2013年7月30日火曜日

Rules of Russian Preferans (2) Other Variants

Kazakhstan's


With greedy and responsible whists, slightly eased penalties against soloist and reduced points for all-pass, it is a mirror image of subtle Rostov, and seen as a very dynamic game.

The game points are quadruples of those of Sochi, a six-trick game is worth 8 points, seven 16, eight 24, nine 32, and ten and misere 40.

The pool is usually 120 points.

The soloist writes the game points in the pool for a successfully played game.

The soloist writes the game points for each undertrick on the hill if the game is not misere, and everyone else but a passing partner, but including the dealer of a four player game, writes the same amount in the whists against him/her as a prize. Some players do not score the undertrick prizes at all. The soloist writes the game points for each trick taken on the hill if the game is misere and the others score nothing.

The whister writes the game points for each trick taken by him/her in the whists against the soloist. Number of tricks includes the tricks taken by a passing partner. The whister does not share these points with the passing partner when the soloist fails (greedy whist).

When the partners fail to take required number of tricks, responsible whister writes the game points for each undertrick on the hill (responsible whist). Undertricks are counted against his/her personal quota and not the partnership one.

Some players use "over-greedy whist" where there are no shared responsibility of partners and only personal responsibility matters. Personal quota is 2 tricks in a six-trick game and 1 for seven- through nine-trick games. If two players whist, a whister pay penalties if he/she does not take personally required number of tricks, regardless of number of tricks taken by the partnership as a whole. If only one player whists, his/her quota is still the same as when two do, games are always played closed, and tricks taken by the passing partner do not belong to anyone. Some apply the "over-greedy" rule only when there are two whisters.

All-pass games are played without the widow, and a player taking the least number of tricks writes 10 points for each trick taken by an opponent in each of his/her whists against that player. If there are two such players, tricks taken by the other player is equally divided between them. One who does not take any tricks writes two points in the pool unless he/she is the dealer of a four player game who scores nothing. Some allows the dealer to write two points in the pool.

Some players exchange cards before all-pass games. The eldest hands add the two cards of the widow without showing them to his/her hand and discards two face down to form a new widow. The second and the youngest hand do the same in this order.

The minimum bid and points of all-pass games do not change. Some raise trick points of all-pass games like 10-20 or 10-20-30.

Pool points in excess of the pool size are treated just like in Sochi.

Finn's


A "racing" variant popular in Odessa, it is, unlike other conventions, more focused on getting pool points than not losing much in all-pass or failed games.

The pool is 40 points. Every player writes a half of that, 20 points, on his/her hill before starting.

Misere is overbid by 9 spades. "Misere hand" is not allowed.

There are prizes for quick tricks in the widow in four player games. Dealer writes in his/her whists against the soloist the following: one trick for an Ace or a pair of King and Queen of one suit, two tricks for a pair of Ace and King of one suit, and three tricks for two Aces.

Ten trick games are whisted with one trick quota. When two players whist against 8, 9 or 10 trick games, the second whister is responsible.

Whist-Pass-Half-whist is allowed.

The soloist writes the game points off from the hill and writes the same amount in the pool for a successfully played game.

The soloist writes twice the game points for each undertrick if the game is not misere, and everyone else, excluding passing partner but including dealer of a four player game, writes the same amount in the whists against him/her as a prize. The whisting partner records the prize that would belong to the passing partner in other variants as his/her, in addition to his/her own. The soloist writes twice the game points for each trick taken on the hill if the game is misere and the others score nothing.

The whister writes twice the game points for each trick taken by him/her in the whists against the soloist. The tricks include those taken by a passing partner. The whister does not share these points with the passing partner when the soloist fails (greedy whist).

When the partners fail to take required number of tricks, responsible whister writes twice the game points for each undertrick on the hill (responsible whist). Undertricks are counted against his/her personal quota and not the partnership one.

All-pass games are played with the widow, and each one writes two point on the hill for each trick taken. One who does not take any tricks writes two points in the pool if it is not full, in which case he/she writes two points off from the hill. The points are forfeited if the pool is full and the hill is empty. It is rare to increase minimum bid or points of all-pass tricks.

The first player to make his/her hill empty writes in each of his/her whists against the other players 60 points when four play, and 80 points in three player games.

