Content
- 1 Rules of the game
- 1.1 Bribe
- 2 Distribution of cards
- 2.1 Trump
- 2.2 Retake
- 2.3 Terms of retake
- 2.4 Game Points - Card Value
- 3 Marriage
- 3.1 Trump Marriage (“praise”)
- 3.2 Ace Marriage
- 4 Trade
- 4.1 Trading restrictions
- 5 Gameplay
- 5.1 Scoring
- 5.2 Bolt
- 6 Rules of the game, if someone "sits on a barrel"
- 7 Agreements
- 7.1 1001
- 7.2 Barrel Trading
- 7.3 Trading in the red
- 7.4 Purchase on a hundred
- 7.5 Painting the game
- 7.6 Zeroing at ± 555 points (“dump truck”)
- 8 The game "in the dark"
- 8.1 Game
- 8.2 "Darkening"
- 8.3 Scoring
- 8.4 Schedule and retake
- 8.5 Limitations
- 8.6 Tactics
- 9 Golden Horse
- 9.1 Playing on a barrel
- 10 Minor arrangements
- 11 Literature
- 12 Links
One thousand is a bribe card game for two, three or four players, the goal of which is to collect more than 1000 points in total. A feature of the game is the use of so-called “marriages” (a king and a lady of the same suit), which allow you to assign (“capture”) a trump suit .
Game Rules
Bribe
By a bribe is meant taking a group of cards of opponents to oneself by beating their cards with their own, stronger card. The value of cards in each trick is summed up, bringing the player points that are fixed at the end of each bet. Each con is the first to go the player who won the auction (see below), then the move can go to the other player if he breaks the cards of his opponents and takes a bribe. Each move, players lay out one card, the first player to draw a card is the one who received the right to move (at the beginning of the game, this is the winning bidder, then any player who takes a bribe). On a laid-out card, players take turns putting their card clockwise. Only a card of the same suit can be put on the laid out card, if a player does not have a card of the same suit - he must put a trump card, if a trump card is not declared and the player does not have cards of this suit (and there is no trump card), then he has the right to put any card on discretion. It is strictly forbidden to put a card of another suit in the presence of cards of this suit or in the presence of trump cards. For such actions, the player is fined by deducting from his account a certain number of points - usually the penalty is 120 points (or another penalty by agreement), and the bribes taken by him (if any) are not taken into account when calculating points based on the results of the bet. A bribe consisting of three cards is taken by the player whose card is older.
- a bribe is taken by a player whose card is older than the suit declared by the first card (see card seniority below) if it has not been broken by a trump card;
- if a card of a different suit (not a trump card) is put on the first card, then it is considered discarded and cannot claim to beat a bribe;
- if more than one trump card is put on the first card, the player who placed the highest trump card takes the bribe.
In this regard, in the game "Thousand" the dominant role is played by the aces (the highest card in the suit) and calls are usually made from them, since calling from the ace almost always guarantees a bribe. The exception is when the trump card is declared at stake and the player does not have cards of the same suit as the ace of the incoming player, but there is a trump card with which he beats the ace.
Theoretically, the game in the Thousand can last forever. But in practice, different skill levels of players and luck factor vary the time of the game in the range from half an hour to several hours.
Card
The first distributor is determined by lot or by agreement. At the beginning of each subsequent bet, the change passes to the one who sits on the left hand of the dealer and so on in a clockwise direction. Before the deal, the dealt player must give the player sitting on his right hand to move (“cut”) the deck (usually it is forbidden to move one card, although there are different variations). After this, the dealer moves the shifted part of the deck under the remaining cards and looks at the last card in the deck (there is nothing in it, this card will still be got to him). If the last card is nine, the dealer shows it to all players (since a shift by nine is not desirable and can lead to a fine, the dealer can voice this event with a theatrical phrase like: “nine times” / “nine two”, “Forty” (first nine) / “eighty” (second nine) (meaning the sum of a fine for three shifted nines in a row equal to 120 points) and allows you to shift again (in some companies with two shifted nines in a row it is customary to put the deck on the table, so that the shifter himself moved and removed part of the count put it next to the remaining cards, only after that the dealer puts the shifted part of the deck down the remaining cards); if the nine falls three times in a row, the penalty is charged 120 points. If the last card is a jack, the dealer shows it to other players and transfers the card in the middle of the deck (“marries a jack”) and begins to deal (the last card doesn’t look any more). In some companies it is customary to pull out the jack (if it is below) and click it on the shifter’s nose, in some companies it is customary to “click on nose ”with a whole deck ... Such actions require a certain skill and knowledge of the player about the nuances of the rules of the game.
