Secrets of the game in 1000. Rules of the game in the "thousand for two"

  • 06.11.2020

Card Game Thousand - Rules

The number of players per thousand - from 2 to 4 people. The whole point of the card game Thousand is to try to score such a number of points through bribes so that it exceeds 1000. Whoever first reaches the total number of points equal to 1000 or more is the winner in the game.

How can you play this game:

Card game Thousand - game rules

The game has 24 cards, 4 suits, 6 cards per suit in ascending order of seniority: Nine, Jack, Queen, King, Ten, Ace.

When calculating points in tricks, the following denominations are used: Nine - 0 points, Jack - 2 points, Queen - 3 points, King - 4 points, Ten - 10 points, Ace - 11 points. The sum of the denominations of all cards participating in the game is 120 points. The sum of the denominations of cards in the same suit is 30 points. It is possible to take from 0 to 300 points in one round (round).

Marriage denominations (queen and king):

  • Hearts - 100 points
  • Diamonds - 80 points
  • Cross - 60 points
  • Peak - 40 points

The first dealer is drawn by lot. At the beginning of each next round, the deal goes to the one sitting to the left of the dealer. After shuffling the cards, the dealer is obliged to let the player sitting on his right hand move the cards. The dealer has the right to look at the last card in the deck (when dealing it goes to him): if it is a nine, then the dealer has the right to ask to "re-move" (in the case of a three-fold drop of a nine, the shifting player is charged a penalty of 120 points); if it is a jack, then the dealer can put it in the middle of the deck - it is forbidden to move it after that.

The distribution is carried out on one card. The first card is dealt to the player sitting to the left of the dealer. During the deal, you must put three cards in the buy-in. It is forbidden to put the first and last three cards in the buy-in.

If the player has 4 nines in his hands (3 nines on a "hundred") or less than 14 points, the player can ask partners to re-deal cards. Also, retaking occurs if there are less than 5 points in the buy-in.

Trading and the course of the game

At the beginning of the round, each player is dealt 7 cards, three cards remain in the draw. Further, the bidding for the buy-in begins.
The player in a thousand, sitting to the left of the dealer, is always "obliged" to score 100 points in the game ("sitting on a hundred"), if none of the opponents bought this right. A buyout taken "on a hundred" is not shown to other players.

The first to have the word is the player following the "sitting on a hundred" clockwise. The player can either raise the bet or say "pass", refusing to trade further. The bid step must be a multiple of 5 points. The maximum possible bet of a player cannot exceed the sum of all card points (120) and all margins on his hand. The maximum possible bet value is 300 points. The player who has set the maximum bet among all the participants wins the bidding (the others said pass), gets the right to the first move and takes the buyback.

  • If the player at this stage sees that he cannot collect the bet specified during trading, he can paint the game, receiving a penalty equal to the bet made during trading; opponents receive 60 points.

After evaluating 10 cards that are in the player's hands, the player must give one card he does not need to each of the opponents. After handing over the cards to the opponents, the player who ordered the game has the right to raise the bet (this often makes sense, since after a successful drawing he will receive only the ordered number of points, not the number of points) and make the first move.

Marriage declaration is possible only during its own move, starting from the second, i.e. Marriage can be declared with at least one bribe in hand. In this case, the announcer receives points in accordance with the value of the margin and sets the trump card of the corresponding suit. The first move immediately with one of the margins is admissible, but the announcement of margins and trump cards does not occur. Margin announcement also does not occur if the player has thrown off one of the Margin cards before the announcement.

  • The priority of the whistling players' moves: suit, trump, any card.

After 3 players have laid their cards, the player who has laid out the highest card takes the bribe, and the right to move goes to him. After the round, each player's score is calculated. Points are made up of the denominations of the cards that the player took during the round and the denominations declared by the player by the margins. The player who ordered the game receives a number of points equal to the amount of the order: with a plus if it is completed, with a minus in case of a shortage. Whistlers get the actual number of points scored. The player who has not taken a single trick receives a "bolt"; if the player scored three bolts, then he is penalized by 120 points.

