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Preferans
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Preferans
Préférence, a painting by Viktor Vasnetsov
OriginRussia
Alternative namesPrefa
FamilyTrick-taking
Players2, 3 or 4
Cards32
DeckFrench
PlayClockwise
Related games
Ombre • Whist • Préférence • Wallachen

Preferans (Russian: преферанс, IPA: [prʲɪfʲɪˈrans]) or Russian Preference is a 10-card plain-trick game with bidding, played by three or four players with a 32-card Piquet deck. It is a sophisticated variant of the Austrian game Préférence, which in turn descends from Spanish Ombre and French Boston. It is renowned in the card game world for its many complicated rules and insistence on strategical approaches.

Popular in Russia since approximately the 1830s, Preferans quickly became the country's national card game. Although superseded in this role by Durak, it is still one of the most popular games in Russia. Similar games are played in various other European countries, from Lithuania to Greece, where an earlier form of Russian Preferans is known as Prefa (Greek: Πρέφα). Compared to Austrian Préférence, Russian Preferans and Greek Prefa are distinguished by the greater number of possible contracts, which allows for almost any combination of trumps and numbers of tricks. Another distinguishing feature is the relatively independent roles played by the opponents of the soloist.

Overview

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Preferans is played by three active players with a French-suited 32-card piquet deck. Aces rank high and tens rank in their natural position between jacks and nines. As happens with many three-player trick-taking games, the game is frequently played by four players using the convention that in each hand the dealer pauses. Each active player receives 10 cards in batches of 2. The remaining 2 cards form a talon that will be used by the declarer to improve his or her hand. The deal typically follows the scheme: 2–talon–2–2–2–2....

Also two players can play Preferans. This variation is called hussar (Russian: Гусарик, Gusarik). In this variation cards are dealt for three players. The third player is called dummy, his cards are not opened during bidding. If someone wins a bidding and the second player decides to whist, his and dummy's hands will be displayed face-up on the table and the defender will play in the light as in the game with three or four players.

A bidding process is used to decide which player declares the trump suit, as well as the contract, which is the required number of tricks the soloist must attain. The soloist is known as the declarer, and the declarer's objective is to win the contracted number of tricks, while the defenders' main objective is to prevent this.

Trick-play differs from Whist in that there is an obligation to trump. The eldest hand leads to the first trick. Players must follow suit if possible, else trump if possible. The trick is won by the player who played the highest trump or the highest card of the suit led. The winner of a trick leads to the next trick.

Bidding and contracts

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Bids and contracts
bid tricks whist value
6♠ 6♣ 6 6 6NT ≥6 ≥4 2
7♠ 7♣ 7 7 7NT ≥7 ≥2 4
8♠ 8♣ 8 8 8NT ≥8 ≥1 6
misère 0 10
9♠ 9♣ 9 9 9NT ≥9 ≥1 8
10♠ 10♣ 10 10 10NT 10 ≥1 10

Beginning with the eldest hand, players bid for the privilege of declaring the contract and trump suit and playing as the soloist. Each bid consists of a number from 6 to 10 that indicates the minimum number of tricks to be won by the declarer and a trump suit. The ranking is first by number of tricks and then by suit as follows: spades, clubs, diamonds, hearts, and no trumps (in ascending order).[1] A special bid, misère, ranks between 8 tricks with no trumps and 9 tricks with spades.

The bidding can last several rounds until all players but one pass. At the beginning of each round, the eldest hand can make a bid that only needs to be as high as the highest bid so far. Otherwise each bid must be higher than the previous one.[2] A player who has passed may not bid again later, and a player who wants to bid misère must not make any other bids before or after. If no player bids at all, a special all-pass game is played (Russian: raspasovka). Misère and all-pass games are special in that the object is to avoid tricks rather than win them. Both are described in their own sections below.

The highest bidder becomes the declarer. The declarer shows the two cards in the talon to the defenders before adding them to his or her hand and discarding any two cards face down. Unless the declarer's bid was misère, the declarer then declares any contract that ranks at least as high as the highest bid.

In trick-play, the declarer must win at least the number of tricks indicated in the contract. If successful, the declarer wins the value of the contract in pool points (×10). If not successful (a situation called remise), the declarer loses the value of the contract multiplied by the number of undertricks (tricks missing) in dump points (×10), and also pays the same amount to each defender in whist points (×1).

Whisting

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An unusual feature of Preferans is that the defenders have their own secondary objectives in addition to the objective of preventing the declarer from keeping the contract. Moreover, defenders may drop out of trick-play or may play with open cards.

Beginning with the player who sits to the left of the declarer, each defender indicates whether he or she wants to whist. If neither defender wants to whist, the declarer wins automatically without playing out the hand. The declarer scores the value of the contract, and no other scoring takes place. In addition, if the declarer plays a 6- or 7-trick game, the second player chooses whether they will "half-whist" or "whist," rather than the usual "pass" or "whist". If the player forgets to declare “half-whist” or “whist”, they will not gain any points. That means he writes whists on the declarer as if he took 2 tricks in a 6-trick game and 1 in a 7-trick one.

