimum number of bribes that can be ordered is 6, the maximum is 10. The sequence of contracts in trading in ascending order of seniority is shown in the table.

Contract

The player undertakes to take bribes Whists must take all bribes, no less
6 ª 6 § 6 ¨ 6 © 6BC

At least 6

7 ª 7 § 7 ¨ 7 © 7BC

At least 7

8 ª 8 § 8 ¨ 8 © 8BC

At least 8

minuscule

none

no obligations

9 ª 9 § 9 ¨ 9 © 9BC

At least 9

10 ª 10 § 10 ¨ 10 © 10BC

At least 10

For example, a contract 6♣ means that the player undertakes to take at least 6 tricks with a trump card in clubs. You can play without trump (B/C), such a game is older than trump with the same number of tricks.

Recording in preference

The point of playing preference is to evaluate your cards, order and play the most profitable contract.

The results of games in preference are recorded in bullet, mountain and whist. For playing a contract, the player receives bullet points. For an ordered and unplayed contract, the player receives a fine. Players opposing the player write whists against him for every trick they take, and if they do not take the required number of tricks, they receive a fine.
The game protocol for recording bullets, mountains and whists is also called bullet.

Varieties of preference, differing in the cost of games and passes, distribution of whists between players, and trading features, are called conventions. The most common conventions are Leningradka, Sochinka and Rostov.

Trade

Each hand is played by three players. 10 cards are dealt. The two remaining cards are called the draw, and their contents are unknown to anyone until the end of the trade.

The purpose of trading is to obtain the right to buy and order the most profitable contract for yourself.

The preference trading process is as follows. Each player, in turn, clockwise, can make a request to play or refuse to play. When applying for a game, he must clearly indicate the type of game, and when refusing to play, he must declare “pass”. The player who saved does not take part in further trading. In turn, you can only make one application. The minimum order is six tricks, with a pike in trump cards - i.e. "6 spades". The next player can order, in accordance with the seniority of the games in the table, only the higher game, that is, “6 clubs”. The subsequent order can only be “6 diamonds”, etc. If the player does not want to bargain further, he can, in turn, declare “pass”. The last player who did not pass, who participated in the trade and made the highest bid, receives the right to buy and order a contract.
If all three players pass, a passing game is played - a game in which everyone tries to take as few tricks as possible.

Order a game

After the end of the trade, the buy-in is opened for everyone to see and given to the player who won the right to order the game. The player takes a buy-in and discards any two cards. After that, he must order the game. You can order any game no younger than the one on which the trade stopped. There is one exception - minuscule. You can only order a miniscule immediately. That is, you cannot first say “six of spades”, and then, on the next round of trading, say “minuscule”.

If the player has taken a buy-in, then it is mandatory to order the game, even if it is obviously impossible to win.

Game of bribes

The player who participated in the trade and took the buy-in is obliged to order a game not lower than the one that the trade reached. For example, if you traded until the 7th of spades, then you can no longer order six games. The game is scheduled after demolition.
By ordering a game, the player undertakes to take a certain number of bribes. If the player does not collect the required number of tricks, he is given a fine. The amount of the fine depends on the amount of bribes not collected. The shortfall in bribes is called remiz.
If the player takes the stated number of tricks, an entry is made into the bullet in the amount determined for this game.
If the player took more tricks than required for the ordered game - for example, he ordered 6 tricks, but took 7 - the record is still in accordance with the ordered game.
The game of bribes is played if she is jealous. This means that at least one of the opponents in the game declared “whist” and, thus, accepted the obligation to take a certain number of tricks. If all players say “pass”, then the game is considered played, and the corresponding entries are made in the bullet.


Whist

After the contract has been ordered, the remaining players must decide whether they undertake to take the number of bribes allotted to them in this game or not. If a player undertakes to take a certain number of tricks, he declares “wist”; if not, he declares “pass”.

You can whist - play a contract - in the dark or in the light. If both players are whisting, then the whist is always in the dark. If one player whistles and the other passes, then the whistling player chooses the type of whist - bright or dark. If whist is chosen to be a light whist, then the cards of both the passing and the whistling player are laid out on the table, and the whist disposes of both his own cards and the cards of the one who passed.
If the player has the right to make the first move, then the players must agree before the start of the game at what point to open the cards - before the first move or after the player’s first move.