When the player's total points reach 880 points, the accrual of subsequent points stops, the player sits on the "barrel". The player on the "barrel" must collect more than 120 points at once to exceed 1000. Three attempts are given (three rounds). You can win the game only if you order (winning the bargaining) and fulfill the order for more than 120 points (in some types of rules, it is enough to score 120 points). If all three attempts have not reached the goal, the player is thrown off the barrel, receives a 120-point penalty and a record of one unplayed barrel. Three unplayed barrels zero out the points of this player.

If another player climbs onto the "barrel", then the one sitting on the barrel is thrown from it with a penalty of 120 points. If several players hit the barrel at the same time, then they all roll off with a penalty of 120 points.

Additional options for the rules of the game in a thousand

Ace margin (4 aces), nominal value of 200 points, can operate in the game. This margin is subject to the rules of regular margin, i.e. it cannot be declared on the first move.

There are variants of the game when the condition of trading is stipulated when the player has negative points. In this case, if the player scored game points less than specified (for example, below -120), then automatically says pass when trading until he scores more points than this limit.

When any player reaches 555 points after the next round, his points are reset.

At the trading stage, you can place an order in the dark, without looking at your cards. The winner of the trade in the dark does not show the partners the buyout. The result of this change is doubled.

For the first three rounds, players must forcibly place an order of 120. In this case, the entire count of these parties is multiplied by two, similar to playing dark.

A thousand together

When playing a thousand together, two buyouts are created. The winner of the bargaining chooses one of the buyouts at random, and the second buyback goes to the player who took the last trick in the drawing.

The second feature of a thousand for three is that one of the discarded cards goes into the remaining buyout.

One thousand four

In a thousand-four-player game, the dealer sits on the buy-in and watches the game. In the total score of the round, he writes to his account the points equal to the sum of the points in the stock (if there is a margin in the stock, then its nominal value is also recorded).

Barrel. If the player in the final table has exceeded the amount of 880 (or has exactly 880), then a barrel is placed for him (conventionally, the barrel is equal to 880 points, in the table it is usually indicated by an oval). Since then, he is given three games to complete the game. In order to finish the batch, he needs to order more than 120 and fulfill his order (usually 125 order points). Please note - just order (that is, take a buy-in), otherwise it will not work. The player participates in the drawing on an equal basis with everyone else. If you ordered 120 and completed it, then this is not enough - the player continues to sit on the barrel.

You cannot jump over the barrel (that is, you cannot win by bypassing the barrel).

If in three games (three deals not counting re-distributions) the required order is not completed, then it is thrown off the barrel (minus 120, he will receive 760 points in the table), it is also considered that one barrel is used.

If the player on the barrel made an order and did not fulfill it, then this amount of the order is debited to him. In this case, he may have less than 760 in the table (for example, he ordered 125, did not fulfill, now he has 755). The barrel is considered used.

It happens that the player on the barrel gets the third bolt. In this case, it flies (minus 120), the barrel is considered used.

If there are several players on the barrel, then the rules stipulated in advance come into play.

The first (frequent) - when the second player stands on the barrel, the first one flies (minus 120) and his (the first player's) barrel is considered used.
The second (not uncommon) - two can play on the barrel, but when the third comes in, he throws off both, whose barrels become used (usually with 4 players, some agree so).
Third (rare) - if someone enters the barrel, the others do not fly off.
If a player flies from the third barrel, that is, he has three barrels used, then he gets zero points in the table and starts all over again.

Obligation (a very frequent, almost obligatory rule) - if a player sits on the third barrel (that is, two have already been used and he is on the third) and he has a third game on it (third hand, not counting retakes), then he has a binding game: the deliverer hands over to everyone as usual, but the buy-in is immediately given openly (shown to everyone) to this player. Accordingly, it turns out - either he will gain his necessary more than 120 points (even 121 is enough), or he will fly to zero and start over.

