Rules of the game in preferenceleningrad. Preference online at LiveGames: description and rules Additional terms found in the game Preference

To play online preference, 32 cards are used (a small deck without sixes). You can play for two, three or four people (in this case, the dealer does not take part in the game, less often they play with two decks). The place (order) of the players in the preference is determined by drawing lots. The rights of the first application (when trading) and the first move (in the game) are transferred from player to player in a clockwise direction. In the online game, preference exists for free:

One of the suits can be designated by the player as trump. In the trump suit, the seniority of the cards is preserved. For each move, preference players must put one card in the suit, if there is none, then a trump card, and if there are no trump cards, any card. The trick is taken by the player whose card is higher in the trick.

The meaning of the preference game is to evaluate your cards, order and play the most profitable contract.

How to play preference?

The process consists of the following stages - distribution, trading, ordering a game and drawing cards. The draw can be of the following types:

  1. For tricks - the player undertakes to take the number of tricks, not less than stated.
  2. Mizer - the player undertakes not to take a single bribe.
  3. Passing - each player seeks to take as few tricks as possible.

Trade in preference

After the distribution in preference, there is a bargaining between the players, the essence of which is to order and play a more profitable contract. Each player, in order of priority, clockwise, can either declare a request for the game, or refuse to play. The next player, in a circle, can order a higher order. If he does not want to bargain, then he can declare "pass".

The sequence of contracts in trading by seniority:

the contract The player undertakes to take bribes Whistlers must take on all tricks, no less than
at least 6 4
at least 7 2
at least 8 1
at least 9 1
at least 10 1
minuscule none no obligation

BK is a game without trump cards. Such a draw is older than the trump one with the same number of tricks.

The player who made the oldest bid takes the buyback and gets the right to order a contract in preference. If all the players said “pass”, then the rally is played.

Game order

After the end of trading in online preference, the purchase is opened for everyone to see. The player who got the buy-in takes it and discards any two cards. After that, he is obliged to order a game, and no less, in seniority, than the one on which the trade stopped. The only exception to preference is free - minuscule, it can only be ordered immediately.

Whist:
After the player has placed an order for the contract, the other players decide whether they are obliged to take the number of bribes assigned to them in this game or not. If the player undertakes to take a certain number of tricks, he declares "whist", if not - "pass".

Playing a contract (whistling) in preference can be done in the dark and in the light. If both players whist, the whist is always blind. If one player whistles and the other passes, then the whistling player has the right to choose the type of whist - blind or bright. If a fair whist is chosen, then the cards of both the passer and the whistler are revealed, while the whistler manages both his own cards and the cards of the passer.

Playing for bribes in preference

The player who ordered the game in the pref is obliged to fulfill the contract - to take the declared number of tricks. If the player does not collect the required number of tricks, he receives a penalty, which is recorded uphill. If the player has taken the required number of tricks, he is recorded in the bullet. If the player in preference took more tricks than the declared one, he still gets a record in accordance with the declared game.

A draw for bribes is played if it is "envious", that is, at least one of the rivals in the preference declared "whist" (undertook to take a certain number of bribes). If all the players said “pass”, then such a game is considered played (an appropriate entry is made in the bullet).

Miser in preference

Mizer - a rally that the player undertakes to play without taking a single trick. A miser in preference is ordered only if the player has not yet made a single request in the current deal.

Unpacking

It is played if all three players, in the order of the game, declared "pass". A pass is a rally in which you need to take as few tricks as possible (a penalty is due for tricks). There are no trump cards on the pass.

Recording scores and game duration

Each type of preference corresponds to a certain number of points for the size of the bonus, landing, distribution of whists, their value, and the cost of games.

To record points in an online game of preference for players, a specially marked sheet of paper is used, called "pulka".

If the player played successfully, he writes them into a bullet. If you didn't get the right number bribes - uphill. For each trick when whisting, the player writes whists. If the whistling player did not take tricks, then he writes both whists and a fine uphill at the same time. With a remise (lack of bribes) of the player, the whistled player writes a consolation - a bonus for the player's hoisting. As a result of all entries for each game, a balance of won and lost whists is obtained, which is its value.

