Play preference with real opponents. Preference online on LiveGames: description and rules

On this page we describe the generally accepted rules preference card game. But preference has many varieties. Let's look at the most famous and common of them:

Basic rules of the game of preference

The rules of the game of preference are quite complex, since after each deal of cards different types of plays can occur. So, sometimes you need to take as many bribes as possible, but the opposite happens - the fewer bribes, the more points. The complexity of the preference code is further aggravated by the fact that, in addition to general, unified provisions, there are also conditions that players specifically agree upon among themselves before the start of the game. We are not talking about any fundamental changes, but only about choosing one of several available in the practice of global preference for options for playing out a situation or options for recording and scoring. These options can be adjusted to one another, and then they constitute, as it were, a separate type of preference, which even has its own name. Getting acquainted with preference must begin with those foundations and principles of the game that are unchanged in any company of preference players, no matter what language they communicate in.

Symbols of preference

Designations of card values: T - ace, K - king, D - queen, B - jack, 10 - ten, 9 - nine, 8 - eight, 7 - seven. Suit designations: P - spade, T - club, B - diamond, H - heart.

When designating a specific card, we use 2 signs: the first indicates the suit, the second indicates the value. For example, P: K - king of spades. B: T - ace of diamonds. If there is a group of cards of the same suit, then the suit designation is placed once. For example, P: T, K, D, 7 - T, K, D, 7 spades.

We will denote the players by the letters A, B, C and D and assume that A is always on the first hand, B on the second, C on the third, and O on the draw.

When describing card layouts in games of tricks, a notation of the form Dx - Kxxx means that player B has only two cards of a given suit, the highest of which is a queen, and player C has a king and three low cards. On the contrary, a record of the form 7x - 8xxxx on a minuscule means that player B has a seven and a higher card in this suit, and player C has 4 cards, of which the lowest is eight.

Number of players and seat distribution

Four players play preference. It is possible with three of us, which introduces some changes to the game, but not of a fundamental nature. It’s just that the duties of the fourth, absent player are alternately performed by the three present. Or three people find a “boob” for themselves, that is, a person who does not know how to play, but agrees to perform the mechanical functions of one of the partners. You can play together too. But this game, called “hussar preference” in Russia, has fundamental differences.

Everyone plays for themselves. The deck of cards contains 32 sheets (7,8,9, "O, V, D, K, T in four suits). The order of the suits is spades, clubs, diamonds, hearts. Moves are made by suit. If the player does not have a suit, which move is made, he must put a trump card. If there is no trump card, you can put any card that is similar to form a bribe, which is taken by the player who put the highest card in the suit or the trump card (the highest trump card when two players do not have this suit).

Before the start of the game, the places of each partner are determined. The fact is that the question of who sits where, which partner is to your left, and which one is to the right, which one is opposite, has a special meaning in preference, even mystical in some ways.

The mysticism lies in the fact that superstitious players, and these are the majority, are convinced that in every house, or rather, at every table, there are happy and unlucky places. You sit in a happy place, and the cards will be dealt in an exceptionally successful manner; in other words, a situation arises when “the card is rushing.” Well, and, on the contrary, God forbid that you end up in a place where the player is fatally unlucky. Of course, superstitions are superstitions, but one cannot help but notice that the seating arrangement of partners in itself is not without a certain meaning, especially in a company that often gathers in the same group. After all, each player develops his own unique playing style. Someone is too gambling, even inclined to “bluff”, another is overly cautious, prefers reinsurance to any risk, etc. Therefore, you are not indifferent to who exactly is walking directly in front of you, what tricks you can expect from him.

Due to all the above gameplay and it is customary to preface the event with a place drawing. One of the partners, having shuffled the deck, deals out one open card each, and everyone is seated according to the seniority of the revealed cards. First, the owner of the highest of the cards dealt chooses his place, followed by the one who has the highest of the remaining three, etc.

By the way, those who have seriously studied preference statistics confirm the mysterious luck of a certain place on a certain day.

Sometimes a method of placing players according to their wishes is used.

Selection of a deliverer

Deliverer becomes either the player who chose the place or the player determined by the cards as a result of the following procedure. Any of the players, having shuffled the deck, throws it one card face down (i.e., revealing a card) to each player in turn. The dealer is the one who gets the ace first.

Dealing cards

Cards are dealt from a deck of 32 sheets. This is normal deck cards without sixes.

The first person to pick up the shuffled deck is the one who first chose the place. First, he offers to “cut” the deck to the player sitting to his right. “Skidding” consists in the fact that the skimmer divides the deck into two arbitrary parts and, as it were, switches places; he puts the one that was on top down (but not under one card!).

Then the dealer begins to deal cards clockwise: first to the partner sitting to his left, then to his “counterpart” and, finally, to the neighbor on the right who has just “removed” the deck.

In front of each of the three partners, he places two cards face down, then two more, two more, and so on 5 times, so that each player has 10 cards, i.e. 30 cards in total. The dealer places the two cards remaining in the deck in front of him. Moreover, he has the right to do this at any moment of the deal, but not before the first move and not after the last. These two cards make up the buy-in, over the possession of which a dispute begins between the players. The player who deals the deck is the drawer. He does not participate in the game on this horse. An erroneous submitter has the right to retake. Players do not touch their cards until the end of the deal. In this case, a mulligan is carried out if during it one of the players has a card revealed or the deal is made out of order, or if one of the partners received a number of cards different from the allotted one. No one has the right to look at the buy-in cards before they are opened. Each player becomes the dealer in turn, starting with the player sitting to the left of the first dealer. Having picked up the cards from the table, the player must, firstly, beware of prying eyes, since looking into a partner’s cards is not at all considered shameful in preference - let everyone take care of the “secret of the deposit” and keep their cards “closer to the orders.” Secondly, arrange your cards by suit, alternating red and black suits. This is not a law, but a simple convenience that helps the player avoid confusion in own maps. Mix up the Ace of Hearts and the Ace of Diamonds - common mistake novice players.

Trade for purchase

Wanting to add two more cards to the cards received (buy) and thereby try to play a larger game, the player begins a verbal fight for the buy. Having won the fight, he receives the right to two buy-in cards, reveals them, showing them to the others. Now he chooses a twelve card hand, but leaves the best 10 cards for play. The two unnecessary ones are thrown back into the stock and are not shown to anyone. Players begin trading in order. The order of the players is determined by their position relative to the dealer: the first to the left of the dealer is the player of the first hand, the remaining partners are the players of the second and third hands, respectively. During the “trade”, and only during the “trade”, i.e. the competition for the right to take the buy-in, a single rule is established about the seniority of suits. The priority of suits is not taken into account further in the game. When playing cards, the suit that beats the others is called trump, and the player orders the trump. The lowest (or weakest) suit is SPACES, then the other “black” suit is CLUBS. There are two red suits that are higher than them, first DIAMOND, then the highest suit - HEARTS. During the trading process, each suit can be designated by it serial number. So, for example, “6 first” means “6 spades”, and “8 third” means “8 diamonds”. For brevity, instead of "6 of spades" they simply say "one". After all, the exclamation “6 of spades,” meaning that you undertake to take 6 bribes, provided that the trump card is spades, is the lowest on the scale of possible obligations. After the cards are dealt, the players take turns announcing their orders, that is, they declare how many bribes they undertake to take and at what trump card. You can play without trump cards. Such an application is considered the “highest” in preference. Therefore, "6 without trump" is older than "six of hearts", but, of course, younger than "seven of spades". “10 without trump” is the highest of all possible bids. The scale of values ​​in preference is as follows.

Here, each ad in a lower row is older than the ad above. Likewise, the ad for any game in the right column is older than the ad in the left column of the same row. For example, a game without a trump is older than the same game in a suit, any seven game is older than a six, a minuscule beats any game not older than an eight. The nine-fold game is older than the minuscule, but the minuscule without a buy-in beats the nine-fold game.