The first player to fill his/her pool writes 120 points in each of his/her whists against the other players.

When a pool becomes full, points to be written there are written in pool with the smallest room. When a hill becomes empty, points to be written off from there are written off from the smallest hill. One who does so writes 10 times the points given in his/her whists against the recipient.

A game ends when a player fills his/her pool. A game can also be finished when everyone agrees. In that case pool size minus pool points are added to each player's hill before the calculation of outcome.

VMK or Seleznevka


VMK is a Russian acronym for Computer Mathematics and Cybernetics, a faculty of Moscow State University where this variant is said to have originated and remains popular. It is Sochi with some elements from Rostov and Piter.

Soloist can resign by writing three undertricks on the hill.

Whist-Pass-Half-whist is not allowed.

If two partners whist against 8 or 9 trick games, both are responsible and share hill points equally when they do not take any tricks.

10 trick games are checked and not whisted.

Two partners must whist against a game of 6 spades ("Stalingrad").

The soloist writes the game points in the pool for a successfully played game. He/she can also choose to write the points off from his/her hill if the game is not whisted.

The soloist writes the game points for each undertrick on the hill if the game is not misere, and everyone else including the passing partner and the dealer of a four player game writes 10 points for each undertrick of the soloist in the whists against him/her as a prize. The soloist writes the game points for each trick taken on the hill if the game is misere and the others score nothing.

The whister writes the game points for each trick taken by him/her in the whists against the soloist. Number of tricks includes the tricks taken by a passing partner. The whister does not share these points with the passing partner when the soloist fails (greedy whist).

When the partners fail to take required number of tricks, responsible whister writes the game points for each undertrick on the hill (responsible whist). Undertricks are counted against his/her personal quota and not the partnership one.

All-pass games are played with the widow, and each one normally writes two points on the hill for each trick taken. One who does not take any tricks writes one point in the pool.

After an all-pass game, the minimum biddable number of tricks is raised to 7 and points for all-pass games are doubled. A whisted and successfully played game brings this back to the normal -- six tricks and no doubles for all-pass.

Pool points in excess of the pool size are either treated just like in Sochi, or used to write points off from one's own hill. Soloist can freely choose between them.

Two-player game


There is always a dummy player to the left hand side of the dealer. The dummy is the eldest hand who always passes in bidding and whisting. Its hand remains hidden until a whister opens it. A whisting player can choose to whist alone against games at six or seven tricks, in which case the hand of the dummy is not used at all and the whister aims to take two tricks in a six-trick game and one in seven. Some do not allow this and allow "half-whist" instead. If a whister whists with the dummy, the hand is played just like open whists in three player games.

The widow and the hand of the dummy player is not used in all-pass games.

"Rogue (Razboynik)"


It is played on its own as a variation for two players, and less frequently by three or four players in contemporary games. It was also the first half of the "classical" preferans. There are no bidding and the second hand is always the soloist. When three or four players play, the designated soloist is either the eldest or the second hand, by prior agreement between players. The soloist has to name all the games from his/her own list of games, one game at a time and each game only once. The list of "small rogue" is 10 games of 6 spades, 6 clubs, 6 diamonds, 6 hearts, 6 no trump, any 7 trick once, any 8 trick once, any 9 trick once, any 10 trick once and misere once. The "large rogue" is 14 games of 6 spades, 6 clubs, 6 diamonds, 6 hearts, 6 no trump, 7 spades, 7 clubs, 7 diamonds, 7 hearts, 7 no trump, any 8 trick once, any 9 trick once, any 10 trick once, and misere once. The "extra large rogue" is 30 games of 6 to 10 trick games in 5 trumps and misere five times.

The soloist must name number of tricks and a trump before turning the widow up if it is a six-trick game in "small rogue", a six- or seven-trick game in "large rogue", or all the trick games in "extra large rogue". Misere must be named before the turning of the widow as usual. For the other trick games he/she names number of tricks before seeing the widow and a trump after that.

The opponent must whist with dummy and open hands in a two player game. When three or four play some say both partners must whist and some say the first partner whists and the second passes. The hands of the partners are open in both cases. Some allow closed whists.

A game ends when every player finishes playing all the games in his/her list.