A game of preference consists of several games, and is played until the end condition is met. Preference download is not required. The conditions for playing preference, depending on the preliminary agreement of the players, may be as follows:

  • each player scored a certain number of points in the pool
  • players have scored a certain total number of points in the pool
  • played a certain number of hands

Terms used in preference

  • Amnesty - reduction by all players, by the same number, of their record in grief (for ease of calculation).
  • Capless - a game of bribes without trump cards.
  • A blank card (blank, blank) is the only card in a suit.
  • Big minuscule - minuscule without buy-in cards.
  • Bomb - the player receives when declaring "pass" in the dark.
  • Whist - a) the smallest unit of accounting for results in preference b) the statement of partners to whist (play) against the player who announced one of the games c) this is a card (cards) that allows the whistlers to receive a bribe in this game d) a bribe that the whistler received in the process games against the player
  • Whist standing (blind) - whist in the closed.
  • Whist lying (in the light) - whist in the open.
  • Gentleman's whist - in the case of a player's remise, the distribution of whists equally between active and passive whistlers in a given party.
  • Whistler - partners, with the exception of the player, in this game.
  • The second (covered) king is a combination of king-jack or king-malka cards of the same suit.
  • Release - allow the opponent to successfully play the contract he obviously lost.
  • Guaranteed whist - a card that guarantees a trick in a given game, such as a trump ace.
  • Blue (clean) minuscule - a minuscule that cannot be caught.
  • Mountain - an area on the bullet for recording the player's penalty points, as well as the current value in it.
  • Gusari is a kind of preference that allows two partners to play.
  • Double whist - a combination of cards of the same suit, giving two tricks on whist in the vast majority of cases.
  • Yolka - a site used in the classic preference for registering bribes, games played "bombs", blind games.
  • Game on the table - a joint game of whistlers against the player.
  • Mortgage - order a small number of bribes.
  • Bison is a professional player.
  • Playing - a partner who has received the right to play as a result of trading.
  • Game (draw) - a process when the whistlers prevent the player from fulfilling the stated number of tricks.
  • A heart attack minuscule is a minuscule, during the game of which a player can experience a state of a heart attack, since the result of the game, depending on the layout, can turn out to be either positive or negative and depends mainly on chance.
  • Cards for orders - advice to keep the cards closer to the chest, to prevent rivals from fulfilling the commandment: "look at your neighbor's cards - you will have time for yours."
  • Wheel (lantern) - the O sign in pulque, denoting 100 whists.
  • Consolidation - bonus points to the opponents of the player in case of his hoisting.
  • Catching is the process of playing partners against a player who is minuscule.
  • The leader is a partner in winning on this stage games.
  • Malka (foska, fochka) is a non-playing card, most often one of the lower cards in a suit.
  • Mariage (magpie) - a king and a queen of the same suit.
  • The mill is a game technique and a certain alignment, in which those who whistle with their small trump cards manage to kill the player’s large cards, especially several in a row.
  • Mizer - a rally with the aim of not taking a single bribe.
  • On one hand (on the paw) - the designation of a cheating technique, when two players previously agree to play against a third player.
  • To play enough - by mistake to give the opponent one more bribe where it would not have been if it was played correctly (or when playing openly).
  • Carry - discard cards of the same suit when moving to a carry suit. As a rule, on a minuscule in order to "catch" the player, or on raspas.
  • Nebitka - cards from the player, on which he receives all the remaining bribes.
  • Leg (support, cover) - a small card in the same suit with a large or two large ones (usually with margin).
  • Mandatory whist - whistlers are required to play their whists from the player.
  • Single whist - a combination of cards of the same suit, giving one trick on whist in the vast majority of cases.
  • Steam locomotive - a series of bribes on a minuscule.
  • A game is a game that goes to its end after one deal of cards.
  • Pass - rejection active game in this party.
  • The first hand is the player to the left of the dealer.
  • Remortgage (under-order) - an order by a player of a smaller number of bribes than he can be guaranteed to receive in any scenario.
  • Planting - non-fulfillment of the contract.
  • Half whist - a possible statement of a partner in a six-handed and seven-handed game after the other has passed (not present in all varieties).
  • Help - after reaching the maximum bullet size (negotiated before the game), the player begins to help other players close the bullet.
  • Pref - the abbreviated name of the game preference download, used in colloquial speech.
  • Preference - a state in the game of preference for free, which occurs after trading (with the exception of trading to the minuscule) if the player has an ace, king and queen in all four suits (along with a buy-in). There is a contractual rule according to which the game ends at the same time, the player closes his bullet, writes off his mountain, closes the rest of the participants and writes 100 whists on them. It is considered a cheating rule by professional players, since it is not difficult for an experienced cheater to give preference to download to his partner.
  • Prikup - a pair of cards set aside separately during distribution. The buy-in is taken by the player who won the trade.
  • A draw deal is a deal of cards in which almost any card in the draw will strengthen the player's hand.
  • Swing - go with the wrong card, which was intended, due to excitement or fatigue.
  • Cut through the player - a combination whistling to the right of the player makes a small move through him.
  • Bullet - a) an area on the drawing for recording points for games played and zero tricks on the pass, as well as the current value in it. b) in a broader sense, in general, a game of preference: “play a bullet”, “paint a bullet”.
  • The robber-partner was left alone with an unwritten mountain, and the time of the game did not come out.
  • Raz (peaks) - the minimum possible application for the game (six spades).
  • A spread is a combination of cards.
  • Remiz - lack of bribes.
  • Renounce - the absence of cards in one of the suits.
  • Bullet painting - the absence of cards in one of the suits.
  • Your bribes are those bribes that will inevitably be received.
  • Own whist - the whistlers refused to actively whist, one of them agrees to his whist if the player allows him (his whist is possible only in the 6th and 7th games).
  • Dealer - a) passive whistler when playing four partners; has the right to actively whistle when two partners refuse. b) the player responsible for the correct delivery of cards, buyback; controls the course of the game, the correct record by the partners after the given game.
  • Stalingrad - a contractual rule, the requirement for all players to whist when ordering 6 spades.
  • Wall (pistol) - a layout in which one of the players does not have cards of a certain suit. As a rule, the “wall” is 4 or even 5 trump cards for the whistler (or passer), which promises a remise to the player.
  • String (festival) - the layout of the player, when in each suit (and trump) he has no more than three cards.
  • Table - partners.
  • Surkup - a technique in which one whistler walks with a non-trump card, and the player and the other whistler put a trump card.
  • Trade - the struggle of partners for the right to assign the game.
  • The third queen is a combination of cards queen-jack-malka or queen-malka-malka of the same suit.
  • Triple whist - a combination that gives three tricks on a whist in the vast majority of cases.
  • Guessing game (fifty percent, thirty-three percent). - the situation on the "minus", when the whistlers must guess which suit the player took down. Seeing a “guessing game” at his place, the player can demolish the cards randomly in order to exclude the influence of psychological factors.
  • Revoke - an erroneous demolition of a card out of suit.
  • Flag - 100 points in mountain (or pool).
  • The fourth jack is a combination of cards: a jack and 3 malki of the same suit.
  • The owner of the mountain is the partner who scored the most points at the beginning of the game in the mandatory games, he orders the game.