Distribution of cards is carried out one card clockwise and begins with a player sitting on the left hand of the dealer. During the deal, you must put three cards in the draw. When playing three together, it is forbidden to put the last card in the draw. If during the deal at least one card was revealed (whether by negligence or on purpose), or the last card wasn’t in the buy-in (when playing four), then the dealer will be charged a fine of 120 points (the term “mess on the table”) and the cards will be transferred to the next player for distribution to the game. The same rule applies if the dealer does not allow the “right hand” (sitting on the right) to move the deck and begins to deal cards. In some cases (by agreement), the cards do not pass to the next player for distribution, the fined player continues to distribute cards.
In a three-player game, the dealer must deal the cards one clockwise so that the last card (which he was looking at) goes to him.
In a four-player game, the dealer hands out the deck to himself (the term "sitting on the deck") in the amount of three cards and the dealer does not participate in the game. In the four-player game, the dealer must put the last card to himself, that is, into the buy-in, since he looked at it (the rule of the deck shift, see above). In a four-player game, the dealer does not have the right to share his knowledge with other players in any way, otherwise he will be penalized by deducting 120 points from the account (or more by agreement) and the distribution will be transferred to another player.
When playing three or four, each player receives seven cards in his hands. The winning bidder picks up a buy-in of three cards, after which he is obliged to give two other players one any card at his discretion, this is called "card demolition". Thus, all players form an equal number of cards.
In a four-player game, the dealer (“sitting on the foreclosure”) does not take part in the game, and therefore automatically receives a predetermined number of points:
- the dealer receives points equal to the total points in the buy-out (taking into account rounding)
- if upon distribution the margin turned out to be in the bribe, then its value is summed up with the total number of points in the bribe.
Trump
There are no trump cards at the beginning of every game and all suits play on equal terms. A player holding a “marry” (see below) is entitled, if possible (after taking various bribes) to declare a trump card (“to capture a trump card”). From this moment on, the suit of the announced marriage is considered the trump card of the horse until the bet is over or one of the players “captures” another trump card, in which case the trump card changes and the previous trump card is no longer valid.
Only the player who announced it can enter from the trump card.
Retake
In some cases (negotiated separately), players may require the dealer to hand over the cards. The retake does not bear any fines or bonuses to those who require retake, however, the requirement of retake three times in a row can result in a fine to the dealer. This distribution is called "bad distribution." There are two options for the development of the game (depending on the agreements) :,! ......
- the dealer for the “bad deal” is charged a fine of 120 points, players play with the cards that he has passed;
- the dealer for the “bad hand” is credited with a penalty of 120 points, the hand goes to the next player;
Retake Terms
After the cards are dealt, any player can demand a re-payment of cards without receiving any fines or bonuses. The requirements for retake requirements vary widely, but basically boil down to the following:
- after the deal is dealt or taken down, any player has four nines;
- there are two nines in the buy-out (sometimes you can play with such a buy-out, the re-transfer requirement remains at the choice of the successful bidder);
- after distribution, any player has less cards than the agreed number (determined by agreement, usually the minimum amount is 13, 14, or 15 points);
- after the deal is dealt or taken down, any player has four jacks (the least common rule);
- the amount of points in the buy-out is less than the allowable (this is agreed upon separately); the usually inadmissible amount of points in the draw is 4 (the catch phrase “two jacks and this is it”), but there are agreements on the minimum amount of points in the draw of 5, 6 or 8; with such a buy-in, you can play and demand a retake only the winning bidder can at your discretion.
Game Points - The Importance of Cards
The number of cards participating in the game is 24, 24 cards are divided into 4 suits , the seniority of cards in each suit in ascending order is: nine, jack, queen, king, ten, ace.
When calculating points in tricks, the following values are used:
Map | Card cost |
---|---|
Ace | 11 points |
10 | 10 points |
King | 4 points |
Lady | 3 points |
Jack | 2 points |
9 | 0 points |
The sum of the points of all the cards in the game is 120 points. The sum of points of cards of the same suit is 30 points.
Marriage
Marriage is an integral part of the game. In “Thousand” there are two types of marriages: trump and ace.