Dark. It is almost a mandatory element of the game. Sometimes players escalate the situation by using dark ones. When dark, all points are multiplied by two (except for the praises of the opponents of the player). Some players like to frolic, to the point that they darken very, very often. But some players generally decide once in several games. Here's how to do it: the donor started to distribute, then the player on the left says “dark” (you can even knock on the table). Only the player on the first hand, one hundred, can darken. After the dealer dealt the cards, the player who darkened actually has not “one hundred”, but “one hundred and twenty”. Other players look at their cards, and if they have a praise, they can darken by stating more than 120. In this case, the game will go as usual. And if no one has darkened, then the darker gets a buyout, without showing anyone (into the dark). After giving cards to opponents, he plays his "120". Sometimes (in some companies) the player is allowed to increase the order (more than 120) and then he already plays his order. You can also paint the dark one. After the draw, all points are doubled, that is, the amount of the order entered in the table is doubled if it is completed (plus) or not (minus). Opponents also write down twice the sum of their points in tricks plus praises (praises do not double). If someone received a bolt, then they write two bolts.

A player can darken only if he has 240 or more points in the table.

If someone is on the barrel, then you cannot darken.

Additional rules.

"Golden con" (gold)... Another almost mandatory rule. It lies in the fact that the very first round of hands is played differently: the dealer deals the cards, the player to his left takes the buy in the dark, he must dial 120 - this is his automatic order. After the rally, all points are doubled, except for the praises of opponents. It turns out that the player will either get plus 240 or get minus 240 (the difference between them is 480 points! And this is half of the game - an extra five hundred to roll. Thus, the golden period is a very important period that determines the entire game for the next hands, who is behind and who pulled ahead). This kind of gold is played once. If no one took the gold one (did not fulfill their order), then the results are reset and the circle of gold coins is played again. If no one won the gold in three circles, then you will have to play with the points that you have (I mean the points scored for the third round of gold). Thus, for a normal game for the first (or even the second) round, at least one must complete the golden one.

Other additional rules

If the player is given a buy-in for a hundred, then he does not show the buy-in ("takes it blindly").

Dump truck. The dump truck is the number 555. If the player scored 555 points, then he is thrown off to zero. This rule is used in all companies with rare exceptions.

Reverse dump truck is the number (-555) at which the player rises to zero. But this rule is rarely used.

Rule of four aces. If someone has four aces on his hand when dealing, then he must declare this, this is a mandatory re-dealing of cards. It is used in almost all companies.

If a player has four aces formed only after receiving the buy-in, then the agreements differ: in some companies this is a mandatory redeal, and in some the player must play, but give at least one ace to another player.

The rule of three overdrawn in a row. If a player dealt cards, and a retaliation followed (for example, in cases with a draw or in cases of the corresponding cards on the hand), then one retaliation is counted to him. If this is followed by another retake, then the second retake will be counted to the deliverer. It turns out that he has already distributed the third game in a row. If for the third time someone demands a redistribution of cards, then minus 120 is written to this sender, and the redistribution is canceled, the game is played as it is (even if there are 4 aces on the hand or two nines in the draw).

The end. When someone has won the game, if the game is played for money, the remaining participants pay him the amount that was not brought up to a thousand. If the game is for fun, then only moral satisfaction can be obtained, as well as temporarily increase your HSP. And yes, the next game is usually dealt by the winner first, before the new game the deck is shuffled.

Example table (batch)

Rules of the game.

Card game "Thousand" refers to the type of preference games. On our project, a version of the game for three players has been implemented.
The game is played up to 1001 or more points.
The main goal of the game is to be the first to score 1001 points.
Number and cost of cards:
The game has 24 cards, 4 suits, 6 cards per suit in ascending order of seniority: Nine, Jack, Queen, King, Ten, Ace.
The sum of the denominations of all cards participating in the game is 120 points.
The sum of the denominations of cards in the same suit is 30 points.
It is possible to take from 0 to 300 points for one round.

