Course of the game

3.1. Distribution of seats between players

3.1.1. The procedure for drawing places at the gambling table is called "circulation" and occurs as follows: all players draw from the deck on the map. The one who draws out the lowest card, chooses the place first, the rest players sit down after the first clockwise in order of increasing dignity of cards drawn by them. If two players draw the same cards, then their suit is taken into account: peaks are considered to be a minor suit, then clubs and diamonds follow, and hearts are considered the oldest suit. Ace in circulation, according to tradition, is considered the lowest card (8).
3.1.2. A new player (the fourth with three already playing) can be accepted into the game only with the consent of all participants. At the same time, when he enters the game, he writes down the average arithmetic from the sum of the points in the mountain and the pulque of the players into a bullet and a mountain. All round-offs during recording are not in favor of the newcomer. If the new player does not replace the retired player, he takes the place on the left hand of the one who has just handed over and becomes the deliverer in the next surrender.


3.2. Card distribution

3.2.1. The first hand in the pulque is drawn by lot, similar to the lottery (Rule 3.1.1) (9).
3.2.2. Surrender always passes to the next player, regardless of which game was played and whether it was played. The player re-surrenders only if the surrender is declared void. Surrender moves in a circle clockwise, that is, to the partner on the left.
3.2.3. The dealer should carefully shuffle the cards, then put the deck on the table in front of his neighbor on the right and invite him to take off. Putting the remaining cards on the taken, he hands them out. Any of the participants in the game can ask to shuffle the cards still - before they eat. Before taking off, any of the players may be asked to give him cards for shuffling. Shuffling, he returns them to the dealer.
3.2.4. If one or more cards turn over during the shuffle, or if one or more cards fall, the cards should be shuffled again before being removed.
3.2.5. It is obligatory to remove the deck.
3.2.6. It should be done on the table (not in the hand of the dealer), with one hand, so that there are at least four cards in the removed or left part of the deck. If you eat in violation of the rules, then any player may ask you to repeat the shuffle and eat.
3.2.7. If, in the presence of more than three players, the player who at that moment was absent should take off, then his right-hand neighbor can take it off, if the departed did not stipulate the withdrawal of cards after his return (10).
3.2.8. They deal cards two at a time, clockwise, starting with the left partner. Each of the three players is dealt 10 cards in five laps. Two cards are put separately in the draw. It is advisable to place the draw after the first round of betting, but in any case not the first and not the last pair of cards (11).
3.2.9. If the order of delivery is violated, any player may request a retransmission.
3.2.10. When four players play, he does not give cards to himself - he "sits on redemption"; With five or more players playing both left neighbor surrendering and his right neighbor.
3.2.11. Shuffle and hand over cards in such a way that nobody sees the front side of the cards.
3.2.12. If at least one card is opened upon delivery, either directly or indirectly, the card will be replayed.
3.2.13. If there was an error during the delivery, that is, if the cards were dealt incorrectly by the number, or in the wrong order, or in the wrong amount at a time, then they will retake anew, provided that the error was noticed before the commencement of the trade.
3.2.14. If the cards are not queued, then if the error is detected before the end of the change, you need to retake. If the surrender is over and at least one of the participants in the game has raised the cards, the surrender is considered legal, and the game continues as usual. The next delivery in this case belongs to the player sitting to the left of the sender, as if the failure of the order were not there.
3.2.15. The cards should be retaken in the following cases:
- if at least one card is turned upside down when it is taken (12);
- if there is a shortage of cards in the deck;
- if no food was eaten (or the wrong meal was made), provided that this violation was noticed on time before the end of the deposit, while no one looked at their cards;
- if the cards are not queued and this omission is noted in time: until the end of the deposit, while no one has looked at their cards;
- if the order of delivery is violated: not clockwise, or not in the right amount at a time (not 2), or the redemption was not put by 4-1 pair of cards (13) or other traditional way;
- if not the same number of cards are handed over (14).
3.2.16. With regard to the number of cards on hand in preference, as in many other card games, there is a single rule: the player himself is responsible for the correct number of cards in his hands (15). The measure of liability is stipulated in item 3.9.18. If the incorrect number of cards in his hands is detected by the player before the start of the game (trade or drawing), then he must immediately state this. If the wrong surrender can not be seen as self-serving, then the cards need to be retaken. If the intention is theoretically possible, the player is given the right to choose whether to re-card or, at his discretion, give one card to the hand where the cards are missing (of course, if in this case the interests of the third player who did not hand over the cards and Can not be responsible for someone else's mistake). If there is a contradiction of interests, that is, the possible damage (as well as the lost profit) must be compensated by the seller (16). If the player starts the game (trading or playing) with the wrong number of cards on his hands, he is punished with a fine in the amount of the maximum possible winnings for him in this game.
3.2.17. If the sender breaks the surrender rule: he will start shuffling after removal, breaks the order of delivery, etc., then the penalty for the first mistake is a remark, and for the second one - an agreed remise (for example, 5 uphill) and the transfer of surrender.
3.2.18. All claims for errors or violations in the shuffle of cards, the removal of the deck or the method of delivery of cards are accepted until the end of the deposit, and claims about the order of delivery - before opening their cards to at least one of the players.
3.2.19. If one of the players during the time or after the correct change has seen the buy-in, he has no right to participate in the trade. If the rally is played, the offender takes the first two bribes (starting with the card of the well-known player). If, according to the rules of the game, the rally is not opened (for example, they are playing in the Rostov variety (17)), in punishment for the sighted player, the player must take all 10 bribes to himself. His partners in this case write whist in half and a bullet on a single, as if they did not take bribes at the rallying (18).
3.2.20. Anyone who, during or after a properly performed surrender, has taken a ration, also has no right to participate in the trade. In this case, the guilty person must mix his 12 cards and give the dealer to pull out two of them in order to put them in the draw.
3.2.21. You can not look at the buy-in before it's bought, not even by someone who does not participate in the game. Punishment for curiosity is the record of 5 points up the hill.
3.2.22. Each player is required to take and keep his cards in such a way that none of the other players (that is, "closer to the orders") can look in them. It is considered incorrect to allow other players to look at their cards. Similarly, looking at other people's cards and peeping are worthy of condemnation from other players. True, there is no penalty for such behavior.
3.2.23. After the completion of the surrender, each participant is obliged to check the correctness of the number of cards handed over to him and to announce a noticeable mistake before he enters the trade. Any application (including "pass") is considered to be an entry into the trade, after which the wrong number of cards on hands is answered not by the deliverer, but having the wrong number of cards.