A second incentive for whisting, besides the chance of spoiling the declarer's contract, is that the whisting players are paid the value of the contract in whist points (×1) from the declarer for each trick they win, regardless of whether the declarer or the defender wins their respective required number of tricks. If there is only one whister, then that player also gets the whist points for the tricks won by the other defender (known as a greedy whist). There also exists a convention that if the declarer has failed to achieve his contract, the whists won by the whister are divided equally between the whister and the other player (known as gentlemanly whist). However, there are significant penalties for the whister(s) if the defenders fail to win enough tricks. The required number is 4 tricks if the declarer undertook to win 6 tricks, 2 tricks if the declarer undertook to win 7 tricks, and 1 trick if the declarer's contract is for 8 tricks or more. (See table above.)

If precisely one of the defenders decides to whist, then that player has a choice between playing normally and playing in the light. In the latter case, both defenders' hands are displayed face-up on the table and the whister plays from both hands, similar to contract bridge. In any case, only the whister will score for this hand, positively or negatively.

If the defenders do not win the required number of tricks and there is only a single whister, then the whister loses the value of the contract in dump points (×10) for each undertrick. If this happens when there are two whisters, then the penalty is distributed fairly among them according to the principle that each whister is only responsible for his or her own undertricks with respect to half the required number of tricks. However, if the required number of tricks was 1, then it cannot be divided by 2 and the second whister is deemed responsible (the justification of that rule is that if the second whister passed, the first whister would be able playing in the light with open cards, which generally provides more chances to defend against and possibly defeat a high contract).

When the first defender decides not to whist against a contract for 6 or 7 tricks, the other defender has a third option besides passing and whisting. In this case the second defender may half-whist, in which case trick-play does not take place and the declarer and the second defender each score as if both sides had won their required number of tricks and the defenders' tricks had been shared equally between both. The first defender does not score. However, if the second defender wants to half-whist, the first defender gets a second chance to whist, in which case trick-play and scoring are done normally.

Scoring system

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Score sheet for four players

The Preferans scoring system has three different kinds of points. The basic unit, whist points, is used for payments from one player to another. Pool points can only be won by winning a game as declarer (or by winning no tricks at all in an all-pass game). Dump points are used for keeping track of the penalties that declarers or whisters have to pay for not winning the required number of tricks. A pool point or dump point is worth 10 whist points.

The scoring system as described so far is known as Sochi scoring, after the city of Sochi. To summarize:

  • The declarer wins the contract value in pool points or loses the contract value times the number of undertricks in dump points and pays the same amount to each opponent.
  • For each defender trick, the declarer pays the contract value in whist points to the appropriate whister.
  • If the defenders do not win their quota of tricks, they collectively lose the contract value times the number of undertricks in dump points. (Distributed fairly among the whisters.)

Leningrad scoring is similar to Sochi scoring. All dump and whist scores are doubled when writing down scores, but not the pool scores. However, the pool scores are doubled at the end of the game before calculating its outcome.[clarification needed]

A third scheme is called Rostov scoring. It differs from Sochi scoring in that the dump penalties for whisters in case the defenders do not win enough tricks are halved. Moreover, dump points are not used. Instead of losing a dump point, a player pays 5 whist points to each opponent, resulting in the same overall result.

A common condition for ending the game is that each player must have reached a certain target score in pool points. A player who wins more pool points than that target score performs an operation known as American aid. The surplus pool points are transferred to the player with the greatest number of pool points among those who have not yet reached the target score. The receiving player pays for this with ten times as many whist points, i.e. the equivalent amount. If necessary, this procedure is repeated with another player. If this is not possible because all players have reached the target score (and the game is over), the player reduces his or her dump accordingly to make sure that the pool points can be ignored in the final reckoning.

Score sheets and payments

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Scores are kept on score sheets that have a triangular area designated for each player. Two horizontal lines divide each player's segment of the score sheet into three parts. The top is the dump (sometimes referred to as the mountain), and the last number noted there represents the equivalent (negative) number of dump points. The middle is the pool, and the numbers in this area are used to keep track of the player's pool points. The bottom area is subdivided further. On the left-hand side the player keeps track of the whist points received from the player's left neighbor, and analogously on the right-hand side. If there are four players, the middle corresponds to the player sitting opposite.

When a number in an area of the score sheet changes, the new value is written behind the previous value, separated from it by a period. Older numbers are not crossed out, even when they were in error (in which case the correct number is simply entered after the erroneous one).

A small circle or diamond in the center of the score sheet, where all the players' triangles meet, is used to keep track of general agreements such as the required number of pool points to end the game. When the game is over, each player's score consists of the whist points in the player's whist point area, minus the whist points that other players have written for that player, minus 10 times the number in the player's dump area. An appropriate number is added to each score so that the sum of all scores is 0. The end score indicates how much a player receives or pays in terms of money.

Misère

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Misère is a special bid that ranks between 8 with no trumps and 9 at spades, but can be regarded as having a contract value of 10. A player who has made a different bid before cannot bid or declare misère, and a player who has bid misère before cannot bid or declare a different contract. Once a misère contract has been declared, defenders are not asked whether they want to whist. It is played at no trumps, with the defenders' cards face up on the table.[3] The defenders may discuss their options before making a move.