When calculating points in bribes, the following denominations are used:
Nine - 0 points
Jack - 2 points
Lady - 3 points
King - 4 points
Ten - 10 points
Ace - 11 points

Marriage denominations (queen and king):
Ace (4 aces) - 200 points
Hearts - 100 points
Diamonds - 80 points
Cross - 60 points
Peak - 40 points

The party consists of rounds. In each round, there is a player who must score at least 100 points. Such a player is called "sitting on a hundred." A forced bet of 100 points is passed clockwise c between players on each round.

Trade.
At the beginning of the round, 7 cards are dealt to each player, 3 cards remain in the draw.
Further, the bidding for the buy-in begins. The first to have the word is the player following the "sitting on a hundred" clockwise. The player can either raise the bet or say "PAS" refusing to trade further. The player who has set the maximum bid wins the bidding, gets the right to the first move and takes the buy-in. After evaluating 10 cards that are in the player's hands, the player must give one card he does not need to opponents. After the cards are handed over to the criminals, the player who ordered the game has the right to raise the bet. The maximum possible bet value is 300 points.

Game progress.
After the bet is determined, the player makes the first move. Margin announcement on the first move is not possible. Marriage can be declared as the first move if you have at least one trick in your hands. Margin announcements entail the receipt of points in accordance with the value of the margin and the installation of trump cards of the corresponding suit. Attention, if the player has no bribes in his hands, but he moves with one of the margin cards, then such a move is permissible, but the announcement of the margin and, accordingly, no trump cards occurs. Margin announcement does not occur if the player is forced to discard one of the Margin cards.

After the first call, the players are obliged to discard cards of the suit in which the call was made, in the absence of this suit in his hands, the player must play with trump cards, in case of lack of a trump, the player can throw off any card. After 3 players have placed their cards, the trick is taken by the player who played the highest card. The denominations of the bribe cards are recorded to the player in points. The rights of the first move are transferred to him. He makes the next move.

After each round, each player's score is calculated. Points are made up of the denominations of the cards that the player took during the round and the denominations declared by the player by the margins. The player who ordered the game must score at least points than he ordered. Otherwise, points in the amount of the ordered game are deducted from him. The player who did not take a single trick receives a "stick", if the player scored three "sticks", then he is penalized by 120 points.

If the total amount of the player's points exceeds 880 points, the accrual of subsequent points to him stops, the player sits on the "barrel".

The rules for betting in a round in which someone plays the barrel are different from the rules for the rest of the rounds.

The achievement of 880 points by one or more players is called a "barrel". The rules of the barrel game are as follows:
The player on the "barrel" gets a buy depending on the value of the "Barrel trade" table convention parameter
The player on the "barrel" must score 121 points.
The player on the "barrel" has three attempts to play 121 points. At the same time, for two unsuccessful attempts, he does not receive penalty points.
If the third attempt did not bring success, then the player flies from the "barrel" and 120 points are removed from the player, one unplayed barrel is recorded in the player's asset
If another player climbs onto the "barrel", then the player sitting on the barrel is discarded from it, 120 points are deducted from the player sitting on the barrel.
If the keeper plays a game with a bet of 121, regardless of whether the player has played the “barrel” or not, the opponents do not count any points or sticks in this round. They “stand still”.
If 2 or 3 players simultaneously hit the barrel, then they all roll off, 120 points are deducted from each player.
If on the "barrel", by another player, the keeper's bet is overbought, then the keeper will not receive points or sticks at the end of the round
If the bet is raised on the "barrel", the barrel-keeper, and the trade is won, then, if he does not take the bet specified during the trade, the barrel-keeper receives a penalty in the amount of the bet and flies off the barrel.

