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How to play Preferans

Full guide: dealing a 32-card deck, bidding for the contract, the widow, playing out ten tricks, the opponents’ whist and keeping the pool on muta.pro.

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In brief

Goal
Close the pool
Players
3
Game
40–90 min
Difficulty
High
Genre
Cards

Aim of the game

Preferans is a calculating card game for three. The goal is to score more points in the record sheet called the pool. Points come from precisely fulfilled contracts: you must win exactly as many tricks, as you bid during the auction, no more and no less. Fall short and you take penalty points into the ‘hill’; overshoot and it brings you no benefit. The game runs until the pool is fully closed.

The deal

Played with a 32-card deck (from the seven to the ace). Each of the three players is dealt 10 cards, and a further two cards are placed face down in the centre — this is the widow. The ranking within a suit is standard: ace above king, then queen, jack, ten and so on down to the seven. Once you have your hand, assess its strength: how many sure tricks it promises and in which suit it is best to name trump.

Bidding and play

Bidding

Players name their bids in turn, raising the stakes: from ‘6 spades’ up to higher suits and numbers, all the way to ‘10 no-trump’. Whoever bids highest plays the contract.

The widow

The winner of the bidding takes the two widow cards into their hand. They now hold 12 cards and must reduce back to ten.

Discard and contract

The player discards two surplus cards (the discard) and finally declares the contract — the trump suit and the number of tricks they pledge to win.

Whist

The other two decide whether to play against the declarer. The whisters must take their tricks and thwart the contract; they may also pass.

Tricks

Ten tricks are played out. You must follow suit; if you cannot, you trump or discard. The trick is won by the highest trump, or, with no trump, by the highest card of the led suit.

Misère

A special contract: the declarer pledges to take no tricks at all. Here everything is reversed — every involuntary trick is dangerous.

How it looks: moves explained

Three typical situations at the table. Trump here is hearts ♥, trump cards are outlined in gold. Red suits (♥ ♦) are shown in red, black ones (♠ ♣) in dark. The winning card is highlighted.

Your hand · club suit
A
K
Q
J
10
A long suit. Five clubs with the ace on top — that's almost five sure tricks and a reason to name clubs trump.
Trump takes the trick
A
K
7
Trump beats everything. The lead is the ace of spades, but the third player has no spades — they trump with the seven of hearts ♥ and take the trick even over the ace.
Highest card takes it
K
A
9
No trump — by rank. Everyone follows diamonds: the ace ♦ is higher than the king and the nine, so it takes the trick.

Keeping the pool

After play the result is counted. Made the contract — you record points in the pool, advancing towards victory. Fell short of tricks — you take a penalty in the ‘hill’, which you will later have to work off. The whisters record themselves whist points for tricks taken from the declarer, or are penalised if they failed to meet their quota. The game runs over several deals in a row until the pool is closed; whoever has the best final balance wins.

Controls on muta.pro

📣
Bidding
The ‘Make a bid’ button opens the grid of contracts — from ‘6 ♠’ to ‘10 NT’ and ‘Misère’; ‘Pass’ exits the bidding.
🗂️
Discard
After the widow, click the two surplus cards and confirm with ‘✓ Discard and declare contract’.
🃏
Playing a card
During play, tap a card in your hand — it goes into the trick. Illegal cards are greyed out.
📊
Pool and chat
On the right is the ‘Pool · Hill · Whists’ table and a ‘Now playing’ marker; alongside are the deal log and the room chat.

Tips for beginners

Count your tricks honestly

Bid only what you can really win. An inflated contract almost always ends in the ‘hill’.

Value long suits

Five or six cards of one suit with the ace make for reliable tricks and a good reason to name it trump.

Remember what has been played

Keep track of which high cards have already been played: it tells you whose cards ‘win’ and how many tricks remain.

Whist according to your strength

It is worth going for whist when you have the means to take tricks. An empty whist only hands the declarer their contract.

Bidding strategy

The bidding decides the deal before the first card hits the table. Rating your hand by the number of aces is useless — count your sure tricks: cards the opponents cannot beat. An ace in any suit, a king backed by a third card, and the "extra" cards of a long suit once your opponents are void in it. The value of a contract climbs in the auction by the same logic: the suits run in ascending order ♠ < ♣ < ♦ < ♥, and above them all stands no-trump. The higher the bid, the dearer the game and the more painful a set, so take exactly the contract your hand holds with confidence.

AKQJ10+A

Five hearts from the ace plus a side ace of spades — a hand for a confident six-trick contract with ♥ as trump.

Count the minimum for your contract

A six-trick game needs 5–6 reliable tricks and a suit of your own at least four cards long. A seven-trick game needs a five-card trump suit with two top honours, or a single finesse by the opponents will collapse the contract.

Don't overrate the widow

Two unknown cards strengthen the hand by half a trick on average, not by two. Bid so the contract comes home even without a lucky widow, and let the widow be a bonus.

Read the other bids

A long pass often means a hand "almost worth a game" with one weak suit — attack there. An early jump to seven or eight is either a long trump suit or a bluff banking on the widow.