Responsibility when whistling

If the game is envious, then the defender is responsible for taking a certain number of tricks (see table). The passer does not bear such responsibility.
For each bribe, the whist writes a certain number of points (wists) for the player.
If both opponents of the player whist, then, if there is a shortfall in tricks (remise), in addition to whists for actual bribes, the player who missed the bribes writes a penalty up the mountain.
In eights, nines and totuses (ten games), the player who whistled second is responsible for the shortfall in tricks (by agreement, responsibility can be divided between the whistlers).
If the player did not collect enough bribes, then those who whist, in addition to whists for actual bribes, receive a consolidation - a bonus for tricking the player.
The size of the consolidation, its distribution between players, the number of points per bribe - depends on the preference conventions.
If the player sitting clockwise behind the player says “pass,” then the next one can say “half a whistle.” This means that without playing he agrees to half the whist norm, and the game is considered played. For the six game "half whist" - 2 tricks, for the seven game - 1 trick. After the partner has said “half a whist,” the passing partner has the right to return the whist by saying “whist.” If there are four players, the fourth player can also return the whist. If one player said “pass”, the other said “half a whistle”, the first said “pass” again - the fourth player has the right to look at the cards of one of the two players and return the whist. If the whist is returned, then the partner who left half a whist loses the right to whist and must say “pass.”
On the eight and nine, the second player cannot leave before half a whistle. The fourth player can whistle on the cards of only one of the players who passed.


Miser

Mizer is a game when the player undertakes not to take a single bribe.
Mizer can be ordered only if the player in the current hand has not made a single application before.
In trading, the minuscule is interrupted by a nine-fold (or, by agreement, a ten-fold game).
Mizer is played without trump cards, all other rules of tricks (the highest card takes, the suit must be put on the suit, if there is no suit, you can put any card, the player who took the last trick goes) are preserved.

Passing, or passes

A pass is played if all three players declare a “pass”. Passing is a game in which all players try to take as few tricks as possible.
There are no trump cards in the passing game.
The game begins with one card at a time being opened in succession.
When playing with three players, the trick card only indicates the suit, and the trick belongs to the player who put the highest card.
When playing with four players, the buy card belongs to the fourth player. Therefore, if this card takes a bribe, then this bribe is considered to be the giver and is recorded in the mountain on a general basis.
In the Rostov variety of preference, buy-in cards are not opened.
Different preference conventions have their own characteristics of the game and recording of passing results.
In addition, players can agree before the start of the game on the following features:
progressive passing - the cost of the trick increases if several passing passes are played in a row. The types of progression (arithmetic, geometric) and the limit of the progression are also discussed in advance.

Exit from the passer - what play is played that interrupts the passer. The output can be six (any six game played), seven and eight.


Cost of games

Each game corresponds to a certain number of points, which the player writes down either in the bullet if he successfully played the game, or in the mountain if he did not take the required number of tricks. For each trick during whisting, the player writes whists. If the player who was whisting did not get enough tricks, then he writes both whists and a fine uphill at the same time. When remitting the player, the whisting player writes a consolidation - a bonus for baiting the player. The size of the premium for bait, the distribution of whists, their size, and the cost of games vary depending on the type (convention) of preference. The result of all the records for each game is the balance of whists won and lost, which is its value.

Code of Preference

Here are only the basic rules of Russian preference. The rules are fully set out in the Preference Code.

Preference is a classic card game that was born in Russia in the 19th century. It is similar in complexity and fun to chess. That's why it was valued by aristocrats. Writers, musicians, and artists were passionate about it. Currently, the number of people who are interested in preference is growing every day. For them this is an entertaining hobby. Overall, quite an interesting preference. The rules of the game here are unique. More on this below.

Rights and obligations of the depositor

There are many nuances in this regard. It does not depend on who deals the cards what goes into the draw. But the value of the playing cards affects his reward or punishment. If the participant is not satisfied with the purchase and he returns it to the dealer, then he is punished with penalty points up the mountain. Their number depends on what game was ordered. This is important to know. Premium points or whists also depend on the game ordered. The depositor is entitled to:

  • For an ace in the draw, whists are equal to one trick. It corresponds to the game ordered.
  • For a queen and a king of the same suit, whists amount to one bribe. This combination of playing cards is called “marriage”.
  • For an ace and king of the same suit, whists are equal to two tricks.
  • Two aces are also worth certain points. They are like three bribes.
  • For an unplayed order there is a penalty for deception.

