Rules of the game of officer's preference. Rules of the game of preference. Which card to start trading with?

Rules

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Preference is

The word “preference” came into Russian from French and is translated literally as “preference”, “advantage”. France is considered the birthplace of card games; the peak of its popularity in Russia was in the 40s and 50s of the 19th century. It was at this time that preference replaced the favorite of the residents of the leading European state among card entertainment - whist. The rules of preference are a mixture of the basic provisions of card games that were common in the European part of Eurasia in the 17th century during the period of its inception.

In the same 19th century, books were written and distributed where the authors paid special attention to this entertainment. They tried to explain its rules as clearly as possible and reveal some secrets that would allow the reader to count on success. After all, in preference, unlike other card competitions, much depends on the skills of the participant, and not on the cards drawn during distribution. Later, after the revolution of 1917 in Russia, this literature was banned and disappeared into library archives; accordingly, preference at that time lost some of its popularity.

Types of preference

There are several varieties of the game in question, differing to a greater or lesser extent from each other. The most famous among them are: Leningrad, Sochi, Rostov, Classic, Horse Racing. Some types of preference have still not lost their popularity among players, but there are those that are known only to true connoisseurs of the game with in-depth knowledge of its history, types and rules.

Rules of the game of preference

The rules of the game of preference will be of interest to people who want to get to know this exciting game better.

Deck for the game

The competition is carried out using a deck containing 32 cards (from seven to ace). The seniority of suits is determined in the following order: spades, clubs, diamonds, and lastly, hearts (the highest suit). One of the suits can be a trump card. In a suit, the seniority of cards is determined as follows: 7, 8, 9, 10, V, D, K, T.

Number of players and distribution of places on the playing field

According to the basic rules of preference, there can be three or four players. Undoubtedly, their number can be increased, but in this scenario the party will lose its dynamism. In the case where there are three participants, the functions of the fourth partner are performed in turn. A game in which two people participate is called “hussar preference.” In general, it is necessary to remember that some nuances of the game depend on the number of participants.

Particular attention in the game is paid to the participant’s place on the field. The fact is that there are happy places, and there are not so happy ones. Therefore, their distribution is carried out through a drawing. Each player receives one card and, depending on seniority, chooses a place clockwise.

Delivery Definition

As for the choice of the dealer, it is determined by distributing cards until an ace appears. The partner who receives the ace is appointed as the dealer.

Dealing cards

The distribution is carried out two cards at a time until the partners have ten cards each, and the remaining two go into the buy-in, which is placed in front of the dealer. It is for the purchase that trade and disputes between the participants will be conducted in the future. The dealer is a buy-in player and does not participate in the drawing.

Purpose of the game

The goal is to score the maximum number of points in a game. The player's result depends both on the cards he receives and on his justified actions. There are 3 types of points: bullet points, uphill points and whists. At the end of the game, the total score is calculated.

Trade

As a result of trading, the following goals of the preference game are achieved: first of all, the type of preference is determined, and subsequently, the roles of the preference players. There are 3 types of developments:

  • A game of bribes - one of the players undertakes to take a certain number of bribes, and the rest try to prevent him from doing this;
  • Mizer - one of the opponents undertakes not to take a single bribe, the others prevent him from doing this;
  • Passes - the goal of each opponent is to take the minimum number of tricks.

Applications in the game are made clockwise, strictly in turn. The application may sound like the word “Miser”, the word “Pass”, or the size of the application is announced from the smallest 7 spades to the largest 10 without trump. Each subsequent application must be greater in seniority than the previous one. But there is an exception: if there are only two participants left in the party, then the “senior hand” preferentialist may not raise a request, but voice the same one, saying the word “here”. Seniority decreases clockwise from the dealer. As for the “Miser” request, it can only be made by the player first; in the case when he has already passed or declared a game of tricks, this request should not be announced. The “Miser” order is outbid by orders for 9 or 10 bribes; these bribes, in turn, can be outbid by the “Minimizer without buy-in” order, which is interrupted by “9 without buy-in” or “10 without buy-in”. A participant who declared a “Mizer” bid does not have the right to refuse its drawing if it is not outbid. The bid is won by the partner who, with his bid, forced the other preferenceists to say “Pass.” In the case when all three participants voiced the word “Pass” on their first move, passes must occur.