Trump Marriage (Praise)
Trump marriage is usually called “praise” or “vaunting” from the concept of “to capture (declare) a trump card”. Trump marriage is a key aspect of the game. A king and a lady of the same suit in the hands of one player are considered trump cards. Marriage can be obtained either immediately after the distribution, or by picking up the buy-out by winning the auction. Half of the margin (the king or the queen) can also be obtained when the player who has won the auction derails the cards. The whole game is built on the use of trump cards, and each player seeks to get them, because announcing a trump card (“trump card capture”) brings the player points equal to the cost of the card. In addition, the announcement of the marriages appoints a trump card in the current game and all cards of the same suit as the declared marriages become trump cards, that is, they hit any other suit. Points for declared marriages are added to the amount of points gained through bribes. Points for announcing several marriages during one cone are summed up.
Announcement of trump margin is carried out by calling from the margin lady. The declaration of marriage must be accompanied by a statement. When declaring a marriage, the following terms are usually used: “she”, “mother”, “praise”, “one hundred” (forty / sixty / eighty, depending on the nominal value of the marriage) or in any other way that other players understand. An unannounced margin lady is considered simple and the margin is not counted.
In order to declare a trump card (“grab”), a player must take at least one trick, thereby obtaining the right to move and the right to declare a margin (by agreement, the winning bidder can “praise” from the first move). In some cases, it is possible to praise not the lady, but the king, provided that the player announcing the marriage has “non-player” on his hands (a set of cards that no player can beat). Such nuances are negotiated separately.
If one of the players has declared a trump card, the other player can, if possible, pick up the cardress with an ace or a card of the same suit and get the right to “praise”, that is, declare his own card, if any.
When “praising” (announcing another trump card within one horse), the previous trump card becomes the usual suit and the trump card of the last card comes into effect.
Denominations of trump marriages (Queen and King):
Suit of marriage | Marriage Cost |
---|---|
Worm | 100 points |
Tambourine | 80 points |
Club | 60 points |
Peak | 40 points |
An interesting fact is that any trump card is called “praise” and only peak card has its own name. Usually, peak marriages are called “rot” or “rot”, since it brings a minimum of points and it is difficult to get a decent bet with such a margin.
Ace Marriage
Ace marriage is extremely rare and is negotiated separately. Many players fundamentally abandon the rules of ace margin. The essence of ace marriage is as follows:
Ace marriage is the presence of four aces on the player’s hands. In order to declare an ace marriage, a player must take any bribe (even if he won the bidding and the first move is behind him). Therefore, for an ace marriage, as a rule, it is necessary to have not only four aces, but also a ten, which is guaranteed to take a bribe. Any player with four aces and taking a bribe has the right to declare an ace marriage. After a bribe, an ace is called in with an announcement of an ace margin. Ace Marriage brings the player an additional 200 points, which are added to the points taken by the player at stake.
Trade
After the cards are dealt, the players look at their cards and determine how many points they can score. After that, they announce their bets.
A bet statement is an announcement of the number of points that a player agrees to take in the current game.
Trading begins immediately after the distribution. The player to the left of the dealer is called the "first hand" and must declare a bet of at least 100 points. Under certain conditions, the “first hand” is obliged to declare a bet of exactly 100 points; under some conditions, it has the right to declare any bet available to it. A similar condition is negotiated separately.
Then the players in turn announce their bets, or refuse to bid (“pass”). The second is speaking his word, sitting to the left of the "first hand", and so on, clockwise. It is impossible to break the order of bidding. An exception is the case if a player sees on his cards that he cannot take any announced bet and passes in advance. If a player has saved, he cannot take part in subsequent auctions of this horse.
Bidding is carried out in increments of 5 points, that is, each player can increase the bid by only 5 points (100-105-110-115, etc.). By separate agreement, a player participating in the trade has the right to declare any amount of points available to him for the application. A player who cannot or does not want to raise the bet passes (says “pass”, “pass”, “go”). The winning bidder picks up the buy-in and shows it to other players, the exception is the announcement of the 100-point game, which the other players “bid” on, then the buy-in does not open. After that, the player who has won the auction is obligated to give to other players one any card at his discretion. Cards are carried “into the dark,” that is, face down or into the “light” - at the player’s choice. The winning bidder receives the right of the first move and must take at least the declared number of points during the bet - in this case the declared number of points will be added to his account, otherwise the declared amount will be debited from his account.
By separate agreement, the buy-in is not opened if the player was “released in a hundred,” that is, if the player declared a mandatory bet of 100 points and other players said “pass”. Demolition of cards in this case is also carried out "in the dark."
