Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
rounds of three. The trumps are always, from highest to lowest,
Q, ✝7, Q, J, J, J, J, fol owed by AK(Q if red)T986, giving
14 black trumps or 15 red. Plain suits rank AK(Q if red)T9876.
Each in turn bids to win from five to nine tricks with the eventual
aid of a partner. A higher bid overcal s a lower, and a bid in clubs
overcal s an equal bid in another suit. The partner is the holder of a
card cal ed after the bidding, usual y a high trump or a non-trump
Ace lacking from the bidder’s hand.
| Preference (Austrian)
3 players, 32 cards
Preference is a three-hander clearly descended from Ombre, but
with two novel features. One is that not only the soloist but also
each defender must undertake to win a predetermined quota of
tricks – a development of the Ombre situation, which also requires
the defenders to keep their won tricks separately. The other is its
introduction of a primitive form of suit hierarchy. Previously, only
one suit was a suit of preference –clubs in Boston, diamonds in
Quadril e, or a suit turned at random, as in Solo Whist. In
Preference, the four suits rank upwards in order , , , , a pat ern
that spread into many nineteenth-century games, including Bridge.
(The modern suit order of Contract arose in Auction Bridge through
an upgrading of the spade suit that took place around 1910.) The
originality of this hierarchical feature is emphasized by the fact that
the game itself is named after it. Preference has long been popular
in Austria, and can be traced back to about 1820. Other varieties of
it are played throughout eastern Europe, from Lithuania to Greece.
Preliminaries Three players are active, but normal y four play
together, with each in turn dealing and sit ing that deal out. Al
play goes to the left. Play is normal y for cash, though accounts can
be kept in writing. At the outset, each contributes to the pot an
equal sum divisible by ten. The game ends when the pot is empty,
unless the players agree to contribute a further stake and play on.
Cards Thirty-two, either French-suited and ranking AKQJT987, or
German-suited (acorns, leaves, hearts, bel s) and ranking Deuce,
King, Ober, Unter, X, IX, VI I, VI . The order and value of suits for
bidding and scoring is:
Deal Deal ten each in batches of 3-(2)-4-3, the (2) going, face down,
to the table as a talon.
Auction This determines who wil play solo against the other two.
The soloist wil name trumps, may take the talon and discard two
cards, and must then win at least six tricks in play. The basic bids
are from one to four. ‘One’ entitles the soloist to name any suit as
trump. ‘Two’prevents clubs from belng named, ‘three’ prevents also
spades, and ‘four’ prevents diamonds, automatical y making hearts
trumps. Each in turn, starting with eldest, may pass or bid and,
having passed, may not come in again. The first bid is ‘one’. Each
thereafter must either pass or bid one higher –‘jump-bidding’ is not
al owed. However:
1. An earlier player may ‘hold’ the bid of a later player.
Example: if Anton bids ‘one’, Bertl must pass or bid ‘two’. If he bids
‘two’, Christl must pass or bid ‘three’. Bertl and Christl may not
hold the previous bid, as they come later in the auction. Anton,
however, may then hold Christl’s bid of three, as he is the earlier of
two players wil ing to bid the same amount.
2. Any player may immediately declare ‘hand’ or ‘preference’,
provided they haven’t already made a numerical bid. Both bids
of er to play the hand as dealt, without taking the talon, but
preference undertakes to do so with hearts trump, and cannot be
overcal ed. If two wish to play ‘hand’, priority goes to the one
nominating the higher-ranking suit as trump (diamonds beats
spades beats clubs).
Example of bidding: Anton Bertl Christl
One Two Three
pass Hold Four
pass pass
Anton is wil ing to play only if given a free choice of suits.
Christl’s Three of ers a red suit. Bertl, also wil ing to play a red suit,
‘holds’ this bid by virtue of positional priority. Christl overcal s by
commit ing herself to hearts, which she would have played were it
not that numerical bids must go in order. (Had she been wil ing to
play without taking the talon, she could have ended the auction by
bidding ‘Preference’ immediately.) Bertl, whose suit was diamonds,
declines to ‘hold’ hearts. Christl becomes the soloist.
The exchange In a numerical contract, the soloist takes the talon
into hand without exposing it, discards any two cards face down,
and announces the trump suit, which may not be lower in value
than the bid. In a Game contract, he simply announces trumps.
The defence Each defender, starting at the soloist’s left, now
announces whether he wil play or drop out.
If he plays, he must win at least two tricks or be penalized.
If he drops out, he escapes penalty, but this makes it easier for
the soloist to win.
If both drop out, the soloist wins al 10 tricks by default.
If only one defender is wil ing, he may either play alone, in
which case the other defender lays his hand face down and tricks
are played between the soloist and one defender, or he may invite
his partner to assist. An invitation must be accepted, but the guest
wil not be penalized if he fails to make two tricks. Instead, the host
wil be penalized if they fail to take four tricks between them.
Play If there is any defence, the soloist leads to the first trick.
Players must fol ow suit and head the trick if possible, otherwise
Players must fol ow suit and head the trick if possible, otherwise
trump and overtrump if possible, and only otherwise renounce.
However: if both defenders elected to play, and the soloist leads to
a trick, and the first defender can beat that lead, he must do so with
the lowest card legal y playable. The trick is taken by the highest
card of the suit led, or by the highest trump if any are played, and
the winner of each trick leads to the next.