Origin story

Preference online- a commercial, card game, which is based on the mathematical calculation and ingenuity of the player. Appeared in the middle of the XIX century in Russia. It is believed that preference came from the card game "Whist", which at that time was widespread and popular among gamblers. The name of the game comes from the French - preference, which means advantage, preference. It immediately gained popularity, which contributed to its wide distribution. There are many varieties of preference, but the most common are "Leningradka (Peter)", "Rostov", "Sochinka", "Classic", "St. Petersburg Jumps", "Robber". In everyday life, preference to play is often called pref or bullet (play pref, or paint a bullet). To date, Preference is distributed free of charge around the world, and is considered one of the best commercial games. There are a large number of preference simulators for computers and mobile phones.

Preference download

You do not need to download Preference for free, as the game takes place in your browser window.

Leningradka

Leningradka is a game against the player. This type of Preference is by far the most common Preference game. What are the features of Leningradka? First, disintegration is the most expensive game. Secondly, the rules provide for maximum rigidity in relation to the player. Thirdly, during a breakup, a hard exit is required.


Bullet and uphill recording

the contract

played

Bribe on whist

Unkind. trick on the game

Unkind. trick on the game

6

2 to the bullet

4

4 uphill

2 uphill

7

4 to the bullet

8

8 uphill

4 uphill

8

6 in a bullet

12

12 uphill

6 uphill

9

8 in a bullet

16

16 uphill

8 uphill

10

10 to the bullet

20

20 uphill

10 uphill

minuscule

10 to the bullet

0

20 uphill

0

Game Features

Whist semi-responsible - a situation when half of the cost of the game is written for landing on whist uphill.
Consolidation - a bonus for the point guard's hoisting. In the case of a remise (hoisting) of the point guard, both defenders write whists to the point guard in the amount of the cost of the game for each uncollected trick.
Gentleman's whist - a situation when, when the point guard was hoisted, one player whisted and the other passed, the defenders who whisted and passed write equally: all whists, consolation, whists for taken bribes.
Passing uphill - 2 points for each trick.
Progressive raspasovka - traditionally in an arithmetic progression 2-4-6.
For 0 tricks on the pass - a situation when a player writes the cost of one trick into the bullet, the buyback on the pass opens and, when playing with three players, shows the suit of the move.