The game ends if any of the players takes the barrel.
The game ends if any of the players has a score of -1000.

Variable table convention parameters. During the game, the parameters can be specified by clicking the "Score" button.
- Retake: YES / NO
If the parameter is "YES", then after the players have 8 cards in their hands and any of the players have 4 nines or less than 14 points, the player can ask to re-deal the cards.

- Barrel Trading: YES / NO
If the parameter is "YES", then trading proceeds as usual, while the player who plays the barrel automatically declares the game for 121 points, if “NO”, then the player who plays the barrel declares the game for 121 and takes the buy-in, other players are not allowed to trade.

- Ace Marriage: YES / NO
If the parameter is "YES", then the ace margin is in effect in the game. Ace margins are 4 aces, and the margins cost 200 points. This margin is subject to the rules of regular margin, i.e. such a margin cannot be declared on the first move.

- Trade in the red: 0 / -100 / -200 / -300 / -1000
If the player scored less game points than indicated in this parameter, then the player automatically says pass when trading.

- Buy on a hundred is not shown: YES / NO
If the parameter is "YES", then the buyback is not displayed to opponents, if it is taken by "sitting on a hundred"

- Schedule the game: YES / NO
If the player sees that he obviously cannot collect the bet indicated during the trade, he can schedule the game. See "Painting Penalty". You cannot paint the game on the "barrel".

- Penalty for painting: YES / NO
If the parameter is "YES", then upon the fact of painting the game, the player receives a penalty in the amount of the bet made during trading, his opponents receive 50% of the ordered game. If the parameter is "NO", then after the game is painted, the player receives one stick, his opponents receive 50% of the ordered game.

- Zeroing at - + 555 points (DUMP): YES / NO
If the parameter is "YES", then when any player reaches 555 or -555 points after the next round, the points of this player become equal to 0.

- Golden con: YES / NO
If the parameter is "YES", then the points scored and not scored in the first three rounds in the game are multiplied by two.

Calculation of winnings.
At the end of the game, the winner of the game will receive game points for the losing players, in proportion to the points they scored.

The game is played with a reduced deck of 24 cards, from nine to ace. The seniority of the cards is determined by the points that the player receives for them when taking a trick. Thus, a nine does not give points at all, a jack is worth 2 points, a queen is 3, a king is 4. The most is ten - 10 and an ace - 11 points. Thus, the maximum amount of bribes without margins is one hundred and twenty. When calculating in the auction, it is useful to know that the sum of cards of the same suit is equal to 30 points.

Each round is based on the desire to open one of the mariages (king and queen of the same suit), of which there are traditionally four. The oldest - hearts gives 100 points, diamonds - 80, clubs - 60, blame - 40. Some players use an alternative system, in which the maximum is the clubs' margin, and the lowest is the diamonds.

Each round begins with a deal, the order of the deal changes to the left. The dealer is obliged to give cards to the partner on the right every time. After the shift, he must look at the bottom of the deck, there is his last card. If after the shift there is a nine, then the procedure is repeated. If the deck has a jack in the visa, then he "marries" - it is added to the center of the deck. You can deduct 120 points from the shifting player if 3 nines in a row fell.

The cards are dealt strictly one at a time. The latter should always go to the dealer. In a standard three-player game, the buy-in consists of 3 cards. It is important that the first three or the last three cards are not in the deal.

The rules also provide for several retake options. First, if one of the players has all the nines in his hands. Three nines will give the opportunity to retake the player to the left of the dealer. Retaliation occurs if one of the players has less than 15 points. Also, the person who takes the buyout can ask for a retake if it contains less than 5 points. It is worth emphasizing that you can always refuse to retake at the initiative of an interested player. Game progress

Before the start of the bidding, with the three-player option, three cards should remain in the buy-in, the rest are equally distributed between the players.