3.3. Trade (auction, licensing, negotiations)

3.3.1. After all the cards are dealt, there is a trade: players compete for the right to take the buy-in and appoint a contract. He takes a ration and appoints a contractor who will make the highest appointment in competitive trade (19).
3.3.2. The first word in the trade belongs to the player sitting to the left of the handler and called the "first hand". Then the right to make a request goes clockwise. The next player is called the "second hand", the third is the "third hand". For convenience, it is customary to refer to players as parties to the world - North, South, West, East.
3.3.3. In each turn it is permissible to make only one application - appointment or pass.
3.3.4. The contract is appointed based on the number of bribes that the player will be able to take if he takes the red tape and appoints at his discretion a trump card or a game without a trump card.
3.3.5. You can start trading with at least six bribes. Claiming about his claim to take a contract and order a contract, a player can say "six spades," or "peak," or just "times" (20).
3.3.6. The next player can take part in the trade for the buy-in and say "six clubs", or "clubs" or just "two".
3.3.7. The trade in preference can be imagined as a ladder, the first step of which is 6 ♠, the second step is 6 ♣, the third is 6 , the fourth is 6 , the fifth is 6 without a trump, the sixth is 7 ♠, etc. Up to 10 without a trump. A player who made one of the appointments in the course of the trade and then took the buy-in (if both his partners folded), can appoint the contract to which he has dealt, or any other that is on an imaginary ladder above the step where he stopped. The exception is a minuscule contract, which can only be ordered immediately. The rule is called "bonded miser" (see 3.3.9).
3.3.8. Appointments in the process of trading need to be done consistently, without jumping (using the same comparison) through the steps. This rule exists so that the third player, who is to take part in the draw, knew to which suit every partner was bargaining. The same goal is served by the rule that the player on the first hand may not increase the assignment, but say "here" or "mine." For example, the first player has a strong suit of diamonds. He opens a trade in the application of "peaks". The next player folds, and the third player says "clubs". The first player is better to say "clubs here" and not say "diamonds": this will give him the opportunity (if the opponent says "diamonds") to say "diamonds here". If he saves after the enemy says "hearts", the partner will know who has the strongest diamond color. Otherwise (if he calls "tambourines" instead of "clubs" here, and the enemy calls worms, takes a ration and orders, for example, 7 ♠), it will be unclear what color the first hand has - tambourines or hearts (21). Insufficient application is corrected for sufficient (22).
3.3.9. "Miser bonded." The game "miser" can not be ordered by a player who participated in the trade with any application. Anyone wishing to play a miner should announce this with his first application. If the player has managed to make any other application, he loses the right to order a miser.
3.3.10. A player who does not want to start or continue trading, says "pass" and is deprived of the right to order any contract, that is, to participate in further trade.
3.3.11. No bid made in the process of trading can be taken back, the player who made a meaningful bid, after which the partners folded, is obliged to take the buy-in and order a contract not lower than declared in the trade.
3.3.12. If all the players said "pass", then play the rallying, a game in which everyone tries to take as few bribes as possible.
3.3.13. A player who has made the highest assignment in the process of trading becomes "playing" or "playing". He takes a ration and orders a contract.
3.3.14. The player who wins the trade and becomes a point guard has the right to take and open the draw himself. No one, including those who take turns, should open a rally to the actor differently, at his request.
3.3.15. If the "first hand" and "second hand" said the pass, that is, refused to trade, the "third hand" has the right to take a ransack without any statements. Thus, he undertakes to declare a contract different from the mine (23).
3.3.16. If one of the players willingly or unwittingly saw or took the redemption before the end of the trade, he no longer has the right to participate in it (see 3.2.19). If at the same time other players were harmed, they act in such a way as to compensate the damage to all the injured participants of the game at the expense of the offender.
3.3.16.1. If the rally was seen only by one violator, then the trade proceeds in its own way without the involvement of the offender (24).
3.3.16.2. If the rally was open to public view, when one of the players has not yet completed the trade, then the rally is given to this last one, and the last application of the trade is the application of this player.
Example. 6 ♠ - pass - 6 ♣. At that moment, the first hand, thinking that everyone was giving up, reveals a rally. Fixing the fact of the violation, the third hand takes it to himself and can appoint any contract not lower than 6 ♣.
3.3.16.3. If the buy-in was open to public view, when two players have not yet completed the trade (and open buy-in, of course, makes further continuation of normal trading impossible), then everyone opens their cards and looks at which contract could be played by each non-matched trade participant for this purchase And the scenario. The result of a possible contract is written whist for the offender.
Example. Trade 6 ♠ - 6 ♣ - 6 . At this moment, the first hand opens the draw. Fixing the fact of the violation, everyone opens their cards and sees that if the second hand had been bought, the contract would have been played 9 , and if the redemption had got to the third hand, the contract 6 would go without one. The second hand writes on the infringer 52 whist (cost ten), and the depositor writes on the infringer 7 whists (the missed benefit from possible подсада the third hands on шестиерной) (25). The intruder does not write anything. If two could play a positive contract, then they would write whistles to the offender.
3.3.17. If one of the players accidentally picked up the cards for the buy-in before the end of the trade, and the other wishes to announce the game, the first player must mix up his 12 cards, and the dealer must open two of them and put them in the draw (26).
3.3.18. If a player makes a request out of turn, then he must wait his turn. Penalties for an extraordinary application is not provided if the violator has become a point guard. If the intruder becomes an opponent of the guard, the guard may impose a ban (or, on the contrary, give the order) to go to the declared suit (27) on the first hit of the turn to the partner of the offender.
3.3.19. Applications in the dark (that is, without looking at their cards) are allowed only by prior agreement between the participants of the game (28). The following applications are possible in the dark:
A) Passing in the dark. In the event that after such an application the rallying takes place, the price of a bribe will be double. A player who ordered a "pass in the dark", if the rally took place, receives a bomb (29), also called a bird, a herringbone, a reflex. Kill "pass in the dark" can only seven games. Repeated "pass in the dark" again doubles all the indicators: the expansion after him goes at a quadruple price, the earned bomb gives a coefficient of 4 (30), it is possible to interrupt the repeated "pass in the dark" only by the eight-game. In the future, the increase in indicators occurs in a geometric progression, the limit of which can be established by prior agreement. The sender (when playing the four of us) also gets a bomb in the case of the rallying. Do not get a bomb only a player who said "pass" into the light. At the same time, the price of a bribe for the rallying for him is exactly the same as for the dark players.
B) Once in a dark (or any other meaningful application, if the trade has already been opened by one of the players). Such an application can be interrupted by the usual bid "two" or the next trade. The darker can continue trading in the dark or look at the cards and continue trading on a general basis. The player who wins the trade in the dark, takes the red line, not showing anyone. If he orders a six-player game, the opponents are obliged to whistle in the dark, in other games the whist is normal. The cost of winning and losing regardless of the size of the ordered game is doubled (31). Prior to the take-up of a player, a player who has obtained the right to play after a trade in the dark can change the order and declare a miser. In this case, the purchase is taken in the open and the doubling coefficient disappears. If the player has started trading in the dark, and then (in a competitive trading environment) looked at his cards, he can continue trading in the light, but played in this case the game will be considered without an increasing coefficient.
C) Miser in the dark. To interrupt this application can only be nineteen in the dark or in the light one. The purchaser takes a dark one and catches a "dark miser", too, in the dark, that is, the whistlers do not open their cards.