If the declarer does not win a single trick, the declarer receives 10 pool points (×10). Otherwise the declarer loses 10 dump points (×10) each for every overtrick. No further payments take place.

As a variation, there may also be a misère hand (also known as misère without the talon) bid ranking between 9 with no trumps and 10 at spades. In some variations misère hand can be beat by 9 without the talon.

All-pass

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The all-pass game (Russian: raspasovka or raspasy) is played when no player has made a bid. The objective is to win as few tricks as possible with no trumps. Each player receives 1 dump point (×10) per trick. A player who does not win any tricks wins 1 pool point (×10). In the Rostov variation players do not receive dump points but 5 whist points per trick are awarded to the winner of all-pass.

There are a number of popular variations that may be agreed to. These involve the talon, the dealer (if there are four players), and escalations in case several all-pass rounds occur in a row.

If there are four players and the dealer is pausing, the talon belongs to the dealer and the dealer (rather than the eldest hand and then the winner of the first trick) leads to the first two tricks: first with the top card of the talon, then the second card. After that, the eldest hand leads to the third trick. A similar arrangement can be followed with three players. In Rostov variation the talon does not belong to the dealer and is not displayed during the all-pas, the dealer receive 1 pool point.

In case of two consecutive all-pass rounds, the second is played at doubled stakes. For further consecutive all-pass rounds, this may either increase by 1 dump point or be doubled each time. (Players may agree on a limit.) All-pass rounds may even be considered consecutive if they are only interrupted by unsuccessful declarations. Moreover, consecutive all-pass rounds may lead to increasing minimum bids, making it progressively harder to leave all-pass mode.

Irregularities

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The dealer gets 2 dump points for mis-dealing. Mis-dealing faults are:

  • Any card that is turned face up during the deal.
  • Players get other than 10 cards each.
  • Failure to deal the talon properly. The talon should not be dealt first or last, and should consist of two consecutive cards from the deck. Stricter rules may be used where the talon must be dealt only between dealing rounds, and not after the first or just before the last round.
  • Failure to let the player on the dealer's right cut the deck.

These rules were introduced to reduce cheating. When a deal is declared failed, the same dealer should reshuffle the deck, let the player on their right cut it, and deal again.

Croatian version of three-player game

Further variations

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  • Gentlemen's whisting rule: When the declarer does not make their contract, the defenders share their total profit equally.
  • The Balkan version is a bit different: bidding begins with the player on the dealer's left and continues clockwise. The suits are ordered low to high: spades - diamonds - hearts - clubs - bettler - no trump (sans) and are called by numbers, respectively, Seconds-Thirds-Fourths-Fifths-Sixths-Sevenths. In the first round of bidding, any player may call for a "game", when he plays using the cards in his hand, without taking the talon cards. In both situations, the lead player MUST take at least 6 tricks to pass, while other players try to take as much as they can, except in a "bettler" game, where the lead player must not take any tricks; bettler is German word for misere.
  • This variation is popular when played with Sochi scoring. When a winning bidder names a contract of 6 in spades, both opposing players are required to whist and play their hands closed. This is in reference to the Battle of Stalingrad when the Soviet Army had nowhere to retreat to, being pushed to the banks of Volga river. This variant is sometimes used when a bidder makes an unopposed bid at the beginning, but has the risk of remise and wants the whisters to have a harder time opposing him. Sometimes the players agree to play Six of Spades - Stalingrad even when they're not playing the Sochi, but rather Leningrad or Rostov variants.

In a four-player game, the following rules exist for the dealer. These rules are sometimes seen as archaic and are rarely used.

  • A winning bidder may "throw the talon in the face" of a dealer, if he doesn't like it. The talon is left face up on the table until the end of the round. The dealer is awarded 1 dump point.
  • In 6-10 trick games, the dealer is awarded the contract value of whists on the winning bidder, per trick, when the following cards appear in the talon:
    • One ace: one trick
    • Ace and king of the same suit: two tricks
    • Two aces: three tricks
    • Marriage (King and Queen of the same suit): one trick
  • In a Misère game, the dealer is awarded 10 whist points on the bidder for each 7 in the talon, or 20 whist points for 7 and 8 of the same suit in the talon.
  • In all-pass games, see above.

History

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The popularity of Préférence appears to have started in Vienna in the early 19th century before it spread to Russia, where it peaked in the middle of the 19th century and is still played today.[4] Besides developing and diversifying within Imperial Russia, and then the Soviet Union, the game also expanded into other countries of Eastern and Central Europe. Modern variations include Austrian Illustrated Préférence and Balkan Préférence, which are both close to the original game, and Greek Prefa, which is more similar to the Russian game. Many of the game's mechanics are based on French Boston, a game that can be roughly characterised as Whist with suit-based bidding.

