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2024 Author: Sierra Becker | [email protected]. Last modified: 2024-02-26 03:46
An ancient game of cards - whist, originated in the 16th century in Great Britain. Then, during the 17-18 centuries, it spread widely throughout European territory, including Russia. At the game, one could often find visitors to coffee and literary salons, and everyone who knew how to hold cards in their hands knew what whist was. By the 19th century, rules, playing techniques, laws and etiquette were clearly established.
Origin, essence of the game
The name of the game comes from the English whist - "be silent", "silent", "quiet". Because the game really requires concentration, attentiveness and silence. The main point is to score the maximum tricks, for which the corresponding points are awarded, in the game against the partner who took the buyback.
Play in pairs (2, 4, 6 players), partners opposite each other, with one deck of 52 cards, seniority from deuce to ace, with the established order of suits: hearts, diamonds, clubs, spades.
General rules
The game is quite complicated, it has many rules, so it is not an easy task to understand what whist is at once. All players receive an equal number of cards. The one who got the card of the lowest value is de alt. The distribution begins in a circle, from the one sitting on the right, one card at a time, and the one who is on the right hand of the dealer removes the deck. The last card is placed face down, showing everyone that this is a trump card.
The first move - behind the one sitting to the left of the dealer, all the subsequent ones are made by the players who took the bribe. It is necessary to demolish the required suit, but without interrupting it. In the event that the required suit is not available, they put any other suit or beat with a trump card. The player who laid out the highest card becomes the owner of the trick. Getting the most bribes is the main game goal.
Trump cards with figured images (B, D, K), including an ace and sometimes 10, have a name - oner. They are counted as a bribe. For honors, points are recorded and special chips with a contractual value (show-off) are given. For example, for 4 honors they write down 4 show-offs, for 3 - three, etc. One of the partners keeps the record, collects bribes.
The two finished games are called robber. Those who win two games in a row (or 2 out of 3) win the rubber. After that, according to the rules, there is a change of partners. The key to superiority in whist is the skill of remembering the moves of a partner and opponents.
But, despite the great popularity, in the 20th century, whist is slowly replacing such fun as bridge and preference. In turn, preference uses such a concept as whist.
Whist according to the rules of preference
The main meaning of the preference is that the player can evaluate his cards, make a buy-in, order, bargain, and then play the most profitable contract. Having decided on the contract and obligations under it, the players form the number of bribes that the player can or not take. If the indicated conditions the player is not able to fulfill, he "passes". If the conditions are met and the contract is played out, it "whistles", but at the same time it is responsible for the number of tricks that it intended to take, that's what a whist is in preference.
For each bribe, points (whisks) are recorded on the player, if there are not enough bribes - a fine. Since there is no fixed rate of loss or gain in preference, whist serves as a measure of the value of fines and bribes. If playing for money, the price of the 1st whist is determined before the start of the game.
Preference and whist, in fact - commercial, are built on the basis of taking the largest bribe and recording the points received. All points during the game are recorded, summed up at the end. Whoever has the most points wins.
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