Rules for passes

Passes are a play in which opponents try to take the least number of tricks. The rules for passes are as follows:

  • After the deals, the dealer does not change, but he does not have the right to deal cards more than three times in a row;
  • After each deal, the deal goes to the person sitting clockwise from the dealer;
  • After the rounds, the bidding begins with a bid of at least 7;
  • Passes can be played without opening and with opening of the buy-in.

Types of whistling:

  • Responsible whist - in the event of a whist's remise, he writes down the full price of the announced game for each short-handed trick.
  • Semi-responsible whist - the basic principles are the same as in responsible whist, only the uphill whist writes down half the cost of the game.
  • Gentleman's whist - in the case of one whist and the second participant is passing, the whists are written by both - in half, and for an uphill pass only the whist writes.
  • Redneck whist is when two whistlers are obliged to take at least the required number of tricks in a certain game. Otherwise, the penalty is recorded uphill.

Raffle

When playing in a joint game, partners' orders made during trading are checked. The partner of the first hand makes the first move, then the one who took the bribe. Each participant places one card on the playing field. The first player to move his card determines the suit. Each person next in turn must put his own card of the same suit on this card. If there is no card of the required suit, a trump card is placed. If there is no trump card, any other one is played. The bribe is taken by the partner who placed the highest card (or the highest by suit, or the highest trump card). Any participant can look at the taken bribe, but only until the next one is closed. The maximum number of tricks played is ten. The game can go to the light side, in this case any preference player has the right to give advice to the whistler. When competing in the dark, this is strictly prohibited.

Recording Results

To record the results, a table is used, lined in a certain way for the number of players participating in the entertainment. In preference it is called “bullet”. The upper part of the diagram is called the “mountain”; the received penalty points are entered there. The middle is the “bullet”. Points for playing tricks or bonuses for 0 tricks during passes are recorded here. In this case, before the drawing, a certain number is determined (for example, 1000), and during the game, points are either taken away from it, or points are added to it. Whists are written in the lower part. These are points for tricks made during whisting.

Ending the game

The game ends when certain conditions are met, which are determined by the partners before the start. These conditions may be as follows:

  • A certain number of points in the pool is set and each participant scores it;
  • The total number of points in the pool has been established, and the players have scored it;
  • The end time of the game is set in advance, and it has arrived;
  • The number of hands is determined and played;
  • A certain number of points in the pool are scored, and the mountain’s points are written off to zero.

Points for games: 6-point - 2, 7-point - 4, 8-point - 6, 9-point - 8, 10-point - 10, miniscule - 10 points.

Points for passes: 10-point – 10, minuscule – 10, 1-point – 1, 2-point – 2, 3-point – 4 points.

Classic preference rules

The classic preference rules will help beginners understand the basics of the game. The classic standard preference differs from other types by firewalls (bombs), which increase the cost of the game. She can be led into the dark. Before the main game begins, several passing rounds take place. Each player has a small sign consisting of 2 lines. The size of the bribes taken is recorded in the top line, and bombs are written in the bottom line (1,2,3,1,2,3,1, etc.) A bomb is a coefficient that can increase the cost of the competition. The game played on a bomb is doubled on a simple one, four times on a double, and eight times on a triple. If the game is played, the bomb disappears, otherwise it remains. The cost of the party also increases when the participants act in the dark. Even the classic preference includes many nuances specific to a particular region.

Code of Preference

In 1996, a code was created for this popular card competition. This is a list of rules for the game of preference in question, as well as recommendations, which was created by its fans and connoisseurs. They are used in all major preference tournaments.

The preference card game and the rules of the game still occupy one of the leading places in the list of popular entertainments for people who are passionate about it. Tournaments are being held all over the world, attracting an increasing number of participants. This entertainment forces you to think, formulate strategies, and work out the order of actions. But, nevertheless, it is not without courage and hopes for a successful outcome. Naturally, competition with real opponents creates a certain atmosphere for the participants. Live communication, partner behavior, and real emotions add dynamics to the fun.

But despite this, computer technology is developing and makes it possible for connoisseurs of card games, including preference, to play online. Beginners who are not yet confident in their own skills, as well as those who simply want to spend time with a deck of cards, can test their strength by fighting with the computer. Well, those who are confident have the opportunity to play a game with real preference players, fortunately the World Wide Web allows this to be done. Yes, perhaps this will not give the same range of emotions and sensations as in the case of a real competition, but, nevertheless, it will save time, give the opportunity to play day and night, anonymity is also not an unimportant factor for the game.