The player to the left of the dealer automatically says "100", which means, in the case of passes by other players, he must collect this amount. Trades are held clockwise in five-point increments. The player can leave the competition at any time by saying a pass. It is important that the trader cannot go more than 120 points without margins, because this would be a deception. Also, the player does not have the right to raise more than the sum of all points with margin in his hands. The buy-in is taken by the last person remaining in the auction. A player caught dishonestly during the bidding is punished with a fine. The buyout is shown "openly" to all players. There is only one exception to this rule - if the player took the cards on the “hundred”.

After winning the buy-in, the winning player calculates the amount of points he plans to score. He must announce how many points he will play. This amount should not be less than what was announced at the auction. So that all players have an equal number of cards in their hands, the one who took the buy deals one card to his opponents.

If the player realizes that he will not be able to collect the declared amount, then he can paint once per game. He will not lose points, and his opponents will be awarded 60 points. A round is considered played even if the winner in the auction deducts. Let's say he sees that he cannot get the claimed 120 and declares that he will not play this round. He is deducted 120 points, and rivals also receive 60 points.

After that, the round begins immediately. Players move on one card, the one who is stronger takes it. Margin is announced at any time by a player who has at least one trick. Marriage points are added to the announcer, and this suit becomes a trump suit. You can only trump when there is no card of the same suit as on the table. Only the player who announced the margin can start a move with a trump.

Points are calculated after each round. The points earned is the sum of all cards in accordance with their denomination. If a margin was announced, then it is added to the player's total points. The player who takes the buy-in receives the declared amount of points. If he did not dial it, then it is debited from his account. The whistler records the number of points in fact. If one of the players did not take a single bribe, then a bolt is drawn to him. Three bolts in a row result in 120 points being deducted.

Special rules start to apply when one of the players scores 880 points. This means that he sat on the barrel. Now he must, by hook or by crook, score 120 points per round, for which he is given three attempts. At the same time, he must win the auction and take the buy-in. Thus, an element of randomness is added. If the player is unlucky all three times, then he flies by 760 points and starts the ascent again. In the event that a player gets up and flew off the barrel three times, then all his points are reset. We'll have to climb the mountain again.

It is worth noting that only one player can sit on the barrel. If someone is already sitting, and another player picks 880 at the same time, the first one is penalized by 120.

Alternative rules 1000

Some players introduce additional ace margin by agreement. If one of the players is holding four aces, he can open them during the game and get 200 points. Opening aces is possible only with one trick. At the moment of "praise" all 4 aces must be in the player's hand.

To limit the drain of opponents, in most cases, players agree to prohibit trading for a person who has more than minus 120 points on his account. When trading, he automatically folds.

When adding the dump truck rule to the game, a player can face an unpleasant trap midway to victory. If after some round it turns out that the sum of his points is equal to 555, he flies to zero.

Some players like to use dark play. In this case, no later than the moment when someone looks at the cards, one of the players announces that he will dial 120. In case of success, his points will be doubled. If the hopes exceed the expectations, then the player loses 240 points. You cannot raise above level 120.

There is also a golden horse rule. With it, the first three rounds, players are forced to agree to play 120 automatically. Points are doubled.

You can play a thousand together, then some nuances appear. First, two buyouts of three cards are dealt. The winner of the auction takes only one of them to choose from. In the second buy-in, one card is given. The second trick is taken by the player who managed to take the last trick.

In a four-player game, the dealer will always rest. The amount of buy-in points is written to him. In the event that there is a whole margin in it, then the player receives its value on his account. Some players write down half the value of the margin if there is only one half in the draw.

On the pages of our site you can find not only the rules of the game 1000, but also download the game 1000 for free, as well as play a thousand online.

A thousand (1000) has long belonged to the category, most popular card games, and you can't argue with that. It makes no sense to understand the reasons for such popularity, but you should simply accept this fact. The most interesting and popular option rules of the card game 1000 (one thousand), this is a game for three players. This is due to the number of cards in the deck. Only twenty-four cards are selected from the deck of playing cards (the most short deck of cards from used). Starting from aces and up to nines, inclusive.