3.4. Ordering a contract

3.4.1. The player who made the highest appointment during the negotiations (climbed to the highest step of the stairs), gets the right to order a contract, and is called a point guard. He opens the forecourt on public display, takes it to himself, and takes down two cards at his own discretion, not showing anyone. After the demolition, the rally-player appoints a contract.
3.4.2. The player must order the game in any case, even if he does not see an opportunity to fulfill the assignment.
3.4.3. The pretender must order a contract no lower than the one to which he reached during the trade.
"3.4.4. If a player makes an order that contradicts the basic rules (the contract is below the destination made in the trade, minus after participating in the trade with other applications), the partners must indicate to him the inadmissibility of his actions and offer to place the order in accordance with the rules. If the player does not want to change the order, then he will be credited with the "no-one" remake in the game to which he reached during the trade.
3.4.5. Return of the purchase and change of applications in the trade are not allowed.
3.4.6. If the player has ordered a contract with more than or less than 10 cards on hand, then he is punished with a fine (a remission) without two on the announced game. If, at the same time, the partners can prove that with the correct number of cards on hand, the remission was inevitable (with the optimal play of all participants in the light), then the two penalty bribes are added to those that the point guard would miss.
Example: a point guard ordered a hex and did not demolish (or demolished 3 cards). When the error was clarified, the whistlers managed to prove that, with the right (that is, the best for him) demolition, the guard would sit without five. They write it down as if it were an unspecified copy without seven.
3.4.7. A contract order made in accordance with the rules can not be changed if at least one of the partners is envious. This also applies to the situation when the point guard has less than three cards in the designated trump card (32).
3.4.8. If the point guard is mistaken when ordering a contract, he can change the appointment of the contract, but only if he does or tries to do it without pausing.
Example: the player ordered 6 and immediately recovered: of course, worms. He has the right to order 6 . If there was a pause, but the contract was not enforced, the guard can order a contract higher, that is 7 . If the contract 6 was enforced, then 6 is played . If it was obvious intention to correct the error, that is, the trade was as follows: 6 - Ow! -y ! - 6 , then the error can be corrected. The keeper is allowed to order 6 .
3.4.9. After ordering a contract, demolitions are not allowed. After the first move, it is also not allowed to watch your own demolition (33). If the point guard looks into the demolition after the start of the rally, then he is punished by a fine for one bribe. If an exactly announced number of bribes was collected, it is considered a remission without one. If an extra bribe was taken, it is not considered (mutually destroyed from the penalty area) (34). If several extra bribes were taken, then one is taken away. If there was a remission, then the penalty bribe is added to the unapproved.
Example: a point guard ordered a gear and in the process of drawing looked into the demolition. Whistlers put a point guard without one. A remise is written without two.
3.4.10. The refusal of the purchase, by agreement between the players, may impose a penalty on the depositor in the form of an agreed number of points up the hill. However, for a serious game (especially in a qualifying tournament), this rule is not advisable to apply: no one should suffer because of the inability to put in the stock of aces (35).
3.4.11. For the bribe given to the guard in the purchase, the dealer, by agreement between the players, writes to the point guard consolation (bonus, compensation) as a bribe on the ordered game. For an Ace - as for one bribe, for an Ace and a king of the same suit - as for two bribes; For two aces - as for 3 bribes; For marjage - as for one bribe. However, in a serious game (especially in a qualifying tournament) this rule, like rule 3.4.10, is not advisable to apply: the ability to put in the stock of aces should not be rewarded.
3.4.12. The advice of an outsider to change the suit of a trump, raise or lower the order of the game deprives the rights of both, and to the other. See also rule 3.9.20 and commentary thereto.
3.4.13. The notion of "non-ordering" (or as it is also called - "overdraft") does not exist (36).
3.4.14. Contract "preference" does not exist (37).


3.5. Playing bribes

3.5.1. A player who has participated in the trade of any meaningful application, except for the miser, and takes the redemption, orders a contract in which he undertakes to take a certain amount of bribes when he is given a trump or without a trump card. All contracts in which the point guard seeks to take bribes (in contrast to the contract "miser" and raspasovki), we agree to call games for bribes.
3.5.2. When playing with a trump, one of the four suits always becomes a trump. Any card of a trump suit is older than any other card of another suit. Between cards of a trump suit, the same hierarchical relationships that exist for all colors are preserved (rule 1.3.3). The remaining suits in the trump game are equivalent.
3.5.3. All bribe games are played out in case they are envious. The 10th game is not an exception (38). The rules of the process are stated in 3.8.
3.5.4. The player who took the redemption can not "surrender without a fight," otherwise, recognizing that he remained "without everyone", and must play the enforced game to the end. The rule "without three without whists" (39) does not work.


3.6. Misery

3.6.1. The contract, in which the person ordering it undertakes not to take a single bribe, is called a miser.
3.6.2. Unlike the large and small mines that existed in archaic varieties, as well as the large and small darts (open-mapped miass), all modern versions of preference are known only to one species of the maser.
3.6.3. Miser bonded. Rule 3.3.9 clarifies the possibility of ordering a miser only if the player has not made other orders in the trading process.
3.6.4. If one of the players ordered a minuscule, only 10 games can kill this assignment (40).
3.6.5. In the "classic", recognizing the game in the dark, there is a rule: miser, ordered in the dark, caught in the dark. Prikup with a "dark" Mystery is also taken in the closed (not shown).
3.6.6. In modern varieties of preference, the miser is played as follows: a player who declared a miner (if no one interrupted his appointment with a nine-game game) opens both maps of the foreclosure for everyone to see. Then the redemption is taken in the hand, from which two cards are knocked down. Demolition is not shown to anyone. If the move belongs to the guard, he must make it before the opponents "lie down" - they will open the cards. If the first move belongs to the whistlers, they open the cards until the first move.
3.6.7. There are no trump cards on the Misera. The seniority of the cards is preserved, as are all the basic preference rules: it is mandatory to give a suit to the suit, the move belongs to the player who took the last bribe, etc.
3.6.8. Whistlers on a maser can record a layout. This is an exception only for playing minuscule, since in all other games you can not use recording tools, calculators, computers, and mnemotechnical objects.
3.6.9. The player can invite the dealer (sitting on the pile and not participating in the game) to play with him in half in half (41), provided that the latter did not see the cards of other players. In this case, he hands over his cards to the buyer and says: "I'm inviting." The buyer, having looked at the cards, should concisely agree to share the risk or refuse. In case of agreement, the partners declare a miser, the gain and the loss are written in half (42). Disputes between companions in the event of problematic situations are not allowed. Formally, the player who was dealt cards is deemed to be the point guard. The refusal to buy (rule 3.4.10) is not allowed (43).