In our gaming club, which bears the name of the site, everyone has the opportunity to test themselves in preference completely free of charge. The “Preference Rules” section will help anyone who wants to quickly understand the basic provisions of this card game and practice with the computer. You don't even need to register for this. In the future, if you express a desire to play with real people with two, three, etc., then, of course, it will be more convenient if you go through the registration process. Of course, this will take a certain amount of time, but then registration will bring you a lot of convenience. Moreover, after completing this process, each player receives 10,000 FUN. This currency is used only in our gaming club, but nevertheless it is a good bonus for users.

The developers of our website work very hard to ensure that the time spent on the pages of our club provides guests with maximum convenience and pleasure. We will be glad to see you as a guest and read positive reviews.

Number of players and distribution of seats at the table. Preference is usually played by four players. Three players can also play, which adds some changes to the game. The duties of the absent player are performed alternately by the three present players. Or three players find a “boob” to play with, that is, a person who does not know how to play, but who agrees to perform the mechanical functions of one of the partners.
You can play together, this game is called “hussar preference” and has fundamental differences.

Before the game, players assign places to each partner. Who sits where and in what place has a mystical character, since there are happy (lucky) and unhappy (unlucky) places. In this regard, the distribution of places is carried out by drawing. One of the partners shuffles the deck and deals one open card to each player, after which the players sit down according to the seniority of the cards.

The player with the highest card chooses a seat first, and then everyone else sits in order of seniority, clockwise. The player who became the dealer carefully shuffles the deck and offers to remove to the player on the right. Removing the deck consists of the person who removes the deck dividing the deck into two arbitrary parts and changing their places, the one that was on top he puts down, and the one that was below he puts up. Next, the dealer deals the cards clockwise. In front of each player, the dealer places two cards face down, then two more and two more, so that each player has 10 cards, that is, he deals 30 cards to three players. The dealer places the two cards that remain in the deck in front of him. These two cards make up a buy-in, for the possession of which a dispute begins between the players. The dealer is a buying player. He does not take part in the game on this horse. If the submitter makes a mistake during the delivery, he has the right to retake the test. Players do not touch their cards until the end of the deal. A mulligan is made in the following cases: if during the deal a card is revealed to one of the players; if any of the players received the wrong number of cards; if the delivery is not made in line. View maps

It is prohibited to purchase items before opening them. Trade for purchase.

If the player wants to add two more cards to the cards received (buy) in order to play a larger game, then the player begins a verbal game for the buy. If he wins the fight for these cards, then he reveals them and shows them to everyone, then takes them for himself. After which the two unnecessary ones, closed, are thrown back into the purchase. The player to the left of the dealer begins trading first, then players continue trading clockwise. Each player announces his orders, the number of bribes that the player undertakes to take and at what trump card. You can play without trump cards. A bid without trumps is considered the highest. The ascending order of suits is as follows: spades, clubs, diamonds, hearts. During the trading process, a suit is designated by its serial number. For example, "6 second" means "6 clubs". The table of the cost of cards and suits in preference is as follows.

Meaning

Suit

peak

clubs

tambourine

heart

Suit

peak

clubs

tambourine

heart

Suit

peak

clubs

tambourine

heart

no trump card

Suit

peak

clubs

tambourine

heart

MIZER

MISER WITHOUT PURCHASE

Suit

peak

9 without purchase

heart

Suit

peak

9 without purchase

heart

diamond of heart

In this table, each ad in a lower row is older than the ad in a higher row.
The announcement of any game in the right column is older than the announcement of the game in the left column from the same line.

Thus, in preference there are the following games for bribes: six, seven, eight, nine, ten, minuscule - do not take a single bribe. In a game by agreement, a game with a combination called “preference” can be played. The following combination of cards is called preference: spades - ace, king, queen; clubs - ace, king, queen; diamonds - ace, king, queen; hearts - ace, king, queen. Getting one of these combinations gives you the maximum win. Having received such a combination in his hands, the player declares “preference”. In this case, the game stops and is considered over. Players make calculations. The player who played the preference writes off all the whists, resets his mountain, and adds to all the players everything that they did not have time to finish playing. When betting on his hand, each player has the right to declare a game older than the game declared by the previous player, or the player can say “pass”. If a player passes, then he refuses to trade. If a player announced any game for bribes and received a buy-in, then he does not have the right to go for the meager amount. The player can say "here", this means that the player goes to the same game as was announced the previous time. So the player who, as a result of the trade, made the highest bid, receives 2 rights: the right to take a buy-in and the right to declare which suit will be the trump card in the game.
Rules for passes.
If all the players declared a “pass”, then the trade did not take place and a pass is made - a draw in which the players should strive to take as few bribes as possible.
The following rules are used:
after the deal, the dealer remains the same, but he cannot deal cards more than three times in a row;

