Rules

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Preference is

The word “preference” came into Russian from French and is translated literally as “preference”, “advantage”. France is considered the birthplace of card games; the peak of its popularity in Russia was in the 40s and 50s of the 19th century. It was at this time that preference supplanted the favorite of the residents of the presenter European state Among the card entertainments is whist. The rules of preference are a mixture of the basic provisions of card games that were common in the European part of Eurasia in the 17th century during the period of its inception.

In the same 19th century, books were written and distributed where the authors devoted this entertainment Special attention. They tried to explain its rules as clearly as possible and reveal some secrets that would allow the reader to count on success. After all, in preference, unlike other card competitions, much depends on the skills of the participant, and not on the cards drawn during distribution. Later, after the revolution of 1917 in Russia, this literature was banned and disappeared into library archives; accordingly, preference at that time lost some of its popularity.

Types of preference

There are several varieties of the game in question, differing to a greater or lesser extent from each other. The most famous among them are: Leningrad, Sochi, Rostov, Classic, Horse Racing. Some types of preference have still not lost their popularity among players, but there are those that are known only to true connoisseurs of the game with in-depth knowledge of its history, types and rules.

Rules of the game of preference

The rules of the game of preference will be of interest to people who want to get to know this exciting game better.

Deck for the game

The competition is carried out using a deck containing 32 cards (from seven to ace). The seniority of suits is determined in the following order: spades, clubs, diamonds, and lastly, hearts (the highest suit). One of the suits can be a trump card. In a suit, the seniority of cards is determined as follows: 7, 8, 9, 10, V, D, K, T.

Number of players and distribution of places on the playing field

According to the basic rules of preference, there can be three or four players. Undoubtedly, their number can be increased, but in this scenario the party will lose its dynamism. In the case where there are three participants, the functions of the fourth partner are performed in turn. A game in which two people participate is called “hussar preference.” In general, it is necessary to remember that some nuances of the game depend on the number of participants.

Particular attention in the game is paid to the participant’s place on the field. The fact is that there are happy places, and there are not so happy ones. Therefore, their distribution is carried out through a drawing. Each player receives one card and, depending on seniority, chooses a place clockwise.

Delivery Definition

As for the choice of the dealer, it is determined by distributing cards until an ace appears. The partner who receives the ace is appointed as the dealer.

Dealing cards

The distribution is carried out two cards at a time until the partners have ten cards each, and the remaining two go into the buy-in, which is placed in front of the dealer. It is for the purchase that trade and disputes between the participants will be conducted in the future. The dealer is a buy-in player and does not participate in the drawing.

Purpose of the game

The goal is to score for the game maximum amount points. The player's result depends both on the cards he receives and on his justified actions. There are 3 types of points: bullet points, uphill points and whists. At the end of the game, the total score is calculated.

Trade

As a result of trading, the following goals of the preference game are achieved: first of all, the type of preference is determined, and subsequently, the roles of the preference players. There are 3 types of developments:

  • A game of bribes - one of the players undertakes to take a certain number of bribes, and the rest try to prevent him from doing this;
  • Mizer - one of the opponents undertakes not to take a single bribe, the others prevent him from doing this;
  • Passes – the goal of each opponent is to take minimal amount bribes

Applications in the game are made clockwise, strictly in turn. The application may sound like the word “Miser”, the word “Pass”, or the size of the application is announced from the smallest 7 spades to the largest 10 without trump. Each subsequent application must be greater in seniority than the previous one. But there is an exception: if there are only two participants left in the party, then the “senior hand” preferentialist may not raise a request, but voice the same one, saying the word “here”. Seniority decreases clockwise from the dealer. As for the “Miser” request, it can only be made by the player first; in the case when he has already passed or declared a game of tricks, this request should not be announced. The “Miser” order is outbid by orders for 9 or 10 bribes; these bribes, in turn, can be outbid by the “Minimizer without buy-in” order, which is interrupted by “9 without buy-in” or “10 without buy-in”. A participant who declared a “Mizer” bid does not have the right to refuse its drawing if it is not outbid. The bid is won by the partner who, with his bid, forced the other preferenceists to say “Pass.” In the case when all three participants voiced the word “Pass” on their first move, passes must occur.