The player who wins the auction has the right to raise his bet before he makes the first move.
Trading Restrictions
During bidding, there are rules that limit the number of points a player can declare:
- a player cannot bet more than 120 points without a margin;
- a player cannot bet more than 160 points if he has only a peak margin on hand;
- a player cannot bet more than 180 points if he has only a club margin;
- a player cannot bet more than 200 points if he has only a diamond on his hands;
- a player cannot bet more than 220 points if he has only hearts on his hands.
If a player has declared a bet in violation of these rules, then the declared number of points is debited from his account, and the distribution proceeds to the next player in turn. In some cases (negotiated separately) to other players, 60 points are awarded to the players and the amount of the buyback to the distributor (in a four-player game). The dark game is only possible if the player is a hundred and he has at least 240 points. When playing dark, the results of the con double for all players.
Gameplay
After the demolition of the cards and before the first turn of the successful bidder, any player may demand re-issuance of the cards under normal conditions (see the rules for re-distribution above).
The player who wins the auction goes first. The rest of the players put one card of the appropriate suit (if there is none, then a trump card; if there is no trump card, then any one at their discretion). That player, whose card will be the highest, takes the cards for himself and gets the right to move. Игрок, имеющий право хода, может объявить («захвалить») марьяж.
По окончании кона происходит подсчёт взятых очков — взятки плюс стоимость объявленных марьяжей. Если выигравший торги игрок набрал заявленную сумму очков, она начисляется ему на счёт, если нет — списывается с его счёта. Всем остальным игрокам начисляются набранные ими очки.
Подсчёт очков
По окончании кона игроки считают набранные ими очки согласно номиналу карт. Сумма набранных очков округляется кратно пяти вниз при двух очках и вверх при трёх очках.
Например: 17 очков = 15; 18 очков = 20.
Данное правило не действует для выигравшего торги — если до заявленной им суммы не хватает хотя бы одного набранного очка, набранная им сумма очков не учитывается.
К сумме очков, полученных посредством взяток, прибавляется стоимость объявленных марьяжей.
При игре вчетвером игрок сидящий на прикупе (раздающий) также получает очки. Чаще всего ему зачисляется сумма очков карт прикупа (с округлением описанным выше). Если в прикупе был марьяж — сдающему записывается номинальная стоимость марьяжа.
Болт
Если в процессе розыгрыша кона игрок не взял ни одной взятки, ему записывается «болт» или «палка» (в таблице очков отмечается горизонтальной чертой). При некоторых договорённостях болты могут иметь очень неприятные последствия:
- за три болта подряд с игрока списывается 120 очков, при этом предыдущие болты аннулируются. При повторном получении 3х болтов процедура повторяется;
- за три болта в течение игры с игрока списывается 120 очков, болты аннулируются, а при повторном получении 3х болтов в любых раздачах процедура повторяется;
- игроку начисляется штраф в 120 (или более в зависимости от договорённостей) очков за каждый пятый болт в игре.
- процедура болтов распространяется при игре «на бочке»: зашедший «на бочку» игрок должен взять любую взятку или выиграть.
По договорённости полученный болт может быть удвоен, если получен при игре «в тёмную» или «золотом».
Бывают ситуации, когда игрок берёт нулевую взятку — три девятки или две девятки и валет (сумма в 2 очка округляется вниз, то есть на ноль). В этом случае болт игроку не записывается. Исключения оговариваются отдельно.
Правила игры, если кто-то «сидит на бочке»
Если игрок в сумме набирает 880 либо 900 очков (по договорённости), он «садится на бочку». Ему перестают начисляться все очки, кроме очков, взятых при «своём прикупе» (121 очко). Прикуп считается «своим», когда игроку на бочке сдаёт сидящий справа, либо игра будет идти как обычно с торгами. В этом случае сидящему на бочке необходимо выиграть торги. При сдаче «своего» прикупа игроку, сидящему на бочке, карты прикупа вскрываются заблаговременно при раздаче. Подобное правило оговаривается отдельно.