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Preferans, also known as Russian Preference, is the Russian variant of the Préférence, a and typically played by three players using a 32-card deck consisting of the 7 through ace in each of the four suits. The game centers on an phase where players bid on contracts based on suit preference (hearts highest, followed by diamonds, clubs, and spades lowest) to become the declarer, who then aims to capture at least six of the ten tricks played, while the two opponents each strive to secure a minimum of two tricks to avoid penalties. The Russian variant of Préférence, known as Preferans, developed in during the early , first appeared in around 1809 and rapidly gained traction among the upper and middle classes, with dedicated rulebooks published as early as 1842. By the mid-, it had evolved into a staple of Russian card culture, influencing related games like Vint and maintaining its status as one of the most widespread games among serious players in and parts of . The game's structure emphasizes strategic depth through the declarer's use of a two-card talon (exchangeable cards) and defensive alliances between opponents, often played for stakes or points in a cumulative "pulya" scoring system where totals reach agreed thresholds like 10 or 20 points. Regional variants such as , Rostov, Leningrad (St. Petersburg), and Classic Preferans introduce nuances in bidding, scoring penalties (like "" for failing to secure the minimum required tricks), and special contracts like misère or no-trump, reflecting local traditions while preserving the core mechanics. A formal "" standardizes many of these rules for play, underscoring the game's enduring appeal in both casual and competitive settings across . As of 2025, Preferans remains a cultural fixture, frequently played online and in social circles, with adaptations allowing four players by rotating a sit-out position.

Introduction

Overview

Preferans, also known as Russian Preference, is a trick-taking that originated in in the early and became the country's national card game by the . It is typically played by three players using a 32-card deck consisting of ranks 7 through ace in four suits, though it can accommodate four players with one sitting out as the dealer in some variants. The game emphasizes strategy and bidding, distinguishing it as a sophisticated pursuit popular among serious players in . The objective centers on one player, designated as the soloist through , who aims to fulfill a by capturing a specified number of tricks—usually at least six out of ten—against two opposing defenders. The defenders, in turn, seek to prevent the soloist from succeeding while meeting their own minimum trick quota, often two tricks each, to avoid penalties. Preferans draws influences from the Austrian game Préférence and French , sharing mechanics such as trump suits and trick quotas with earlier games like and Ombre. Gameplay proceeds with a bidding phase to establish the contract and trump suit, followed by trick-taking where players must follow suit if possible or play a trump to win the trick. The lead player sets the suit for each trick, and the highest card of the led suit or the highest trump wins. After the main hand, a whist phase may occur, allowing defenders to score additional points for tricks taken against the soloist. Scoring relies on a central pool of contributions from players and dump points for contract failures, ensuring a zero-sum balance where successes and penalties offset across participants.

Terminology and Basic Concepts

Preferans is a three- or four-player trick-taking played with a 32-card deck, where players bid to become and aim to fulfill a by winning a specified number of tricks against the opposing defenders. In the three-player variant, all participants play each hand, while in the four-player version, the dealer sits out, rotating the active players clockwise after each deal to ensure fairness. The eldest hand, positioned to the dealer's left, acts first in and leading the initial trick, establishing the sequence of play. The , also known as the declarer, is the player who wins the phase and plays alone to achieve the contracted number of tricks, typically ranging from six to ten, using to outmaneuver the opponents. The defenders are the two opposing players, who collaborate without fixed partnership to prevent the soloist from meeting their bid, often by aiming to capture tricks themselves. After winning the bid, the soloist exchanges cards with the talon, a two-card stock dealt face down to the table center, drawing these cards into their hand and discarding two others to strengthen their position before play begins. A key defensive option is the declaration, where the defenders challenge the soloist by committing to win a minimum number of tricks themselves—such as four against a six-trick —to increase the stakes and potentially earn bonus points if successful. The , chosen by the soloist's , holds the highest rank and can override cards of other s during tricks, providing a crucial tool for winning rounds when unable to follow . A trick consists of one card played by each active player in turn, following the led if possible; the highest card of the led —or the highest trump if played—wins the trick, with the winner leading the next. Scoring in Preferans revolves around a central pool of points contributed by all players at the start of each deal, from which successful outcomes are rewarded. Pool points represent the positive scores drawn from this communal pot by the soloist for fulfilling or exceeding their contract, such as two points for six tricks or ten for a full ten-trick solo, emphasizing the game's focus on contractual achievement. Conversely, dump points are negative penalties added to the pool by failing players, including the soloist paying for each trick short of their bid or defenders contributing if they fail a whist declaration, which accumulates to heighten the risk and reward over multiple hands.

Equipment and Setup

Deck and Card Rankings

Preferans is played with a 32-card French Piquet deck, consisting of the ranks 7 through Ace in each of the four suits: spades, hearts, diamonds, and clubs. This deck is formed by removing the 2 through 6 cards from a standard 52-card French-suited pack, resulting in eight cards per suit. Within each suit, the cards rank from highest to lowest as follows: Ace, King, Queen, Jack, 10, 9, 8, 7. All suits are of equal rank during trick-taking, except when a trump suit is declared, in which case the trumps outrank all non-trump cards regardless of suit. For the purpose of , the suits follow a fixed hierarchy from lowest to highest: spades (lowest), clubs, , hearts (highest), with contracts in no trumps ranking above all suited contracts. This ordering influences the value and priority of bids, with higher suits requiring stronger commitments to win the auction.

