Useful Tips

Whist (Enfilade, Jumble, Prussian whist)


A game. The game is 7 points. For each trick in excess of six, 1 point is awarded. The price of a game is determined by subtracting the losers from seven.

Shuffle. Cards must be shuffled before each deal. In all cases, the dealer shuffles the cards last.

Withdrawal. To remove cards, the dealer must offer the deck to the opponent on the right, the opponent must take and put part of the top deck cards in the direction of the dealer. Each pack must contain at least four cards. The dealer must reconnect the parts into one deck, putting the untouched part on the removed one. If one of the cards is shown when removing or connecting the individual parts, the dealer must again shuffle the deck, after which it is removed again.

The dealer loses the right to hand over if he shuffles the deck after the corresponding removal.

Distribution of cards. After removing and connecting the deck, the dealer must deal cards, and each player is dealt one card at a time, starting from the player sitting to the left of the dealer. After the end of the distribution, as well as in case of loss of the right to distribution, the queue moves to the next player to the left of the dealer, etc.

Re-issue of cards is made by the same dealer:

a) if any card is shown, except the last one,

b) if during the time of the hand or the draw it turns out that the deck has a flaw or is incorrectly composed. In this case, the previous result obtained in the game by this deck remains valid.

If one of the cards is shown at the time of handing over, the innocent party may demand re-issuing the cards, provided that neither side has touched the card. The card shown is not declared unless a re-payment has been made.

Before flipping the trump card, you should stop the distribution of cards made without priority or using a deck of opponents. After the trump card is shown, the change is considered valid with the decks retained if a replacement has been made.

Misdeal. If the dealer:

a) does not present a deck for withdrawal, and his opponent discovers an error before showing a trump card and viewing his cards,

b) gave the card incorrectly and did not correct the error until the next card was issued,

c) recounts cards on the table or in the deck,

d) does not give each player the proper number of cards and an error is discovered before all players have time to make moves in the drawing of the first trick,

e) see a trump card before the end of the change,

f) put the trump card face down on his cards or cards of another player.

The dealer does not lose his rights if during the deal one of the opponents touches a card or otherwise stops the dealer.

Trump card. The dealer must leave the trump card lying on the table with the picture up until it is his turn to make a move in the drawing of the first trick. The announcement of a trump card is allowed if it remains on the table after opening and turning over the cards of the second trick. This card should be named after it is legally taken. The player who named the indicated card may demand that one of the opponents declares a trump card. However, the player has the right to find out which of the suits is trump.

Wrong number of cards in hand. If at any time after the first trick is played by all players (with the correct deck), one of the players will find an excess or deficit in the cards, and the opponents will have the correct number of cards in their hands, then the latter can appoint:

b) the drawing of this change. In this case, surplus or shortage of cards are not taken into account.

A retake must also be done if one of the opponents has the wrong number of cards in his hands.

If one of the players has an extra card in his hands due to a missed move in the bribe draw, his opponents can take advantage of the above privilege only after this player’s move in the bribe draw following the bribe that was missed in the draw.

Cards to be announced. Any opponent can declare the following cards:

a) any card shown on the table in violation of the rules of the drawing. This also includes a card played in an extraordinary call.

b) any card discarded with the card of the first or any other move in the drawing of this bribe. The player must indicate the card played.

c) any card seen by the partner.

d) any card named by the player who holds it.

All cards to be announced must be placed face up on the table. In the case of an announcement, the player must go with these cards, subject to the implementation of the moves without a renounce. An announcement can be repeated at the draw of each trick until this card is played. You can not interfere with the player in the drawing of the card to be announced. The punishment loses force if the player can get rid of this card in the process of drawing.

If a player comes in from a card that has no equal in suit in the hands of the opponent, and then, without waiting for the move of the partner, comes in with one or more cards, any of the opponents may demand that the latter take the first trick. In this case, the remaining incorrectly played cards are subject to announcement, regardless of whether he walked with these cards in turn or laid them all on the table at once.

A player with a card to be announced does not have the right to use another card until opponents have announced their desire or unwillingness to declare a card free.

Extraordinary call. If the player makes the first move not in turn, then at the first approach of the turn of this player or his partner, the suit may be withdrawn from them. Only an opponent sitting to the right of a player who can legally be revoked a penalty can recover a penalty.