Rules for passes

Passes are a play in which opponents try to take the least number of tricks. The rules for passes are as follows:

  • After the deals, the dealer does not change, but he does not have the right to deal cards more than three times in a row;
  • After each deal, the deal goes to the person sitting clockwise from the dealer;
  • After the rounds, the bidding begins with a bid of at least 7;
  • Passes can be played without opening and with opening of the buy-in.

Types of whistling:

  • Responsible whist - in the event of a whist's remise, he writes down the full price of the announced game for each short-handed trick.
  • Semi-responsible whist - the basic principles are the same as in responsible whist, only the uphill whist writes down half the cost of the game.
  • Gentleman's whist - in the case of one whist and the second participant is passing, the whists are written by both - in half, and for an uphill pass only the whist writes.
  • Redneck whist is when two whistlers are obliged to take at least required quantity bribes Otherwise, the penalty is recorded uphill.

Raffle

When playing in a joint game, partners' orders made during trading are checked. The partner of the first hand makes the first move, then the one who took the bribe. Each participant places one card on the playing field. The first player to move his card determines the suit. Each person next in turn must put his own card of the same suit on this card. If there is no card of the required suit, a trump card is placed. If there is no trump card, any other one is played. The bribe is taken by the partner who placed the highest card (or the highest by suit, or the highest trump card). Any participant can look at the taken bribe, but only until the next one is closed. The maximum number of tricks played is ten. The game can go to the light side, in this case any preference player has the right to give advice to the whistler. When competing in the dark, this is strictly prohibited.

Recording Results

To record the results, a table is used, lined in a certain way for the number of players participating in the entertainment. In preference it is called “bullet”. Top part the scheme is called “mountain”, the received penalty points are entered there. The middle is the “bullet”. Points for playing tricks or bonuses for 0 tricks during passes are recorded here. In this case, before the drawing, a certain number is determined (for example, 1000), and during the game, points are either taken away from it, or points are added to it. Whists are written in the lower part. These are points for tricks made during whisting.

Ending the game

The game ends when certain conditions are met, which are determined by the partners before the start. These conditions may be as follows:

  • A certain number of points in the pool is set and each participant scores it;
  • The total number of points in the pool has been established, and the players have scored it;
  • The end time of the game is set in advance, and it has arrived;
  • The number of hands is determined and played;
  • A certain number of points in the pool are scored, and the mountain’s points are written off to zero.

Points for games: 6-point - 2, 7-point - 4, 8-point - 6, 9-point - 8, 10-point - 10, miniscule - 10 points.

Points for passes: 10-point – 10, minuscule – 10, 1-point – 1, 2-point – 2, 3-point – 4 points.

Classic preference rules

The classic preference rules will help beginners understand the basics of the game. The classic standard preference differs from other types by firewalls (bombs), which increase the cost of the game. She can be led into the dark. Before the main game begins, several passing rounds take place. Each player has a small sign consisting of 2 lines. The size of the bribes taken is recorded in the top line, and bombs are written in the bottom line (1,2,3,1,2,3,1, etc.) A bomb is a coefficient that can increase the cost of the competition. The game played on a bomb is doubled on a simple one, four times on a double, and eight times on a triple. If the game is played, the bomb disappears, otherwise it remains. The cost of the party also increases when the participants act in the dark. Even the classic preference includes many nuances specific to a particular region.

Code of Preference

In 1996, a code was created for this popular card competition. This is a list of rules for the game of preference in question, as well as recommendations, which was created by its fans and connoisseurs. They are used in all major preference tournaments.

The preference card game and the rules of the game still occupy one of the leading places in the list of popular entertainments for people who are passionate about it. Tournaments are being held all over the world, attracting an increasing number of participants. This entertainment forces you to think, formulate strategies, and work out the order of actions. But, nevertheless, it is not without courage and hopes for a successful outcome. Naturally, competition with real rivals creates a certain atmosphere for the participants. Live communication, partner behavior, and real emotions add dynamics to the fun.

But despite this, computer technology is developing and makes it possible for connoisseurs of card games, including preference, to play online. Beginners who are not yet confident in their own skills, as well as those who simply want to spend time with a deck of cards, can test their strength by fighting with the computer. Well, those who are confident have the opportunity to play a game with real preference players, fortunately the World Wide Web allows this to be done. Yes, perhaps this will not give the same range of emotions and sensations as in the case of a real competition, but, nevertheless, it will save time, give the opportunity to play day and night, anonymity is also not an unimportant factor for the game.

