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Austrian Preference

Card games · Trick-taking

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Summary — 3–4 players

Austrian Preference is the three-handed trick game where you bid to win six of the ten tricks in your own choice of trumps. Defenders can stay in to chase two tricks each or drop out, and the hand is settled from a shared pot with bonus payouts for holding all four aces or none at all.

Scored by
tricks won each hand, out of ten, with the declarer needing six
Origin
Austria, within the wider Central European and Russian family of Preference games.

Rules

How to play

Players and equipment

Austrian Preference seats three active players, with a fourth welcome at the table: with four, whoever deals a hand sits out of it entirely, and the turn to deal — and so to sit out — passes round the table clockwise; with three, the dealer plays as usual. Use a 32-card pack, French or German suited: ace, king, queen, jack, ten, nine, eight and seven of each suit, and nothing below a seven.

The four suits rank in a fixed order for the bidding, each one standing for a number:

Hearts
4
bidding "hearts" skips the exchange outright
Diamonds
3
-
Spades
2
-
Clubs
1
-

Traditionally you play for something small — coins, or chips if your table prefers — kept in dishes on the table: one in the middle for the shared pot, one in front of each player for their own stake. Playing for nothing works exactly the same way; you just skip the payouts below.

The deal

After a shuffle and a cut by the dealer's right-hand neighbour, deal clockwise: three cards to each active player, two face down to the table — the talon — then four more each and three more each, so every active player holds ten cards. With four at the table, the dealer deals no hand to themselves; with three, the dealer is one of the three.

Before the first deal of a sitting, everyone at the table — the dealer's sitting-out seat included — puts an equal amount into the pot, a multiple of ten so it divides evenly later. When the pot runs dry and the table wants to carry on, everybody tops it up again by the same amount.

Play

The player to the dealer's left bids first, and the bidding passes clockwise. A bid is a number from one to four (naming a suit by its rank above), "game" (declarer without touching the talon, in any suit but hearts), or "hearts" (declarer in hearts without touching the talon, which ends the bidding on the spot). Only the next number up may be bid over a number already on the table — no jumping — and a player already outbid on a number may "hold" rather than raise, matching the new number without naming a higher one. Passing ends your bidding for the hand, and naming a number rules out "game" or "hearts" later, so either has to come at your first turn to speak. A "game" bid loses only to a higher "game" or to "hearts"; two "game" bids reveal their suits, and the higher suit — tied, whoever sits closer to the dealer's left — becomes declarer. If everyone passes, the next dealer deals.

Whoever wins the bidding with a number now picks up the talon's two cards unseen, adds them to their hand, and discards any two cards face down, then announces trumps: the suit their number stands for or any higher one. The two cards leaving the talon are gone for the hand; a "game" declarer never touches the talon at all and announces the suit they bid straight away, and a "hearts" declarer plays in hearts.

Each defender then says, in turn starting on the declarer's left, whether they will play on or drop out. Playing on is a promise to try for two tricks; dropping out gives up on the hand's pot but avoids its penalty. If both defenders drop, the declarer takes every trick with no play at all. If only one stays in, that defender may invite the one who dropped back in as a guest — an invitation that cannot be refused — and the two then share the task of taking four tricks between them, the inviting defender carrying the penalty if they fall short and the guest risking nothing.

Where there is play, the declarer leads to the first trick and the winner of each trick leads the next. You must follow suit if you can; failing that you must play a trump if you hold one; and, within those rules, you must play a card that beats those already in the trick if you can. One extra rule binds the first defender to speak against the declarer's own lead, when both defenders are in: if that defender can beat the card led, they must do so with the lowest card that still wins — no overplaying for show.

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