So, in preference there are the following games for bribes (the player is obliged to take the appropriate number of bribes): six, seven, eight, nine, ten and, in addition, minuscule - when minuscule is announced, the player is obliged not to take a single bribe. An application for a meager amount represents a commitment not to take a single bribe. In the case of a minuscule case, there may be a "law of contract". It can be agreed that the minuscule is higher than all other bids, and the player who announced it immediately becomes the owner of the buy-in. But you can put him in the table of ranks a little lower - between nine and ten. Then the bid for the minuscule can be interrupted by a player who has announced his intention to take all 10 tricks. But this is one of the conditions that must be specifically agreed upon in advance. When playing without a trump card, the player is obliged to take bribes on twelve cards (ten of his own and two buy-in cards) in any layout of the opponents’ cards and in any move. Since this announcement is made only after the purchase has been received, preference is not announced during the bidding process.

The following combination of cards is called preference:

Peaks - T K D,

Clubs - T K D,

Diamonds - T K D,

Hearts - T K D.

Kit combinations on one hand gives the maximum winnings. Having received this combination of cards, the player declares: “Preference.” In this case, the game stops and is considered over. Calculation is in progress. Having played a preference, he writes off all the whists, resets his mountain, adds to all the players everything that they did not have time to finish, compensating for all this with whists. The subsequent calculation is carried out as usual. This is what preference is.

Preference is extremely rare, so before starting it is usually agreed in advance whether the game will be played with or without preference. When bidding, each player has the right on his hand to either declare a game older than the one announced by the previous player, or to say " pass". The latter means a refusal to bargain. On the other hand, having declared some game for bribes and received a buy-in, you cannot then switch to a meager one. For example, having taken a buy-in at the “7th of spades”, you cannot declare “meager”. Conversely, saying “meager” and having taken a buy-in, you cannot then play for bribes. If two players are involved in the auction, then the one who has the first hand in a clockwise direction relative to the other can say “here” on the second and subsequent rounds of the auction. This will mean that this player undertakes to play, at a minimum. , the same game that was announced before him. If the player did not use the named right, the second player can say “here”. So, as a result of the “trade”, it becomes clear which of the players made the highest bid. He receives 2 rights at once: the right to take the buy-in. and the right to declare which suit will be trump. But he did not receive the right to make the first move. This right is invariably used by the player sitting on the left hand of the dealer. During the entire play of this hand, he is called the “first hand.”

3 cards thrown onto the table by the players in turn, one each, are called a bribe. The player with the highest card takes the bribe. suits, into which the exit is made, or the player who put trump. He collects 3 cards from the table, turns them over and places them near him. Each player places his bribes separately next to himself. There are 10 tricks in total. These bribes are distributed between the players and the whistlers.

Whistling

After the player has done demolition and named the final order, his partners must determine their position in the further game: exactly how many bribes, which in preference are usually called “wists,” they intend to take. First, the player sitting clockwise next to the player declares his intention to whistle or not. The word “wist” he uttered means his intention to participate in further play. The word "pass" means refusal to play. The players who continue the rally are called defenders. The following games are ordered in preference:

six - the player undertakes to take - 6 tricks, and the whistlers - 4,

seven - player - 7 tricks, whistlers - 2 bribes, eight - player - 8 tricks, defenders - 1 trick, nine - player - 9 tricks, whistlers - 1 trick, ten (totus) - player - 10 tricks, no whists,

minuscule - the obligation of one player not to take a single bribe, pass - everyone plays, and everyone strives to take as few bribes as possible.

When the players fulfill their obligations, the game is considered played, in other words, it is theirs. The player who plays for his game writes the corresponding number of points in the bullet, and the whistlers write in the “Whists” section for the player who played the game. If the player or the defenders do not fulfill their obligations, then the record goes up, and the defenders also whist for the bribes taken on the player. It is very difficult to whist in games of six and nine, since the whistlers do not have a supply of tricks, as in other games. You can whist for one or two players. If one player is whisting, then he decides how to build a game against the player: play dark (“standing”), that is, without showing any of the players his cards, or bright (“lying”), when the whistlers lay out their cards on the table. In this case, the player sees the defenders’ cards, but does not reveal his own. In the case when 2 players uttered the word "wist", the game is on in the dark. The first word goes to the player sitting after the one who ordered the game. If all players say “pass”, then a pass is played.

Rules for passes

If all 3 players announced a “pass” and, therefore, the bargaining did not take place, then a pass is made - a draw in which the players should strive to take as few bribes as possible. The following rule options can be used:

After the pass, the dealer remains the same, but cannot deal more than three times in a row;

Sliding deal: after each pass play, the deal goes to the next player in line;

Hard exit: after a pass, any player has the right to start bargaining with a game of at least seven. This option is usually found with rolling change;

With three players, passes are played in two versions: with opening of the buy or without opening. In the first case, each of the buy cards indicates the suit in which the player of the first hand should go, and he makes the first three moves regardless of who received the bribe. In the second case, the purchase does not participate in the drawing. The player on the first hand goes first, and then the one who received the bribe goes first. Most often, with this option, sliding surrender and a hard exit are used.

The game of minuscule occupies a special place. Seeing cards similar to Mizer, the player announces: “Mizer.” If the other two partners do not have a game similar to the nine, both take turns saying, “Pass.” The purchase is given to the meager. He dictates his cards by suit, and after deliberation, takes two cards back into the draw, without showing them to anyone. The players' task is, without knowing the demolition, to force him to take at least one trick and not allow him to write down the maximum number of points in the bullet. For each trick on the minuscule, the player writes up the mountain twice as much from the points in the pool. If it is the player's first move, then he first makes a move, and then the catchers put their cards on the table ("lie down"). All minuscule things, as a rule, are played lightly. The player, seeing the cards of others, must try to avoid himself being drawn. If it’s the catchers’ move, then they “lie down” immediately, but only after the demolition. It's called minnow fishing. Once the cards are revealed, the demolition cannot be changed.

Play on the buy-in

When playing with four players, one of the players always sits on the side. All players take turns playing, distributing cards. This player is not offside. Sitting on the bench, you can climb the mountain and record whists. The draw-in can receive penalty points in a pass game if the draw-in cards turn out to be the highest in the trick, or three, multiplied by the stake coefficient. In the event that his card did not take anything, he can write off points from the mountain or not write anything at all, depending on the agreement. He can also write down the mountain when the player returns the purchase back to him as unnecessary. A player sitting on the buy-in can record whists in the following cases: if the buy-in player gives a potential bribe from the buy-in to the player and when the player has not played the ordered game ("hooked"). For a good sold buy-in, the buy-in is awarded the following number of whists: K and D of the same suit - for one trick in the ordered game, T - for one trick, T and K of the same suit - for two tricks, 2 aces - for three tricks.

The number of whists for bribes depends on the game that is played by the player and does not depend on whether this game is played or not subsequently. For baiting a player, the buy-in writes whists for as many bribes as the player in the corresponding game did not get. It is important to note that the purchaser does not have the right to look at or show the purchase to anyone, and also to swap the top and bottom card. For example, in a buy-in, there is a 7 on top and a T on the bottom of the same suit. Passes are played. The top card is revealed, and someone has a blank king (naked), that is, without covering other cards of this suit. Bribe him. And if, on the contrary, T is revealed, then the bribe is bought, since the king is of less dignity. On the revealed 7, this player discards any other unnecessary card, so as not to take a bribe on it.

Return of the whists

If the players refused to whist and both passed, then the player who bought in has the right to return whist by looking at the cards of one of the players. At the same time, he alone already bears full responsibility for the shortfall in tricks on whists, and when a player is added to the game, he writes all the whists for himself, plus what he is entitled to in the event that someone else whisted. For example, the buyback returned the whist in the six game, and the player was left without two tricks. There are 40 whists in total. There are 8 legal buy-in whists - two tricks of four. There are a total of 48 whists recorded per player.

