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Vienna-pattern French-suited cards for two-player Schnapsen or the three-player bidding game Preference.
Games
Schnapsen
StartRace to 66 with tricks and marriages. If your hand is strong enough, close the stock and commit to winning without another draw.
Rules
2 players · You versus AI · Seven-point match
Objective
- Play one on one. Reach 66 card points after a trick or a valid marriage to win the deal. Winning reduces your match counter; the first from 7 down to 0 wins the match.
Setup
- Use 20 cards. In each suit, the ranks from highest to lowest are Ass > 10 > König > Dame > Bube, worth 11, 10, 4, 3 and 2 points respectively.
- Deal three cards to each player, turn up the next card as trump, then deal two more each. Place the remaining nine cards over the indicator to form a ten-card stock. The non-dealer leads. Dealer alternates.
Playing a turn
- While the stock is open, there is no obligation to follow suit or trump. The higher card of the led suit wins unless trumped. Winner draws first, loser second. Winner leads next. In the last draw, the loser takes the indicator.
- After the stock is exhausted or closed, follow suit and beat the lead if possible. If unable to beat, follow with a lower card. Without the led suit, trump if possible. Otherwise play any card.
Exchange, marriages and closing
- While the stock is open, the leader may exchange their trump Bube for the indicator.
- Lead a König or Dame while holding its same-suit counterpart to declare a marriage: 20 points, or 40 in trumps. Without a previous trick, the bonus waits until your first trick win. Each suit may be declared once per player, including after closing.
- Before leading, after drawing and with five cards, close the remaining stock to undertake to reach 66 without further draws. Strict following rules apply immediately. The opponent’s points and tricks at closure are recorded.
Scoring and ending
- This table recognizes 66 automatically after a scoring marriage or trick. Win one game point if the opponent has at least 33 card points, two if they have a trick but fewer than 33, or three if they have no trick.
- A successful closer scores one to three using the opponent’s record at closure. If the closer fails or the opponent reaches 66 first, the opponent scores two, or three if they had no trick at closure.
- With an unclosed stock and neither player at 66, the last trick wins one game point, without a ten-point card bonus. A closer who finishes below 66 loses.
Preference
StartWin the bidding and commit to six tricks as declarer. Defenders can sit out or stay in and try to take two tricks of their own.
Rules
3 players · You against two AI opponents · Cumulative settlement
Objective
- Declarer must take at least six tricks; each defender who stays in must take at least two. Cards have no point values. Settlement depends on tricks and contracts, with higher accumulated scores better.
Setup
- Use 32 French-suited cards: 7–10, Bube, Dame, König and A in each suit. Rank order is Ass > König > Dame > Bube > 10 > 9 > 8 > 7. Deal three to each player, two face-down talon cards, then four and three to each player. Everyone has ten cards. Bidding starts to the dealer’s left and proceeds clockwise. The deal rotates each time.
Bidding and exchange
- Number bids are 1 (clubs), 2 (spades), 3 (diamonds) and 4 (hearts). Only the next minimum bid is allowed, without jumps. An earlier number bidder outbid by a later player may hold the same number, taking precedence. Passing is final. If everyone passes, the deal is void and the next player deals.
- Only on your first opportunity may you bid Game (clubs, spades or diamonds without the talon) or Hearts (hearts without the talon). Game outranks all number bids. Competing Games compare suits, then bidding priority for ties. Hearts ends the auction immediately. At this table a Game bid names its suit immediately.
- The number-contract taker privately picks up the talon, discards two cards face down and chooses a trump suit at least as high as the final bid. Game and Hearts retain the original hand and leave the talon unseen. Every contract requires at least six tricks.
Defence and invitations
- The defender to the taker’s left chooses first, then the other defender. Staying commits to at least two tricks. If both drop out, the taker is credited with ten tricks and the deal is settled.
- If only one defender stays, they may invite the other back. The invitation is compulsory. The host receives all defending trick payments and is responsible for four combined tricks. The guest has no individual penalty. Without an invitation only the taker and remaining defender play, using two cards per trick.
Playing a turn
- The taker leads the first trick. Its winner leads the next. Follow suit if possible, otherwise trump if possible, otherwise play any card. Within these restrictions you must beat the current winning card if you can. Trumps beat other suits. Otherwise the highest card of the led suit wins.
- When all three play and the taker leads, the first defender must use the lowest legal card that beats the lead, if able. A dropped-out player does not play. There are ten tricks.
Scoring and ending
- Each player initially contributes 30 virtual points to the pot. The taker takes 10 from the pot and pays one point per defending trick. Invited defence payments all go to the host. A taker with fewer than six tricks pays 20 to the pot. Each voluntary defender with fewer than two pays 10. With an invitation, the host instead pays 10 if the defenders take fewer than four combined.
- For Hearts, each opponent pays the successful taker 10 extra points, or receives 10 if the taker fails. A successful taker holding all four aces also receives 10 from each opponent. An aceless taker who discarded no ace may announce No Aces before leading: receive 10 from each opponent on success, or pay 10 on failure. Bonuses stack and include opponents who dropped out.
- The next deal retains balances and the pot. When the pot is empty, everyone contributes another 30 points. Restarting clears all balances. A passed-out deal has no settlement.