Racing


A "racing" game is made of four rounds or as many rounds as number of players. In each round players aim to be the first one to fill the pool or one to have the smallest hill, each of whom receives large amount of bonus in his/her whists. The reward for filling the pool is larger than that for losing least, usually by one and a half.

The following is a rule for racing game based on Piter.

Minimum bid and points for all pass games go up as in the normal Piter, that is, 6, 7, 7, 7... and 2, 4, 6, 6, ...  A whisted and successfully played game brings back the normal state of six tricks and 2 points.

A round is 22 points or 17 points, that should be agreed upon before. If the limit is reached when minimum bid and points for all-pass games are raised, it is extended until an exit from the all-pass mode.

First dealer of a round is the left hand side neighbour of the first dealer of the previous round.

A first hand of a round is an all-pass.

Soloist cannot resign by writing three undertricks.

Players are forced to whist against 6 trick games ("Stalingrad").

10 trick games are whisted and not checked.

When two players whist against 8, 9 or 10 trick games, both are responsible.

When a game is not whisted and successful, the soloist can either write the points in the pool or write them off from the hill.

When a player including dealer in a four player game does not take any tricks in an all-pass game, he/she can either write the points in the pool or write them off from the hill.

If there's a failed misere, following hand is an all-pass without doubles (2 points) if the soloist won a trick, with doubled points if two, and with tripled points if three or more.

If there's a failed 9 or 10 trick game that overbid misere, following hand is an all-pass without doubled points if the soloist was in short of one trick, with doubled points if two, and with tripled points if three or more.

The first player to fill the pool in a round writes 300 points in each of his/her whists againts the other players. Player with the smallest hill at the end of a round writes 200 points similarly. The points are shared equally in case of a tie.

At the end of all rounds, one with highest total of pool receives 300 point bonus and smallest total hill 200, just like a round.

Important options


Because the rules have many options, important ones are summarised here.
 - Jump bids (to call bids higher than lowest ones the rules allow): allowed or not allowed
 - Exit from all-pass: 6 (not tightened); 6, 7, 7 (tightened); 6, 7, 8, 8 (hard)
 - Exit from all-pass when soloist fails, if the game played is misere, or if the game played is not whisted.
 - Misere: outbid by a 9 trick game; outbid by a 9 trick game which is outbid by misere hand which is outbid either a 9 trick hand or a 10 trick non-hand game by prior agreement by players.
 - Soloist's resignation (without 3 no whists): allowed or not allowed
 - Whist requires for 6 spades (Stalingrad): not allowed
 - Games at ten tricks: checked without whisting, or whisted with partners' quota of one trick
 - Whist-Pass-Half-whist in games at six- or seven-tricks: allowed or not allowed
 - Opening lead of soloist in open games other than misere: with open hands or closed hands
 - Opening lead of soloist in misere: with open hands or closed hands
 - Widow in all-pass: used like Sochi or not used like Rostov
 - Whist is greedy or gentlemen's
 - Whist is responsible or half-responsible
 - Responsible whister in eight to ten trick games if two whist: second whister or both
 - Trick points of all-pass (progressive or not): 1, 1, 1 (no progression); 1, 2, 2, 2; 1, 2, 3, 3 (arithmetic); 1, 2, 4, 4 (geometric). Doubled for Piter.

The Code of Preferans of 1996, as a tournament-oriented guideline, recommends the following.
 - Jump bids (to call bids higher than lowest ones the rules allow): not allowed
 - Exit from all-pass: 6
 - Various conditions for exit from all-pass: by agreement
 - Misere: misere, 9 spades
 - Soloist's resignation (without 3 no whists): not allowed
 - Whist requires for 6 spades (Stalingrad): not allowed
 - Games at ten tricks: whisted
 - Whist-Pass-Half-whist in games at six- or seven-tricks: by agreement
 - Opening lead of soloist in open games other than misere: with open hands
 - Opening lead of soloist in misere: with closed hands
 - Widow in all-pass (used or not): by agreement
 - Whist is greedy or gentlemen's: by agreement
 - Whist is responsible or half-responsible: by agreement
 - Responsible whister in eight to ten trick games if two whist: second whister
 - Trick points of all-pass (progressive or not): by agreement

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