The dealer can participate in an order called “minor”. This is when you cannot take bribes at all. If he is invited by the partner playing this game. This happens when the cards dealt for the “minor” are not very successful, but there is hope that the draw is suitable. Although this may not be the case. It all depends on the case. The loss is then signed for two. However, victory points are also divided in half. This is very attractive for the seller in the invitation to the meager. If he agrees to play, then he is allowed to familiarize himself with the layout of the customer’s cards.

The dealer is obliged to ensure that the purchase is not revealed until the end of the auction. Nor should he watch it himself. Of particular importance is when the dealer is invited to play “in half”. This is important to remember.

Classification

The minimum game in preference is “six”. This is when a participant must take a certain number of bribes. Namely six. The remaining four are shared by his partners. In this case, the distribution of bribes between the defenders does not matter: each has two; one has three and the other one; or all in one hand. In any case, the game will be considered played. It will also be certified when the participant took more bribes than he obliged. Only in this case there is a certain condition. Namely, the defender, who has less than two tricks, scores a mountain of points for himself. This should be remembered. The game is unplayed if the participant has less than the ordered bribes. In this case, he is fined and he gets points for the mountain. And the whistlers receive points for additional bribes and for baiting.

Then follow the games, named according to the number of bribes ordered. Namely: “ten”, “nine”, “seven”, “eight”, or “totus”. This is also important to know. “Totus” is a game absolutely opposite to “miser”. It was mentioned earlier. There is also the highest game. But card combinations for her happen extremely rarely. This is what is called “preference”. It is announced when the participant, after receiving the buy-in, has three cards of the highest value of the same suit in his hands. Or four of the youngest. This is also in the same suit.

The conditions for the “six” and “nine” variations in preference are quite strict. The rules of the game here should also be strictly followed. That is, the defenders must take the declared bribes. Namely: four in a six-player game and one in a nine-player game. Variations such as “seven” and “octagon” have more flexible rules. That is, the defenders may have a certain number of bribes. Two in the seventh game and one in the eighth.

Dealing cards

In this case, everything is quite simple. The deck of cards is shuffled by the dealer. This was stated above. Cards are dealt in pairs. That is, three players have 10 pieces and 2 in addition. In this case, the last pair of cards must be middle. Namely, not the first and not the last.

Trade

After familiarizing themselves with the cards, players begin to bargain for the type of game. The first to submit an application is the participant sitting behind the dealer in a clockwise direction. Trading begins with a minimum game. Namely “6 spades” and beyond. Each player declares a game higher in suit than the previous one. Or he folds and exits the trade. Games increase from 6 to 10. The seniority of suits is in a certain order. Namely: spades, clubs, diamonds, hearts. A game without a trump card is higher than any suit. Although the number of bribes remains the same as stated. It is impossible to declare “minor” if the player has already bargained for another game or passed. But this can be interrupted by an application for a nine game. Then the bargaining stops with preference. The rules of the game also provide for other options. Namely, when a minuscule amount without a buy-in is announced, it can be outbid by an application for nine. When “passing,” all participants play “passes.” You should also know this. If “minuscule” and “passes” are not carried out, then the participants bargain until the last player. Let's look at this in more detail next.

Varieties of the game

There are three variations:

  • For bribes.
  • Miser.
  • Passes.

Their detailed description will be given below.

Playing cards preference for bribes

There are certain conditions here. That is, whoever wins the auction is obliged to play with the declared trump card (or without it). He must also collect as many bribes as he ordered. The participant, having taken the buy-in and discarded two cards he does not need, says what trump card he will play with (or without it). He also reports how many bribes he undertakes to take. In this case there is a certain limitation. It lies in the fact that you cannot order bribes less than what was stated during the bargaining. For example, a player who has traded up to 7 diamonds can play from 7 diamonds and higher, 8 spades, etc. However, he cannot play 7 spades or 6 of any other suit. The rest all play together against him. However, each of them decides for himself whether to whistle or pass. It all depends on the desires and capabilities of the participants. The defender also undertakes to take the number of tricks determined by the game. If both partners do this, then the game is closed. If there is only one whistler, then you can play openly. Then both show their cards. The whistler plays for two. That is, for yourself and for the one who passed. The goal of the game is always and for everyone to fulfill their obligations. That is, you need to collect a specified number of bribes. And also try to force the enemy to recruit less than he ordered. Or give as many bribes as possible if the game is minimal. This is a certain tactic.