In our gaming club, which bears the name of the site, everyone has the opportunity to test themselves in preference completely free of charge. The “Preference Rules” section will help anyone who wants to quickly understand the basic provisions of this card game and practice with the computer. You don't even need to register for this. In the future, if you express a desire to play with real people together, three and so on, then, of course, it will be more convenient if you go through the registration process. Of course, this will take a certain amount of time, but then registration will bring you a lot of convenience. Moreover, after completing this process, each player receives 10,000 FUN. This currency is used only in our gaming club, but nevertheless it is a good bonus for users.

The developers of our website work very hard to ensure that the time spent on the pages of our club provides guests with maximum convenience and pleasure. We will be glad to see you as a guest and read positive reviews.

Today, as promised, we’ll look at calculating a bullet in preference. during the game. Now you have played the game. You and your opponents have been awarded a certain number of points. Let's immediately agree on what game system we're talking about. We are considering a version of the game Sochinka. The passes in the game are not progressive, that is, 1, 2, 2, 2, ... etc.

Whist Gentleman's. The length of the bullet is not important. So, let's begin.

Scoring in the game is a multiple of the number of points of the size of the game you are playing. For example, he plays a six game, all points are counted in multiples of 2. We play a seven game - 4, an eight game - 6, a nine game - 8, a ten game - 10. Let's consider scoring for a six game.

Number of points per bullet. A six-player game is worth 2 points per bullet. These points will be counted to the player who played the game, provided that he took 6 or more tricks. If six bribes were ordered and fewer were taken, then the player will receive points uphill.

Whists. Each whistler will be awarded 2 points for each trick taken per player playing the game. Let's assume that player 1 played 6 spades, while player 2 took 2 tricks. Player 2 is entitled to 4 whists for player 1, which is recorded in the corresponding column of the registration form.

Number of points uphill. For each under-taken trick in a six-player game, the player is awarded 2 points up the mountain. Moreover, this rule applies to both the player playing the game and the whistling players. For example, if a player ordered 6 spades, but took 7 tricks, it means that one of the defenders missed 1 trick. Let's see whoever doesn't have two tricks in hand gets points up the mountain. The second one receives only whists.

Passes. When it comes to passes, everything is quite simple. We count the number of bribes taken from each player, multiply them by the value of points per bribe (single or double passes) and write this value to the player’s mountain. For example, the game is in the third round of passes (that is, already double), player 1 takes 3 tricks, player 2 takes 2 tricks, player 3 takes 5 tricks, respectively, player 1 will receive 6 points uphill, player 2 - 4, player 3 - 10.

To simplify the final calculations and since this will not affect the final result in any way, the following scheme for scoring uphill passes is recommended. 1) We find a player who has the minimum number of tricks (in our example, this is player 2 in 2 tricks) 2) We subtract the minimum number of tricks from the remaining players 3) For the remaining number of tricks from the players, we award points up the mountain.

In our example, we get the following: 1) Player 2 has only 2 tricks 2) After subtracting 2 tricks, the remaining players will have: Player 1 – 1 trick, Player 3 – 3 tricks. 3) Based on the results, we write down to player 1 – 2 uphill, player 2 – 0 uphill, player 3 – 6 uphill.

If you pay attention, we simply subtracted 4 points per mountain from all players and that’s it! This will greatly simplify the calculation of the final result.

Now there is a separate case when a player “breaks down” and does not play the ordered game, or, as they say in card jargon, “is left without paws.” In this case, the player is awarded points uphill for each missed trick. Even if in a six-player game he took only 5 tricks, he was left “without one paw.” In this case, he gets 2 points for the uphill, no points for the bullet. Also, whistling comrades who performed this action are awarded additional bonuses in the form of additional whists. Namely, to the number of the defender’s collected tricks, one more trick is added (which the player did not take) and multiplied by the game points (in our example by 2). In this way the final number of whists is calculated. If, for example, one whistler took 5 tricks, and the second one passed or whisted but took 0 tricks, then the whists are calculated as follows: the first one gets (5+1)*2 = 12 whists, and the second one gets 2 whists “for a bummer” " Accordingly, if a player misses the 2nd trick, then we add these two tricks to each of the defenders.

