Whist (Anfilada, Yeralash, Prussian Whist)
Number of decks: 1
Number of cards in the deck: 52
Number of players: 4 (pair per pair)
The seniority of the cards: 2, 3, 4, 5, 6, 7, 8, 9, 10, B, D, K, T.
Purpose of the game: to score more points.
Rules of the game.
Whist is the oldest card game that first appeared in the beginning of the 16th century in Great Britain, after which it was widely used in Europe in various variants, where it was known as Boston , Vint , Fonteblo, and others. Nowadays, the offspring of Vista is Bridge .
The rules of the game are as follows.
Before the game, partners are first determined.
Each player is invited to pull out one card from the deck.
The players who pulled the high cards become the first pair, respectively, the other 2 players form the second pair.
If players come across cards of the same value, then the players draw again.
The sender is determined by lot.
He shuffles two decks, one puts the next deliverer on his left hand, the other uses it for the game.
The deck is carefully shuffled, given to the player to the right of the handler.
Hand over the cards, starting with the left hand clockwise on one card.
The last card is opened, put on the table, this card is a trump card.
It remains open until the second leve, that is, before the bribe, after which the sender takes it in his arms.
The player who is to the left of the handler starts the game first.
You can go from any card, you have to answer the opponent in suit, if there is no card of the same suit, then you can put any card.
The bribe is taken by the player who will put the highest card.
The player who forgot, who put the highest bribe and took it, may demand to open cards of bribes, and rivals should show their bribes.
Each player must put the card strictly in its turn, you can not pull out the card until the previous player is like.
Initially, the whist consisted of ten bribes, the present one consists of five bribes.
Above this amount, every extra bribe is paid by two points.
The party in whist can be simple, double or triple.
A simple game is a party in which the losing side marks 6 points, in the double it marks only 4 points, and in the triple does not note anything.
Recommendations for the draw in a short Vist
If the player has a strong suit (the exception is king, jack, 10), then he needs to go either with the oldest one, or with the lowest card, but not with the middle one.
Recommended with a younger one.
If the player has a suit with two or three small cards on hand, then it is necessary to walk with the older one.
If the partner of the player does not trump the opponent's card, then you need to trump it.
In a short whist it is necessary to take risks.
If a player does not have four trumps on his hands, and there is at least one (figure), then the player does not have to go to the partner's trump.
The following cases are an exception: when the player and his partner have a double renounce;
When this is the only way to increase the number of bribes;
When the partner, having dumped once a trump card, will hide;
When a player notices that his partner discards from two weak cards;
When the opponent trumps or walks with a suit that requires trumps.
It is necessary to walk under the weak suit of an opponent, than under a strong suit.
If the player does not foresee that by putting a trump card on the opponent's card, he will still take 3 bribes, then it is better not to take chances.
It is necessary to remember that it is better to affront (leave without protection) the king than the lady.
The first card that the partner drops is probably from his weakest suit, so you should avoid walking into this suit.
It is necessary to deceive rivals with false moves carefully.
If the player discovers that the opponent has a long suit, and the player has the highest card of that suit, then the player must keep this card as long as possible.
If the player has 4 trump cards, then he should not cover the card that his partner can take.
If the player has weak suits, then he must throw them off under the opponent's trump.
The player must gently walk with the suits, which none of the opponents have.
The first move of the player must be made from a strong suit.
If the player has two cards of equal dignity, then he must walk with the elder.
But if the move is not a player, then you need to put the younger one.
If the player does not have his good suit, then he must respond to the partner with the same suit that the partner has already spent.
To go with a lady himself-friend or jack-of-a-friend is possible only in the event that the player's game is bad.
If the player has a suit of two cards, then he must walk with the elder, but not with the king or with the ladies of the third.
If the player has 4, 5, or smaller cards, then the player needs to walk from the low card, except for secance.
If the player has several cards of the same suit with an ace and a king, then the player must walk with the king.
If a player has a single card and a few small trumps, then the player needs to wait for the opponent to go into the weak suit of the player, and the second player must be trumped.
Recommendations for the drawing from professionals
The most profitable secant is the secant quinta: ace, king, queen, jack, 10 of the same suit.
If the move seems questionable, then it's better to take a bribe.
If you have a few small tricks on your hands, then you need to start walking with an older one.
If it seems that the partner should take the suit of the opponent, then you can not interrupt him.
If a pair of players lack a trump card, then they need to keep the trump card to the last.
It should not be forgotten that an experienced player always gives an advantage to masks in which there are secants.
If the player has few trumps, and the opponent has trumpeted, then it is recommended not to overlap with the oldest trump card.
It is necessary to protect the trump card as long as possible.
If a player has only one strong suit on his hands, then he must show it to his partner.
If the player plays last, then it is recommended to keep the game, that is, not to discard the suit, which includes, for example, the first and third cards of the highest denomination.
Laws, blunders, penalties
Two parties that have won out of three are robber, and if both parties are taken by one party, then the third party is not played.
In Russia, the Aces are considered an ace, king, lady, jack, 10 trumps.
The bribe is always written twice, nothing is attributed to the party, and 20 are added to the rubber band.
A small helmet is paid in half, and a large helmet according to a robber.
They are written differently for the books, but correctly estimate them by their number, that is 2 for 2, 4 for 4, and for all 6.
The player who writes the score, draws a horizontal line, above it writes the oners, and below writes to the left.
Oners, left, taken by those players who record the score, are marked with the right hand, the opponents of them are recorded from the left hand.
The player who took out the youngest suit has the right to choose a suit.
The order of the suits in the game is the following: hearts, diamonds, clubs, peaks.
The cards are shuffled always over the table, the front side should be pointing down.
The sender has the right to shuffle cards.
If at least one card is opened during the withdrawal, the handler must shuffle the cards.