after each pass play, the deal goes to the next player in turn;

after the pass, any player can start bargaining with a game of at least seven; With three players, passes are played in two variants with or without opening the buy-in.
Types of whistling.- a situation where, when hooked, a hooked player writes uphill 2 times less than with a responsible whist.
Gentleman's whist- differs from responsible whist in that when one player is a whist and the other is a passing player, whists are written by both the whistler and the passer in half, and only the whistler writes a mountain for a decoy.
Redneck whist - a situation where, with two players whistling, each of them must take at least the required number of tricks in the corresponding game: two in six games, one in seven games, one in eight games, one in nine games. Otherwise, the person who fails to pay bribes will be fined.

Bribe drawing. After the final game has been assigned and the defending players have been determined, the drawing begins. The player of the first hand goes first, then the player who takes the bribe goes next. Players move one card at a time. The remaining players, in the order of their turn, must put their card of the same suit on the turn card; if there is no such card, they must put a trump card; if there is no trump card, then they can put any card.

The player places the taken bribe face down next to him. Any player can look at this trick until the next trick is closed. If the game is in the light, then any of the players can give advice to the whistler; if the game is in the dark, then it is prohibited to give advice to the player during the play. A total of 10 bribes are played. Recording order.
To record the game, a sheet of paper is used, which is divided into parts according to the number of players, and is called a “bullet”.

The bullet can be lined up for three or four players. The top part is called the “mountain” and all penalties are written here. The results of passing are also entered here for some recording systems. The middle part is called a bullet or pellet. In this part, all the player’s achievements are recorded, and before the game a specific figure is determined, which means a certain limit or limit of the main phase of the game. For example, this is the number 500. Now they either write off from five hundred to zero, or add it to five hundred. The lower part is whists. Depending on the number of players, the line of whists is divided into two or three parts, in each of which whists are recorded for players who sit respectively to the left, opposite and right of a given player (with four players) or to the left and right (with three players).
The dealer, with four players, writes down whists for bait.
Four-player score sheet
Cost of games
six - 2 points.
seven - 4 points.
measly - 10 points.

Cost of passes
seven - 4 points.
measly - 10 points.
singles - 1 point.
double - 2 points.
triples - 4 points.

End of the game and settlement. The game is over when all players' bullets are covered or the assigned total number of points has been reached or the assigned game time has expired. As a result, each player has a certain number of points in the pool and in the mountain.
First, the player who has the maximum number of points in the pool is determined. The bullets of all other players are subtracted from this number, after which the differences are added to the entries in the mountain. Further calculations are carried out in two ways.
First way. At the beginning, the player who has the least number of points in the mountain is determined. This number is subtracted from the mountains of all other players. The result obtained is multiplied by each player by 10 and divided by the number of players. The resulting 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 received during the game and the sum of whists from the mountain gives the number of whists for a given player. The partners' whists against each other cancel each other out, the one who has more whists writes the difference with a "+" sign, and the one who has less with a "-" sign. The sum of the differences in the whists of each player is his win or loss, depending on the sign of this sum. By multiplying this number by the cost of the whists, we get the win or loss in monetary terms.
Second way. The difference between this method and the first method begins after the bullets are closed and the smallest mountain is subtracted from all. Then 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 number. The result of the subtraction with a "+" or "-" sign is multiplied by 10. Ultimately, we get the result of the net gain from the mountain. After calculating the whists of all players, the whist record from the mountain is added to the sum of the whists of the player with “+” or “-”.

Table of conditional agreements in the game. Over the years of playing Preference, many contractual rules have developed that are used in each type of Preference. For example: what does the meager subsistence on; the progression of passing is arithmetic or geometric; what is the way out of the passing game, etc.

Therefore, the table below contains an almost complete list of points on which the players come to a common opinion.

Contract rule

Condition 1

Condition 2

Condition 3 Condition 4 Condition 5

MIZER interrupts

M-9 - Mizer without purchase-9 without purchase

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 ...)