For a seven-player game, the calculation is similar, only each trick is worth 4 points in both the bullet, the uphill, and the whist. For eight - 6, for nine - 8, for ten - 10, for minuscule - 10.

When playing it's minuscule. For each trick of the player, he gets 10 points up the mountain. If the game is a success, then the player gets 10 points in the bullet, and the rest get nothing.

This is the calculation of a bullet in preference. if you have any questions write to [email protected]

Recording Results

Before continuing to talk about the rules of the game, it is necessary to make a short digression and tell how the results of individual games are recorded and how winning and losing in Preference are determined.
Since Preference is quite old game, then over the several centuries that it has existed, many forms of recording, schemes and behavior of players have developed. Therefore, let's consider one of the options for playing and recording. To do this, take a regular sheet of A4 paper and draw it out as shown in the figure below.


In our version of the game, 4 people play, these are players A, B, D, E. You can see that the sheet is divided into 4 triangles, each of which represents the common field of entry for each player. The general record field contains 3 fields. The first field (1) is a mountain, the second field (2) is a bullet, the third field (3) is a whist field, which is divided by vertical lines into 3 sectors, which are intended for recording whists for each of the opponents. For example, for player A these are sectors 3B, 3D, 3E.
In the central circle of the record, notes are made about the price and duration of the game.
For an example of a playing and recording system, consider one of the popular systems, which is called “Sochi”. It is based on the following entries.


Example of a game recording (Sochinka)

1. Recording a bullet. Prizes are recorded in the pool: for games played by the player; for the absence of bribes when passing.

Behind games played Prizes are calculated according to the following calculations:
P = 20 (n - 5),
P means prize, n is the assigned number of bribes.
This results in the following calculation:
six game - (n=6) P=20;
seven game - (n=7) P=40;
eight game - (n=8) P=60;
nine game - (n=9) P=80;
ten game - (n=10) P=100.
The prize for a minuscule is given in the amount of 100 points, and for the absence of bribes on the passer - 10 points.

2. Record the mountain. Fines are being written up and down: for not taking the bribes that are assigned to the players; for the lack of bribes that the defenders need; for bribes that are taken by the player with a minimum and passing; for violating the rules of the game.
If the player does not collect the tricks, the player receives a fine for each bribe that is not collected, which is equal to the amount of the following prize:
W = P x k,
Sh - means a fine, k - is the number of missing bribes.


The following calculation is obtained: if the player remains on the eighth without two, therefore W = 20 (8-5)" = 120.
In this version of the game, where whist is called gentlemanly or semi-responsible, the whistler's penalty for each trick not taken is equal to half the player's penalty.
For each bribe that is received on a minuscule basis, the player writes down a penalty equal to 100, for passing - 10. The penalty for violating the rules of the game is special and is discussed separately.

