- Code of preference
- Game deck
- Types of games
- Player positions
- Dealing cards
- Order price
- Cost of games
The game of preference appeared in the fourth decade of the 19th century, and since that time people have learned to play cards from an early age. After some time, this activity became very popular among fans of gambling and commercial entertainment. In preference, the ability to play is valued, luck is not particularly important here, although they play for money. Only thanks to your own skill can you achieve good results in this aristocratic game. The name preference comes from the French word preference. It translates as "preference, advantage, superiority". Previously, this word was called cards of the highest suit. This term was also present in other card games. In whist, this was the name of the trump card, for example.
In our time, preference has not lost its popularity. The Code was adopted in 1996.
The general provisions were stipulated in it, the principles and rules of the game were described. Nowadays, tournaments are very often arranged in which different players can take part. In the era of the development of computer technology, there are many simulators, playing on which you can hone your skills. When playing virtual preference cards, the computer distributes them as in a normal game. Therefore, onsimulators train in order to become a professional player in the future and learn the rules by heart. In our time, the game has not lost the positions that it occupied in the era of the dawn of its popularity. Now, just like before, companies gather in the evening to paint the pulque, to try their luck in this very logical and reckless fun. Many people play preference for money.
Code of preference
The Preference Federation has written a Code in order to correctly determine the procedure of the game at all stages. Among its main tasks are the protection of the rights of each individual player, maintaining equal chances of winning and losing all participants. Here he signs how to play, what is the compensation even in case of an accidental violation of the rules of the game, and it is always adequate. The Code teaches to fully support the accepted rules and not to deviate from their observance one iota. If a player, through negligence or negligence, has violated the law, he must be prepared with dignity to accept the prescribed punishment for this violation. As you can see, a very serious occupation is the game of preference. The rules must be followed strictly. Written and accepted into the game, the Code is intended to punish forced violations of the rules and conditions of the game.
As a result of different rules adopted in different territories, it was necessary to create a single Law that would regulate the game among participants from different countries. In order to develop unified fair rules and a unified terminology that would eliminate ambiguity in the explanationconcepts, and the Code was written. Also, this document is intended to reduce disputes that arise constantly during the game, when there are no common agreements. In the future, it is planned to organize the League of Preference. The provisions of the Code are a kind of supreme justice, which is based on Roman law. Participants need to know exactly how to play preference. The rules must be understood. Only in this case, a fair and productive game will turn out. Every year the number of people who want to learn how to play preference increases. The rules of the game for beginners have tried to be written in the Code as clearly as possible.
Card games: rules and concepts start with a deck. The preference deck has 32 cards - 8 of each suit. By seniority, the suits are arranged as follows: hearts, diamonds, clubs, spades. This seniority matters when trading and ordering a contract (game). Each suit consists of: ace, king, queen, jack, ten, nine, eight, seven. When playing preference, cards are de alt in twos. At the beginning of the game, any of the suits can be assigned as trump. The trump is always considered superior to any other suit. When writing, each of the suits has its own designation. Worms - @, Ё - diamonds, & - clubs and Є - spades. The names of the cards also have abbreviations: queen, for example, D, jack - J, and so on. A numeric value is written as a digit. When ordering a game, the value is written in the first place, and the trump suit in the second. For example, [email protected]
The fun principle includes playing with tricks. This fun is known as sports preference. Viarules appoint someone who is to take the bribe and write down a certain number of points. Start the game with a move. A move is the first card placed on the table. After entering hearts, for example, other players put cards of a heart suit on the table.
Only in the absence of a card of this suit, you can lay out a trump card. Of course, if there is neither a suit nor a trump card, then you can put any card. Usually, if the game is going up, then they give a card of small value. Players take turns putting cards on the table, and the oldest in seniority and by trump card takes the entire bribe. In preference, unlike a thousand, the game goes both to take a bribe, and, conversely, not to take a bribe. It's like a lady's preference - I don't want to.
Types of games
Games are divided into three types. This division exists in different types of preference. Russian preference is no exception. In the first game of tricks, you need to guess the amount that you must take, while you order a trump card yourself or play without a trump card. With a minuscule, one should try not to take a single bribe. And during the third game, the unpacking, everyone should try not to take bribes. There are games where you have to take 6, 7, 8 or 9-10 tricks per game. In his own game, each must, correctly assessing the chances, play the ordered game. When distributing, it is important to be able to choose such a draw, which in this scenario will bring more points. All the games that the participant needs to play are called bullets.