M-9 - Mizer without purchase-9 without purchase

Record for a bribe up the mountain

1 point

(single)

2 points

(single)

M-9 - Mizer without purchase-9 without purchase

Buying on the pass

does not open

opens

M-9 - Mizer without purchase-9 without purchase

Exit

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

simple

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

difficult

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

toughened

M-9 - Mizer without purchase-9 without purchase

Exit by bait

not allowed

allowed

Passing Transfer transition

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-Paz-Polvista

not allowed

allowed

Whist Without three without whists

not allowed

allowed

Whist game of tens

being checked

whistling

Whist Responsibility for 8 and 9

both

last

Trade-jumping

not allowed

allowed

The first move of the gnawing man

in the dark

in the light

Divisibility of a mountain

doesn't share

divisible by 2

divisible by 3

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 a 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 7 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 only be ordered 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.

The bullet can be lined up for three or four players. The top part is called the “mountain” and all penalties are written here. The results of passing are also entered here for some recording systems. The middle part is called a bullet or pellet. In this part, all the player’s achievements are recorded, and before the game a specific figure is determined, which means a certain limit or limit of the main phase of the game. For example, this is the number 500. Now they either write off from five hundred to zero, or add it to five hundred. The lower part is whists. Depending on the number of players, the line of whists is divided into two or three parts, in each of which whists are recorded for players who sit respectively to the left, opposite and right of a given player (with four players) or to the left and right (with three players).

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.

Instructions

The game of preference provides several options. So, this card game can be played by two or four people, and the game can be played for bribes, passes or minuscule. Familiarize yourself with the rules of the game by carefully reading them in specialized literature or on any of the information resources on the Internet. Practice by playing “your” game on behalf of two or four players, and to do this, perform a number of the following actions.

Identify the bullet. This is the number until which one of the players will continue to play. As a rule, this is the number 20. Take a deck of 32 cards. When playing preference, cards from 7 to Ace are used. Please note that each of the suits has its own hierarchy. So, the suit of spades is first, clubs are second, diamonds are third and hearts are fourth, respectively.

Take a piece of paper and mark it as required by the rules. This is a bullet that is used by each of the participants. It is in the bullet area that the players’ points are recorded, which are subsequently necessary for calculation. Shuffle the deck of cards and deal them in pairs (two cards each time) to each of the imaginary players and to yourself. Cards are dealt clockwise in order of priority until the total number of cards for each player reaches ten.

Place 2 cards in the middle. This will be a buy-in. At the same time, it is important to know that if two people are playing, neither the last nor the first pair of cards is put into the draw, but if four people decide to fight in preference, the two bottom cards go into the draw. Turn over the cards of yours and the imaginary players and analyze the situation.

Place bets for yourself and the players you claim to be playing for. At this stage in a real game, after each of the players evaluates their cards, bargaining occurs. The auction is carried out clockwise from one player to another. The first player to bet is the one sitting next to the dealer. Trading begins in accordance with the rules from the minimum game, that is, from 6 spades. After the first bet, each player names his own, which should take higher. If the player does not bet, he passes. After this, the game begins, according to which bribes and, accordingly, points will be counted.

The game can be of three types - a game of bribes, passes or minuscule. The calculation of tricks in the future depends on the type of game. Play for yourself and your imaginary opponents, making alternate moves in accordance with the rules of the game. Count the number of points scored by all players as provided for by the rules of the game and write down these numbers on a piece of paper.

Play a few more times to finally understand the rules of preference and play without peeking at them. Switch to playing with a computer or virtual opponents. This will also be a kind of training, because when playing on the computer, as well as with imaginary opponents, you always have the opportunity to peek at the rules of the game or take advantage of someone’s hint. Try preference, having become completely familiar with the game.

note

Preference has become one of the most popular games in Russia since the beginning of the 19th century. “Painting a bullet” was loved by many famous and outstanding poets, writers and politicians. Now preference is no less popular, and is more widespread not only in Russia, but also in neighboring countries. More and more fans and connoisseurs of this card game prefer to play it on the Internet.

Helpful advice

By downloading and installing the Preference game on your computer, you can set up all game moments exactly with the usual rules by which they play in your company. As a result, playing a computer preference simulator will be no different from a real game with friends. The main advantages of the computer version of preference include the ability to stop the game at any time and return to it after a while, opening an unfinished bullet.

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.

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