3. Recording whists. Whists are recorded as follows: in the sector for the player; for bribes taken and consolidation by the defenders; for bribes from the purchase price and consolidation to the dealers; to all areas when dividing the mountain.
If the game ends successfully for the player, then each of the whistlers writes whists for the bribes he took in the amount of one tenth of the prize for each trick: B = 2(n - 5)v,
B - means the number of whists, b - is the number of tricks that a particular whistler took.
If one of the whistlers passed and was invited, then all his tricks belong to the inviter.
When the player does not collect “k” tricks, then each of the defenders adds another penalty to the taken bribes. In total this will be: B = 2(n - 5) (b + k).
With an invitation, both whistlers write equally B = (n - 5)(10 + 3k - n)
in accordance with this formula, the following is obtained (the number of missing bribes is indicated in parentheses):
six game - (without one 6(-1)=7, without two 6(-2)=10, without three 6(-3)=13;
seven game - (without one 7(-1)=12, without two 7(-2)=18, without three 7(-3)=24;
eight game - without one 8(-1)=15, without two 8(-2)=24, without three 8(-3)=33;
nine game - without one 9(-1)=16, without two 9(-2)=28, without three 9(-3)=40;
ten game - without one 10(-1)=15, without two 10(-2)=30, 10(-3)=45;
and so on.
If there are two whistlers, then the calculation is made using the formula B = 2(n - 5) (b + k), but total number whist remains the same. It is worth noting that if the whisting player did not take any bribes, then he still writes a consolidation (whists for “k” bribes). Therefore, we get the calculation K = 2(n-5)k, here K is consolidation.
The dealer also writes a note for each trick that was not taken by the player.
In the event that the draw contains 2 aces, an ace and a king of the same suit, an ace or a margin, then the dealer writes to the player playing whists in an amount equal to three, two or one trick.
If the game is minimal, then whists are not written for any purchase.
When the results are summed up, the points in the underplayed bullets are taken to the mountain, and in the overplayed bullets they are written off from the mountain. Then they subtract the smallest mountain from all the others, and the smallest mountain disappears. After this, the players divide each remaining mountain into 4 parts and distribute the resulting points in the form of whists to their partners. This is how three-quarters of the mountain is heard. One quarter “keeps for itself” and is not recorded anywhere. The player who had the smallest mountain writes whists to everyone, but they don’t write to him. Next, the number of whists that are recorded by players against each other in the corresponding sectors of the whist fields is compared. The smaller is subtracted from the larger and the result is the gain of one and the loss of the other. Adding up the results obtained, we get the total win or loss in whist.

4 End of the game. The game ends either by time when the end time of the game is indicated in advance, for example at 23-00 or when the sum of points of all four bullets becomes equal, except when after last game may exceed the pre-agreed value.
If the game is played for money, then the cost of the game can be equal to the price of one whist in monetary terms. For example, whist can cost so many rubles or so many dollars.

According to the rules of the game, the game is played with two, three or four players. In a four-player game, the dealer does not participate in the game. On our portal, 3 players can participate in the game.

Deck for the game, seniority
cards and suits

The deck consists of 32 cards - eight cards of four suits. In order of seniority these are the following suits:

- hearts (the highest suit),

- tambourines,

- spades (the lowest suit).

The seniority of suits matters when trading and ordering a game (contract).

Each of these suits includes the following cards in descending order: Ace, King, Queen, Jack, Ten, Nine, Eight, Seven.

One of the suits may, according to the rules of the game, be designated as a trump card. In this case, any card of the trump suit becomes higher than any other card of the non-trump suit. The traditional hierarchy (seniority) is maintained between the cards of the trump suit.

The order (seniority) of cards never changes, regardless of the size of the assigned game (contract) and the ordered trump card. Cards with points are not scored.

When recording, low cards are traditionally designated by the sign of the suit and a symbol of value, for example, ten of spades - 10, and high cards - by the sign of the suit and the capital letter of its name (Russian or English), for example, queen of hearts - D or jack of diamonds - J. When designating of the ordered game (contract), the value of the contract is in the first place, and the suit sign is in the second place - 7 (seven clubs).

Bribe. Rules for laying out cards

The game is based on the principle of bribery. Bribe - cards laid out on the table by each player during one round of the game.

In all types of preference games, the task of the participants is to take bribes or, conversely, not to take bribes.

The rules of the game of preference determine who owns the bribe and how the bribes collected are kept track of. The first card placed on the table to form a trick is called a move. A move is distinguished by the suit of the first card, for example, a move to spade or a move to clubs.

The first move belongs to the player sitting to the left of the dealer, and subsequently to the player who took the last trick.

On a suit move, each player must place a card of the same suit. If there are no cards of this suit, the player must hit with a trump card. And unless he has neither suit of move nor trumps, he can play any card.

A card that beats other cards or is not beaten by other cards takes a trick. The player who owned this card takes the bribe for himself.

Each trick consists of three cards, one from each player.

Types and cost of games

Games are divided into three types: games for bribes - the player assigns a minimum number of bribes, which he undertakes to take with the trump card he ordered or without a trump card; minuscule - the player undertakes not to take a single bribe; passing - all players try to take as few tricks as possible.

All possible orders (contracts) of the player are ranked from youngest to oldest as follows:

Order The player undertakes
take bribes
Game price
6♠ (♣ - ♦ - - b/c) 6 2
7♠ (♣ - ♦ - - b/c) 7 4
8♠ (♣ - ♦ - - b/c) 8 6
MIZER not a single bribe 10
9♠ (♣ - ♦ - - b/c) 9 8
10♠ (♣ - ♦ - - b/c) 10 10

The point of the game is to evaluate your cards in each hand, order the best contract and win as many points as possible.