Play tactics

The declarer's first task is the question of trumps. If the opponents hold many between them, draw the trumps at once — lead your top trumps until the defenders are out of them, or they will ruff your side aces. If your trump suit is short and needed for a finesse, do the opposite and hold it: gather your tricks in the side suits first, then take what's missing with trumps in the endgame. Here the order of the leads matters more than the cards themselves — one hasty trump trick easily costs the contract.

AK7

Leading the ace of spades — but the third player is void in spades, and the seven of trump ♥ beats even the ace.

The finesse (impasse) is the main tool for winning an extra trick. Holding "♠A Q" without the king, lead low hoping the king sits on your left: if it's played, you win with the ace; if not, you slip the queen past. A blind finesse is 50/50, but the bidding hints at the direction — a player who passed on a strong hand more often holds the missing king.

Count suits, not cards

Once all eight cards of a suit are gone, your lowest card in it becomes a sure trick — nothing beats it but a trump.

Build the endgame

By the last three tricks know exactly what the opponents hold and force them to lead into your fork or into a trump.

Defend as a team

Together, lead the suit where your partner is strong and never trump his own trick — this is two playing against one.

The discard, misère and variants

Once you take the widow you hold 12 cards and discard the two extras into the talon. The rule is simple: the discard takes the small cards of short side suits, to free the hand for trumps and finesses. Aces, kings and cards of long suits do not go into the discard — those are tricks handed away.

AKQdiscard87

Clubs are trump: we leave the top clubs alone, and the lone 8♦ and 7♠ go into the discard.

Misère is declared when the hand holds no card that would force a trick — every suit has a "hole" at the bottom, and the dangerous middle cards can be discarded. An ideal misère is spread out with no "hanging" queens or jacks; no-trump (NT) is taken on a balanced hand with aces in three or four suits, where the top cards hold up on their own. A special case is the pass-out: when everyone has passed, tricks become penalties and the aim flips — win as few as possible, shedding dangerous middle cards at the first opportunity.

79·7·78·78

A clean misère: every suit has a low "hole," no hanging queens or jacks, nothing that must take a trick.

Common beginner mistakes

Going down in Preferans hurts twice: you score nothing in the pool and on top of that you take the value of every undertaken trick into your "mountain." One failed eight-trick game wipes out three tidy six-trick games, so a reliable contract is almost always better than an ambitious one.

Bidding "on the widow"

Bidding six or seven counting on the widow to add two tricks. On average it gives half a trick — the hand must carry the contract without it.

An empty defence

Defending with no tricks of your own "just to interfere." The contract still comes home, and you pay whists on top. On a flat weak hand a pass is cheaper.

Discarding aces early

Throwing away strong cards of a side suit for a pretty trump. The discard takes the small cards of short suits, not aces and kings.

Trump at any cost

Naming four small cards with no honours as trump. Such a trump is beaten from above; a trump suit should hold an ace-king or a length of at least five.

The blind finesse

Finessing when the trick can be won honestly by length. Half of all finesses lose — count your sure tricks first.

Greed in the pass-out

Holding aces and long suits "just in case" when everyone has passed. In the pass-out tricks are penalties — get rid of the dangerous middle cards on the first lead.

Frequently asked questions

How many tricks are there in a deal?
Ten — matching the number of cards in hand. They are divided between the declarer and the two whisters.
What ranks higher during play?
Any trump beats a non-trump card. Within a single suit the ranking is standard: the ace is strongest, the seven is weakest.
A8the trump 8♥ beats the ace of spades
Can three players play against bots?
Yes. On muta.pro two seats can be taken by bots that bid and play the cards on their own, or by live players via the room code.
What makes misère dangerous?
In misère you must take no tricks at all. Any accidental trick breaks the contract, so the layout of the cards is critical here.
In what order do the suits rank in the auction?
From lowest to highest: spades, clubs, diamonds, hearts, and above them all no-trump. So "six hearts" outbids "six diamonds," and "six no-trump" outbids any six-trick game with a trump.
How many cards go into the discard and when is it made?
After taking the widow you hold 12 cards, and the two extras are discarded face-down before you announce the contract. You discard the small cards of short side suits, keeping aces, kings and long suits.
How do I know a hand is fit for misère?
It's fit if every suit has a low "hole" (a seven or eight), and the dangerous middle cards — queens and jacks — can be discarded or thrown under an opponent's lead. A balanced hand with no hanging middles almost never fails a misère.
What should the declarer do first?
Judge how many trumps the opponents hold. If it's a lot, draw the trumps at once from the top until the defenders are out. If your trump is short and needed for a finesse, save it and gather the side tricks first.
Is it worth defending without strong cards?
No. An empty defence doesn't hinder the contract, hands the declarer a made game and forces you to pay whists for the shortfall. Defend when you hold at least two tricks of your own; otherwise pass.
Why is a seven-trick game advised less often than a six?
The gain in the pool between a six and a seven is small, while the chance of going down on a seven is many times higher. A set immediately writes the shortfall into the mountain, so a reliable smaller contract is usually more profitable than a risky larger one.
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