In the case when the first whist has passed, the second, with a weak whist card, can “go away for his tricks.” In the six game they take two tricks, in the seven game - for one, and in the remaining games the player plays without whists, that is, the cards are discarded by everyone, the game is considered played, and the player writes down his points in the bullet. In order to get away with his bribes, the second player must ask the first player for consent, since he still has the right to return the whist, to whist a second time. In this case, if the player gets hooked, all the whists are written by the player who returned the whist. If the required minimum bribe is not collected, the person who returned it writes down the mountain.

Types of whistling

Responsible whist - when, with the second passer, the whistler is responsible for the tricks of both hands and, if the required number of tricks is not taken, writes uphill (in accordance with the cost of the game). The one who passes does not write anything (neither into the bullet nor into the mountain). If both players whist, then when they take the required number of tricks, each writes for the whists he himself took.

If the players received less than the required number of bribes in total, then they write up the mountain: the one who took less than two on the six - for each bribe not collected together with the second player; who took less than one in a game of seven - for one short trick; the second whist - in the remaining games (i.e. the one who said "wist" after the previous player had already said "wist". This is usually called "second whist responsible"). For example, let partner B take two tricks while whisting in a six-game game, and partner C take one. Player C writes uphill for one trick. If B took two, and player C received no bribes at all, the latter writes uphill for two tricks. In the same situation, but in a seven-player game, no one writes uphill. If in a game of nine the first defender (B) took one trick, and the second (C) did not take any tricks, player C writes up the hill.

Semi-responsible whist - means that when hooked, the hooked person writes uphill 2 times less than with responsible whist. The entry for whists is similar to the entry for responsible whist.

Gentleman's whist - differs from the responsible one in that when there is one whistler and a second passer, the whists write both (whistler and passer) in half, but only the whistler writes a mountain for the bait. As a rule, there is a gentleman's semi-responsible whist.

Redneck whist - means that with two defenders, each of them is obliged to take at least required quantity bribes (two each in six games, one each in sevens, eight and nine games). Otherwise, the person who did not pay bribes will be fined. If one player is whisting, then leaving “for one’s own” is not allowed, a rally is held in which the whistler is obliged to take the number of bribes required by the rules (two for the six, one for the rest of the game; for bribes). For example: player A announced “6 diamonds” and took 5 tricks. At the same time, players B and C both whistled, B took 5 tricks, and C took none. Player A writes to the mountain for a decoy, player B writes whists to A, taking into account the bribes he has and also for a decoy. Player C writes to the mountain for not taking two bribes and whists to A for baiting him.

Raffle

After appointment final game and the definition of the whistlers, the rally begins: the player of the first hand goes first, then the player who took the bribe. The move is carried out with one card.

The remaining players, in the order of their location, must place their own card of the same suit on the chosen card, if this suit is absent, a trump card, and if both are absent, any card of a different suit. The player places the received bribe face down next to him. Any of the partners can look at the last trick again until the next one is closed. So, when whisting in the light, the whist plays both his own and the passer’s cards. In this case, any of the players can give advice to the defender. If the whistler chose to play in secret, then it is prohibited to give advice to the player or the whistler during the play. If there is a minuscule amount of money, the drawing is carried out in the light. If the declaring minuscule has the first hand, then the cards are revealed only after his move. After the end of the drawing, all players count their tricks and make entries in the appropriate sections of the bullet. The next player deals the cards.

As with any other digital payments, preference has a unit of calculation, its own internal currency. Such a unit is one whist. Before the game, the partners agree on the tariff. For ease of presentation, let’s equate one whist to one kopeck. This whist penny is earned by the player who takes one! a bribe when whisting in a six game. Of course, provided that he fulfilled his whist obligations, that is, he took 4 bribes if he whisted, and at least two if he was responsible for doubles. Here, special attention should be paid to the fact that possession of a bribe has nothing to do with which of the player’s opponents actually took it. The bribe goes into a common pot, and the one who takes it gets the right to make the next move, but financially it belongs to the one who declared the whist. It often happens that during the course of the game, the very partner who passed takes all 4 tricks on the six, but the one who dared to say “whist” chalks them up to his own account.

There are different ways increasing the scale of all glasses (aka whists) by doubling, tripling, quadrupling. The most common of them is mandatory passing. The partners agree that before normal game, with a buy-in trade, they will play one or 2 rounds (full circles) of passes.

Each of them brings each participant one “Christmas tree”. The presence of a “Christmas tree” for a player means that the outcome of the next game is assessed at a double rate. The same bribe on a gear one costs not one, but 2 whists, and so on. If the stock of "Christmas trees" is of this player ended, he can start one or more, for which he must announce a “blind pass” on the first round of betting, i.e. before any of the partners announced their desire to play the game.

Only an order for a seven-player game can interrupt the “blind pass”. The applicant of the “dark pass” and those who also joined him “darkly” receive an additional “herringbone” if the passing takes place. Such an additional “herringbone” is called a “bomb”, and in some overly gambling companies there is a game with double and triple “bombs”. “In the dark” you can say not only “pass”, but also “one”, although such a style of play in classical preference is not encouraged. They will only react with understanding to the “dark” hand on the last hand, when after two passes it is logical to expect the presence of large cards in the draw. If the player is lucky, he doubles his winnings. The loser pays different types double fines. In order to at least somehow balance the risk of playing "darkly", sometimes it is agreed that the order "6 of spades" is mandatory for whisting by both partners. The whole game, as you understand, takes place “in the dark” in this case, which is more to the advantage of the player than the whistler.

Recording order

The recording field is a piece of paper divided into parts according to the number of partners, and is called a “bullet”. The bullet can be lined up for four or three players. The upper part is called the “mountain” and all penalty (minus) points are recorded here, be it an unplayed game (more precisely, an unfulfilled contract) or a failed minuscule. In some recording systems, the results of passing are also entered here. The middle part is the actual bullet or bullet. It records all your achievements. To do this, before the start of the game, a certain specific control figure is discussed. It denotes a certain limit, the limit of the main phase of the game. For example, this is the number 500. Now we either write off from five hundred to zero, or add numbers to five hundred that reflect our successes according to a certain scale. The lower part is “whist”. Depending on the number of players, the line of whists is divided into parts (two or three), in each of which whists are recorded for the players sitting respectively to the left, opposite and right of the given player (with four players) or on the left and right (with three players). In the event that the one who took the bribe did not collect the required number of bribes, the whists add the shortfall in the number of bribes to theirs and write whists for this number of bribes. The dealer (with four players) writes whists for bait.

For example, if a player declared a six-game game, but received only 4 tricks, and the whistlers took 4 and two bribes, respectively, then the first of the whistlers adds two more to his bribes and writes whists for 6 tricks. The second one writes whists for 4 tricks. The deliverer writes to the hooked whist for two bribes. If in the same situation only one player whisted, then with a responsible whist he owns all the bribes plus two more for the bait (i.e., a total of 8 bribes). The one who passed and the one sitting on the buy-in write for the bait whists for two bribes. In gentleman's whist, the one who whistled and the one who passed have 6 tricks together, add two more for the hook (a total of 10 tricks) and divide the whists in half (i.e., everyone writes for the hooked one for the cost of the game for 5 tricks).

Cost of games

IN preference games have the following generally accepted value: six - 2 points, seven - 4 points, eight - 6 points, nine - 8 points. Passes: ten - 10 points, minuscule - 10 points, single - 1 point, double - 2 points, triple - 4 points. In addition to the above cost of passes, there are the following options: - the cost of passes is not 1, 2, 4, but accordingly 1, 2, 3, less often 1, 2, 2; - the cost of passes is constant - mostly 1 or 2 points per trick; - the cost of passes doubles (not 1, 2, 4 or 1, 2, 3, but accordingly 2, 4, 8 or 2, 4, 6 points per trick).

End of the game and mutual settlement

The game is considered over if, depending on the rules used, either the bullets of all players are closed, or they have scored the assigned total number of points, or the assigned game time has expired. As a result, each player has a certain number of points in the pool and grief.

