2013年8月2日金曜日

Rules of Russian Preferans (3) Classical

This is according to "Preferans: Rules and Variations (Преферанс: правила и разновидности)" supposedly  approved by General Meeting of Preferansists, Moscow State University in 1971, when the document itself recognised that Sochi was the most popular variant but it gave almost complete description of the classical preferans.

Seating


Who draws the highest card and is seated last shuffles the pack again and deal cards to each players, one at a time face up, starting from his/her neighbour to his/her left and clockwise. A player who gets the first ace becomes the first dealer, and final lap ends when deal would move to him/her.

Structure of a game


A game consists of two halves. The first half is "rogue" (razboynik), or compulsory hands and the second free. Two laps of all-pass hands are played in the half-time. At the end of the first half, a player with the largest points on his/her hill has the right to determine the stakes, size of the pool, and duration of the second half. The other players can advise him/her, but cannot dictate what he/she says. The stakes is expressed in amounts of money paid for a whist point. The pool cannot be larger than the smallest hill at the end of the first half. The time limit specifies when the final lap starts.

Dealer


Dealer moves after each hand except all-pass in the second half, when dealer stays up to three all-pass in a row, then it moves even in case of all-pass. Some let the staying dealer of three all-pass write up to ten points on his/her hill to offset his/her advantage during these hands.

Auction


There is an auction for the soloist in the second half of a game, and nominal one during the half-time where everyone passes. Either the eldest or second hand is designated as the soloist without bidding in the first half.

Misere is outbid by "nine in one (spades) hand." A hand bid is a bid to play a hand without using the widow. An outbid caller of misere can respond by calling "misere hand." Only "ten in one (spades) hand" can outbid "misere hand."

A player can bid blindly, that is, without looking at cards dealt, so long as no one has made a seeing bid in the same auction. For a seeing bit to outbid a blind one, it has to have larger number of tricks and an equal or higher suit. A bidder of a blind bid can remain in an auction after he/she is outbid by a seeing call, when he/she looks at his/her hand.

A player can also pass blindly if no one has bid seeing or blindly in the same auction. Minimum bid changes after a blind pass according to number of blind all-pass dealt by the same dealer immediately before the current hand. It is blind "one" (spades) or seeing "seven in one" (seven spades) if there were none, blind seven or seeing eight if one, and blind eight or seeing nine if two.

Soloist's declaration


If the soloist wins the auction with a "hand" bid, he/she does not exchange the widow with cards in his/her hand.

The soloist can refuse to take the widow after looking at them, leaving them face up on the table.

Misere can be named if the soloist wins the auction by a blind bid even if it is not misere. Some allow misere to be played even when the soloist called other bids, although this is very unusual.

In the first half of the game, by prior agreement by players, the eldest hand or the second hand is designated to be the soloist. He/she should name a game from his/her own list of games, each one only once, until there are none left. The games are six trick once, seven trick once, eight trick once, nine trick once, ten trick once, and misere once. Number of tricks is said before the widow is revealed, and a trump suit after discard.

The soloist can invite the dealer to share profit or losses equally in high risk hands like misere.

Partners' declarations


There are no requirements for games at ten tricks, that are played just like misere.

There is not "half- whist," but two passes are treated as if "pass"-"half-whist"-"pass" if the game is at six or seven tricks.

Players are always required to whist against a game of "one" (six spades), and games up to and including the same suit and one larger number of tricks than bid if a blind bid wins the auction.

In the first half of the game, by prior agreement by players, the first partner is required to whist and the second pass, or the both partners required to whist.

Play of cards


If the soloist is not the eldest hand and if the game is misere, at ten tricks, or open, the two partners lay their cards down face up, arranged in suits, before the opening lead. If the soloist is the eldest hand, this is done after the opening lead in case of misere and games at ten tricks, and before the game starts in the other open games.

All-pass is played with the widow.

Score-keeping


The game point is two if the game is at six tricks, four at seven, six at eight, eight at nine, and ten at ten or misere.