Чтобы выиграть игру, сидящий на бочке должен выиграть торги за прикуп и достичь планки в 1001 очков (то есть набрать всего 121 очко). Таким образом для победы обязательно иметь на руках марьяж. Для того, чтобы закончить партию, ему необходимо заказать больше 120 и выполнить свой заказ (обычно это 125 очков заказа). Обратите внимание – именно заказать (то есть взять прикуп), иначе не годится. Игрок участвует в розыгрыше наравне со всеми. Если заказал 120 и выполнил, то этого мало – игрок продолжает сидеть на бочке. «Сидящему на бочке» предоставляется три попытки набрать выигрышную сумму очков при выигранных торгах за прикуп. Если по итогам трёх раздач игрок не выигрывает — он «слетает с бочки», то есть его счёт уменьшается на 120 очков и для победы нужно снова «влезть на бочку» (набрать 880 очков).
Договорённости
Благодаря большому списку договорённостей существует очень много вариантов игры в Тысячу. Ниже представлены самые популярные договорённости.
1001
Игроку, «сидящему на бочке», нужно набрать 121 очко. Если он не набирает 121 очко за «свой прикуп», то «слетает с бочки», штрафуясь на 120 очков (по договоренности игрок может слететь в таком случае до 500 очков). Если игрок слетает с бочки в третий раз, все его очки аннулируются.
Без марьяжа игрок, сидящий на бочке, не может набрать 1001.
Торговля на бочке
Отличие торговли на бочке от обычной торговли в том, что сидящий на бочке в любой момент может набрать 120 очков. При этом в различных вариантах игры ставка может как перебиваться соперниками, так и без торговли отдаваться тому, кто сидит на бочке. Если другой игрок расписывается, игроку на бочке очки не начисляются.
Торговля в минусе
Если один из игроков имеет отрицательный счёт (чаще всего −120 и меньше), то остальные игроки при торговле всегда говорят пас, пока задолжавший игрок не выберется из «ямы», также игрок, имеющий отрицательный счёт, не может ввязываться в торги. Если все игроки в минусе, то все имеют право торговать.
Прикуп на сотне
Если игрок, «сидящий на сотне», выигрывает торговлю (то есть остальные игроки сразу сказали «пас»), то прикуп он не показывает.
Роспись игры
Если игрок видит, что он заведомо не может набрать заказанную при торговле ставку, он может расписать игру. При этом он отнимает у себя сумму заказа и пишет соперникам по половине от суммы заказа. Также игрок имеет право «креститься», при этом у «заказчика» и соперников очки не изменяются. Если «заказчик» видит, что он не может набрать заказанную ставку, то он объявляет «крещусь», ему ставится крест (+), а соперникам болт.
Существуют различные правила росписи. О правилах следует договариваться до начала игры:
- Каждому сопернику пишется 40 или 60 очков, а не половина заказа.
- Три росписи дополнительно штрафуются 120 очками.
- Только каждая третья роспись штрафуется 120 очками (либо суммой последнего расписанного заказа).
- Игрок, сидящий на бочке, не может расписывать.
- Если один из игроков сидит на бочке, расписывать не может никто.
- Если один из игроков находится на бочке, для всех участников игры крещение запрещено.
- Возможны только три росписи за игру (в таком случае очки игрок у себя не отнимает).
Zeroing at ± 555 points (“dump truck”)
Upon reaching any player after the next con 555.
The Dark Game
Only the “first hand” has the right to play “dark”, that is, the player sitting on the left hand of the dealer. Thus, going "into the dark" agrees to score at least 120 points, without knowing either his cards or the buy-in. "Dark" is declared a statement of the type "Darkness", or an expressive knock on the table (by agreement). It is possible to “darken” only until the moment when one of the players does not look at his cards, therefore the “dark” is usually announced either in the process of distribution, or immediately before it begins. The essence of the "dark" is that with it, the scored points are doubled, so the "darker" has the opportunity to score 240 points (with the usual distribution, such a possibility is very rare). If the “darker” does not gain the declared amount of points or “paints” 240 points are automatically written off from his account.
Game
Going “into the dark”, if none of the players “darkens” (see below), takes the buyback without showing it to other players. An exception is the four-player game, when the dealer (“sitting on the buy”) has the right to watch the buy on his own. Then the player who plays “in the dark” deals cards to other players face down (without showing these cards to any of the players) and as a result must score at least 120 points.
Darkening
After declaring “dark” and handing over the cards, the players look at their cards and can, if possible and if they wish, “darken” the player by announcing a bet of 125 points. Thus, the “dark” is canceled and the auction is held in the usual manner. After the end of the bid, the buy-in is opened and the cards are demolished openly. In some cases (by agreement) the buy-in is automatically taken by the one who “darkened”, he opens the purchase and takes the cards openly, and, after the cards are removed and before his first move, he can raise the bet. Other players are not allowed to bid. To “darken” an opponent, a player must have any margin on hand.