Miser

It is also a distinctive look. A game without bribes is called "minuscule". The whole essence of it is visible from the name. Many people use this type as “minuscule”. Preference in this regard has a certain criterion. That is, opponents play openly and without obligations. Their goal is to hand over as many bribes as possible to the enemy.

Passes

In this case, everyone plays for themselves. At the same time, you should try to take as few bribes as possible. Or at least no more than a partner. This is the “Rostov” option. The buy cards can determine the suit of the first two tricks. They may also belong to the dealer. This is when playing with four players. Or they may not open at all (“Rostov”, “Gusarik”).

Raffle

You should also know this. It is very important to play a bribe in preference! Players each place one card in a certain order. It's clear. The first card determines the suit. Next they put the rest. That is, a card of the same suit. Or they play a trump card. This is if the required suit is not available. Or any other card. This is if there is no trump card. The player who placed the highest card takes the bribe. This is a definite fact. Bribes are counted according to their number. This is regardless of the value of the cards.

Check

For the game played, the player records a certain number of points in the bullet for himself, and the whistler records a certain number of points for him. The excess of the obligation is recorded only as the last one. For each violation of the order, players are credited with a certain number of points. Bribes received at “passas” are also entered there. Or the player who took them least of all records whists against other participants (“rosts”).

Games for seven to ten

Let's consider these variations in preference. The rules of the game in this case are quite simple. Whists in the “seven” are required to take one trick each. This is a definite condition. Both of them rarely whistle on the eight ball. One usually says: “Pass.” However, he still whistles. Although he does not receive any reward for this. If both defenders pass, then they do not throw their cards. They play for free. That is, for the sake of testing the opponent. This is called forced whist.

This test combination is required for “nine” and “ten” games! In this case, the winner is debited as much as he ordered. And the whistlers receive points for bribes, which depend on what kind of game was played. "Nine" and "ten" are rare.

"Seven" or "eight" becomes controversial when two participants wish to play it at the same time. In this case, the highest suit has the advantage.

No trump game

Here the name itself speaks for itself. This preference, the photo of which is provided in this text, lies in the denomination of the cards. In this case, there are no trump cards. The cap interrupts any game. They charge 60 “puans” for it.

You can order a game without trump cards if the player has the following set of cards in his hands:


Preference with giveaways

Preference has many tricks. Numerous varieties with new rules were developed later. For example, initially, with three passes, the change was not counted. For a new game, the deck of cards passed to the next participant. It wasn't fair. Since the first dealer “lost” his hand. And mixed cards were instantly hidden. Revision of the game was not allowed. This is if one of the players with good cards did not play, but folded in the hope of “burdening” his partners. There are others like that.

To prevent this, they came up with a certain condition. Namely: when making general passes, do not throw cards, but play a game of giveaway. In this case, the winner is the one who did not take any bribes. This is also important to know. In this case, you should try not to take more than three bribes. They are subject to amnesty.

For each bribe over three, 10 remits are given. For 4 tricks - 10. For 5, respectively, 20, etc. For a reversal - the absence of any suit on the hands - they also give 10 heddles. The testing game instills some caution in players. Not everyone likes this. That's why she's not popular.

Computer version

This is also an entertaining variation. Currently, the computer version of preference is such that beginners can quickly learn certain rules and play online. A detailed training manual has been developed for them. A game with hints is also possible. Professionals in this field will be able to choose an option of any complexity and strong computer opponents. Also, in the “problem solver” mode, you can draw up the cards yourself and play games. The artificial intelligence in the game is such that when bidding for a purchase, your opponents will behave in accordance with the one you have chosen. These are either cautious or risky opponents. The advantage of the game is a set of sayings loved by preference players. During the game, its subtleties and at the same time card “wisdom” are comprehended. There are details of the bullet description, which reflects the entire gameplay, as well as the value Automatic calculation of winnings will appeal to beginners. After everything comes the “completing the game” section. The achievements of the participants are also highlighted there.

Conclusion

In general, there are various popular card games. Preference is one of them. You just have to carefully read the certain criteria of the game. You will learn about this by reading the contents of this text.

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