3.7. Scrolling

3.7.1. If all three players do not enter the trade (they said "pass") then the game is played, the game in which all players try to take as few bribes as possible (see 3.3.12).
3.7.2. In different varieties of preference, the results of the raspavka are recorded differently: uphill or in a writing record. Players must agree before the game starts about what kind of variety they are playing and how the rallying will take place.
3.7.2.1 In "Sochi", "Leningrad" and "classics" for each bribe taken at the rally, the player writes a certain number of points up the hill (44). A player who has not taken a single bribe writes a single bribe to the bullet.
3.7.2.2. In the "Rostov" (or, as it is also called, "Moscow") version of the preference, the player who took the bribes less than the rest of the participants in the game, writes an agreed number of whists for their partners for each bribe they took. In the most common variant, this is 5 whists for a bribe. A player who does not take a single bribe writes one point to the bullet. If the minimum number of bribes scored two players, they write whists on the third in half.
Example: one player took six bribes, and two others - two. They both write the first for 15 whists (the whole one lost 30).
3.7.3. Amnesty. If the record for the rallying goes uphill, then after the end of the drawing an amnesty is made, that is, the reduction of the record for the same number of bribes for all. Amnesty is made to simplify the calculation and reduce the number of entries * 45).
Example: one player took four bribes, and two others - three. Amnesty is made for three bribes. The first player writes a mountain for one bribe, and the other two do not write anything.
When a four-player game is played, the amnesty is made taking into account the number of bribes received by the transferor from the payoff. If the sender did not take any bribes, the number of bribes that can be reduced to a record is zero.
3.7.4. Progressive raspasovka. If the rallying happens several times in a row, then, by prior agreement between the players, the price for one bribe may increase from the rallying to the rallying. This increase in the cost of a bribe at the rallying can occur in an arithmetic or geometric progression.
3.7.4.1. Arithmetic progression involves increasing the value by a certain amount, for example, by one point. With such a progression for a bribe on the first rasazovke write a mountain on the unit, on the second - on dvoechke, on the third - three points.
3.7.4.2. Geometric progression implies an increase in the cost of a bribe from a rallying to a rallying into a certain number of times. With this progression, for a bribe on the first rallying, they write in the mountain one by one, on the second - in dvoechke, on the third - four points.
3.7.4.3. The subject of a special preliminary agreement between players should be the progression limit. It is recommended to set the limit in three steps: for example, agree as follows: the progression is arithmetic, for a bribe at the rallying 1-2-3, there is no further increase, all subsequent rallies are played by 3 points for a bribe. Of course, players can set another limit or specify an unlimited progression.
3.7.5. There are no trump cards on the rallying. To give a suit is mandatory. In the absence of suit, you can carry any card.
3.7.6. The rally at the rallying.
3.7.6.1. When the four of us play, the rally starts with the sender opening the first card of the player. This is his first move. All players must give in suit. The oldest card of the suit takes a bribe. The next move is also made from the buy-in. The third move is made by the player sitting to the left of the handler, regardless of who took the last bribe. In the future, the move belongs to the one who took the last bribe.
3.7.6.2. The previous rule is valid for all varieties in which the raska is played on a mountain. In the Rostov variety (whistle-breaking), the player does not participate in the game, and the two cards remain unknown until the end of the draw. The sender writes himself a single in a bullet for a zero bribe.
3.7.6.3. When playing the threes, cards from the draw are also opened consecutively, but with the only difference is that the value of the buy-in card does not matter, it only indicates the suit of the move; The bribe will be taken by one of the players whose card will be the oldest of the three put by the players.
Example: an ace of spades is opened from the forfeit (46). Players gave a bribe nine, seven and eight. The bribe is taken by the one to whom the nine belongs. All other rules are the same as in 3.7.6.1.
3.7.6.4. When playing a hussar (together), the rally on the rallying does not open in all varieties of preference (47).
3.7.7. Sliding rasazovka. After the rally, the change passes to the next player in a circle (clockwise). This rule is called "pushing the sliding". In contrast to the sliding raspasovke there is a rule in the "classic", according to which after the rally, the surrender is repeated by the previous sender. This rule is explained by the fact that in the "classics" you can earn a "bomb", etc. Exit the rallying after the pass in the dark can be a seven game, and from the double raspasovki - eight, etc. (48). In the modern "smooth" pulque (especially when holding a qualifying tournament) it is necessary that the rallying be sliding.
3.7.8. Exit from the raspasovki (both single, and any other) is carried out by a six-game. The rule by which after the rallying it is possible to order a game not lower than the seven, existed in archaic varieties of preference and today is found only in the "classics". This rule introduces an element of excitement into the game of preference and increases the value of the event. Therefore, it should not be used in qualifying tournaments.
3.7.9. In the "classic" before the start of the game usually play the agreed number of rounds of rallying, in order for all players to earn the number of bombs corresponding to the number of races (49). Bleachers that precede the game are compulsory. It is believed that all players said "pass in the dark."
3.7.10. In the process of playing in the "classics" you can earn a bomb by the application "pass in the dark", if at least one player is followed by a rally. More details in paragraph 3.3.19.


3.8. Whist

3.8.1. After the contract is ordered, the next player for the point guard must say whether he is obligated to take the number of bribes required for the game (see 3.8.2.) (50), usually equal to the difference from subtracting the ordered game from the number 10 51). If he undertakes, he says "whist," and if he does not commit, he says "pass." The player who made the request "whist" is called "whistler".
3.8.1.1. For each bribe, the whistler writes the agreed number of points (52) to the "whists" box.
3.8.1.2. When the point guard plays, the player writes additionally a console (53) for each unfair bribe-taking. Consolidation is usually written by all players, including the depositor.
3.8.1.3. At the remembrance of the whistler (54) he writes whists for actually collected bribes, and for those who have not been picked up - up the hill. The size of the record in the mountain is defined in rules 3.8.11 and 3.8.12.
3.8.2. Compulsory number of bribers for whistlers:

Contract Whistlers should take
6th 4
7th 2
8 1
9 1
10 1
Misery No obligation


3.8.3. The third player can also whistle or pass, regardless of whether the previous one is whistling or folding.
3.8.4. If both opponents of the point guard are envious, then they must take together the compulsory number of bribes for the given game. Drawing a contract in this case occurs in the dark.