Pay-of Whether or not the contract is made, the soloist takes 10
units from the pot and pays each active defender one unit for each
trick the lat er took – except in the case of a guest, when only the
host is paid, and that for each trick taken between them. If the
soloist took fewer than six, he then pays 20 units to the pot. Next,
any defender who chose to play but failed to win two tricks pays
10 to the pot. If one player was invited and the defence failed to
win four tricks, the host pays 10 to the pot and the guest is
exempted.
Bonuses The fol owing bonuses, if applicable, are wonor lost as
between the soloist and each opponent, independently of the pot.
1. Hearts bonus. In a Hearts contract (without the talon), the
soloist wins or loses 10 units per opponent.
2. Four Ace bonus. A soloist who held four aces receives 10 from
each opponent if the contract succeeded, but does not pay anything
if it failed.
3. No Ace bonus. A soloist who held no aces, and announced this
before leading to the first trick, wins or loses an extra 10 units per
opponent. (You may not discard an Ace to the talon in order to
claim this bonus.)
(There are other ways of handling the pot and the various
bonuses.)
Il ustrated Preference
(Il ustrierte Préférence) includes at least the first two of the
fol owing additional bids.
Five (or Bet el) A bid to lose every trick after taking the talon.
There is no trump, but players must stil head the trick if possible.
Scores 10. Six (or Durchmarsch) A bid to win every trick at no
trump after taking the talon. Scores 20.
Seven (or Bet el Ouvert, or Plauderer) As Bet el, but the soloist’s
hand is laid face up on the table after the opening lead, and the
defenders may discuss their procedure. (A ‘chat y’ bid: plaudern
means to converse.) Scores 30.
Eight (Of ener Durchmarsch) As Durchmarsch, but with the
soloist’s cards exposed after the opening lead. Scores 40.
In these extra contracts neither defender may drop out, the soloist
wins or loses as between each defender, independently of the pot,
and Ace bonuses are not recognized. Some also al ow the same bids
and contracts without taking the talon. In this case they outrank suit
games in the bidding, and win or lose double.
Kontra and Rekontra In a no-trumper, each opponent in turn may
double (‘Kontra’), thereby doubling the value of the game as
between himself and the soloist, but without bearing on the other
defender. If the first declines and the second doubles, the former
may not then change his mind. If either doubles, the soloist may
redouble (‘Rekontra’). Usurping (Nachgehen) When the soloist in a
number contract has taken the talon and discarded, another player
may, provided he has made at least one positive bid, usurp the role
of the soloist by taking the new talon, making two discards, and
declaring at least Five (Bet el). However, the original soloist, or the
third player if he also bid, may similarly usurp it again for a yet
higher contract, and so on. Sans atout If Six is the highest bid
recognized, some play it as a contract cal ed Sans Atout (No Trump)
instead of Durchmarsch. After the exchange, the player at declarer’s
right makes the opening lead, and declarer’s object is to win any six
consecutive tricks.
Preference (Russian)
3 players, 32 cards
Russia, when at home, in dressing gown and slippers, plays
chiefly at Preference.
Revd Edwin S. Taylor, The History of Playing Cards (1865)
Preference reached Russia in the 1830s and remains that country’s
national card game, albeit hitherto somewhat furtively. Because the
old Soviet regime disapproved of card-playing, it was only with the
col apse of communism that Preference-players were able to
organize themselves and disseminate information about the game
that could filter out into the western world. Unsurprisingly, we find
it played in various ways. The version described below is that
approved by the Moscow-based Preference Lovers’ Society, founded
in 1996, but that body makes reference to the Leningrad, Sochi and
so-cal ed Classical varieties of Preference.
Preliminaries Players, cards and deal, as for Austrian Preference.
Auction Eldest bids first. The bidding sequence from lowest to
highest runs 6S, 6C, 62, 61, 6NT, fol owed by 7 of each in the same
order, then 8, misére, 9, and 10. A bid is an of er to win at least the
stated number of tricks with the stated or a higher-ranking trump.
Misére – played always at no trump – may not be cal ed by a
player who has already made a positive numerical bid. Each bid
must be higher than the last, but an earlier player may ‘hold’ the
bid of a later player by saying ‘Here’.
Example: If Eldest bids 6S, Second hand 62, and Third hand 61, Eldest (or
Second hand if Eldest passes) can assert priority for 61by saying, ‘Hearts here.’
But Third hand could not have called ‘Diamonds here’, because Second hand
enjoys positional priority.
No player may bid again, having once passed. The last-named
bidder becomes the soloist, in either the contract named or a higher
one. Fol owing two immediate passes, the third can bid or pass, or
(in some circles) take the talon silently and become the declarer by
default. But if he wishes to play misére after two immediate passes
he must say so before taking the talon. If he also passes, they play a
round of raspasovka (explained later).
Contract announcement Declarer turns the talon face up for al to
see, takes it into hand, and makes any two undisclosed discards face
down.
He then announces his contract, which must be not lower than his
last bid (if any), but may be for a greater number or a higher
trump. He may not cal a misére if he previously made a positive
bid, or if he became declarer by neither bidding nor passing after
two immediate passes. No mat er how weak the hand or
unfavourable the talon, declarer may not concede, but must name a
contract and play it through.
Whisting The player at declarer’s left now states whether or not he