When playing with four people, the buy-in cards belong to the dealer, who writes uphill, into the bullet on a common basis.
The end of the bullet in Leningrad is played until the moment when the sum of the entries in the bullet reaches the agreed value, which is multiplied by the number of players. The player who did not finish the game arithmetic mean, brings to the mountain the double difference between the sum of points scored in the bullet and the arithmetic mean. The player who outplayed writes off his difference from the mountain doubly.

Recording in a bullet and uphill in Leningradka:

Main characteristics:

  • whist semi-responsible: for landing on whist uphill half the cost of the game is written;
  • consolation (premium for hoisting a point guard): when the point guard is remised (hoisted), both defenders write whists to the point guard - in the amount of the cost of the game for each uncollected trick. Consolidation is written in addition to whists for actually taking bribes

An example of a consolation (both defenders defended):

  • gentleman's whist: when the point guard is hoisted (when one whistled and the other passed), the defenders who whistled and who passed write all the whists in half - both the consolation and the whists for actually taken bribes. Whists are divided like a gentleman, regardless of whether the draw took place in the light or in the dark.

An example of a recording with a gentleman's whist:

Contract 6 clubs point guard Defender (whist) Defender (pass)
bribes 5 5 0
entry 4 uphill (5*4 + 1*4 + 1*4)/2 = 14 (5*4 + 1*4 + 1*4)/2 = 14
  • pass up the mountain: usually 2 points for each trick;
  • progressive disintegration: usually in arithmetic progression (2,4,6);
  • for zero tricks at the pass: the player writes the cost of 1 trick into the bullet;
  • buy-in at the unpacking: opens and
  1. when playing with three players, it shows the suit of the move (the value of the card is not taken into account);
  2. when playing with four, the buy-in cards belong to the dealer, who writes both uphill and downhill on a common basis
  • bullet end: Leningradka is played until the sum of entries in the pool reaches the agreed value, multiplied by the number of players. Anyone who has not finished playing to the arithmetic mean brings to the mountain the double difference between the sum of points actually scored in the bullet and the arithmetic mean. The one who outplayed writes off his difference from the mountain - also doubly.
  • Main characteristics:

    • whist is semi-responsible: half of the cost of the game is written for landing on whist uphill;
    • consolation (premium for hoisting the point guard): when the point guard is remised (hoisted), both defenders write to the point guard whists - in the amount of the cost of the game for each uncollected trick. Consolidation is written in addition to whists for actually taking bribes

    An example of a consolation (both defenders defended):

    For actual bribes

    • gentleman's whist: when the point guard is hoisted (when one whisted and the other passed), the defenders who whistled and who passed write all the whists in half - both the consolation and the whists for actually taken bribes. Whists are divided like a gentleman, regardless of whether the draw took place in the light or in the dark.

    An example of a recording with a gentleman's whist:

    Contract 6 clubs

    (5*4 + 1*4 + 1*4)/2 = 14

    (5*4 + 1*4 + 1*4)/2 = 14

    • pass to the mountain: usually 2 points for each trick;
    • progressive dissection: usually in an arithmetic progression (2,4,6);
    • for zero tricks on the pass: the player writes the cost of 1 trick in the bullet;
    • buy-in at unpacking: opens and
    • when playing with three players, it shows the suit of the move (the value of the card is not taken into account);
    • when playing with four, the buy-in cards belong to the dealer, who writes both uphill and downhill on a common basis
    • end of bullet: Leningradka is played until the moment when the sum of entries in the bullet reaches the agreed value multiplied by the number of players. Anyone who has not finished playing to the arithmetic mean brings to the mountain the double difference between the sum of points actually scored in the bullet and the arithmetic mean. The one who outplayed writes off his difference from the mountain - also doubly.