A fine cannot be collected if a player does not have cards in the suit, which he must open upon request, as well as if all players made moves in accordance with the erroneous first move. If not all players went to the draw of this trick, then the cards played in this way are not subject to announcement and must be returned.

Extraordinary move. If the third player makes a move earlier than the second player, then the fourth can go earlier than the second. If the third player did not make a move, and the fourth left before the second, then the third may require that the second go the highest or lowest in open suit with a card. In the absence of a card of this suit, he can go with a trump card or a simple card in a bribe draw.

Abandoned bribes. If all four players throw their cards on the table face up, then a further draw of this change is not allowed, and its result depends on the recognition or non-recognition of the legality of this. In this case, upon detection of a renaissance, a fine for renaissance enters into force.

Renunciation. The player can correct his renouncement before the bribe cards, in the drawing of which this renounce takes place, are turned down if this player or his partner in any turn made an opening or move in the drawing of the next trick, as well as if the partner did not ask him the question of the availability of a card in the rendered suit. An erroneously played card may be requested if the player corrected his mistake to save the renon.

The penalty for the renunciation is the transfer of two bribes by the opponent to the side that made the renounce. A fine can be recovered for all the renaissances that took place in the drawing of this change. None of the parties can win the game on this change, if both sides make the renaissance.

The player who renders it and his partner may demand to play the change in which the renounce was made and get all the points they won within six.

Renons can be announced at any time prior to the presentation and removal of the deck for the next change, but not later.

Miscellaneous. When taking a bribe, as well as before anyone has time to touch the cards, any participant in the game may require that the players take their cards.

If one of the players makes a statement like: “I can win the rest”, “The rest is ours”, “We have a game”, then his partner must put his cards on the table, and these cards can be requested.

The player may be sentenced to the same penalty as for the renouncement if he does not fulfill the legal requirement to go the eldest or youngest card suit, play or not play a trump card, and also open the suit.

In all cases when a player is sentenced, he must wait for the final decision of the opponents.

How to play whist

Card games - Whist.

Card games
  • Card History Vintage Commercial Games:
  • Fly
  • Lenturlu fly
  • Mistigree Fly
  • Fly pamphile
  • Fly cracker
  • Piggy bank or win-win
  • Rams
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  • The market
  • Crack or Seven he is three sevens
  • Slide
  • Falks of hooters and jaws
  • Belote
  • Whist
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  • To help whistlers
  • To help players
  • Dictionary of Preference Gambling card games:
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  • Rules of the game "whist"

    Players sitting against one another - partners and play at the same time against the other two, which are called rivals. They sit down on cards drawn previously from the deck, which are spread out on the table with a fan krapom (shirt) up, or the owner brings the deck to the guests, inviting them to remove the card.

    The two smaller ones indicate the partners who will have to play against the other two. If cards of the same value are caught, then those who draw them out will distort them again. Although the ace plays a major role in the game itself, it is considered the lowest card in the card circulation business.

    The party consists of two games and is called robber. Players do not swap throughout the entire rober. Card seniority from ace to deuce. Ace, king and other pieces are called oners.

    Removes an opponent sitting on his right hand transmitter. It is necessary to remove as cleanly as possible and separate at least six cards. Otherwise, it is necessary to retake. The cardholder must lay down the cards that have been removed carefully so as not to pull or flip the card. All such misses are not allowed in Vista.

    They deal all cards, always starting with the left hand, and certainly one card. The last card is revealed, and it is determined by it trump, which remains open on the table until the second left, that is, a bribe, after which the transmitter takes it in his hands. The shuffler deck for the next game should put it on the left hand of the future dealer.

    The cards are not collected by the players until the trump card is opened, then they count them, sort them, and since there are no negotiations in Vista, the player who was first dealt starts the game according to the rules indicated above.

    It is impossible for any of the players to take out first of all the card from their series and one must avoid any gesture, glance, hint that can serve as an indication to the partner.

    Voluntary denunciations are not allowed, but the player can put the highest card, if in his game he does not find it profitable to block the opponent’s suit, without having the required suit on hand, you can demolish any other card.