Final calculation

First, the player with the maximum number of points in the pool is determined. The bullets of all other players are subtracted from this number, then the differences are added to the records in the mountain (in Rostovka with a common bullet and Leningrad; in the composition, the bullets of all players are equal at the end of the game). Let us also note that in Leningrad the above-mentioned differences are first doubled. As a result, the bullets of all players become hidden. Further calculations can be carried out in one of two ways.

First way

First, the player with the fewest points in the mountain is determined. This number is subtracted from the mountains of all other players. Each partner multiplies the result by 10 and divides it by the number of players. The found number is the player's loss from the mountain in whists to each other and is written by them in the whists line. The sum of whists from the mountain and whists received during the game gives the number of whists for a given player. The partners' whists against each other cancel each other out: the one with more whists writes the difference with a "plus" sign, and the one with fewer - with a "minus" sign. The algebraic sum of the differences in the whists of each player is his win or loss (depending on the sign of this sum). Multiplying this number by the cost of whists, we get a win or loss in monetary terms.

Second way

The differences between this option and the first begin after the bullets are closed and the smallest mountain is subtracted from all. After this, the mountains are added up, and the sum is divided by the number of players. Each player subtracts the mountain remaining after the reduction from the resulting average. The result of a subtraction with a plus or minus sign is multiplied by ten. As a result, we get the result of a net (in whists) winning from the mountain. After mutual calculation of the whists of all players, the whist record from the mountain is added to the sum of the whists of the player with a “plus” or “minus”.

Of all the varieties of preference, Sochinka is the least gambling, because it does not provide for an increase in the cost of games played, whists and tricks, it does not contain bombs, blind games and other elements that enhance the importance of chance when playing. Therefore, a player of average skill even with bad cards throughout the game can achieve a slight loss. This is why Sochinka is popular among players who are not prone to excessive risk and excitement, but who like to accurately calculate combinations and think logically. In Sochinka, the generally accepted value system is used: six - 2 points, seven - 4 points, eight - 6 points, nine - 8 points, ten - 10 points, minuscule - 10 points. Passes: single - 1 point, double - 2 points, triple - 4 points. In accordance with this value, points are recorded for played and unplayed games, as well as whists according to general rules.

Recording in pulka and uphill in Sochi

Contract

Played

Bribe on Vista

Unkind bribe at the game

Unkind bribe at the game

Key Features:

  • whist is responsible: the full cost of the game is written down for a pick-up on whist uphill;
  • consolidation (bonus for baiting the point guard): when remise (buying) the point guard, both defenders write whists to the point guard - in the amount of the cost of the game for each missed trick. Consolidation is written in addition to whists for actually taken bribes.

An example of consolidation in Sochinka

Bribes

For actual bribes

Consolidation

Bottom line

Defender A

Defender B

Key Features:

  • Redneck whist: when the point guard is tricked into whisting, only the defender who whisted writes, and the player who passed the ball writes only the consolidation.
  • Passing to the mountain: usually 1 point for each trick.
  • The passing pattern is progressive: usually in an arithmetic progression (1-2-3).
  • For zero tricks on the passer: the player writes the cost of 1 trick into the bullet; buy on the pass: opens and when playing with three players shows the suit of the move (the dignity of the card is not taken into account).
  • When playing with four players, the buy-in cards belong to the dealer, who writes both to the mountain and to the bullet on a general basis.
  • End of the pool: play until the moment when the entry in each player’s pool reaches the agreed value.

"Help" rules

If the player has already closed the bullet, he “helps” another player who has not yet closed his bullet and has more points in it than everyone else, with the exception of the dealer and the player who whisted in this game and got hooked on whists. For the player who has written down points in his bullet, he writes down whists tenfold, for example, in a seven-player game - 40 whists. If two players who did not close their bullets have the same number of points, then they “help” the one who has less in grief (again, if he is not a dealer and is not addicted to whists). If these players have the same grief, then the player “helps” the first one in a clockwise direction. When the player who is being “helped” has fewer open points left in the pool than he has played, then the rest is “helped” by the second one. If a player cannot record “help” for others because of their baiting or to close the bullet, fewer points are needed than he played, the player writes off the rest (or all points when baiting the whistlers). If at the same time he has zero or less in the mountain than he should write off, then after writing off to zero the remainder is written down by everyone else in the mountain (including the depositor). The depositor, who has played a meager share with someone, has no right to “help”. When passing, a player who has already covered the bullet, but has not taken a single trick, writes off the mountain and has no right to “help” others. If you try to characterize the composition in one word, it’s a game against a whistler. This is the simplest variety. The best way to start learning to play is composition.

Conditional arrangements

The underground (or semi-underground) position of preference in Russia over the course of 70 years of persecution was the reason for the existence of many not only varieties, but also separate “contractual” rules living within each variety:

How does the meager survive?

Is the progression of the passer arithmetic or geometric?

Has the passing game been tightened? etc. Here is an almost complete list of points on which players must come to a consensus:

Contract rule

Condition 1

Condition 2

Condition 3

Condition 4

Condition 5

Miser interrupts

M-9 - Mizer without purchase-9 without purchase

Passing
Progression

absent
(X 1 , X 1 , X 1 , X 1 ...)

ogre arithm.
(X 1 , X 2 , X 3 , X 3 ...)

ogre geom.
(X 1 , X 2 , X 4 , X 4 ...)

neogr. arithm
(X 1 , X 2 , X 3 , X 4 ...)

neogr. geom.
(X 1 , X 2 , X 4 , X 8 ...)

Passing
Record for a bribe up the mountain

1 point
(single)

2 points
(single)

Passing
Buying on the pass

doesn't open

opens

Passing
Exit

(6,6,6,6...)
simple

(6,7,7,7...)
difficult

(6,7,8,8...)
toughened

Passing
Exit by bait

not allowed

allowed

Passing
Transition change

sliding

repeat 3 times

Whist Type of whist

redneck

gentlemanly

Whist responsible / semi-responsible

half the cost of the game

full cost of the game

Vist 6 peak - Stalingrad

not allowed

allowed

Vist-Pas-Polvista

not allowed

allowed

Whist Without three without whists

not allowed

allowed

Whist game of tens

being checked

whistles

Whist Responsibility for 8 and 9

last

Trade-jumping

not allowed

allowed

Declarer's first move

in the light

The divisibility of a mountain is not divisible

divisible by 2

divisible by 3

Leningradka

The most common preference game is Leningrad. Leningradka is akin to Rostovka, only here even more attention is paid to passes: firstly, passes in Leningradka is the most expensive game; secondly, the rules provide for maximum severity towards the player (double punishment for baiting); thirdly, when passing, a hard exit is required. A hard exit, combined with a double penalty for setting up, creates very favorable conditions for passes. At the same time, the spread in Leningradka is much more flexible than in rostovka: if in the latter spread everyone loses except the one who took the fewest bribes, then in Leningradka this is not the case, but nevertheless, the spread here plays a decisive role. And therefore, those who play passes well have a great chance of winning in Leningrad. Tactics in Leningrad are determined by how your passes go. If it’s good, then maintain the spread; if it’s bad, try to get away from it. It is very important to get out of the gaps in time. If you successfully completed several laps and you got a game of seven, but at the same time the spread is good, you need to think carefully: either get out of the spreads, or continue to tempt fate. With the help of passes, you can try to correct a bad position in the pool: having the game in hand, you can artificially “twist” the passes in the hope of their further successful development. Leningradka is an interesting, challenging game with a lot of choice tactics. Success in it depends not only on the card, but also to a greater extent on the skill of the player, which determines the ever-increasing popularity of this type of preference.

Sign up for pulka and uphill in Leningrad

Contract

Played

Bribe on Vista

Unkind bribe at the game

Unkind bribe at the game

Key Features:

  • Consolidation (bonus for baiting the point guard): when remise (buying) the point guard, both defenders write whists to the point guard - in the amount of the cost of the game for each missed trick. Consolidation is written in addition to whists for actually taken bribes.