Rules for recording game results
(bullet, bullet)

The entire set of contracts that form an independent game is called a “bullet”. The same name is given to: the protocol that records the results of each contract; part of this protocol that records only the results of won contracts (other parts of this protocol are called “mountain” and “whists”).


Trading Rules

After all the cards have been dealt, trading occurs: players compete for the right to take the buyout and assign a contract. The one who makes the highest appointment in competitive trading takes the purchase and assigns the contract.

The contract is assigned based on the number of bribes that the player can take if he takes a buy-in and assigns a trump or a game without a trump at his discretion.

You can start trading with an assignment of no less than 6. The next player can take part in trading for a buy-in and say “six clubs”, or “clubs”, or simply “two”.

Trading in preference proceeds sequentially, incrementally, each next order is older than the previous one - 6 - 6 - 6 - 6 - 6 without trump, - 7, etc. up to 10 without trump. After the player has won the auction, he can play the game where the auction stopped or any older one. The exception is the “minuscule” contract, which can only be ordered immediately.

The game "minuscule" cannot be ordered by a player who participated in trading any order. Anyone wishing to play minuscule must declare this as their first application. If the player managed to make any other request, he loses the right to order a minuscule.

A player who does not want to start or continue trading says “pass” and does not take part in further trading.

If all the players said “pass”, then passes are played - a game in which everyone tries to take as few bribes as possible.

The player who makes the highest assignment during the trading process becomes the “player”. He takes the purchase price and orders a contract. He is obliged to order the game in any case, even if he sees no options to take the ordered number of bribes.

The player who wins the auction and takes the buy-in orders his own game, in which he undertakes to take a certain number of bribes with the trump card he ordered or without trump cards. All games in which the player seeks to take bribes (as opposed to minuscule and passes) are called games for bribes. All games for bribes are played in case of jealousy. The player who took the buy-in cannot “give up without a fight,” except by admitting that he was left “without everyone” and must play the envious game to the end.

Rules for drawing a minuscule

A game in which the winning bidder undertakes not to take a single bribe is called minuscule.

There are no trump cards for the minuscule. The seniority of cards is preserved, as well as all the basic rules of preference: for a move in a suit, you must give in the suit, the move belongs to the player who took the last trick, etc. If the move belongs to the declarer, he must make it before the opponents “lie down” - open their cards. If the first move belongs to the defenders, they open their cards before the first move.

Rules for drawing passes

If all three players did not enter into trade (declared “pass”), then passes are played - a game in which all players try to take as few bribes as possible.

In different varieties, the results of the pass are recorded in different ways: uphill or in whist recording. You can read additional agreements on conducting races on the Mail.Ru Mini-Games portal below.

There are no trump cards for passing. It is necessary to give in the suit. If there is no suit, you can carry any card.

Rules for whists, counting whists

After the game is ordered, the player next to the declarer must say whether he undertakes to take the number of tricks required for this game, usually equal to the difference from subtracting the value of the ordered game from the number 10. If he undertakes, he says “whist”, and if does not undertake, says “pass”. The player who made the “wist” request is called the “whistler”. Whisting players are required to take a certain number of tricks in a hand.

Mandatory number of tricks for defenders:

If both opponents of the declarer are jealous, then together they must take the required number of tricks for this game.

There is a set of contractual conditions on the rules of whist, characterized as hard, called redneck whist, or soft, called gentleman's whist. Is the subject of preliminary agreement between the players.