    A bribe, or left, is taken by those who put the highest card. A player who is betrayed by his memory and who wants to check the course of the game has the right to ask his comrades to open all his leva to him, and they are obliged to do this without any excuse.

    Former Whist consisted of ten levethe current one is short, limited to five leva. In addition to this amount, each extra trick is called a trick and paid in two points. Thirteen leva means making a helmet, which is considered separately and paid in ten points. Four oners in the game of two partners count for four points, and three oners only for two points.

    Robber (party) is simple, double or triple. A simple robber is one in which the losing side marks six points, in the double it marks only 4 points, and in the triple it notes nothing. If the partners losing the robber win one game, then their winnings are deducted from the winnings of the opponents.

    Necessary playing rules

    1. Having a strong suit (excluding the king, jack and tens), you must go with either the oldest or the youngest card, but not with the middle one. The youngest is even better.

    2. Having a suit with two or three small cards on hand, it is most reliable to walk the eldest of them.

    3. If the partner of the whisting player does not trump the opponent’s card, then it is imperative to trump. If necessary, a short Whist does not need to be afraid to take a little risk: excessive cautiousness is even more harmful than prudent risk.

    4. Without four trump cards, even if you even have one trump card (figure), do not go under the trump card of your partner. The following cases are exceptions to this rule:

    • • when you and your partner have double renons,
    • • when it is the only way to increase the number of tricks,
    • • when the partner, having once dropped a trump card, hid,
    • • when you notice that a partner discards two weak cards,
    • • when the opponent trumps or walks off a suit that requires trump cards.

    5. It is better to go under a weak suit of the enemy than through a strong suit. The partner will immediately understand that he should not go with this suit, if he is not too strong.

    6. If you do not foresee that if you do not put a trump card on the opponent’s card, you will still probably take three tricks, it’s better not to risk it, because you can lose the right trick.

    7. We must remember that it is better to affronize, that is, leave the king unprotected than a lady.

    8. The first card discarded by a partner is always from his weakest suit, and therefore avoid going into that suit unless your indispensable benefit requires it.

    9. It is dangerous to deceive opponents with false moves, since a partner, deceived in turn, loses ground and plays for good luck.

    10. After making sure of the opponent’s suit and knowing the moves and calculations of what it is made up of, keep his highest or second card in your hands as long as possible, and, on the contrary, you must discard the senior card of your partner’s suit so as not to delay his suit .

    11. Having four trump cards, do not cover the card with them, which, for all reasons, can be taken by your partner, but having four trump cards and without oners, be sure to hit such a card with a trump card.

    12. With weak suits on your hands, do not miss any chance to go under the trump card of the enemy.

    13. With suits that none of the opponents have, beware of walking.

    14. The player’s first move must be made from a strong suit, that is, if he holds an ace and a king, or a king and a queen, or a secant (several consecutive cards of the same suit).

    15. Having two cards of equal dignity, for example, a king and a queen (onera), you must go with the eldest, but if not your move, then by all means put the youngest. When securing quarts or fifths without an ace, you can exit with the youngest to give your partner the opportunity to play an ace.

    16. If you do not have your own good suit, then answer the partner with the one that he already held for you, but certainly the lowest card, if before that you had four cards of this suit, and the oldest of the remaining ones is the case when at the beginning of the game you only had three cards. Compliance with this rule is of undoubted importance, which helps the partner to make sure which cards are left in the hands of a friend.

    17. You can go with a lady-friend or with a jack-one-friend, but only if your game is worthless, and you indicate that your partner is completely powerless. With the king, a self-friend move is useful if you are convinced by the cards discarded by your partner that this is his strong suit.

    18. With a suit of two cards, go with the eldest, but not with the king or the lady of the third. In this case, it is better to leave with the younger, if the partner indicated to you with his game, which is precisely his strong suit, then go with the older. The move from other tiers is more reliable, but it’s dangerous to get out of the ace of thirds and it’s better to save it so that they can enlist for entering into their strong suit.

    19. You must go with the youngest with four, five or more small cards, unless there is a secant between them.

    20. Having several cards of the same suit with an ace and a king, go from the last, and not from the first.

    21. Имея на руках одиночную карту и несколько маленьких козырей, дожидайтесь, чтобы противник сам вышел в вашу слабую масть, которая у него должна быть сильна, и по второй бейте козырем.