Bullet Preference begins with a drawing of places. It happens like this: everyone is drawn from the deckon the map, and the one who pulled out the youngest and chooses the place first. The rest, in ascending order, are seated clockwise. If two cards are drawn with the same value, then they are distinguished by the seniority of the suit. Ace is considered the lowest of all.
If three players play, and the fourth one comes, then he gets average points between a bullet and a mountain. The newcomer takes a seat to the left of the dealer and begins to deal.
The preference card game has its own characteristics when dealing cards. The one who wins will deal the cards first, in the same way as the places were played. The cards are de alt clockwise. The player who starts the shuffle first, after finishing, puts the cards in front of the player on the right and invites him to remove and shift the cards. Any of the players can ask to shuffle the cards. Having done this, he returns the cards to the dealer. After the player on the right removes the cards, the one who deals continues the distribution. If during the distribution of the cards turned over, then you need to shuffle them. The removal of the deck must be carried out not in the hand, but on the table, so that when you remove the cards, at least four remain on the table. In case of violation of the rules of removal and distribution, it is necessary to repeat the procedure again. If the player who is supposed to shoot has gone away, then the person sitting to his right can take it. When the distribution is carried out with errors, the cards are re-de alt in a new way until everything passes without violations. Everyone is responsible for how many cards are in their hands, and at the end of the game, if necessary, everyone reaps the rewards of the pen alty.Therefore, as soon as you notice a discrepancy, talk about it even before the start of the game. If a discrepancy in the number of cards is revealed before the start, then you can retake the cards, or you can add the missing card to the player. The main thing is that the rights of the third player who does not take part in the distribution are not infringed. In any case, if there are losses in interest, then the dealer compensates them. And if the player started the game with the number of cards less than necessary, then he will be punished with a pen alty in the form of the maximum possible plus. Claims regarding surrender are considered before the start of the game. When a player sees a buyback before the start of the game, he does not have the right to take part in the trade. And if a rally is played, then he must take the first two tricks, which begin with a move from a card of a known draw. In a situation where someone mistakenly took a buyback, the guilty one shuffles his cards and allows the dealer to draw any two. It is forbidden to look into the buy-in before the start of the game, even to the dealer. Pen alty for violation - 5 points uphill. You can not show your cards to opponents, as well as look into others. Before starting trading, everyone is obliged to check the number of their cards and agree that there are no claims for distribution. After the start of trading, a discrepancy in the number of cards is recorded as a pen alty not to the dealer, but to the one who has a disorder.
Immediately after the distribution, there is such a game process as trading (or auction). The one who makes the highest bid takes the buyback and starts the game. The first to start trading is the one sitting to the left of the dealer. It's called the first hand.
Then (clockwise) - the second hand and the third. If convenient, you can call the players according to the cardinal points - north, west, south, east. Participants bargain according to the rule: each says how many bribes he can take if he takes the buyback, appoints a trump card and starts the game. The competition for the right to play first begins with a promise to take six tricks. First they say that they will take six spades, six clubs, six tambourines and, finally, six hearts, and completes the first stage with six without trump cards. Then the same thing begins, but already for seven tricks. When all but one have passed in the trade, the player who won the auction takes the buyback and can play the price that he said, or any other price that is more expensive than the one with which he won the auction. Only a minuscule cannot be assigned after the end of the auction, it must be traded immediately. There is a rule: you must bargain strictly following the price ladder, you cannot jump over the steps. This exists so that the player has an idea of who has what strong suit. Mizer can only be ordered on the first move. If the player has already started bidding and has not named a minuscule, then he loses the right to order a minuscule in the game. Everyone who does not want to continue trading or cannot - pass. If the application is named, and the rest have passed, then the winner must start the game, the bet must play, there is no return back. When everyone folded during trading, they play a rally - everyone tries to take as few tricks as possible. The buyback can only be opened to the one who won the trade. He takes a buyback, announces the final price, which may not be lower than the declaredwhen trading, and starts the game. If first the first and then the second hand folded, then the third hand has the right to take the buyback without trading and undertakes to take any price in the game, except for a minuscule. When a player looks at the buy-in before the end of the auction, he has no right to continue to participate in the trade. And if, at the same time, damage was done to others, then compensation is due (at the expense of the offender) to all players. If the buy-in is open to the public, and someone has not made a bet yet, then the buy-in goes to the one who has not made a bet yet. If the buy-in was opened, and two more of the players did not make bets, then everyone opens the cards and guess how many prices anyone could play, and then write down this to the pen alty box with a whist. For example, someone could play nine hearts, and someone could play six tambourines: 52 whists for a nine and 7 whists of the difference from their own benefit are recorded for the pen alty box. In situations where a player took a buyback before the end of the trade, and there was a player left who had not yet traded, the latter can shuffle the cards of the one who took the buyback and draw any two into the buyback. Dark play can only be played by prior arrangement. When playing a blind pass, if no one interrupted with a seven game, tricks are considered at double the price. If, after a seven game, a blind pass is ordered again, then they interrupt with an eight, and the points are counted four times. Trade is possible - once in the dark. They interrupt with the most common application and then trade at a price. You can open the cards and continue to bargain on the stairs. If a player wins in a blind game, then he does not show the buyback to anyone. If a gear game is ordered, then everyone is obliged to whist blindly, but in othersgames whist normal. When playing blindly, the price of any game is doubled. Before the player takes the buyback, when playing blindly, you can change the price and declare a minuscule. Of course, then the buy-in opens and the double bet disappears. There is also such a game as minuscule in the dark. They interrupt such a game only with a nine-fold bet blind or a ten-fold open bet. With such a game, they take the buyback without showing it, they catch such a minuscule blindly, in other words, those who whistle do not open their cards.