Additional Preference Agreements for Mail.Ru Mini-Games

  • Whist - a responsible, redneck Mizer with a buy-in is interrupted by nine with a buy-in.
  • Nine with a buy-in is interrupted by a minuscule amount without a buy-in. A minuscule without a purchase is interrupted by a nine (or ten) without a purchase.
  • Game of ten - checked
  • Declarer's first move is to the dark
  • Whistling on eight, nine - responsible for both whistlers
  • 6th peak (“Stalingrad”) - two whists are required
  • Whist-pass-half-wist - not allowed
  • Without three without whists - not allowed
  • Exit from passes - tougher (6,7,8,8...)
  • The progression of the cost of bribes on passes is limited arithmetic (x1, x2, x3, x3...)
  • Buying at passes - opens
  • Exiting from the range by baiting is not allowed
  • Passing the board in passes - the board does not pass

There is a wonderful program for playing preference on a computer - MARRIAGE v2.44. You need to register to download it, so I won’t post it here. It allows you to choose any of the varieties of preference: Sochinka, Leningradka or Rostov; collective bullet or Gusarik. MARRIAGE program posted (for free) also on the website CasinoGames.ru (you can download it for free, but you need to register).

  • marsetup.zip - MARIAGE for Windows 95/98/NT v2.3- academic edition of the preference game, the most popular card game Russian intelligentsia. The academic edition contains a complete set of varieties of preference: Sochinka, Leningradka, Rostov, Gusarik.
  • Preference from Alawar Entertainment © 2008. (Size 20.3MB)
    This game variation on the classic preference theme is created in such a way that anyone can not only quickly understand the rules of the game, but also find a worthy opponent. For newcomers to the game, there is a detailed tutorial and a game mode with tips, and for experienced players - the ability to choose conventions of any complexity, smart computer opponents, as well as the "Problem Solver" mode, where you yourself can create interesting layouts and play them the way you want you wish. For those who prefer to play with real opponents, there is a mode network game.
    The undoubted advantages of the game include a whole set of sayings related to preference and appearing from time to time at the bottom of the playing field.
    Preference will definitely appeal not only to true connoisseurs of this aristocratic card game, but also to beginners who are taking their first steps in mastering its basics.
  • Office preference - You are offered three game options:
    1. Office option: classic preference.
    2. Network game: support for multiplayer options.
    3. Internet version: ability to play via the Internet.
    The game adopts the conventions of the Sochinka game. Ability to import your photo instead of the computer player's image.
  • Preference - erotic game for persons over 18 years of age.
    From the publisher: Welcome to the club of preference lovers! Today we have a special evening - an evening of eroticism and the art of card games. What is the connection between card games and nudity? Yes, the most direct! After all, only today five gorgeous girls are ready to undress for the winner. Only today a successful card will open the path to pleasure for you. Erotic preference for VIPs - exclusive seduction!
  • Old programs for playing preference:
    1. preface.zip - PrefAce- the first known program for playing preference (1990).
    2. preff.zip - Preff- a rarity for antique lovers (1992), from Alexander Makarov (author of the Mariage program).
    3. prefclub.zip - PrefClub- a rarity for antique lovers (1993)
    4. mar3_20.rar /mar3_20.zip - Rostov Marriage version 3.20- a rarity for antique lovers (1995)
    5. mar4_10.rar /mar4_10.zip - Rostov Marriage version 4.10- a rarity for antique lovers (© AFComputers 1992-1995)
    Calculating a bullet without pencil and paper:
    1. - opens in a new window.
    2. - opens in a new window.
    3. projectpref.zip - PR()ject Pref v1.0.1.5- PR()ject Pref is designed for counting whists when playing preference for two or three people, does not require installation.
    4. prefcnt.zip - Bullet calculation and printing of bullet form v2.0.4- A program for calculating a bullet and printing a bullet form.
    5. PrefCount is a small program that will help you calculate the results of playing Preference.
    Other programs:
    1. "Bullet v1.1" is a computer implementation of the preference card game.
      Far from it full list program features:
      1) Game with the computer (the strength of its game is customizable)
      2) Support for network play (Internet, modem, local network)
      3) Detailed setting of conventions (you can set any type of preference)
      4) Support for skin technology, which allows you to change the appearance of the game
      5) And finally, the subject of our special pride is the built-in preference problem solver, which has the following capabilities:
      - modeling by the player of any game situation;
      - saving and loading game situations;
      - generation of hints in any game situation, showing the result of possible alternatives;
      - performing an analysis of the actions taken;
      - return of completed actions.
      Currently, the version of the game "Bullet v1.1" is available for download. The game is distributed as SHAREWARE. This means that you can use the program without restrictions during the trial period, which is 30 launches of the program. After its completion, you must either register the program or remove it from your computer.