3.8.5. If only one was envious, he decides whether the rally of the contract will be dark or light: in the latter case he suggests that the put partner put cards on the table and disposes of moves from both hands individually. He alone is responsible (55) for taking the required number of bribes. In the event that, according to the decision of the player, the game will take place in the light, the whistlers must put the cards on the table before the first move, regardless of who owns the right of the first move - to the guard or one of the whistlers (56). An exception is made for playing a minus one, in which the whistlers are given an advantage: at their turn they fall immediately, and during the course of the miser, he must make the first move in the dark (rule 3.6.6).
3.8.5.1. If the plan of the rally offered to the whistler is not supported by the passer (or the deliverer), then the situation can be resolved in one of the ways described below, depending on whether the disputed situation has met in the commercial pulque or in the qualifying tournament:
A) Commercial pulka. A player who insists on his plan for the draw (and is sure of his correctness) suggests that the dissent either accept his plan or invite him to record a certain result in whists regardless of the outcome of the rally, provided he does not participate. For his part, he must offer similar conditions, if the rally will be entrusted to him.
Example: It is played minuscule. Opinions of the whistlers dispersed. Player A offers player B and the deliverer that he will catch on his plan and at any outcome guarantees the result "without one." Player B and the deliverer agree. Player A "releases" a miser. The pretender writes 10 per bullet. Player B and the sender, who lost 25 vistas on this and lost 25 whistles of winnings in case of a point guard's remake (which would be inevitable in their plan for the draw), write to player A for 50 compensation whistles.
B) Qualifying tournament. Before the start of the drawing, a referee is invited to the table, to the attention of which disagreements between the players are brought. The judge should enable the whistler to enforce his own plan, and the dissenting passer (or surrenderer) to award the compensating result (which would have been obtained if the rally was following a different plan) (57). The player who plays the game in this case is awarded (by lot) one of the results obtained with this or that lottery plan.
3.8.6. If both were envious, then everyone is responsible for taking half of the required number of bribes. If the whistles in the amount gained less than the mandatory number of bribes, the material responsibility is borne by (write to the mountain) everyone who scored less than half of the mandatory number of bribes.
Examples: Ordered 6 . Both were whistled. The first took two bribes, and the second - one. The second writes uphill for the shortage of bribes on whist (without one). Another case. Booked 6 . Two whistles. The player took 9 bribes. The one who took 1 bribe writes to the mountain for an undersecretary without one; The one who did not take a single bribe, writes up the hill for an uncle without two.
On contracts 8, 9 and 10 bribes for a shortage of bribes, the second of the consistently envious ones answers.
Example: Ordered 8 . Both were whistled. The pretender took 10 bribes. The one who envied the second (58) writes for the mountain without a single one.
3.8.7. If the seated next to the point guard said "pass", then the second can "go for half a whist," that is, recognize the game played and without a draw record for half of the required number of bribes. This rule is valid only for the six and seven games, since on the eighth the required number of bribes is equal to one.
3.8.8. After the second said "half a whist," the surrendered partner has the right to return whist, to be envious. When playing with four, the right to return whist belongs also to the handler who can look at the cards of one of the opponents of the point guard. The right it belongs to the provider last, that is, one says "pass", the second says "half a whist", the first again says "pass" and only then ask the deliverer if he will wish to whistle.
3.8.8.1. The right to return the whist from the savior on the first hand exists only at the six and seven games, where there is the possibility of caring for the half-whist. On the eighth and older games after two passes, the right to envy is retained only by the handler.
3.8.8.2. After the return of the whist by any of the partners (who had earlier surrendered or the deliverer), the person leaving for the half-yearly loses the right to vystovat. His only application after the return of Vista is pass.
3.8.9. There are no compulsory games for gaming (59).
3.8.10. When the whist is open, the players must open all their ten cards before the draw so that the cards are clearly visible, grouped by suit and in order. If this is not the case, any player has the right to shift the cards properly.
3.8.11. Responsible whist. If the shortage of bribes to compulsory bribes is punishable by a full remuneration, that is, in the amount of the cost of the game for each unfinished bribe, then such a whist is called responsible. The responsible whist is characteristic of the song. In the classic, whist, by agreement, becomes responsible after the bullet is closed.
3.8.12. Semi-answer whist. If shortage of bribes to compulsory bribes is punishable by a half-volume remuneration, that is, in the amount of half the cost of the game for each unfinished bribe, then such a whist is called semi-responsible. The semi-responsible whist is characteristic of Leningrad and Rostov; And also for the classics (until the moment when the bullet is closed).
3.8.13. Whist is Zhlobsky. There is a set of contractual terms about the rules of the whist, characterized as rigid, called the Zhlobsky whist. With the Zhlobsky whist; In the case of a point guard, the whists are only written to the whistler if one of the players said the pass, and the passer writes only for the impotence; With two whistlers, everyone writes for himself - whists, and remixes. Characteristic for the song. It is subject to prior agreement between the players.
3.8.14. Whist is gentlemanly. There is a set of contractual rules for the whist, characterized as soft, called the gentleman whist. With a gentleman's whist: in the case of a point guard, whists are written in half if one said whist, and the other whistled; It is possible to say whist on the first hand, and if the second partner folded, go for a half a whist (in turn, the passer has the right to return the whist); Going out for a half a whist in the remake of a point guard does not write; With two whistlers, everyone writes for himself - and whists, and remixes. General characteristics of the game with a gentleman whist - encouraged to play light, it is useful to say pass on the first hand. Characteristic for Leningrad. It is subject to prior agreement between the players.
3.8.15. Invitation whist. The obsolete rule states that the whistler could "invite" the rescued partner to support the game against the point guard (dark or light) and could "go alone". Cards passed in this case did not participate in the game, and it was enough for the whistler to take half of the required number of bribes. At present, the rule has been transformed into a "half-whist" rule (rule 3.8.7).
3.8.16. The "alphabet" rules of the vistovaniya (60) are of a recommendatory nature, their violation is not punished.