There are, of course, rules describing the ability to play in a thousand four, but with such a game one of the participants (in turn, this applies to each) will have to take the place of a "dummy", that is, his playing cards are cards from stock. This option is not very popular among fans of card games.

1. The meaning of the game ash tree stump as the name implies is to score a thousand points.

2. The game is played on bribes :)). In the sense that in order to score points, everyone should try to take as many bribes as possible.

3. The sum of all cards in the deck gives 120 points. Aces are valued at 11, kings are 4, queen has 3 points, jack 2, tens correspond to their face value, that is, 10 points. The seniority of the cards corresponds to their value, i.e. ace, ten, king, queen, jack. Although nines participate in the game, they have no point value. Marriages are also used (see card terminology), which in principle can be considered feature of the card game thousand (1000).

4. Bonus points are added for the announcement of each margin:

For Hearts' margin 100 points, for the announcement of Diamonds 80 points, Clubs are valued at 60 points, Spades at 40.

5. Another purpose of margin is the definition of a trump suit, so that depending on the alignment, the trump suit can change several times, in one game (distribution).

6. For example, one of the players has a diamonds in his hands (80 points), and the trump suit in the game, a spades, then declaring his marriage, he says: "eighty at a tambourine." This means that the trump card has changed to the suit of diamonds. Or he says: "eighty in suit", in this case he simply announced his eighty points, and the trump card remained the same.

7. In order for the points to be counted, it is necessary to declare your margins. If the player simply exits the king or queen (without a verbal announcement), as described in the example above. That marginal points are not counted. And to the subsequent statement: "Oh, I forgot!" All of them answer amicably: "Oh, it happens, gee, gee ...", and continue the game.

Trades in the card game thousand

And as in any card game rules, which is based on a set of bribes, and also provides for the presence of a buy-in, everything starts with bidding for the right of the first move and buy-in.

After all the cards are dealt, the player sitting on the left side of the dealer has the right of the first statement. Actually, this is not even a statement, but rather a prerequisite, since its rate is mandatory. He must score one hundred points in any case. If two rivals fold (refuse to bid for a buy-in), then he is forced to play and score one hundred points. If in the first round of bidding both folded and gave the game to the “obligatory” (100 points), then the one who is on “one hundred” may not show cards from the buy-in.

1. Of course, after taking the buy-in, he can re-order the game. Declare what goes for more points. It just doesn't make sense to raise rates before taking a buy-in with two passes.

2. Bids in the auction are usually raised by five or ten (as agreed) points. But not more than one hundred and twenty. The sum of the points of all the cards in the deck is 120. To claim a larger amount, you must have a margin on hand. And since all the cards, with the exception of the buy-in, are in hand, it will not work to cheat. And rivals may demand to show the margin at the bidding stage.

3. Bidding is won by the one who announced the highest bid, followed by two passes.

4. The one who took the buy (three cards) must show it to his partners on the card table. Then he can re-announce the game (raise the stakes). It should be borne in mind that you will have to choose two unnecessary cards and give them to your opponents. Thus, before the start of the actual rally itself, everyone must have eight cards in their hands.

Margin announcement in game thousand

if the player forgot to deal two unnecessary cards, but immediately made an exit (usually an ace or ten) from the highest cards in this game. Then the opponent has every right to take this card for himself. In this case, after the phrase, which has already become a classic, "Oh, I forgot" It is necessary to do the following: first, imbued with a feeling of deep gratitude to him; second, we say: "Thank you"; third, we say: "Gee, gee ..." and play on.

1. In order to declare your margin you need to take a bribe. In more detail, the prerequisite is only in the first drawing, that is, when all three participants take down one card for a bribe. After that, the one who took the bribe has the right to make an announcement of his margin.

2. On the card being played, you need to deal with cards of the same suit, if there are none, then a trump card. If there are no trump cards on hand, then any.

