Theory. Preferential calculations. Preference: game rules, card combinations Dangerous game in preference 5 letters

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

Rights and obligations of the depositor

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

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

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

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

Classification

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

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

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

Dealing cards

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

Trade

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

Varieties of the game

There are three variations:

  • For bribes.
  • Miser.
  • Passes.

Their detailed description will be given below.

Playing cards preference for bribes

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

Miser

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

Passes

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

Raffle

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

Check

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

Games for seven to ten

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

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

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

No trump game

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

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


Preference with giveaways

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

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

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

Computer version

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

Conclusion

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

This is necessary for both beginners and “first-class” and “beginning masters.”

Here, many with average memory cannot remember how many whists to write down when. Especially if you learned to play on Gambler. And they even shamefully ask their partners to record them. Showing your inexperience.

For some reason, this whist arithmetic is incomprehensible to them. If a player has a long practice, he remembers these numbers of ANSWERS by heart. And he also knows the calculation method firmly. You can't knock him down. So I will now tell you how to correctly calculate these wins, losses and whists.

Then you will proudly be able to immediately and INSTANTLY answer questions like “7 without 5 - how much has the player lost?”

1. General provisions using examples of calculations

First, we remember a series of numbers 10, 20, 30, 40 and 50. Isn’t it difficult? Now the association:
10 - six;
20 - seven;
30 - eight;
40 - nine;
50 is totus and minuscule.

This is exactly how many whists the player wins or loses (for each trick) to EVERY partner from the mountain (in the pool). Example. Eight minus two was played. Each partner from the mountain gets 60 whists.

That's not all! There are also consoles. These are bonuses from partners for baiting the player or, what is the same, fines for the player. In preference, the player's loss consists of THREE parts. From recording to the mountain once, two consolidations, and three whists to the whist.

Remember the SECOND row of numbers. Cost of a bribe in whists:
Six - 4;
Semerik - 8;
Octal - 12;
Nine - 16;
Totus - 20;
Miser - 00.

I'll start with the deliverer. He writes whists only on the second row. Consolations writes. For bribes. Example. He gave the player an ace, they played eight, and the result was “minus 2.” Total whists 3×12=36. We write so much for the player.

Now playing. Ordered 7, took 6, didn't buy any aces. Look! Played 7 - that's 20 whists in the first row. And on the second row - 8 per bribe. Together - 28. Yes, there are three partners 28×3=84. Yes to the defender for 4 tricks 8×4=32. Together 116. This is the TOTAL loss.

Do you remember? Let's do it again. 8 without 3 - let's go - (30+12)×3 = 136 whists for a bribe. For a shortfall of 3 bribes 3×136=408. Yes, for the whistler, for 5 tricks of 12 each, another 60. A total of 468 whists of loss. And the same thing, but three of us - (30+12) × 2 partners = 84 × 3 tricks = 252 + the same 60 whists for 5 tricks of the whistler = 312.

Do not be afraid! You will learn! It just seems complicated :).

Now a whist with a redneck whist. For example, seven whisted and took 5 tricks. Here we use what everyone knows. 5+minus two=7. Yes × by 8 = 56.

Now for the gentleman's whist. The same. 5+minus two=7+played with a partner=9. Yes × by 8 = 72. But I'm a gentleman! /2 = 36.

Now everything is together WITH CHECKING. Six minus 3, there was margin in the purchase. Gentleman's whist. (Well, a conditional example).

Playing. Missed 3 bribes 10×3=30. Yes, consolidation for each is 12.42. For 3 partners 126 whists. And margin. 130. And the defender 7x4 = 28. Total loss is 158.

Delivery person. Marriage + without 3 = 4. By 4 = 16. This is a record. And the winnings are also for the bait. Six = 10 × “without 3” = 30. Total 46.

Whist. I took 7 + “without 3” + partner = 13. × by 4 = 52. /2 = 26. And I won 30 more. There were 56 wins in total.

The passer rewrites the whist's 26 whists :). And he also won 56.

Examination. Loss 158. Wins 56×2=112. Yes + 46 = 158. Balance.

2. Differences in Sochinka

Which are RARELY in the composition, but more often in the Petersburg - count for the Petersburg and divide in half.

And those that are often combined - so divide those 2 rows at the top in half. And count - count exactly the same! You can't go wrong :).

3. Differences in Rostov

For Rostov the bill is EASIER. All consoles cost 10 whists. You'll figure it out for yourself :).