Dealing Procedure

The dealing procedure in Preferans uses a standard 32-card deck, consisting of cards from 7 to in each . The dealer shuffles the deck thoroughly, after which the player to the dealer's right cuts it. The cards are then distributed face down , starting with the player to the dealer's left (the hand). The dealer first gives a packet of 3 cards to each of the three active players, followed by placing the next 2 cards face down in the center of the table to form the talon. Next, a packet of 4 cards is dealt to each player, and finally, a packet of 3 cards to complete each hand at 10 cards. This sequence ensures all 32 cards are accounted for, with the talon reserved for potential use by the eventual declarer during the phase. In a three-player , the positions are fixed, and the deal rotates after each hand, with the first dealer chosen by mutual agreement or cards. For a four-player variant, only three players are active per hand; the dealer sits out and observes, while preparing to deal the next hand as the rotation advances among all four participants. This rotation maintains fairness by ensuring each player deals and sits out equally over time. Basic error handling during the deal prioritizes smooth play. If any card is exposed face up prematurely or a misdeal occurs—such as incorrect packet sizes or miscounting cards—the hand is voided, the same dealer redeals, and the dealer incurs a penalty of 2 dump points (multiplied by 10). Repeated misdeals by the same dealer may result in additional penalties, such as recording an undertrick, depending on the ruleset.

Bidding Phase

Bidding Sequence

The bidding sequence in Preferans commences with the hand, the player to the immediate left of the dealer, and proceeds around the table. Each player, in turn, may pass or declare a bid that surpasses the preceding one in value. A valid bid specifies a level of tricks to be taken, ranging from 6 to 10, along with a designated trump or no trumps; the minimum requirement is 6 tricks, representing a commitment to win at least that many with the chosen trumps. To exceed a prior bid, a player must either declare a higher trick level or, for the same level, select a higher-ranking . The suits rank hierarchically as hearts (highest), diamonds, clubs, and spades (lowest), with no trumps outranking hearts. Players may pass at any point without penalty, but once passed, they cannot re-enter the bidding for that hand. Bidding concludes when three consecutive passes occur or when only one active bidder remains, at which point the highest bid becomes the . No bids may be revoked, altered, or withdrawn after declaration. If all players pass initially, a secondary all-pass round may follow, but this is distinct from standard bidding progression.

Available Contracts

In Preferans, the available contracts during the bidding phase obligate the soloist (declarer) to win a specified number of tricks, ranging from 6 to 10, either with a chosen trump suit or without trumps. The trump suits are ranked in ascending order of bidding strength: spades (lowest), followed by clubs, diamonds, hearts (highest), with no trumps ranking above hearts for the same number of tricks. For example, a bid of 6♠ requires the soloist to capture at least 6 tricks with spades as trump, while 6NT demands the same but with no trump suit. After winning the bid, incorporates the two-card talon (face-down cards set aside during the deal) into their hand to strengthen it, then discards exactly two cards face down, which cannot contribute to fulfilling the . This talon exchange allows the soloist to adapt their strategy while adhering to the bid's trick requirement, ensuring the discards remain unplayable in subsequent tricks. Contracts also define minimum trick quotas for the defenders to declare , a side where a defender aims to capture a set number of tricks against the soloist. These quotas vary by level, as outlined below:
Contract LevelWhist Quota (Tricks for Defenders)
6 tricks4
7 tricks2
8 or 9 tricks1
10 tricksNone
This structure incentivizes defensive play while tying directly to the soloist's bid.

Play of the Hand

Trick-Taking Mechanics

The play of the hand in Preferans commences after the is established, with the (declarer) leading the first card to the opening trick when fulfilling a bid. In an all-pass situation, the hand—the player to the immediate left of the dealer—leads instead. Subsequent play proceeds clockwise around the table, with each of the three players contributing one card per trick until all 10 cards from each hand have been played, resulting in 10 tricks total. Players must follow to the card led if they hold any cards of that ; failure to do so constitutes a revoke, though resolution follows separate irregularity rules. If unable to follow , a player must play a trump card if they hold any (when the includes a trump ); otherwise, they may discard any other card from a different . The trick is won by the highest-ranking card of the led, provided no trumps are played; if one or more trumps appear, the highest-ranking trump wins the trick. Card rankings within follow standard order ( high down to 7), with the trump determined by the declared . The winner of each trick gathers the played cards face down and leads the opening card to the subsequent trick, maintaining the order. This process continues uninterrupted through all 10 tricks. For , prior to leading the first trick, the two-card talon (face-down cards set aside during dealing) is integrated into their hand; discards two cards of their choice (face down, without showing) and retains the talon's cards as part of their 10-card holding. The soloist's success in the is measured solely by the number of tricks they personally win using this adjusted hand, independent of the defenders' trick distribution.