4. In order for the margin to play, there is no need to play both the king and the queen, for the points to be counted, it is enough to make an exit with one of them. It happens that another player can pick up the trump king with a ten or an ace and interrupt the trump with his margin.

Feature of counting in card game thousand (1000)

They consist in the fact that for the announcer of the game (who appointed the number of points that he intends to score), the cards are counted up to one point, and for the rest, the sum of points is rounded to five or to zero. For example, 67 will give 65 points, and if 68 is scored, it will be rounded to 70.

1. In case of not completing the announced rate (even for one point), all declared points are deducted from the record.

2. When you collect more points than the announced ones, only the amount you played is included in the record. He declared one hundred and forty, and took one hundred and seventy, only one hundred and forty is recorded.

3. Points are added to the previously earned and the final amount is recorded in the table.

4. The entry of points in a card game of one thousand (1000) is usually assigned to the one sitting to the left of the dealer, so that each in turn is obliged calligraphic handwriting with numbers participate in keeping records. The advantages of this rules of the card game thousand (1000) - there is no confusion with the right to deal cards. The one who wrote down last time deals the cards this time.

The disadvantages are penalties for incorrect entries in the table. The size of the fine is negotiated in advance, usually by a hundred points minus, so as not to be bored.

Features in the card game thousand (1000)

There are several features not found in other card games

1. Ability to paint and write off the announced game. If the player sees that he cannot score the declared points, then he can schedule the game. How does this happen?

From his record, the declared amount of the bet is deducted, and the opponents are added to the already collected half of this amount, each.

It is also possible that the player does not deduct anything from the record, it is simply added to the score of his opponents by half of the declared amount of points. In the table of records, this option is marked with the letter "P".

This option in the rules of the card game thousand (1000) is quite popular among players and, most likely, is associated with the special ingenuity of some players who do not want to sit on the barrel.

2. The second feature is the ability to write off the game. That is, the conditions are the same, not the ability to score the claimed points. The player is given the letter "C" in the table of records, and the rest are given a dash.

3. A dash is also given to the one who did not score the minimum points for the game. For example: two nines and a jack are two points.

4. Three dashes (in a row or for the whole game, by agreement) are penalized by one hundred and twenty points. After subtracting the penalty, the player can start typing dashes again

Card game thousand Well here we are on the barrel

1. The condition for sitting on a barrel is a set of 880 points by one of the players

According to some intelligence, the rules sit on the barrel when gaining 900 points.

2. If any of the players is on the barrel, no one has the right to paint or write off the game.

3. Marriage points are no longer counted for the one on the barrel, although he can also order or interrupt the trump suit. When bidding is not allowed to go more than one hundred and twenty.

4. He needs to score one hundred and twenty points in three attempts, that is, in one circle.

5. Points are counted down to one. I scored 34 cards, and they write 34.

In the next deal he scored 57, recorded 91.

6. If in three attempts he could not get to a thousand (1000) he is penalized by one hundred and twenty points and flies off the barrel. Moreover, the points scored are rounded to tenths (always down), for example: 993 is rounded up to 990 and 120 penalties are deducted, we get 870.

7. In the case when the second player sits on the barrel, and the first one is still sitting on it, the first one flies off the barrel with a sigh of relief on the same conditions, i.e. - 120.

But it doesn't even end there description of the rules of the card game 1000 (one thousand)... Like many others popular card games, one thousand includes many nuances in its rules.

1. If any of the players scored 555 points in plus or minus, then his record is reset to zero.

2. If in the hands of any player the sum of cards gives up to 13 points, he has the right to demand retaking.

3. The player has three nines or four jacks, even after the distribution of cards from the buy-in, also gives the right to demand a retake.

4. It is also necessary to retake, provided that the cards in the buy-in are less than five points, or two nines, or three jacks.

5. Announcement of retake is possible only before the first exit.