An example of consolidation in Leningrad

Bribes

For actual bribes

Consolidation

Bottom line

Defenders A

Defenders B

Key Features:

  • Gentleman's whist: when baiting the point guard (when one whisted and the other passed), the defenders whisting and passing write all the whists in half - both the consolidation and the whists for the actually taken bribes. Whists are divided like gentlemen, regardless of whether the draw took place in the light or in the dark.

An example of a gentleman's whist entry

Contact 6 clubs

Point guard

Defender (wist)

Defender (pass)

(5x4+1x4+1x4):2=14

(5x4+1x4+1x4):2=14

For comparison, here is an example of recording the distribution of whists during redneck whist:

Contact 6 clubs

Point guard

Defender (wist)

Defender (pass)

Key Features:

  • Passing to the mountain: usually 2 points for each trick;
  • The passing pattern is progressive: usually in an arithmetic progression (2-4-6);
  • For zero tricks on the passer: the player writes the cost of 1 trick into the bullet;
  • Buy-in on the pass: opens and when playing with three players shows the suit of the move (the dignity of the card is not taken into account);
  • When playing with four players, the buy-in cards belong to the dealer, who writes both to the mountain and to the bullet on a general basis. end of the bullet: Leningradka is played until the sum of entries in the bullet reaches the agreed value, multiplied by the number of players. Anyone who does not reach the arithmetic average takes up the mountain with the double difference between the amount of points actually scored in the bullet and the arithmetic average. The one who outplayed writes off his difference from the mountain - also doubly.

Record(bullet up to 50)

Player B

Player C

Sum

bullet before calculation

slide before calculation

slide after calculation

If you try to characterize Leningradka in a word, it is a game against the player, while composition- playing against a defender, and Moscow bullet- for master passers.

Rostovka or Moscow bullet

The main difference between the size and the composition is the obvious strengthening of the role of the pass. This is achieved, firstly, by tightening the punishment for an unplayed game and, secondly, by a strong bonification for a won pass, comparable to a successfully played big game. Rostovka differs from composition and is incomparably more intense. If in a game a player with a problem card can be relatively calm, then in Rostovka he is constantly gnawed by the thought: “What if there’s a bust...” “Horses” (games with prizes) bring big changes to tactics. The significance of the minuscule increases sharply: according to the rules, it is rewarded with a prize and therefore is played much more often than in other variants of preference. As the bullet develops, each partner can make his own choice: to play for the first closing of the bullet or for the minimum mountain. And then a desperate struggle breaks out. Rostovka is a difficult game, very interesting, with a large selection of tactical possibilities.

Entry in size

Contract

Played

Bribe on Vista

Unkind bribe for

Unkind bribe at the game

Key Features:

  • Whist is semi-responsible: half the cost of the game will be charged for uphill whist;
  • Consolidation (bonus for baiting the point guard): when remise (buying) the point guard, both defenders write whists to the point guard - 10 whists for each missed trick. Consolidation is written in addition to whists for actually taken bribes.

Example of consolidation in Moscow pulka

Bribes

For actual bribes

Consolidation

Bottom line

Defender A

Defender B

record

Key Features:

  • Passing for whists: usually 5 whists for each trick. On passes, the one who takes is the least and only he writes five whists per trick for each player, in addition to the number of his own tricks. That is why in Rostovka there are no differences between the first, second, third, etc. passes. For example, let the players take: A - 3 tricks, B - 4, C - 2, and dealer D - 1 trick. On A the deliverer writes 10 whists, on B - 15, on C - 5 whists. The rest of the players do not write anything. If 2 or more players have the minimum number of tricks on passes, then they all write whists according to the specified rule on those who took more than them. Rostovka, as a rule, is played with sliding surrender, with semi-responsible whisting. With three players, the buy on passes is not opened.
  • The buy-in on the passer: never opens when playing with four players, the deliverer writes 1 into the bullet, as if for zero tricks;
  • End of the pool: play until the moment when the entry in each player’s pool reaches the agreed value. The player who has closed the bullet (has reached the agreed value) “helps” the one who has the largest entry in the bullet. Having played, for example, a six-handed game, he writes 2 points into the opponent’s bullet, and, as compensation, he receives whists tenfold, i.e. 20 whists.

If you try to characterize the Moscow pulka in one word, it is a game for master passers. In addition, it is more suitable than others for duplicate tournaments, since the sequence of hands played does not matter.

Preference Gusarik

Game for two. It has nothing in common with hussar preference. It got its name as a tribute to antiquity. Although many experts card games They believe that hussar and hussar preference are one and the same game. All games take place at open maps partners and the supposed third player - the "boob." Cards are dealt to three people in turn. The dummy cards are always to the dealer's left. The "boob" is always the first option.

During trading, the "dummy's" cards are not touched and until a certain time none of the players has the right to look at them. After ordering the game and wanting to envy, the "boob's" cards are turned over and connected to the whistler's cards. All rules and moves are the same as in regular preference. You can play any of the types, by some agreement. Apply jumps, dark. Players play only on their own cards, and on whists they have the right to invite a “boob” or simply leave for two tricks - on a six, and for one - on a seven. The field is outlined as follows:

The most uncontrollable game is the passing game - complete anarchy. You cannot take anything during passes; you must give as long as possible, that is, discard a smaller card when the first one exits. The "boob" card does not participate in passes.

Classic Preference

The classic is very similar to the composition and Leningrad, but it has preserved many relic rules and conventions. The main thing that distinguishes it is:

1. Odds that increase the cost of games (bombs).

2. Possibility of bargaining in the dark.

3. Order games without purchasing.

Before starting a game of classic preference, players agree on how the game will be played - with single, double, triple, etc. bombs. A bomb is a pass declared in the dark (without looking at the cards). Double, triple, etc. bombs - respectively, the second, third, etc. circles of passes in the dark. A single bomb is worth 2 points per trick, a double bomb is worth 4 points, a triple bomb is worth 8 points, etc. (as powers of 2). For not taking bribes on bombs, the player writes to the bullet at the cost of the pass. Next, it is discussed how the first round will be carried out - with passes or bombs.

For example, if the decision is made to play with triple bombs, then the game begins with passes (from single to triple), regardless of the desire of one of the partners to declare an effective game. In this case, various options for initial bombs are possible. First option: after the first pass, which gave a single bomb, the same dealer deals again, and a “double bomb” is played. For the third time, the same dealer deals cards for the “triple bomb”. Then the deal goes to the next partner, and again three times the deal is made, etc. After each partner has dealt three times and the first player again becomes the dealer, the points in grief for each player are assessed. Second option: first, a circle of single passes is carried out with a changing dealer, then a circle of double passes, then a circle of triple passes. After this, the points in the mountain are counted. If the decision is made to start the game with passes (for example, with singles and doubles), circles of the corresponding passes are played (first singles and then doubles). After this, as in the case of the initial bombs, the records of the partners in grief are compared. Player having greatest number points in grief, orders a game - names the end time of the game and up to what points the record will be kept. For example, he suggests playing up to 50 points in a bullet game for up to 23 hours. This means that everyone needs to score 50 points to close the bullet. After the closing of the bullet, the remaining time until 23 hours must be played according to the rules described below. A few words about the designations: the signs for designating bombs vary greatly, for example, the sign C is used for a single bomb, the sign and C C are used for double, etc. bombs. This is how they play classics. Before the actual shooting begins, several rounds of passing are played - usually two or - by agreement of all players. Everyone draws a table on their bullet (record sheet) in which they will note the number of bribes taken (in the top line) and the games subsequently played (in the bottom line). The bottom line is "bombs".

This is the announcement of a player who said “pass” and did not look at his cards, provided that no one had announced the game before him. The rest of the players can optionally join the first one by also saying “pass” blindly (without looking at the cards), or declare a blindfold game by saying “sade blind” or “minor blind”, or, finally, look at their cards and say “pass.” or declare a game of at least seven. So, any bomb is interrupted by any dark game or light game of at least seven. If all players say “dark pass” or “pass”, a bomb is played. At the same time, only players who said “pass blindly” write a bomb icon for themselves. Anyone who looks at the cards and says “pass” loses the bomb. Double and triple bombs are obtained on the following laps with the same announcements as for a single bomb.