If during the surrender the players see that the deck is incomplete, the distribution of cards does not count.
If during the surrender one or more cards are turned face down, the cards will be retaken.
A desperate player loses the right to re-take cards, and with him loses an open trump card.
If the sender hands in two cards at a time, then he can offer to retake.
The card that fell under the table is not fined.
You can not throw cards until the game is over.
An arbitrary refund is penalized by the fact that the player is removed 3 points in favor of the opponent.
Three Whistles
This kind of Vista is played by threesome, and the fourth player is replaced by a dolt. Players playing in a pair are called besiegers, and that player who sits opposite the idiot is called a defender. The defender in the game controls the cards of the fool. The fool does not bear any punishments other than a remission.
Short Whist
This type of Vista is played according to the traditional rules of the whist, the difference is that there are no calls in it. For example, if one of the players takes 8 bribes and one of the players has 2 oners, then the player can announce this and call the winner, speak and show his game.
Whist with a special suit
This type of Vista is played according to the traditional rules of Vista, the difference is that in this Vista there is a special suit that is opened at the beginning of each game, and if this suit matches the trump suit, then all the advantageous chances of the game are doubly paid. For example, 3 oners that cost 2 points in an ordinary suit, in this whist mean 4 points, each bribe counts as 2 points.
Anfilada
This difference in this game is that points or points that exceed the legal 10 are transferred to the next batch. For example, if a batch of eight points makes 4 points in the next round, then the extra 2 points are marked in the second batch.
Eralash
This game is a kind of Vista. The rules of the game are as follows. In the eralash play preferably 4 players, you can three of us with a fool and even together. Kozyrnaya suit is absent. Only the Aces are considered to be aces. One ace does not mean anything, and two aces split in half between partners. A player who has 3 or 4 aces on his hands counts them in a general calculation at the cost that is set by the players. The full party consists of 13 bribes. The helmet is paid 4, 6, or 8 chips, according to the preliminary condition. Playing is performed according to the rules of the traditional whist.
Prussian Whist
2 players are playing.
Cards are dealt in 4 parts of 13 cards each.
Each player thus has two pieces of cards, one in front of him, the other on the right side.
After the distribution, each player looks through his cards, if they do not like it, then the player can exchange them for cards that lie on his right side.
After the exchange of cards, the player has no right to look at the old cards.
If the card handler makes such an exchange, the sender loses the trump card, which is on the overburden and had to go to it.
The rules of the play are the same as in the traditional whist, except that 4 oners are counted for 4 points, 3 oners for 3 points, 2 oners for 2 points, but only if the opponent has only one, if he has Their 2, then neither one nor the other of the players consider them.
In this type of Vista you can play with two open wooden ones.
This kind of whist is very useful for beginners, because it allows you to master the game faster.
Gusar Vist
The game follows the traditional rules of Vista for the following changes. Each of the four players plays for himself. Each bribe in excess of the usual costs 2 points. The game is 10 points. A player who has won two games wins a robber and receives a bonus for him. "Contra" and "Recontra" are absent.
Flying Duck
The game follows the traditional rules of Vista for the following changes. The player who takes the first bribe assigns a new trump card, with which two subsequent bribes are played. The player who took the second of these two bribes assigns a new trump card, so the game is played to the end.
Walking Whist
Variety Vista, which refers to the games, the order in which makes the sender or his partner.
The right to choose the game goes along with the surrender.
The sender announces the game, which he proposes to play.
His partner, if he does not agree, can call the game an older rank.
This is final.
In this case, the sender, conceding the definition of the game to the partner, says: "I concede."
The sender can increase the importance of the game, saying, "contra", doubling, its importance in terms of both winning and fine.
Having said, "reconciliation" can quadruple the value of the game.
The order of the games is as follows.
1. Trump game.
The rules for playing cards in the trump card coincide with the usual whist.
The sender orders a trump card.
If his partner does not agree, then he can name another trump card, which is older in rank.
The order of the colors is the following: peaks (older), hearts, tambourines, clubs (younger).
The handler's partner can also name another game, but only the senior rank.
2. Grand.
Grand is played without a trump card.
A player who does not have a card in the suit of calling must discard any card.
The cost of the grandee is 3 points.
3. Null.
Null is played without a trump card.
The order of the cards in the zero is the following: the king (the elder), the lady, the jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, ace (the youngest).
Each pair of players tries to take as few bribes as possible.
The cost of ordering a zero is 3 points.
Partners who win a zero record 3 points.
4. Gran Null.
A game that consists of a grand and a zero.
It is played without a trump card.
The first 6 bribes are played out as in the grandee, when the partners are trying to take as many bribes as possible.
Then the order of the cards changes as in zero and the drawing of 7 bribes begins as it is played in zero, that is, the partners try to take as few bribes as possible.
Each part of the grand-zero brings partners 3 points.
The recording is carried out as in the usual Vista.
Below the line are calculated points for the declared games.
In the trump game for the order is given one point, plus bonuses per search for one point for each bribe in excess of seven, which are recorded above the line.
Players who did not complete the order are fined.
The cost of their order in this case is written down by their opponents above the line along with the premiums for each bribe in excess of seven at a trump game.
Bonuses for the Oners are similar to the usual Vista.
Bonuses for helmets are absent.
Crowns are not counted.
The game consists of two or three games.
Award for the game 5 points, for the robber 10 points.
Party - 15 points under the dash.
Under the line, only the base value of the game is recorded under the counter and the reconciliation, and the entire premium, that is, the difference between the doubled or quadrupled cost of the declared game, is recorded above the line.
The entire amount of penalty for such a game is recorded by opponents above the line.
At the end of the game, all the records above and below the line are added together.
Partners who have a large amount win the difference.
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