3.9. Rally

3.9.1. The first move belongs to the player sitting to the left of the handler, in the future - to the player who took the last bribe.
3.9.2. They always go by the same card.
3.9.3. For the move to suit the player must put a suit. If there is no suit, you need to trump it. If there is no suit or trump card, you can demolish any card.
3.9.4. A card that has beaten other cards, or is not beaten by other cards, takes a bribe. The player who owned this card takes a bribe to himself. In other words, the bribe belongs to the player who, when properly drawn:
- put a card of the highest dignity in the played suit;
- put a card suit, which other players did not answer with the same suit or trump;
- beat the trick played by a trump;
- interrupted the trump, put in response to the played suit, a higher trump;
- when entering the trump card, he placed the highest trump card;
- went to the trump card and received in response cards of common colors.
3.9.5. Each bribe consists of three cards, one from each player. The bribe is considered completed when the third card is laid out on the table.
3.9.6. Each player must take his own bribes himself (that is, close, turn over).
3.9.7. Bribes should be taken in such a way that each of the players can clearly see all of its cards, including the latter.
3.9.8. Any player can demand to show him the last closed bribe. After the next bribe has been played and closed, the previous one ceases to be the last, and nobody, even its owner, has the right to watch it.
3.9.9. All bribes are added neatly and in order so that they can be checked until the end of the game.
3.9.10. If someone takes several bribes in a row without taking them, then any of the players may demand to turn over the previous bribes.
3.9.11. Punishment for untimely and contrary to the rules opening bribes.
3.9.11.1. If the player asks the partner to show him a bribe, and this request is contrary to rule 3.9.8, that is, not to the last bribe, the partner should indicate to him the existence of rule 3.9.8. However, he has the right to fulfill the request, if none of the other participants in the game object.
3.9.11.2. If a player unauthorizedly opens and watches another's bribe, or his own, but not the last bribe, he loses one of his bribes, regardless of whether he is a point guard or a whistler. At the rally he writes for one extra (as it were the eleventh) bribe. On the maser, respectively, one bribe is also added.
3.9.12. The punishment imposed by one of the players provided for in paragraph 3.9.11.2. Should not prejudice other players. So, for example, if the rule is violated by the whistler, his penalty bribe does not become the property of the point guard (see also commentary to 3.4.9).
3.9.13. Both players and fans are not allowed to read aloud the number of trumps or bribes during the game.
3.9.14. Open card. If the card is demolished, then it is considered "desktop" or "open" or "free" and must be on the table "on demand" (61). The intruder must play an open card at the earliest opportunity, unless the opponent forbids it (in the course of the offense, the opponent can not prohibit walking with an open card). Naturally, moves must be made according to the rules of preference (in suit), and if the opponent asks for another card to go to the suit, and there are no other cards of suit, an open card is put in the bribe. This rule applies to all open cards (if there are several) and is universal: open cards can no longer be picked up. The sequence of the game with open cards, if there are more than one, is selected by the opponent of the offender. There is some difference between the cases when the turn is not in turn made by the point guard, the whistler or the participant of the rallying. In some cases, malicious intent and damage to partners (and, consequently, the violation must be punished) can be seen, and in other cases the damage is inflicted only on the offender himself. Accordingly, the penalty for an open card may vary, depending on the situation.
3.9.14.1. An open card on whist. If the move is not in the queue the whistler allowed, then in this his action can be seen as an illegal transfer of information to the partner. In this case, the open card must be played at the first opportunity (when going into this suit), but the second whistler is forbidden to move to this suit or, conversely, gives the order - to go to this suit. The prohibition or order is given by the point guard - at his own discretion (62). The pretender can also take a move with the wrong hand, that is, not correct the error committed.
3.9.14.2. If the turn is not in the queue the point guard admitted, he caused damage, mainly to himself - showed one of his cards. However, he could inflict damage on the whistle-blowers, if his mistake remained unnoticed. Punishment is a game of a desktop card at the request of any of the whistlers. To forbid the guard to walk open the card, when the move belongs to the point guard, the whistlers can not.
3.9.14.3. If the move is not in the queue made at the rally, then all bribes after the violation is taken by the intruder (63).
3.9.14.4. Show cards before the end of the draw. If the player opens the cards, considering the remaining bribes as inalienable, and does not report the draw plan leading to the announced result, then the opponent or opponents may declare all displayed cards "open" and assign a sequence of moves at their discretion. The only restriction - the plan of the rally, proposed by the enemy, should not be absurd (from under aces, etc.). Opening his cards without announcing a drawing plan, the guard plays a role in making it clear that he intends to take all the remaining bribes in any scenario and any sequence of moves. If you can prove the possibility of getting whistles at least one bribe in the future game, whistlers can force the point guard to walk cards in the order that is advantageous to them, except illogical (that is, all cards are recognized as open or desktop cards). On a maser such a display means that the guard is not going to take a single bribe. With the announced plan for the draw, the whistlers can also force the guard to walk, but only in accordance with the outlined plan of the point guard.
3.9.14.5. No card in the trick played (64) can be declared desktop, that is, an error found in the sequence of the turn is not punished, the bribe is not replayed. In the future, the move belongs to the one who took the last bribe.
3.9.15. The card is recognized as "open" or "desktop" in the following cases:
- at a course not in turn;
- when correcting the falsehood (see rule 3.9.16);
- if the player has opened cards, meaning that he will take all the remaining bribes;
- if the player showed the card to another player, without releasing it from his hand.
3.9.16. The falsehood. If, during entering any suit or trump card, the player has cashed a card of another suit, although he had a card of that suit, or did not trump it with a trump card and no suit of stroke, such a rule violation is called a falsehood and is punished as follows.
3.9.16.1. At the right time (65), the noticed and corrected falsehood is punished by the fact that the misplaced map becomes open (see 3.9.14).
3.9.16.2. If a falsehood is noticed not immediately, but in the course of a further draw, the minimum penalty to the guilty person is a fine of one bribe. The cards played after the falshrenons are disassembled and played again, and all the discrepancies are interpreted at the expense of the guilty (66). Penalty bribe becomes the property of opponents.
3.9.17. The right of the complaint, that is, indication of the falsehood that took place, players can use only until the end of the lottery. After the cards are mixed for shuffling and recorded, complaints are not accepted and the game is played (or not played) according to the recorded record.
3.9.18. If any of the players, despite the correct distribution of cards (67), during the game there were more or fewer cards than other players, whether as a result of a "double" move or skipping a turn, or for other reasons, then the guilty one A fine is fixed in the amount of the maximum possible loss of profit of the remaining players. The ordered game puts a remix at least two (even if he won the game). A higher penalty is awarded if the whistlers have already collected such a number of bribes that guarantee a higher remission, or the whistlers can prove that they would certainly have collected such a number of bribes if the game went right.
Examples:
1. The playing contract of 6 found that he had more or fewer cards than the whistlers (it is assumed that the whistlers initially had 10). He finishes playing the game to the end (superfluous cards for bribes are not considered) and from the amount of bribes taken away 2. If he took 6 bribes, he writes for 4; If he took 4 bribes, he writes for 2. If he took 8 bribes, he writes all the same for 4 - that is, without two. Whisters write whists for the actual number of bribes and for the console - for the actual enforcement, without taking into account the fine bribes (68).
2. The whistler found a drawback or excess of cards on his hands in the process of drawing. Regardless of the reasons (the card fell under the table, the cards were misappropriated, the cards merged and two instead of one were put in a bribe, the move was missed, etc.), if only it can be proved that this particular player has the wrong number Cards, while others - the right one, the guilty is punished with a "no two" remake (in this case - on whist).
3. Two players have the wrong number of cards: one has 11, and the other has 9. And, one is a point guard, and the other is a whistler. Both are punished: one without two on the game, the other without two on the whist (69).
3.9.19. In the process of drawing, you are not allowed to ask questions or in any way to comment on the course of the drawing, or to give comments to moves, both your own and your opponent. The only exception to the rule on the inadmissibility of any comments or questions in the process of the rally is the request to confirm the award. If the partner blows off not in suit, it is permissible to ask him if he really does not have the cards of the required suit. This exception is explained, firstly, by a large fine for falsehood, and secondly, by the inability to restore the normal course of the game after several moves following the false leg.
3.9.20. The advice of an outsider from where to go, gives the right to the nearest enemy to assign a move or demolition at his own discretion (70).
3.9.21. Violation of the rules or order of the turn in the last bribe is immaterial and not punished.
3.9.22. Ending without finishing. In principle, you should finish every game to the end. However, players have the right to recognize the announced contract played or lost and refuse to play, by common consent.