    Recording (bullet up to 50)

    bullet before calculation

    hill before calculation

    hill after calculation

    If you try to characterize Leningradka in one word, it is a game against the player, while a composition is a game against a whistler, and a Moscow bullet is for the masters of the pass.

    You can use any information with a link to http://pref-game.ru
    Sincerely, MaxD. © 2005-2011

    Without a doubt, preference is one of the most fascinating and intellectual card games, having fallen in love with which, you keep this attitude for life, isn't it?
    On our website, you can remember and feel the exciting moments of a real game with pleasure - but without leaving the monitor! We offer to play preference online. To do this, you just need to register on our website, inventing a pseudonym and password for yourself, no one needs to pay anything. On our site you can play preference for free.

    An example of playing preference online with real opponents on our website

    Play preference for free

    Complete the free registration process and join our community! Yes, yes, to the community, because you will play free preference online against real opponents who are far or close to you, but just like you, sitting in front of your screen. Agree, this is a completely different matter than fighting a soulless machine, with which you can’t even talk. And we can! Do you think that playing preference "for fun" is pointless? We thought about it. The game will be played with virtual money, so the winner and the loser will be quite real. And the recording of the game, which is rather complicated in preference, will be led by a computer, and he is not mistaken! Tempting? We assure you - there is no catch, you pay nothing, sit down at a virtual card table, get virtual money, but you will play against real opponents, people like you.

    Rules of the game of preference

    Deck of preference cards

    A deck of cards in preference consists of 32 cards. It has 4 suits of 8 cards each - from ace to seven.
    Seniority of suits in ascending order: spades, clubs, diamonds, hearts.
    Seniority of cards in suit in ascending order: seven, eight, nine, ten, jack, queen, king, ace.
    One of the suits can be assigned as a trump card, any trump card is older than any non-trump card. In the trump suit, the seniority of the cards is preserved.

    The rules of bribes and the sequence of moves in preference

    The first card placed on the table is called the move. Each player must play one card per turn.
    Cards are laid out according to the following rules:
    On a turn, the player must put a card of the suit of the move. If there are no cards of the suit of the move in the hand, the player must put the trump card. If there is no trump card, you can put any card.
    The trick is taken by the player who owns the highest card in this trick, taking into account the trump cards.

    In preference, the rights of the first application in trading and the first move in the game are transferred from player to player. The player who has the right of the first move and the first application in the trade is called the "first hand". The player following him is the "second hand" and the last player is the "third hand".

    Types of games in preference

    There are three groups of games in the preference - games for bribes, minuscule and unpacking.
    In games for bribes, the player undertakes to take at least the number of bribes declared by him when trading. The game can go with a trump card and without a trump card. The goal of the other players is to prevent him from doing so - i.e., in turn, to take as many tricks as possible (if possible).
    By declaring a minuscule, the player undertakes not to take a single bribe. Other players, on the contrary, try to force him to take bribes.
    In the rally, each player tries to take as few tricks as possible.

    Possible game orders

    The games for tricks and miser in preference are ranked as follows: the minimum number of tricks that can be ordered is 6, the maximum is 10.
    The player undertakes to take the declared number of tricks, while all Whistlers in total must take at least 4 tricks in a six-handed game, at least 2 tricks in a seven-handed game, and at least 1 trick in an eight-handed, nine-fold, ten-handed game. On the minuscule, the Whistlers have no obligations.
    For example, a contract of 6 spades means that the player undertakes to take at least 6 tricks with a trump suit of spades. You can play without a trump card (B / K), such a game is older than a trump card with the same number of tricks.

    Entry in preference

    The meaning of the game is to evaluate your cards, order and play the most profitable contract.

    The results of games in preference are recorded in a bullet, on a mountain and in whists. For the contract played, the player receives points in a bullet. For an ordered and unplayed contract, the player receives a penalty on the mountain. Players opposing the player write whists on him for each trick they take, and if they did not take the required number of tricks, they receive a fine uphill.
    The game protocol for recording bullets, mountains and whists is also called bullet.

    Varieties of preference, differing in the cost of games and passes, the distribution of whists between players, features of trade are called conventions. In our project, game options are presented - Leningradka, Sochinka and Rostov.