Bomb Games

The bomb is a coefficient that increases the cost of the game. Each game played on a bomb counts double (on a single bomb), quadruple (on a double bomb) and eight times (on a triple bomb). When the game is played, the bomb disappears. If not played, it is saved. In our example, there are four of us playing and we agreed to play 3 passing circles. Each passed 3 times in a row (the change did not change). As a result, everyone received 12 bombs. Their sequence cannot change: the next game will be entered in the free square closest to the left in the bottom line of the table. After two games played by one of the players (for example, six and minuscule), his board will look like this:

For a six, he will write down 4 per bullet (at a game price of 2), and for a minuscule - 40 (at a price of 10). So everyone chooses for themselves which bomb to play which game. When one of the players runs out of bombs, he can “earn” new ones by saying “pass blindly.” If this is followed by a pass, then everyone who passed blindly receives additional bombs. Those who pass to the light do not receive bombs. You can beat a blind pass only with a bid of 7 or higher. Once someone has made a meaningful bid, it is not possible to make a blind pass.

Meaningful bids in the dark

In addition to playing the bomb, you can increase the cost of the game by ordering it blind. Let's imagine that the player whose sign we keep in sight, inspired by a successful minuscule on a double bomb, said "one shot." Everyone saved. He takes the buy-in (and in secret - without showing it to anyone), demolishes it and appoints a game. Let's say 8 spades. How much will his game cost? Let's do the math. A triple bomb gives him odds of 8. A blind bid doubles the cost of the game. The total coefficient is 16. Taking into account the cost of an eight-player game (6), each whistler's trick will cost 6 x 16 = 96. He will write the same amount in the bullet in case of success and the same amount - for each short-handed trick - up the mountain (in the case of a remise). Let's imagine that he was unlucky with the layout and sat down without two. The player scored 192 on the mountain, and the whistlers - for 4 tricks, as for 8 to 96 - 768 whists in total. The hot guy can console himself with the fact that the triple bomb is saved: it would only be spent if the game was successful. His next game will also be played on a triple bomb.

He has a chance to improve matters - on the next hand he can declare a minuscule amount in the dark (!). You can write 160 into a bullet at once. In addition, there is a rule according to which a minuscule fish is caught in the dark. Similarly, a six-play, ordered blind, is forced by both defenders and played dark. For an order “once in the dark” there is such a relaxation: after looking at the cards, but without taking another purchase, the player can change the order and order a minuscule one. It will be considered as an ordinary minuscule - taken into the light. And it will also be caught in the light.

Game without buy-in

If you look at the rules of Austrian and Croatian preference, you can see that a game without a buy-in is older than any game with a buy-in. In the classics, this principle was preserved in a truncated form. And you can use it in trading at every level. Trading is taking place at level 6, you can win with an order without a buy-in, but if the partner has moved to level 7, then you can interrupt his game only with an order 7 without a buy-in. In the classics, an ordinary minuscule is interrupted by a nine-fold, and a minuscule without an addition is interrupted by a nine-fold without an addition or a ten-fold with an addition.

The innumerability of the "complete" rules of the Classics

For the classics it is impossible to simply list all the nuances (not to mention reducing them into a coherent system), since in each circle the relic rules are not only preserved differently, but also, like an ancient galley sailing on the boundless ocean of time , overgrown with speculation and improvements. For example, in some companies they play with semi-responsible whist, but only until at least one of the players has a closed bullet. From this moment on, whist becomes responsible. To kill once in the dark, some allow only a game of seven, while others allow a regular order of two. As for the cost of games in different colors, then there is no consensus here: some adhere to the modern unified table (the cost of the game does not depend on the suit of the trump), while others use the ancient hierarchy - spades are the cheapest, and without a trump - the most expensive...

Horse racing game

A game with races is a game with bonuses (to the one who closes the bullet first, to the one who has the fewest points on the mountain). Of course, the very fact and size of the bonuses are subject to agreement between the players before the start of the game.

Deck of cards for playing preference

Used in preference card deck 32 cards: 4 suits of 8 cards each - from seven (low) to ace (high). Seniority of suits in ascending order: spades, clubs, diamonds, hearts.
Any of the suits can be designated as a trump card, any trump card is higher than any non-trump card. In the trump suit, the seniority of the cards is also preserved.

Rules for bribes and turn order

The first card placed on the table is considered a move. Each player must put down one card per turn. Next, we will describe the standard rules for laying out cards in the preference of the LiveGames system.
For each move you need to place a suit corresponding to the suit of the move. If there is no such suit, you need to play a trump card. If there is no trump card, you can put any card. The bribe is taken by the player who placed the highest card, taking into account the trump cards. Using the "Moves" button you can see the last trick.
The right to make the first bid in trading and the first move are transferred in a circle from player to player. The player who has the right to make the first move and make the first bid when trading is called the “first hand,” the next player is the “second hand,” and the last player is the “third hand.”

Types of games

There are 3 types of games in preference - the game of bribes, minuscule and passing.
In a game of bribes, the player must take no less than the number of bribes stated in the trade. The game can be played with a trump card or without a trump card. The goal of the other players is to prevent him from taking the required number of tricks, i.e. take as many bribes as possible.
The player who declared the minuscule should not take a single bribe, while others, on the contrary, try to give him one or as many bribes as possible.
In passing, each player tries to take the least number of tricks.

Possible game orders

Games for bribes and minuscule are ranked as follows: the minimum quantity for an order is 6 bribes, the maximum is 10 bribes.
The player is obliged to take the ordered number of tricks, at the same time, the whistlers must take a total of at least 4 tricks in a six game, at least 2 in a seven game, and at least 1 trick in an eight, nine or ten game. At a minimum, the Whists have no obligations.
For example, the contract “7 of hearts” means that the declaring player is obliged to take at least 7 tricks with a trump card of the red suit. You can also order a game without trump (BC), this game is considered older than any trump if the number of tricks is the same.

Recording in preference

The goal of the preference game is to evaluate your cards and declare and play the most expensive contract.
The results of the games are written in bullet, on the mountain and in whists. The declared player gets points in the bullet for the contract played, and a penalty for the failure to play. Opponents write whists against him for every bribe they take; if they do not take the required number of bribes, they receive a fine. The protocol for recording bullets, mountains, whists is also called Bullet.
To view the bullet you need to click on the “Score” button, where you can also see the conventions of the gaming table.
Varieties of preference differ in the cost of games and passes, the distribution of whists between players, and the peculiarities of trading, and are called conventions. Our project presents game options - St. Petersburg, Sochi and Rostov.

Trade

In each hand, all 3 players play, everyone is dealt 10 cards. The remaining 2 cards are not shown until the end of the trade and their meaning is unknown to anyone - they are called buy-in. The goal of trading is to order the most profitable contract based on your cards.
Each of the players takes turns ordering the game and says pass, i.e. refuses to play. To do this, during trading, a field for ordering a game opens in front of each player in turn; each player must select the value corresponding to the game he is declaring or select Pass to refuse the game.
Each player, in turn, can order only one game; the player who passed does not take part in further trading. The minimum game that can be ordered is 6 spades, the next player can only order senior game, i.e. 6 clubs, then 6 diamonds and so on.
The last one who did not pass, who participated in the trade and declared the highest game, receives a buy-in and the right to order the game.
If all 3 players have passed, a passing game is played - a game in which each player tries to take the least number of tricks.

Order a game

After the trade is completed, the purchase order is opened and given to the player who ordered the game. This is done with the “Accept” button, after which opponents are invited to envy the game.
The player demolishes any 2 cards, after which he needs to order a game; for this, the field for ordering a game appears again. You can order any game, but not younger than the one on which the sale ended. Livegames allows you to order a miniscule only immediately, i.e. You cannot first order, for example, 6 clubs, and then a minuscule one. It is necessary to order the game, even if it is clear that it is impossible to play.