    Все эти правила принадлежат короткому Висту, общепринятому ныне повсеместно.

    Дополнительные правила

    1. Самый выгодный секанс есть секанс квинты, т. е. туз, король, дама, валет и десятка одной масти.

    2.If your move seems doubtful, try to take a lev.

    3. Having several small trump cards in your hands and feeling the need to walk with them, always start with the oldest.

    4. If, for your reasons, your partner must take the opponent’s suit, do not interrupt him.

    5. Take care of your trump card as long as possible.

    6. If you and your partner have a shortage of trump cards, take strong cards of the opponent’s suit to the last extreme.

    7. We must not forget that an experienced player always gives priority to suits in which there are secrets, because with these suits the way out is much more profitable and more reliable.

    8. If you have few trump cards, and the opponent trumped, beware of blocking the highest trump card.

    9. If you have only one strong suit in your hands, show it to your partner by trumping to enter her hand, if your game is tantamount to several or even all suits, then go with an empty card so as not to expose your games.

    10. When you have to play the latter, we advise you to keep the game, that is, not to discard the suit, which contains the first and, for example, the third card of highest dignity.

    Whist with a special suit

    This innovation in Vista was probably caused by its primeval duration, which bored the players. The fact is that in this kind of Vista there is a special suit, revealed at the beginning of each game, and if it coincides with the trump suit, then all the favorable chances of the game are doubled, for example, three oners, standing two points in an ordinary suit, here mean four paragraph, each leva counts as two points.

    This new adaptation to the ordinary Vista significantly shortens and revives it, so that with Vista with a special suit, you can play up to fifteen robbers in the evening, while four or five robbers barely managed to play according to the old system. The special suit also has the advantage that it balances the players ’funds and, while allowing some risk, belittles the value of the calculations.

    The previous improvement of Vista received, in turn, a change, as a result of which the party ending in two rounds with a special suit, with it, but with the enfilade ends in one round.

    This way of playing is that points, or points, exceeding the legal ten, are transferred to the next batch. For example, if a batch of eight points makes four points in the next round, then the extra two points are marked in the second batch.

    Whist threesome

    This kind of Vista is played by three of us, and the fourth player is a blockhead, or wooden. Two partners playing at the same time are called besiegers, and the player who sits against the wooden one, therefore having no partner, is called the defender. The role of the besiegers is exactly the same as the four of them in Vista, but the defender plays, managing his cards and wooden cards, and although this open partnership makes his moves much easier, he also tires his memory and quick wits. Wooden is removed from the general rule and for its mistakes does not bear any other punishment, as soon as the remises.

    Short whist

    In short Whist there is a small difference with a real Whist, namely, that there are no calls (appeler, chanter) in it. This expression means: if one of the players has already taken eight leva, and one of the comrades has two oners in his hands, he can announce this and call the winner, who often also has oners in his hands, speak up and show his game.

    In short Whist, each trick over flattery counts as a left, six leva taken in one game make up a small helmet, and to this left a large one.

    Prussian Whist

    It is played together: the players are sitting against each other and are dealt cards in four equal parts, that is, 13 cards in each. Before deciding to walk and play a game, opponents should carefully consider their cards, and if they are satisfied with them for their own reasons, then save them, but if they find them unreliable, then replace them with each player’s right-hand side and, having made already this exchange, even if the cards turn out to be worse than the previous ones, the players not only have the right to throw them, but they can not even revise their old cards. If the seller made this exchange, then he loses the trump card, which is on overburden and must by right of Vista go to him.

    In Prussian Vista, four oners count as four points, three oners for three points, two oners for two points, but only if the opponent has only one oner, if he also has two, then neither one nor the other doesn't count them.

    Leaving with him the cards handed to him, the player has no right to look at the cards lying on the table.

    The rules for playing are the same as in other Whists.

    Together, they also play with two open wooden ones only if they do not replace their game, but contribute to it, playing as a partner, but this modification of Vista represents very little amusement, since the cards of three players are visible and the game of the fourth is well known.

    Such a Whist is very useful for the practice of beginners: according to it, they can learn the different ups and downs and chances of this intricate card game.