Footnotes
8. When the tournament is held, the seating of the participants is determined by the draw, which is carried out by the panel of judges. Of course, in a friendly circle, participants in the game can sit down as they please, by mutual agreement.
9. By prior agreement between the players, the first hand may belong to the first person who chose the place, or to any volunteer who called (it is known that no one is thirsty for the surrender to go to him, since the commissioner does not participate in the game).
10. Such a soft interpretation of the rules is permissible in a friendly circle. In a strict game with money rates, it is better to wait for an excommunicated person, especially since he has the right to demand a retake after his return, unless, of course, he managed to raise his cards. Probably, this rule acquired such strictness after the case when IS. Turgenev handed over to the departed for petty need VG. Belinsky eight in hearts (without four).
11. In a rigorous game, it will be correct to place a buy-in always in the same sequence: always after the first round, or always after the second round. Any of the participants in the game may require strict adherence to this rule and insist on re-taking, if the depositor begins to spread the cards in an unconventional sequence.
12. And it does not matter whether the card was turned over by the embarrassment of the handler, whether the player, or was lying in the deck - upside down. If the card is overturned due to the player's fault, a remark may be made to him by the deliverer - so as not to interfere with the surrender. If the sender is embarrassed, then he is forgiven for the first time, and for a secondary inability to hand over correctly, he is punished with an agreed remise (for example, 2 in the hill), and the surrender passes to the next player.
13. In all cases, the request for a re-take must come before the end of the surrender.
14. The latter circumstance requires clarification. If in the process of trading it turns out that one player has less than 10 cards on his hands, and the other, respectively, more, then you need to retake. If the missing card is not on your hands, but, for example, under the table, then this case should be considered a mishap (the player could discard the card consciously, and then "detect" her absence). Answer in this case, according to the logic of the rules, should the sender, but he may have well-founded suspicions (he remembers that every time he deposited 2 cards each time). And, finally, it is possible that an unequal number of cards on hand will be found in the middle of the draw. In this case, the game is counted with an extra card discards it as unnecessary, and the one who lacks the card does not put anything into the last trick. The last rule was introduced by the St. Petersburg public assemblers at the end of the last century and has such a prehistory. It was found that unscrupulous partners who agreed in advance to play on one hand (or on one pocket, that is, win and lose in half) did such a trick: in the process of drawing one of them, giving the other a conditional signal, dropped 2 cards on a bribe, and The other in the same bribe did not report to any one, but only pretended that he was putting the card. By the end of the "it turned out" that the first lacks cards, and the second one has extra hands. The defendant was charged and the surrender was not counted. This method (or rather, the number used to "fight" with large games (helmets) of opponents.
15. There are countless ways to illegally change the number of cards on your hands: an unclean player can fold the card under the table or even under the feet of a partner, can report an extra card to a bribe, as happened in the St. Petersburg Public Assembly. Even in such a highly intelligent game as bridge, the case described by Victor Mollo in the book "Bridge in a Menagerie" can occur, when a player, nicknamed "The Wild Boar," ate a card under the table (everyone was searched, but the card was not found, so the surrender was declared invalid) . Assigning a handler responsible for all possible tricks would be wrong.
16. It is probably impossible to make rules that could be guaranteed to protect an honest player from a fraudster. When playing preference with two (in the "gusarik"), sometimes they practice such a number: they give themselves an extra card, which they then (together with some other card of the same suit) are thrown to themselves in bribes. By the end of the draw, an unsuspecting opponent turns out with an "extra" card on his hands. They start to check on the number of bribes - indeed, it turns out that one had 10 cards, and the other has 11. The only way out of this situation is to immediately stop such a game, the threat of which should inspire the partner to make a concession.
17. Also called Moscow.
18. Information on the two non-participating cards in the game may have such a value in the rally that a lower penalty may sometimes be "in favor of the offender."
19. Purpose - the obligation to take at least the specified number of bribes in a certain suit (denomination).
20. From the professional bridgists it was suggested to use the bridge terminology and to enter applications 1 ♠ etc. Probably, in the future it will be expedient to do so, for the time being we consider it more acceptable to preserve preferential traditions. But for the sake of strictness, the proposal 6 ♠ will be considered normative, and the applications of the "peak" and "times" are admissible, but not normative, and therefore undesirable.
21. This rule is advisory in nature, since, strictly speaking, a player can make any appointment in the trading process that does not contradict the rules (that is, not lower than the previous one and not "miser" if he participated in the trade).
22. If the player makes an appointment below the possible, the partners must indicate to him the impossibility of such an application and provide an opportunity to change the application for any possible, including a "pass".
23. However, such liberty is only allowed in a friendly circle. In a rigorous game or in a qualifying tournament, a player who has acted in this way risks being misunderstood by the partners.
24. In case of ordering a contract by one of the players, there is no damage, since the intruder will somehow see the redemption later, and he himself is suspended from participation in the trade. In the case of rallying, the penalty is provided for in paragraph 3.2.19.
25. At the same time, the second hand records only one of two possible outcomes - at its discretion - either for its own contract or for someone else's remission.
26. If such a violation occurs in the course of a qualifying tournament, the decision is passed to the discretion of the judge, since changing the cards of the payoff and, consequently, the magnitude and result of the contract may affect the results of the game of other participants at other tables.
27. Аналогично правилу 3.9.14.1. - Открытая карта.
28. Обычно заявки втемную применяются только в одной разновидности, называемой "классика".
29. Бомба является повышающим коэффициентом стоимости следующей игры. После получения бомбы, отмечаемой на пульке специальным значком, выигрыш и проигрыш в следующей игре удваивается. После сыгранной (выигранной) игры бомба уничтожается, а при несыгранной (проигранной) сохраняется до тех пор, пока не будет выиграна какая-либо игра.
30. Игрок, заработавший несколько бомб (одинарную, двойную, тройную) использует их не по своему усмотрению, а в порядке появления бомб. Например, после серии распасовок, принесших игроку три бомбы, он сначала сел на шестерной, затем выиграл семерную, а затем снова сел, но уже на мизере. За первый подсад он пишет вдвойне (вдвойне также пишутся висты на него), за сыгранную семерную пишет вдвойне (так как первая бомба сохранилась при несыгранной игре), за подсад на мизере пишет вчетверне, так как первая бомба уничтожилась сыгранной семерной, и действующей стала вторая бомба.
31. Если игра происходит к тому же на бомбе, то коэффициенты перемножаются. Например, игрок на двойной бомбе сказал "раз втемную" и сыграл восьмерную игру. Двойная бомба дает ему коэффициент 4, а "темная" - 2. Он пишет в пулю 48. За каждую взятку вистующие пишут также по 48.
32. В некоторых компаниях применяется правило, позволяющее разыгрывающему назначить другую масть козырем, если у него 12 картах (до сноса) было меньше трех карт в масти, ошибочно назначенной им козырем. Применение этого правила порождает неразрешимые проблемы: вистующие успели открыть карты и разыгрывающий знает расклад (теоретически, возможно злоупотребление - имея 4:4 в других мастях, человек заказывает козырем короткую, чтобы на открытых картах выяснить, какую из длинных заказать; в самой заявке "вист" или ее отсутствии содержится много информации для разыгрывающего. По аналогии, должно быть позволено отказаться от объявления мизера на основании того, что на руках нет семерок. Правило сформулировано жестко: завистованные контракты изменить нельзя.
33. В общем виде это правило общее как для заглядывания в снос, так и для заглядывания в чужую взятку или в свою, но не последнюю (см. 3.9.11.2). Снос рассматривается как последняя взятка и заглянуть в него можно только до первого хода.
34. Понесенное одним из игроков наказание не должно нанести ущерба другим игрокам. Если правило нарушил вистующий, его штрафная взятка не становится собственностью разыгрывающего. Точно так же, если правило нарушил разыгрывающий, его штрафная взятка не становится собственностью вистующих. Иначе это правило можно было бы рассматривать, как идеальное средство при недобросовестном партнерстве ("игре на лапу") - достаточно было бы заглянуть в снос, чтобы избавить партнера от ремиза на висте.
35. Этот вопрос дискутируется между членами редакционной коллегии. Существует мнение, что отказ от прикупа - может являться одним из методов борьбы и, следовательно, правило должно применяться. Будем ждать мотивированных пожеланий широкой общественности.
36. Игрок имеет право заказать любую игру, если это не противоречит правилам. Он может заложиться на любой, даже самый маловероятный расклад. Если даже можно доказать, что при любом раскладе берется больше взяток, чем заказано, игрок имеет право заказать более низкую игру из любых соображений: психологических, экономических и пр. Это его неотъемлемое право, и наказания за недозаказ не существует.