The points are doubled if the soloist has a simple bomb, quadrupled if he/she has a double bomb, and eight times higher if he/she has a tree. It is doubled again if the soloist won the auction by a blind bid. If he/she has more than one bombs, the oldest one is used. The used bomb disappears if the soloist was successful and remains if he/she failed.

The soloist writes a half of the game point in his/her pool and writes the same off from his/her hill if he/she played the hand successfully. He/she can choose to write the whole in the pool and leave the hill untouched as well.

If number of games played successfully in the second half exceeds those in the first half or all-pass, the soloist writes a half of the game point on his/her hill as if it were a result of a game in the first half that should have been played to satisfy the rule that number of successful games in the second half shall be within that of the compulsory hands or all-pass.

The soloist writes the game point for each undertrick on his/her hill, and each of the others including passing player and the sitting dealer write the same amount in his/her whist against the soloist if the game was not misere.

The whisting player writes the game point for each of his/her tricks. Tricks won by passing player belong to the whister. This was called ordinary whist in 1970's and is known greedy whist now. The  other options were gentlemen's whist and predatory whist. The gentlemen's is different from its moderm namesake. The whisting player alone writes his/her points and the others none even those for undertricks. In the predatory, everyone writes the same amount as the soloist.

The whisting player writes the game point for each of his/her tricks in short of his/her responsibility if the partners failed.

The widow is scored in four player games if the two cards contain quick trick(s) or the soloist refuses  to take them. The dealer writes in his/her whists against the soloist one trick for an Ace or a pair of King and Queen of one suit, two tricks for Ace and King of a suit, and three for two Aces. The dealer writes one trick on his/her hill if the soloist refuses to take the cards, leaving them on the table face up.

When his/her pool is full, the soloist writes remaining point to the largest pool with some room, unless it belong to the whisting player or the sitting dealer. When all pools are full, the soloist writes points of his/her successful game off from the hill, his/her own first, and other player's. When the soloist writes points in other player's pool or off from a hill of other player, he/she writes 10 times the points given in his/her whists against the recipient.

In all-pass, every player writes one point for each trick taken in his/her hill, and who did not take any one point off from his/her hill. The points are doubled or quadrupled in second or third all-pass of a staying dealer, respectively. They are doubled again when there is at least one blind pass. A player can write points from all-pass only in his own hill, therefore points that could have been written off disappears when his/her hill is empty.

If three players passed in the auction and at least one of them did so blindly, who called pass blindly writes a bomb in his/her pool and who did not a bomb one degree less than who did (none in case of simple bombs). The dealer, when four plays, gets the same bomb as the others if everyone passes blindly or as one who looked at one's hand otherwise. The type of bomb is a single, a double, or a triple bomb if it was the first, second or third blind all-pass in a row during staying deals of the current dealer, respectively. The sign for a simple bomb is a letter V upside down, a double bomb two of them stacked one upon another, a triple bomb or a tree three bombs stacked one upon another.

Irregularities


If the dealer mis-deals, he/she writes one point on his/her hill and deals again.

If the soloist forgets to discard two cards after taking the widow, he/she writes three undertricks and the hand is not considered as played.

If a player fails to follow the suit led or play a trump when he/she can, he/she writes three undertricks on the hill and the hand is not considered as played. If this happens in all-pass, the offending player is assumed to have taken ten tricks and the all-pass is considered to be played.

If a partner gives an advise to the other, he/she writes one point on his/her hill. If the dealer, when four play, gives an advise after looking at face down widow or the hand of one of the partners, he/she writes one point on his/her hill.

Other irregularities are handled as agreed by players. For example, it is considered an offence by authors of the reference document that the soloist names a game lower than obvious number of tricks in his/her hand, or that a partner gives away tricks to the soloist that are obviously his/her.

End of a game


A game ends when the dealer is about to move to the first dealer of the game after the final lap starts, or all pools are filled and the hills become empty, whichever the earlier.

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