Game of bribes

The person who ordered the game must take the required number of bribes. If he does not take the required number of bribes, he is given a fine.
The amount of the fine is determined by the number of bribes not collected. The shortfall in bribes is called remise. If the player has taken the required number of tricks, he is given bullet points in the amount appropriate for a particular game. Using the “Offer” button, you can select one of the conditions for early completion of the deal, for example - “Take 6, Take 7, Take 8, Own game, Without 1, Without 2, etc. ", if the opponents agree, they press the "Accept" button and the deal is completed in accordance with the selected proposal. If the player takes more tricks than necessary, for example, when ordering 7 tricks, he takes 8, the entry in the bullet is made in accordance with the game that was ordered.
If the game of bribes was envious, i.e. at least one of the players said “whist” and thereby committed to take a certain number of tricks, then it is played, if both players said “pass”, then the game is considered played and the corresponding entries are written in the bullet.

Whist

After ordering a game, the remaining players must choose whether they accept the obligation to take a certain number of tricks for the corresponding game or not. If they agree, then you need to press the “Whist” button, if not, the “Pass” button.
You can whistle in the dark or in the light. In Livegames, if both players whist, then the whist is always blind. If one of the players whistles and the other passes, then the whistler must choose to whist dark or bright. To do this, the whistler has two buttons: “Light” and “Dark”. If the whist is bright, then the cards of the whistler and the passer are revealed and the whistler plays with both his own cards and the cards of the passer.

Responsibility when whistling

In a jealous game, the defender is responsible for taking the required number of tricks. The one who saved does not bear such responsibility. For each bribe taken, the whist writes whists to the player.
If both whist, if there is a shortfall, except for whists for missed tricks, the one who didn’t get a penalty will be fined.
If the player does not get the required number of tricks, those who whist, in addition to whists for bribes, receive a consolidation - a bonus for tricking the player. The amount of consolidation and its distribution among the players, the number of points for tricks is determined by the convention of the game.

Miser

Miser is a preference in which the player must not take a single bribe. A miser can be ordered by a player only if he has not made a single bid in this hand. In trading, a minuscule can only be beaten by a nine or ten play. A minuscule game is played without trump cards, the rest of the rules of bribes are unchanged.

Passing, or passes

Passes are played only when all players have ordered a pass. During passes, each player tries to take the least number of tricks. Passes are played without trump cards. The drawing begins with the fact that one card at a time is opened from the draw, this card only determines the suit, and the bribe is given to the one whose card is the highest.
In different gaming conventions - various features games and recordings of passes. The table convention defines the features of the passes, i.e. a progressive increase in the cost of a bribe if several hands are played in a row. The types of progression are arithmetic and geometric.

Cost of games

Each game has its own cost, i.e. the number of points recorded for the player in the bullet if he played this game or in the mountain if he did not win. For each trick in whist, the player writes whists. In the event that the whistler does not take the bribe, then both whists and a fine are written to him. If there is a shortage of players, the one who whist receives a bonus for boosting the player - consolidation. The size of the bonus, the amount of whists and their distribution, the cost of games is determined by the convention of the game. Based on the results of all records, for each game a balance of whists won and lost is obtained, which determines its value.

Preference - rules of the game

Preference (French preference "preference, advantage") is a card game, also known as "bullet". Appeared in Russia in the middle of the 19th century. The predecessors of preference were whist and other card games. It is played by three, four (one in turn “on the side”) or two (hussar).

Preference is a commercial game in which winning or losing is determined to a greater extent by the skill of the player, unlike gambling. However, in preference, money is not an element of strategy (unlike poker, for example), which makes it an optional part of the game.

How to play - preference rules

The game uses a deck of 32 cards ranging from seven (low) to ace (high) of each suit.

To record bonus and penalty points, a specially marked sheet of paper is used - a bullet. Each player has three areas in the bullet: whists, bullet, mountain.

The game is played until all players have received the agreed number of points in the pool, or by the number of laps.

Card distribution and trading

The dealer shuffles the deck and deals three piles of 10 cards in pairs and puts 2 cards in the draw. When playing with three players, this should not be the first and not the last pair of cards; when playing with four players, the last two cards are put into the draw.

After which there is a bargaining between the players, which determines the type of game. Calls are announced in a clockwise order, with the player next to the dealer making the first call. Bargaining starts with minimal game(6 spades) and each next player calls the game higher than the previous one, or folds, leaving the trade. Seniority - from 6 to 10, seniority of suits - spades, clubs, diamonds, hearts. The "no trump" game is older than any other trick game with the same number of claimed tricks. A minus bid cannot come from a player who has already called another game in the draw or has passed, and can be outbid by an order for a nine game, after which trading stops (there are variations of the rules in which you can declare a minus without a buy-in, which in turn can be interrupted application nine without purchase). If all players have passed, passes are played. If neither minus nor passes are played, betting continues until only one player remains.

There are 3 types of games: a game of bribes, minuscule, passes.

In the game of bribes, the winning player in the auction undertakes to play with a certain trump card (or without a trump card) and take a certain number of bribes. He takes the buy-in and discards two unnecessary cards. He then orders the game, that is, he finally announces the trump card (or lack thereof) and how many bribes he undertakes to take. You cannot order less than what you agreed to in the auction. For example, a player who has committed to playing 7 diamonds in a trade can order the game 7 diamonds, 7 hearts, 7 no trump, 8 spades, etc. but not 7 of spades or 6 of hearts.

Other players play together against him; each of them decides to check (whistle) or not check (pass). The defending player also undertakes to take a certain number of tricks. If both whistle, then the game is played closed. If one player whistles, then the game can be played open-handed, that is, both put cards on the table and the whistler plays for himself and for the passer. The goal of the game is for everyone to fulfill their contract (take the required number of bribes) and, if possible, violate the opponent’s contract (that is, force them to take fewer bribes than ordered in the game of bribes and give as many bribes as possible to the one who announced the minuscule).

With a minimum amount, the player undertakes not to take a single bribe. Opponents play openly and without a contract. Their goal is to force the player to take as many tricks as possible. The player takes the draw, shows all 12 cards to his opponents, closes all cards and discards two cards.

If the trade sounded like “pass-pass-pass”, passes are played.

When passing, everyone plays for himself, trying to take the minimum number of tricks, or less than his partner (in the Rostov convention). The buy-in cards either determine the coming suit of the first two tricks, or belong to the dealer (in a four-player game), or are not revealed ("Rostov", "Gusarik").

The main action in preference is the drawing of a bribe. Players place one card each in a specific order. The first player to move sets the suit. The rest must either carry cards of the same suit, or trump, if they do not have a given suit, or any card, if they do not have trump. The player who placed the highest card takes the trick. Bribes are counted by their number, regardless of the number and value of cards in them.

For each game played for bribes or minuscule, the player writes down a certain number of points for himself in the bullet, and the whistler - whists for the player. Exceeding the contract does not give anything to the player, but is dangerous for the defenders, since they are obliged to take at least the number of bribes specified by the convention.

For example, the player ordered a contract of 6 spades. And during the drawing he took 7 bribes. The two whistlers had to take 4 bribes. If both whistled, then the one who took less than two tricks will get the “uphill”. If there was only one whist, then he will get “uphill” without one (4-1=3), that is, as many as stipulated by the specific convention.

For each violation of the contract when playing for bribes or minuscule, players receive a certain number of points uphill. Tricks received during passes are also written up, or the player who took the least of all writes whists to others ("rostov").

The rules of the game, generally speaking, allow you to stop and sign the contract by agreement of the players at any time, as well as continue the game even after the bullet is closed. However, the ethics of the game dictate the requirement to play the bullet to the end. The game can be stopped early only due to very serious circumstances, for example, the illness of one of the players. At the moment when all players reach the limit, the game stops and one of them “paints the bullet”. When playing for money, as a rule, the resulting number of whists is multiplied by the price of the whist and the players, according to card ethics commercial game, must pay immediately.