After the trade is over, the winner takes the buyback, puts aside, without showing, two unnecessary cards and starts the game. He is called the declarer and can raise the price he expects to play. If the player does not want to play or the number of cards is not equal to ten, then he is punished with a remission (pen alty) without two on the announced game. When the price is ordered, it is not allowed to change the cards in the demolition. After the first move, it is forbidden to watch demolition. Violation of this rule results in a pen alty of one trick. And even if you played as much as you ordered, then a fine is considered - without one.
When more than necessary is taken, they write down one less. If you refuse to buy, you can assign a punishment in the form of an agreed number of points uphill. In serious tournaments, the rule does not apply - no one should suffer from the inability to put aces in the draw. If a bribe was given to the player in the buy-in, then the bonus is recorded for him as for a bribe in his game. For an ace, for example, one bribe is written in the draw, and two bribes are recorded for an ace and a king of the same suit. TwoAces in the draw will be worth a premium of three tricks, and a margin of only one trick. But again, this rule does not work in serious rating games. It is forbidden to tell outsiders and players cannot use tips from outsiders.
After betting, the winning player starts the game. He announces, if he wants, a game higher than ordered and begins to take tricks with or without a trump card. If a minuscule game is ordered, then this means that the player who ordered it gave an obligation not to take a single trick. After someone has won in a minuscule trade, he reveals the buy-in cards. After that, any two cards are demolished (the demolition is not shown to anyone). In a situation where the move belongs to the player, then he makes it until the opponents “lie down” (open their cards), and if the whistlers have to make the move, they also open the cards even before the first move. There are no trump cards in the minuscule, the seniority of the cards is respected, the move goes to the last player who took the bribe. When playing miser, you can write down the alignment, when it is prohibited in other games. All these rules help you figure out how to play preference.
Played with three passes. We must try to take the least amount of bribes. Before the game, the participants agree on where the pass will be recorded - uphill or whist. With different types of preference, each trick is worth the required number of points uphill. If the player has not taken a single trick, then one trick will be recorded. The one who took the least number of tricks writes the stipulated number of whists on other players.
If no trick is taken, only one point is written. After the end of the game, the same number of bribes for everyone is written off, as with an amnesty. When unpacking, there are no trump cards; if you don’t have a suit, you can carry any card. If there are four players, then when unpacking, the game begins with the opening of the first card of the draw, moreover, the eldest in suit takes the bribe. The second move is also made from the buyback. And only the third move is made by the player who is to the left of the one who de alt. The rally in the classic game is played so that all players earn some number of bombs.
Cost of games
With different types of preference, there are different prices for games. The ordered prices and those taken during the game are recorded in the pulque. Entries must follow certain scoring rules. If during any game you scored more than you can write down for that game, then the remaining points are written to other games or debited from other whists. The final score in the game is determined in whists played. The largest amount of whists scored is an objective assessment of victory. These are the basic rules of how to play preference. It is also worth saying that you can use to determine the winner and the number of passes won or the number of tricks in all the passes. But in the end, the difference in whists counts. At the end of the game, points are always converted into monetary terms. After all, they play preference for money without a twinge of conscience. This game is exactly what it was made for. How to play preference if you can't take risks?