37. В некоторых компаниях действует архаичное правило, по которому игрок может заказать "преферанс". Это значит, что он обязуется взять все 10 взяток в бескозырном контракте при любом раскладе, при любом своем сносе и при ходе любого из игроков. Такой заказ возможен только на карте AKQ во всех четырех мастях. Сыгравший "преферанс" закрывает пулю (свою и всех остальных игроков), списывает гору до нуля и пишет огромные премии в вистах на всех игроков. На наш взгляд, это правило придумано шулерами, которые не хотят "трудиться" и "честно" выигрывать на маяках и крапленой колоде. Все проблемы они пытаются решить одной "сменкой" или закладом. В зравомыслящей компании это правило лучше не применять.
38. По правилам, принятым в отдельных компаниях, десятерная "проверяется" - то есть вистующие, ничем не рискуя, смотрят, не существует ли расклада или плана розыгрыша, позволяющего обремизить разыгрывающего. Это правило не может претендовать на то, чтобы считаться справедливым. В ответ на предложение играть с таким правилом можно заметить, что "проверяются облигации трехпроцентного займа", а десятерная, как и любая другая игра, должна вистоваться.
39. В некоторых компаниях существует и применяется правило, по которому заторговавшийся игрок, может после взятия прикупа "уйти без трех" без игры. В этом случае он пишет в гору за "без трех" на той игре, до которой доторговался, а вистующие не пишут ничего. Анализ показал, что от этого правила следует отказаться, так как иногда выгоднее уйти без трех, чем, к примеру, играть распасовку. Таким образом, наказание действует "в пользу провинившегося", что недопустимо.
40. Существует договорное правило: мизер перебивается девятерной, а девятерная - мизером без прикупа, который может быть перебит только девятерной без прикупа или десятерной игрой. Это правило мы относим к архаичным, как и все остальные, в которых присутствует играю втемную или без прикупа. Поэтому рекомендованной нормой для проведения турниров является правило: мизер перебивается девятерной, дальше торговля не идет. Нужно заметить, что девятерная игра по статистике (и теории вероятностей) - значительно более редкое событие, чем мизер.
41. Если находит мизер рискованным.
42. Величина выигрыша и проигрыша для каждого уменьшается в 3 раза по сравнению с обычным мизером, заказанным в одиночку.
43. Прикупщик уже наказан за плохой прикуп, так как несет солидарную ответственность с мизерящим.
44. В "сочинке" обычно 1 очко за взятку, в "ленинградке" - 2.
45. В ростовской разновидности амнистия не производится, то есть выигравший распасовку не вычитает своих взяток из числа тех, что взяли противники.
46. Для ростовской разновидности действует исключение, описанное в п.3.7.6.2. (см. предыдущую сноску).
47. Это правило объясняется тем обстоятельством, что необходимость делать три первых хода ставит "первую руку" в слишком невыгодные условия. Однако само правило должно быть оговорено игроками перед началом игры.
48. Для авантюрных игроков, предпринимающих серию распасовок для увеличения стоимости игр, необходимо, чтобы сдатчик оставался прежним, - тогда первая рука сможет все время пасовать втемную.
49. См. примечание к п.3.3.19.а.
50. За исключением контракта "мизер", который разыгрывается без обязательств со стороны вистующих.
51. Вистуя на десятерной, нужно взять 1 взятку.
52. Как правило, равное произведению цены контракта на количество взяток.
53. Так называется премия за подсад разыгрывающего. В сочинке и ленинградке она равняется цене контракта, в ростове - 10 вистов за каждую недобранную взятку.
54. То есть при недоборе до обязательного количества взяток.
55. Формальную и материальную. Пасовавший игрок на равных участвует в обсуждении плана розыгрыша и может предлагать свой план ремиза. Вистующий, желая действовать по своему, отличному, плану, должен приложить все усилия для убеждения пасовавшего в преимуществах своей идеи. Лишь при невозможности убедить партнера он может настаивать на своем праве вистующего распоряжаться розыгрышем.
56. Можно задать вопрос: А почему не после первого хода? Ответ достаточно очевиден: если игрок на второй руке хочет закрыть вист, он завистует, даже если игрок на первой руке уже завистовал. Если же он хочет открыть вист (играть в светлую), он спасует. Такая возможность исчезает, если первый ход все равно нужно было бы делать втемную. Поэтому при ходе вистующих первый ход делается на открытых картах. (Иногда только ради этой возможности первая рука пасует, имея очень сильную карту). Признавая, что при розыгрыше в светлую вистующие открывают карты до первого хода, мы должны предоставить равные права разыгрывающему и открыть карты уже перед его первым ходом.
57. Фактически метод разрешения спора тот же. Но присутствие судьи обязательно, чтобы не возникло недоразумения по поводу необычной записи в протоколе.
58. Первый, завистовав, был готов взять ответственность на себя, но у него ее отобрали. К тому же, возможно, причиной подсада вистующих стал розыгрыш втемную, в котором повинен второй вистующий.
59. Признаваемое в некоторых компаниях архаичное правило об обязательности вистования на игре 6♠ выглядит явным анахронизмом. Оно имело смысл в те времена, когда не существовало распасовки, а игра в разных мастях сильно отличалась по стоимости. Если первая и вторая рука говорили "пас", то третья рука была вынуждена играть на любой карте. Пики были самой дешевой мастью, а "6 пик" - "ничтожнейшей" игрой из всех возможных. Обязательное вистование и игра втемную давали возможность разыгрывающему взять хоть сколько-нибудь взяток. В современной игре, не различающей игры в разных мастях по стоимости, правило явно лишнее.
60. Например: "под игрока с семака, под вистуза с туза"; "первым сносом показывай сильную масть, вторым - слабую"; "от четырех козырей не прячутся"; "нет хода - не вистуй"; "валет для дамы"; "вистуй без жадности, не перебивай взятки соседа" и т.д.
61. Это правило существовало во многих играх прошлого века (винт, вист и др.) и называлось также Rufen (нем.) - звать, призывать или Appeler (фр.) - звать, призывать. Наиболее точным, следовательно, является название "карта до востребования", но традиционно используется название "открытая карта".
62. Ходить, разумеется, может только тот игрок, кому право хода принадлежит по правилам игры.
63. Такая жесткость объясняется тем обстоятельством, что открытие одной-единственной карты на распасовке может очень сильно повлиять на ее окончательный результат. Например, такой внеочередной ход может привести к тому, что расклад станет полностью очевидным для одного из игроков и он отдаст ход (а с ним и все взятки) третьему игроку.
64. Сыгранной считается взятка, в которую положили по карте все игроки. Для того, чтобы считаться сыгранной, взятка не обязательно должна быть закрытой.
65. То есть в той же взятке.
66. Например, сделавший фальшренонс игрок успел сделать несколько ходов, и к тому моменту, когда ошибка была замечена, в значительной степени прояснился расклад. При повторном розыгрыше игрок не только не имеет права воспользоваться полученной информацией, но, напротив, по требованию противника, должен сделать любые не противоречащие здравому смыслу ходы, как если бы он не угадал расположения карт. Все возможные импасы и сюркупы после фальшренонса должны проходить. Можно видеть, что наказание за фальшренонс является одним из самых строгих в игре, так как это нарушение не только изменяет количество взяток, взятых сторонами, но и дезинформирует игроков относительно расклада, вводит их в заблуждение и направляет на ложный путь в планировании дальнейшего розыгрыша.
67. Если никто не заявлял о неправильном количестве карт на руках до начала торговли.
68. Ср. с правилом 3.4.6 о наказании за неправильный снос.
69. Впредь будут внимательнее.
70. По поводу этого жесткого правила задают вопрос: "В бридже есть понятие "свой кибитцер". Что делать, если "чужой" даст непрошенный совет с целью подставить?". В игроцкой среде, если задать 10 раз этот вопрос разным людям, Вы получили бы 9 одинаковых ответов: "Соблюдать правила, а деньги получить с советчика!". Десятый бы ответил: "С советчика получу вдвойне". На турнире при возникновении такой ситуации задача судьи - найти компромисс и немедленно удалить советчика (который хуже антисоветчика).
71. Такие "местные" правила будем рассматривать как привносящие в преферанс нездоровый (и несвойственный ему) элемент азарта и склоняющий чашу весов не в пользу мудрости, трезвости, расчета и опыта, а в пользу везения и риска.
72. Вопрос "кому помогать?" не заслуживает того внимания, которое уделяют ему многие игроки. На самом деле, это совершенно не важно, потому что никак не влияет на экономический результат игры, так как каждый сыгранный в процессе пули контракт одинаков по стоимости, независимо от того себе или в помощь другим пошла запись за этот контракт.
73. Во многих компаниях распространено договорное правило, согласно которому нельзя помогать тому, кто недобрал взяток на висте и сделал запись в гору, а также тому, кто является сдатчиком в данной раздаче и не принимал участия в игре. Мотивируется это правило тем, что человек уже и так пострадал в этой сдаче и не следует наказывать его дважды. Поскольку все контракты одного уровня, сыгранные в процессе пульки, одинаковы по стоимости, и адрес записи никак не влияет на экономический результат, то есть посыл о дополнительном наказании ложен, то данное правило может привести единственно к увеличению продолжительности пульки, так как возможны ситуации, когда результат одной или нескольких игр будет списан с горы. Поэтому применение указанного правила совершенно недопустимо при проведении квалификационных турниров и нежелательно в обычной игре.
74. В некоторых компаниях применяется правило, согласно которому независтованные контракты (игры) разрешается списывать с горы по желанию разыгрывающего. Это правило фактически позволяет игроку изменять величину пули, поэтому его нельзя применять при проведении квалификационных турниров. В обычной же игре увеличить пульку (или сыграть новую) можно с общего согласия всех участников. Отдавать кому бы то ни было единоличное право увеличивать заранее определенную продолжительность игры было бы несправедливо.
75. Все советы партнеров, типа "сначала общественное - потом личное", следует воспринимать с юмором, так как запись является делом именно общественным.
76. Как и декларировалось в Преамбуле к Кодексу.
77. Именно поэтому правило называется "правилом карандаша".

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