There are various options for the agreed limitation of the game: by time, by the number of laps, to a certain value in the pool. The most common option is a limit in the pool agreed upon in advance by the players: for example, up to 20.

Types of preference

There are several conventions that determine the evaluation of games - the most famous are Sochinka, Leningradka and Rostov. The so-called classic version is also known.

In preference there are many variations of the rules that can be introduced into any convention and must be discussed before the start of each game, for example, Stalingrad (mandatory whist when playing tricks at 6 of spades).

This variety is characterized by responsible (“redneck”) whist. Since whisting is difficult, it is considered a "game against the whistler."

Whist in this convention is semi-responsible (“gentlemanly”). Accordingly, this variation can be considered as a “whistler’s game.” The mountain is usually double, and the bullet is limited in time.

When playing on passes, the buy-in does not open. The one who takes the least number of bribes records a certain number of whists on his partners. It is considered to be a game for master passers.

Bomb game. The ability to use "bombs" introduces a large element of randomness into the game.

A game with bonuses: to the one who covers the bullet first, and to the one who has the fewest points on the mountain. The size of the bonuses is subject to agreement between the players before the start of the game, most often 100 whists. Usually played "5 x 20" (sometimes "7 x 20"), that is, the game consists of five races to 20 in the pool. The one who first “jumped” to 20 points in the pool (“winner”) writes 100 whists for the rest. The one who at this moment has the smaller mountain (“amnister”) also writes 100 whists to the others. Thus, the prizes of the “winner” and the “amnister” are mutually compensated, excluding the case when the player became both a “winner” and an “amnister”. The bullet closes at this point and a new jump begins, and the mountain and whists do not close.

The following options may vary from company to company. Always check them before you start playing.

Zhlobsky, or responsible (all whists for baiting the player and fines for not taking bribes, the whistler writes to himself, both for himself and for the passer).

Gentlemanly, or semi-responsible (wists and penalties are divided in half between the whistler and the passer).

PASS-PAS-VIST (in the 8th and 9th games, the first defender can re-order VIST with two passes).

In the game of bribes:

Ten game (whistled (played) / checked).

The order "six peaks" is mandatory (the so-called "Stalingrad")/optional.

The first move of a player playing dark/light while lying down.

Possibility of caring for a half-wist (whist-pass-half-whist).

Exit from passes (simple/difficult/difficult, 6/6/6, 6/7/7, 6/7/8, respectively).

The price of a bribe on passes (usually 1 point, sometimes 2).

Progression of the price of a bribe on passes (absent/arithmetic/geometric).

Limit for the progression of the bribe price on passes (growth stops after the first/second increase/never stops).

The buy-in is opened (the suit of the move is shown) or not (the suit is determined by the first player).

Does the dealer receive a penalty for bribes using cards from the buy-in?

Cost of games and remits (shortages of bribes in a game or on whist):

Game

playing

Whist

For the game played, in the bullet

For every bribe not taken at the game, up the hill For every bribe, whists For every bribe not collected on whist, uphill

6ª 6§ 6¨ 6© 6БК

2 per bullet

4 uphill

4 whist

2 uphill

7ª 7§ 7¨ 7© 7БК

4 per bullet

8 uphill

8 whists

4 uphill

8ª 8§ 8¨ 8© 8БК

6 per bullet

12 uphill

12 whists

6 uphill

minuscule

10 per bullet

20 uphill for each bribe received

Whists are not written, mountains are not written

9ª 9§ 9¨ 9© 9БК

8 per bullet

16 uphill

16 whists

8 uphill

10ª 10§ 10¨ 10© 10БК

10 per bullet

20 uphill

20 whists

10 uphill

Features of whistling in Leningrad.

Whist is semi-responsible. This means that for each shortfall in whist, the uphill defender is charged half the cost of the shortfall in the game.

For example, a six game was played. Declarer took seven tricks. The entry will be as follows.
1. The player who played the bullet gets 2 points for the six game played.
2. The whistler gets a bad deal: 1 (missed trick) * 2 (half the cost of the shortfall in a six-game game) = 2 points.
3. The one who whisted writes 3*4=12 whists to the player for 3 actual collected tricks.

Gentleman's whist. If the point guard does not collect enough tricks, then the consolidation and whists for the actual collected tricks are divided in half between the players who whisted and the players who passed.
Consolidation is written in addition to whists for actually collected bribes for both players.

For example, a game of seven was played. Declarer took five tricks. One player whistled, the other passed. The whistler, accordingly, took five bribes. The recording will be made as follows:
1. For a shortfall of 2 tricks, the player receives 2*8=16 points.
2. 5 actual bribes: 5*8=40 whists;
consolidation for two additional tricks for each player: 2*2*8=32 whists.
In total, 40+32=72 whists will be recorded for the player, with:
the one who whistled will write down 72/2=36 whists to the one who played;
the passer will write down 72/2=36 whists to the player.

Passes

The entry for bribes collected during passes is made uphill. The basic cost of a passing bribe is agreed upon before the start of the game. Usually this is two points per trick.
The cost of a bribe on passes depends on which passes are played without interruption. Typically, the cost of a bribe is calculated according to an arithmetic progression - 2,4,6 - that is, on the first passes the cost of a bribe is two points, on the second - four points, on the third and further - six points.
If a player does not take a single bribe, then the cost of one bribe is written into his bullet.
The purchase at the pass opening opens. When playing with three players, the buy card shows the suit of the move; when playing with four players, the buy cards belong to the dealer.
Before the start of the game, it is necessary to agree on what to do if the fourth player did not take more than one bribe - write off the cost of one bribe in the current spreads (the idiot is clear - from the mountain) or write nothing off.

End of the game

They play until the total amount of bullets for all players reaches a pre-agreed value, multiplied by the number of players. Anyone who has less than the agreed value in the pool is credited with twice the difference between the actual points scored and this value; whoever has more in the pool writes off twice the difference between his points in the pool and this value.

Fans of card games can have a great time playing their favorite gambling games on their home computer. One of the most popular card games, which is an exciting and favorite application for many gamblers, is preference. Thanks to the presence of a server on which games are posted in online mode, users have the opportunity to play preference with a computer without registration, they only need to download the file to their computer.

Rules of the game Preference

The deck has 32 cards, in which each suit has its own value: spades are the least important, then clubs, diamonds and the highest - hearts. Cards used range from seven to ace. Players first select a trump suit; it will have an advantage over all other suits.

Three people take part in the game, sometimes the fourth player acts as the dealer. In preference, three players can play against the computer.

The computer deals ten cards to each player, the remaining two are called a draw, which players can fight over to change their cards. The game begins with the player placing one card on the table, all others must be covered by laying out a card of the same suit, or used as a trump card. In the absence the required card, the player is allowed to put any, but then the right to take the bribe is removed from him. Whose card is higher, that participant can take all the cards that are on the table, thereby receiving a bribe.

Preference options

When making a move with a card, each player determines his order - he declares how many cards he is ready to take.

The game has three options:

  1. In the game of "bribes" - the number of bribes must be equal to or greater than those declared by the player. The remaining players need to prevent this possibility by collecting more bribes for themselves;
  2. In the passing game, each player declares and tries to take the least number of cards;
  3. In the minuscule, the player should not take a single bribe. The remaining players try to make sure that the player who declares takes as many bribes as possible.

Purpose of the game

The main goal of playing card preference is to score more points than your opponents. The system for accruing earned points is divided into three categories:

  1. Bullet;
  2. Mountain;
  3. Whists.

If the player managed to take the ordered number of tricks, his score is recorded in the Bullet category. If the set of tricks fails, the points go to the Mountain category. The winning points of other players fall into the Vista category. If you play preference with a computer , It's easier to count bribes, but you need to be more careful and cunning to win.

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