Whist Declaration

In Preferans, the whist declaration allows the two defenders to challenge the soloist's contract before the hand is played, potentially increasing the stakes and altering the scoring dynamics if the soloist fails to fulfill their bid. After the soloist has incorporated the widow cards, discarded two, and announced their contract (typically 6 to 9 tricks) along with the trump suit, the defender to the soloist's left has the first opportunity to declare "" or "pass," followed by the second defender. If both defenders pass, the soloist is awarded all 10 tricks without any cards being played, securing the full contract value plus any applicable bonuses. The declaration serves as a strategic contest, committing the whisters to preventing the soloist from achieving their bid, with success determined by the defenders collectively taking a minimum quota of tricks: 4 tricks for a 6-trick , 2 tricks for a 7-trick , and 1 trick for 8- or 9-trick s. Only one defender needs to announce for the challenge to proceed, though both may do so independently; in such cases, they share the responsibilities and rewards. is not available for 10-trick contracts or misère plays, where no such challenge applies. Defenders have two primary options for the declaration: normal , played with cards hidden and each defender acting independently, or , an escalated variant where the cards of the whisting defender (or both, if applicable) are played face up on the table for transparency and higher risk. is typically declared only if one defender passes, allowing the other to opt for this open play to potentially coordinate better against the soloist, though it exposes their strategy. If the defenders succeed in meeting or exceeding their trick quota—meaning the soloist takes fewer tricks than bid—the whisters earn dedicated points from the soloist, often equivalent to the value or scaled by the number of tricks prevented, with points recorded separately in a whist column on the score sheet. Conversely, failure to meet the quota results in the soloist receiving a bonus, such as mountain points added to their score against each whister, effectively doubling or multiplying the penalties for the challengers and rewarding the soloist's fulfillment of the . This mechanism heightens the game's tension, encouraging calculated risks based on hand strength observed during the .

Scoring System

Core Scoring Rules

In Preferans, scoring for a round is determined by whether the soloist fulfills their contract, with points sourced from a central pool contributed by players at the start of the game. Upon success, the soloist receives the contract's base value. The base value depends on the number of tricks bid: 2 points for 6 tricks, 4 for 7, 6 for 8, 8 for 9, and 10 for 10 tricks, independent of the trump suit. declarations by defenders can influence scoring if they fail in taking their claimed tricks, effectively shifting points from the defenders to the soloist by the base value. If fails to meet the , dump points equal to the base value are added to their score for each undertrick. Additionally, the defenders receive points equal to the base value from . Defenders who fail their individual minimum tricks (typically 2 tricks each for a 6-, with collective requirements of 4 total, fewer for higher bids) incur split penalties among them in dump points, but these are secondary to the soloist's primary liability. declarations by defenders can influence penalty distribution if they succeed in taking their claimed tricks, by awarding them the points.
TricksBase Value
62
74
86
98
1010
This table illustrates base contract values, applying to all suits and no trumps; actual payouts adjust for undertricks as described.

Score Tracking and Game End

In Preferans, scores are tracked using a specialized score sheet for each player, typically featuring three columns: one for pool points (also known as bullet or pulya points, which are positive), one for dump points (also called mountain or gora points, which are negative), and one for total points (often referred to as whist or vist points, representing net obligations). Pool points accumulate from successful contracts, while dump points are added for failures, such as falling short of the bid or taking tricks in an all-pass round. The total column records whist points exchanged between players based on these outcomes, with dump points effectively penalizing the player by increasing their total liability. At the conclusion of each hand, points are entered sequentially in the relevant columns, often separated by periods to denote individual rounds. Positive pool points reflect achievements like fulfilling a for 6 tricks (2 points) up to 10 tricks (10 points), whereas negative dump points accrue at a rate tied to the contract's value multiplied by tricks short, or 1 point per trick in pass-out scenarios. This dual tracking ensures ongoing competition, with totals updated to reflect inter-player transfers via points. A key mechanism for balancing scores is "American aid," applied when a player exceeds the agreed target pool points (commonly 10 or 20). Excess pool points are transferred to opponents who have not yet reached the target; for each point transferred, the aiding player gains 10 whist points, while the recipient adds 10 dump points to their mountain score. This process continues until all players achieve or surpass the target, promoting strategic play in late-game hands. For example, a player reaching 22 pool points in a 20-point game transfers 2 points, resulting in +20 whist for themselves and +20 dump for the recipient. The game ends once all players have reached the predetermined pool target, at which point the player with the lowest total (whist) score is declared the winner. In case of ties, the victor is determined by the fewest dump points, emphasizing defensive play to minimize penalties. Some agreements use a collective target, such as a total of 50 pool points across all players, but individual targets remain standard. Regional variants introduce modifications to score tracking. In the Sochi variant, the standard system applies as described, with balanced positive and negative accruals. The Leningrad variant doubles all dump and points during play, and doubles pool points only at the game's end for final calculations, intensifying penalties. In the Rostov variant, points are halved, and dump points are converted to equivalents (5 points per opponent per dump event), reducing the impact of failures while accelerating scoring. These adaptations maintain the core structure but alter strategic emphasis.