    Laws, Misses and Fines

    1. Two parties out of three make up the rober, and if both parties are taken by one side, the third is not played.

    2. In Russia, the ace, king, queen, jack, and ten trump cards are considered to be oners. Leva is always written twice. Nothing is attributed to the party, but 20 is usually added to the robber. However, it depends on the precondition, they attribute 10, 30, and even 40.

    3. The large helmet is usually paid according to the robber, and the small one is half.

    4. For oners they attribute variously, but it is fair to evaluate them by their quantity, that is, two for two, four for four, and for all six.

    5. The player recording the score draws a horizontal line with chalk, over which he writes down, and marks to the left below. Oners and the left, taken by those who record the score, are marked with the right hand, opponents write them with the left hand. The same is done with the parties: they are marked from above, while others from below.

    6. The drawer of the lowest card has a choice of suits.

    7. The order of suits is as follows: worms, diamonds, clubs and spades.

    8. You must always shuffle above the table and hold the deck in such a way that its front side is not visible.

    9. The dealer has the right to shuffle.

    10. If a card is revealed upon withdrawal, the vendor must shuffle.

    11. If, during the change, the players are convinced that the deck is incomplete, then the change does not count.

    12. If at the time of delivery they notice that one or several cards were turned over by the fault of the shuffler, then it is necessary to re-issue.

    13. A person who is ambushed loses the right to retake, and with it the opened trump card.

    14. If the dealer decides to hand over the cards two at a time, he will be asked to retake.

    15. A card that has fallen under the table is not fined.

    16. Throw cards before the end of the game should not be.

    17. An arbitrary renouncement, that is, when a player, having the required suit, does not give it due to his reasons, is penalized for writing off three points in favor of the opponent.


    Penetrate - that is, to put the card, being the second or third player, lower than the eldest (not from the secant) in your hand, in the hope that the cards that can interrupt it are at your neighbor's right.

    Renons - do not give the card of the suit that is being asked.

    Secant - consecutive cards of the same suit.

    Tertz major - Ace, king, queen.

    Quarte major - ace, king, queen, jack.

    Singleton - when there is only one card of any suit on hand.

    To force - guess what suit the opponent does not have, and go with her to summon a trump card.

    Undercut - in order to remove the deck more cleanly, other players put a card in the middle of it and thus separate the neat upper part.

    Helmet - the total number of tricks.

    False card - an empty card discarded to suit that you do not have on hand.

    To invite - discard the lowest card of his strong suit, which will invite a partner to beat her with a trump card.

    To be in the hand - have the right of the first move.

    Tour - when all four players alternately folded and since there are 13 cards in their hands, thirteen rounds make up the game.

    Leve - a bribe consisting of four cards discarded alternately.

    Doodle - when playing three or two, the absent player is called a boob.

    Overburden - cards of that suit, which is opened.

    Call - if in whist from 10 poets there is already 8 leva and one of the partners has 2 oners in his hands, then he can announce this and call the winner, who often also has oners, speak out and show his game.

    Doublet - win the game before the opponents mark 5 poems from 10, 3 in whist from 5, 6 in whist with double bribes.

    Impas - it means to cut through, that is, not to block the highest card of the suit with which they went.

    Invit (invitation) - in fact, it means walking from the smaller card of your strong suit, inviting your partner to put the highest card so that he takes a bribe and answers the same suit.

    Consolation - this is the name of the chips that agreed to pay in excess of the parties.

    Extra trump card - to have one or several last trump cards on hand, when all the others have already left.

    Mark - the number of poets noted. Each player needs 4 tokens to mark the first 9 poems.

    Poen 10which ends the party or branch of the rober is that they take one, two or three of the four chips. Those who win one branch of the rober take one chip if the opponents have 6 to 8, two tokens if 4 to 2, three tokens if nothing is marked.

    Navett - this is the manner of playing, when the two partners have renaissance, they go to the suit that the enemy does not have and, thus, are brought under crossfire.

    Phaser - exchange the deck that you need to turn in for a deck of opponents, it is generally forbidden to do this in Vista, unless you have agreed in advance.

    Poen - that is won by bribes or oners. Ten poets make up the party.

    To tear down - throw a card of another suit on a suit that does not exist.

    Phiness - the subtleties of the game, which are to gain benefit by the cunning of your game.