    Trade

    Each hand is played by three players. 10 cards are dealt. The two remaining cards are called the buy-in, and their contents are unknown to anyone until the end of the trade.
    The purpose of trading in the preference game is to get the right to buy and order the most profitable contract for yourself.
    The process of trade in preference 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, declare “pass”. The rescuing player does not take part in further trading. In turn, you can make only one application. The minimum order is six tricks, with a spade in trump cards - i.e. "6 spades". The next player can order, in accordance with the seniority of the games in the table, only the older game, that is, "6 clubs". The next bid can only be "6 diamonds", etc. If the player does not want to bargain further, he can in turn call "pass". The last player who did not save, who participated in the trade and made the highest bid, gets the right to buy and order a contract.
    If all three players have passed, a pass is played - a game in which everyone tries to take as few tricks as possible.

    Game order

    After the end of the trade, the buyback is opened to the public and given to the player who won the right to order the game. The player takes a buyback and demolishes any two cards in the demolition. 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 order a minuscule only immediately. That is, you can not first say "six spades", and then, on the next round of trading - "minuscule".
    If the preference player took a buyback, then ordering the game is mandatory, even if it is obviously impossible to win.

    Bribe game

    The player who participated in the trade and took the buyback is obliged to order a game no lower than the one to which the trade has reached. For example, if you traded up to 7 spades, then you can no longer order six-handed games. The game is assigned after demolition.
    Having ordered the game, the player undertakes to take a certain number of tricks. If the player does not collect the required number of tricks, he is penalized for the mountain. The amount of the fine depends on the uncollected number of bribes. Shortage of bribes is called a remise.
    If the player takes the declared number of tricks, an entry is made in 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 trick game is played if she is envious. This means that at least one of the opponents in the game announced "whist" and, thus, assumed the obligation to take a certain number of tricks. If all players said “pass”, then the game is considered played, and the corresponding entries are made in the bullet.

    After the order of the contract has taken place, the other players must decide whether they are obliged to take the number of tricks they are entitled to in this game, or not. If the player undertakes to take a certain number of tricks, he declares "whist", if not - "pass".

    To whistle - to play a contract - you can blindly and in the light. If both players whist, then whist is always blind. If one player whistles and the other passes, then the whistling player chooses the type of whist - light or dark. If a bright whist is chosen, then the cards of both the passer and the whistler are laid out on the table, and the whistler disposes of both his own cards and the cards of the passer.
    If the player has the right of 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 for whistling

    If the game is envious, then the whistler is responsible for taking a certain number of tricks. The passer does not bear such responsibility.
    For each trick, the whistler writes a certain number of points (whisks) to the player.
    If both opponents of the player whistle, then, if there is a shortage of bribes (remise), in addition to whists for actual bribes, the player who did not take bribes writes a penalty uphill.
    If the player did not take tricks, then those who whisted in addition to the whists for actual tricks receive a consolation - a bonus for the player's hoisting. The size of the consolation, its distribution among the players, the number of points for a trick - depends on the preference conventions.

    miser

    Miser is a game when the player undertakes not to take a single bribe. A miser can be ordered only if the player has not made a single request in the current deal. In trade, 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 (takes the highest card, be sure to put the suit on the suit, if there is no suit, you can put any card, the player who took the last trick goes) are preserved.

    Raspasovka, or raspasy

    The rally is played if all three players have declared "pass". Passing is a game in which all players try to take as few tricks as possible.
    There are no trump cards on the pass.

    The game begins with the fact that one card of the draw is opened sequentially.
    When playing with three players, the draw card only indicates the suit, and the trick belongs to the player who put the highest card. In a four-player game, the draw card belongs to the fourth player. Therefore, if this card takes a bribe, then this bribe is considered to be the dealer and is recorded uphill on a common basis.
    Different preference conventions online have their own features of the game and recording the results of the unpacking. The convention of the table stipulates the features of the distributions, i.e. a progressive increase in the cost of a trick if several hands are played in a row. Varieties of progression - arithmetic and geometric.

    The cost of games in online preference

    Each online game of preference corresponds to a certain number of points, which the player writes down either in a bullet if he successfully played the game, or in a mountain if he did not take the required number of tricks. For each trick when whisting, the player writes whists. If the whistling player did not take tricks, then he writes both whists and a fine uphill at the same time. When the player remeezes, the whistled player writes a consolation - a bonus for the player's hoisting. The size of the bonus for hoisting, the distribution of whists, their value, the cost of games varies depending on the variety (convention) of preference. As a result of all entries for each game, a balance of won and lost whists is obtained, which is its value.