Special Contracts

Misère Contract

The misère contract in Preferans is a high-risk solo bid where the declarer, known as the , commits to avoiding all tricks in a no-trump hand. It ranks between an 8 no-trump bid and a 9 spades bid in the auction hierarchy, allowing it to overcall lower contracts while being vulnerable to higher ones such as 9 spades or above. This bid can only be made by a player on their first speaking turn, adhering to the cabbalistic rule that prohibits prior declarations, and it immediately ends further once accepted by passes from the other players. In play, aims to secure zero tricks out of the ten possible, with no trump suit designated, following the standard no-trump trick-taking mechanics where players must follow if able and the highest card of the led suit wins each trick. The game begins with the player to the dealer's left leading the first trick, but a distinctive feature is that the two defenders reveal their cards openly, typically before play if is not leading, or after the lead if leads the first trick, enabling them to coordinate strategies to force to win at least one trick. Play halts instantly should win any trick, emphasizing the contract's precarious nature. The two-card talon, set aside during the deal, is added by the soloist to their hand after viewing it, followed by discarding two cards face down. Scoring rewards perfect avoidance but penalizes harshly for failures: achieving zero tricks earns the soloist 10 pool points, contributed by the opponents to the communal pool. Conversely, each trick taken by the soloist incurs 10 dump points, which are added to the opponents' individual dump scores, potentially accelerating their progress toward game while hindering the soloist's overall standing.

All-Pass Round

In Russian Preferans, the all-pass round, known as raspasovka, is triggered when all three active players pass during the phase, indicating no one is willing to declare a . This scenario serves as a fallback mechanism to ensure the deal proceeds without discarding the hand, contrasting with standard where passing simply skips a player's turn. The play unfolds without a trump suit, and all players independently strive to capture the fewest tricks possible, shifting the objective from winning tricks to avoiding them. The eldest hand, the player to the dealer's left, leads to the first trick, after which the winner of each trick leads to the next, following standard trick-taking mechanics where players must follow suit if able. Unlike regular contracts, there is no talon (widow) exchange or whist declaration; the hand consists of straightforward play of the 10 cards dealt to each player, with no special announcements or partnerships formed. Scoring in the all-pass round emphasizes penalties for taking tricks and a reward for complete avoidance. Each player records one dump point, also called a hill or gora point, in their penalty column for every trick captured. Conversely, the player who takes zero tricks earns one point in the pool, providing a modest for perfect defense. In some variants, consecutive all-pass rounds may apply progressive penalties, such as doubling the dump points, but the core structure remains focused on individual minimization of tricks.

Irregularities and Penalties

Procedural Errors

In Preferans, procedural errors encompass deviations from the standard protocols during dealing, , and play, which can disrupt the game's and fairness. These errors are strictly defined in the game's codified rules to ensure consistent across play. Common misdeals include distributing an incorrect number of cards to players, such as fewer or more than the required 10 cards each, or failing to deal in the proper order or pairs. Another frequent dealing irregularity involves exposed cards, where a card is accidentally revealed face-up during the shuffle or distribution, potentially giving unintended information to players. Bidding errors occur when participants violate the sequential and verbal protocols of the phase. Bidding out of turn, for instance, happens when a player announces a before the previous bidder has passed or responded, disrupting the order. Retracting a bid after it has been made is also prohibited, as bids are considered binding once voiced, though inadvertent low declarations—such as naming a below the evident trick level—must be corrected to a valid option. Bidding after seeing the talon results in exclusion from the and penalties such as taking the first two tricks in a pass-out . During play, several errors relate to the adherence to trick-taking . Revoking involves failing to follow the led when holding it or failing to trump when required and able to do so. Leading out of turn transpires when a player plays the first card of a trick before it is their designated sequence, often making that card "open" for opponents' reference. Peeking at an opponent's cards or the discard pile constitutes a serious breach, as players are forbidden from viewing unauthorized hands, with observers strictly barred from touching or examining any cards; viewing a non-last trick results in losing 1 trick to the opponents. These play errors, like exposed cards from misdeals, emphasize the game's emphasis on secrecy and order to maintain strategic balance.

Resolution and Penalties

In Preferans, procedural errors are resolved through specific corrective actions to maintain fairness, with penalties applied to the offender to discourage mistakes. Misdeals, including incorrect distribution of cards or exposure during dealing, require a full redeal if detected before the or exchange phase begins. If the error persists in a second attempt, the dealer incurs a penalty of 2 points to the pile, and the deal passes to the next player. Revokes, or failures to follow suit or trump when required, are addressed immediately if noticed during the hand. If caught in the same trick, the erroneous card becomes exposed and must be played when possible. If discovered later, the offender must award 1 trick to the opponents, and the affected tricks are replayed with the violator at a disadvantage, such as restricted play options determined by the other players. Exposed cards, such as those revealed accidentally or out of turn, are designated as "open" cards and must be played upon request when the suit is led, giving opponents control over timing to exploit the exposure. All resolutions are determined by mutual agreement among players, with uncorrectable errors leading to a voided hand and redeal without further play.