Scoring
After the game “into the dark” all the points scored by the players are doubled, and there are various calculation options (by agreement):
- all points scored by players are doubled (including the dealer, if there was a margin / half-margin in the buy-in). The least common rule due to the easy ability to score points;
- who has declared “dark” and scored at least 120 points (excluding doubling) receives 240 points, even if the doubled amount of points he scored (bribes + announced marriages) exceeds 240;
- when calculating the points of other players, only bribe points are doubled, the nominal value of the announced margin (if any) is added to the amount received, while the cost of the margin is not doubled;
- received with the "dark" "bolts" are doubled;
- in a four-player game, the dealer will receive double the amount of points that he would have received in a regular game according to the agreed rules (the cost of the margin / half-margin in the ward is usually not doubled, although there are exceptions).
Schedule and Retake
When playing "in the dark," any player may require re-issuing cards under normal conditions. If at the same time the dealer distributes a “bad card” three times in a row (when one of the players has the right to request a re-transfer), a fine in the usual amount (−120 points) or doubled (−240 points) by agreement will be deducted from his account. If a player going “into the dark” “paints” the game, 240 points are automatically deducted from his account, and 120 points are awarded to other players. When playing four-player “sitting on the foreclosure” (handing over), double the amount of points that he would have received in the ordinary distribution, at the same time, the cost of the margin / half-margin in the unit either doubles (the least common rule) or not (the most common rule).
Limitations
Restrictions on the game of "dark" vary depending on an early agreement, but usually come down to the following:
- the player cannot “darken” if he is not the “first hand” (the dealer does not sit to his right);
- the player cannot “darken” if he is in the “minus” (his score is less than zero); in some cases (by agreement) it is forbidden to “darken” if the account is zero (you need to have at least +5 on the account) or the player’s account is less than 240;
- it is impossible to “darken” if one of the players is “on the barrel”; an exception is a four-player game, when “sitting on a barrel” is a distributor (in this case, neither points nor a game are counted, and the letter “P”, that is, “buy-in”, is put in the table).
Tactics
The game of "dark" is very dangerous, because it can not only significantly increase the player’s score, but also significantly reduce it. In fact, going "into the dark" is testing his luck. If the opponent goes “into the dark” and the player sees on his cards that he can not only take points, but also “grab” (declare a marriage), it is more beneficial for him to pass, thus lowering the “darkening” opponent in the minus and significantly increasing his score.
Golden Con
During the first distributions (the number of distributions is equal to the number of players), each of the players in turn gets the opportunity to play an order of 120 points. All points and fines and bolts scored by players are written in double size. If no player scores 120 points, then the points are reset and the normal game begins.
There are also several arrangements in the golden horse:
- If no one takes the order, zeroing does not occur.
- If no one takes the order, the golden con begins anew.
- Points earned for marrying ads are not doubled.
Barrel game
If a player collects 880 points in total, he "sits on a barrel." To win the game, the one sitting on the barrel must reach the bar of 1000 points (that is, score only 120 points). Thus, to win, it is not necessary to have a margin in your hands if you have a “non-key" on your hands, which allows you to take all the bribes (amount 120). "Sitting on a barrel" is given three attempts to gain a winning amount of points. If the player does not win following the results of three distributions, he “flies off the barrel”, that is, his score decreases by 120 points and to win you need to “climb onto the barrel” again (gain 880 points).
Minor arrangements
- Rounding points at the player playing the order (eliminates the problem of shortage of one or two points).
- The order is not awarded bolts to the player.
- Only a player on a hundred can retake.
- Ability to declare a margin from the first move.
- In addition to the cost of the cards, the player sitting on the buy -in will record the cost of the margin (if he is in the buy-in) or half the cost of the margin (if there is a lady or king in the buy-in).
- The possibility of bargaining is higher than the possible maximum (that is, if a player with a deal that has fallen to him cannot, in principle, score, say, more than 120 points, he can still bargain above 120). One of the most rarely used arrangements is that in most parties this bluffing is prohibited.
- “Reverse barrel”, that is, the player who scored - 880 points and did not score −1000 (−1001) in 3 distributions flies from the “back barrel” (by agreement, either at −760 or −500 points).
Literature
- Cards. Player Secrets / Compiled by Yu. A. Alenkov. M .: LLC "Publishing house AST", 2000. S. 98-100.