4. I’m too lazy to write about passes :)

Many people remember the answers there anyway :).

Note for the LAZY. Did you run? Forget it!

  1. There are many different methods for learning English, one of which is games. It is effective for both children and adults. It is good because it unobtrusively stimulates the brain and encourages learning. Interest in the game is always much higher than in structured serious applications.

Over the past year, Ukraine has seen a rethinking of its approach to education. The system has been transformed, modified and adapted for a new generation. Now primary school children will play at studying, and not studying will play on their nerves and the nerves of their parents. As a result, we should see children interested in the educational process, not burdened by cramming, memorization and immobilized sitting at their desks.

And adults are big children. They also get tired of routine, obligations and rules. We don’t want to turn into diligent schoolchildren after work and learn a list of new English words or translate boring and incomprehensible texts.

We love to play too. And now we can do this usefully - by studying English. For those who remember and honor old intellectual games, but are already fully enjoying the modern benefits of technological progress, this list of retro games is presented. Let's get nostalgic together.

Balda

A wonderful game for learning English that will help activate your vocabulary. The rules are extremely simple: on a field consisting of 25 cells, one English word of 5 letters is written in the middle. The game involves 2 players, each of them in turn must add one letter to this word, forming a new one. All words must be common nouns and be in the nominative case. The one who comes up with the most words, or the one whose words are longer, wins. The duration of the game can be up to 30 minutes.

The game received a wonderful implementation in the mobile version.

Balda®

And play for free over the Internet and without registration. In addition, you will be able to:

  • Create your account in the game.
  • Play with a real opponent via the Internet.
  • Get hints.
  • Challenge a friend on the same device.
  • Choose the device itself as your opponent.
  • Play against the clock.
  • Change the field size.
  • Update the dictionary.
  • Send messages.

Gallows

A funny game, familiar to many from school. Stretch your vocabulary, learn new English words, practice spelling words correctly

She will be the one who will help. Two people take part in the game. One player thinks of a word, the other tries to guess the letters. For each wrong letter, the opponent draws a piece of the gallows. If you lose, the drawing ends with a hanged man. The prospect is not bright, so you need to try your best to retrieve English words from the depths of your memory.

Hangman


The game interface is as close as possible to the school atmosphere - a blackboard and a chalk drawing. What could be more pleasant than childhood memories? In the mobile version, all the features of the paper prototype are conveyed as accurately as possible. But there are also modern differences:

  • Play with your device.
  • Add a friend to the game.
  • Choose the difficulty level.

Available for free download and further use.

Crossword - a game for learning English

The name of the game is originally English and translates as “word crossing”. The task is to guess the words based on the definitions given to them and write them in the empty cells. The guessed words must intersect correctly, matching one or more letters. There are many variations of this game, but the basic idea remains the same.

The game is considered so ancient that the first mention of it dates back to the 1st century AD. Proof of its existence in such a distant time was a puzzle found during excavations in Pompeii, reminiscent of a modern “Crossword”. It is not surprising that the game has now been transferred to a mobile format and continues to be popular.

New York Times Crossword


The game will not only remind you of forgotten words, but will also greatly expand your horizons and test your erudition. , get free access for 7 days or subscribe for:

  • Daily crossword puzzle published in the New York Times.
  • Small crossword puzzles that take a little time, but keep your brain toned.
  • Access to an archive of crossword puzzles from 20 years ago.
  • Solving with the help of keys, puzzles, checks and other interesting tricks.

Find the word

To win this game you must arm yourself with increased attentiveness and activate all your erudition. In front of you is a field measuring 5 by 5 cells. Different letters are randomly arranged in them, from which you need to make words. The word must consist of two or more letters. You can play together with a real opponent or with a bot.

Letterpress – Word Game


The game can be played at an individual pace, at a pace that is convenient for you. When playing online, you can chat with your opponents, exchanging emotions. Statistics and the leaderboard will not let you relax. You will want to improve your results, and therefore your English.

  • Use a dictionary in the game.
  • Find a worthy opponent in Game Center.
  • Play until all the letters are used.

Absolutely free and train your brain in any free time.

Having turned the education system upside down, turning learning into an exciting game, we are moving towards Europe. Those who speak good English will get there faster. And it doesn’t matter how he learned the language - with a tutor from Talmud books, or on his own and by playing. The main thing is the result.

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