Variations

Regional Adaptations

Preferans has developed distinct regional adaptations across , particularly in , the , and , where variations in , suit rankings, scoring, and player configurations emphasize local preferences while retaining the game's core trick-taking and bidding mechanics. In , the variant represents a balanced and widely adopted form of the game, employing standard scoring with a full range of contracts including misères and talon exchanges, alongside versatile options such as money-based formats for competitive play or gentleman’s for more relaxed sessions. The Leningrad (or Piter) variant, prevalent in northern regions, adopts a stricter, logic-focused approach with gentleman’s and simplified contracts that exclude misères involving the talon, promoting distraction-free gameplay. Balkan adaptations, such as those in , , and , feature suit rankings from lowest to highest as spades (2 points), diamonds (3), hearts (4), and clubs (5), with basic scoring doubling the contract value and additional mechanics like kontra to double all scores or refa to double the next contract. In , Prefa closely mirrors Russian Preferans but permits for 6 to 10 tricks, using a 32-card deck dealt 10 cards per player plus a 2-card kitty; the suit order follows Bridge conventions with clubs lowest, diamonds next, hearts third, and spades highest (no trump above all), and defenders must meet trick quotas or face doubled penalties. A 2-player hussar adaptation, common across Preferans traditions including Greek play, incorporates a dummy hand for the third position to maintain the three-handed structure during and play.

Additional Rule Changes

In some variants of Preferans, the Gentleman's Whist rule eliminates penalties for undertricks during contracts, allowing the whisting player to avoid deductions even if they fail to meet the required number of tricks. This modification promotes a more forgiving style of play, particularly in casual settings where the focus is on strategic bidding rather than strict enforcement of trick counts. The Six of Spades - Stalingrad variant introduces a compulsory for both opponents when the declarer bids and wins a of six spades, forcing them to attempt to capture at least one trick without the option to pass. Additionally, this rule often doubles the stakes for the hand to heighten the risk and reward, making it a high-tension option that can be applied across different base variants like or Leningrad. Players may agree to activate Stalingrad selectively, ensuring it only triggers on the specific six spades bid to maintain balance. For four-player games, rotations ensure active participation by having the dealer sit out each hand while distributing 10 cards to the other three players, with the dealing position moving to equalize involvement over multiple rounds. Adjusted dealing in this setup involves the sitting-out player observing or preparing for the next deal, preventing any single participant from being excluded long-term and adapting the standard three-player mechanics to a group of four without partnerships. This rotation maintains the game's flow while accommodating an extra player through sequential exclusion rather than permanent sidelining.

History and Cultural Impact

Origins and Evolution

Préférence, the precursor to modern Preferans, originated in the during the early , with the earliest known description appearing in a Viennese anthology published in 1829. This for three players quickly gained traction in , particularly in , where it was favored among the for its strategic and system for trump suits—spades ranked lowest, followed by clubs, diamonds, and hearts highest. The game's name derives from this hierarchical trump selection, a feature borrowed from earlier 18th-century variants like Boston , which influenced its evolution into a more complex form emphasizing minimum trick requirements for all participants. By the 1830s, Préférence had spread to through Austrian cultural and diplomatic influences, rapidly becoming a staple among the and evolving into the distinct Russian variant known as Preferans. In , the game adapted to local preferences during the mid-19th century, incorporating higher bid levels (up to 10 tricks) and additional contracts that altered opponents' obligations, diverging from the Central European tradition's focus on six tricks. Its popularity peaked in the mid-19th century, establishing it as Russia's national and embedding it in literary and social depictions of elite society, though it shared influences with French-derived games like , which added elements of partnership and declaration to the solo play style. During the Soviet era, Preferans maintained widespread appeal despite official discouragement of , with regional variants such as Leningrad (Piter) and emerging as semi-standardized forms played in informal clubs and homes, often for low stakes like one per point. Post-1991, following the , the game saw renewed institutionalization through dedicated Russian card societies, each adopting nuanced rule interpretations to preserve and codify traditions. In the late and beyond, the facilitated the development of online variants, enabling real-time play against computers or global opponents via platforms that replicate classic rules like those in the Preferans Codex, thus extending its reach beyond .

Popularity in Eastern Europe

Preferans holds a prominent place as a cultural staple in and , where it has been embraced as a national pastime since the . Introduced among the Russian aristocracy in the early 1800s, the game quickly spread through social circles, becoming a favored activity in homes, private clubs, and informal gatherings across these regions. Its enduring appeal lies in its demand for and partnership dynamics, fostering social bonds while challenging players' intellectual skills during long sessions. In , Preferans remains one of the most widespread card games among dedicated players, often played in dedicated clubs and competitive tournaments that attract enthusiasts nationwide. These events, such as team tournaments hosted on platforms like PlayElephant, draw dozens of participants and highlight the game's role in and friendly rivalry. Similarly, in , it is recognized as a traditional game integral to social customs, with variants adapted to local preferences that reflect regional identities. The game's emphasis on , trick-taking, and defensive play encourages collaboration and psychological insight, making it a vehicle for interpersonal connections in both casual and organized settings. The has seen a revival of Preferans among younger generations through digital platforms, with mobile apps like "Preferans" on garnering over 80,000 ratings and enabling online play with global opponents. This modernization has sustained its popularity, bridging generational gaps and introducing the game to tech-savvy audiences while preserving its core appeal as an intellectual pursuit. Local adaptations, such as and Rostov variants in , further underscore its cultural influence, inspiring ongoing innovations that keep it relevant in Eastern European gaming traditions.
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