How to Play Preferans

Preferans is a classic three-player trick-taking auction game. If you want clear starter steps, this page will help — and you can find more card-game guides at Playmore.

This guide focuses on the common three-player auction/soloist version with misère contracts. It is not Skat. Exact scoring and some turn details vary by region, so check Pagat's Preferans page for authoritative rules.

Quick facts

Item Details
Game name Preferans
Players 3
Type Russia/Europe; auction trick-taking with soloist and defenders
Deck 32-card deck (a reduced setup made from a normal 52-card deck)
Beginner focus Three-player auction/soloist game with misère contracts; not Skat

What you are trying to do

In each hand one player becomes the declarer (soloist) after an auction. The declarer names a contract and tries to win enough tricks, or in misère try to win none. The other two players work against the declarer as defenders. The goal is to win the bid and then meet the contract. Exact scoring totals and penalties depend on your local version.

What you need and how to set up

You need a 32-card deck. This is a reduced deck made from a normal 52-card deck. Shuffle and deal cards so each player gets their hand and a small face-down stock or "kitty" is created, depending on your group. Decide who deals first and agree the scoring method before you start. Because rules vary, check Pagat's Preferans page for the precise deal, card order, and scoring used in your region.

How to play

  1. Deal hands and create the kitty as your chosen version requires.
  2. Auction: Players bid in turn to name a contract. Bids say how many tricks the declarer thinks they will take or specify a special contract such as misère (aim to take zero tricks).
  3. Highest bidder becomes the declarer. The declarer may pick up the kitty or make a substitute move if your house rules allow it.
  4. Declarer names the trump suit if the contract requires it. In some contracts there is no trump.
  5. Play tricks: the leader plays a card, then others follow clockwise. Players must follow suit if able. The highest card of the led suit wins, unless a trump is played. Trumps outrank non-trumps.
  6. Collect tricks and count them at the end of the hand to see if the declarer met the contract. Some contracts require taking a minimum number of tricks; misère requires taking none.

How a round or game ends

A single hand ends when all cards are played and tricks are counted. A full game normally runs until players reach a target score or after a set number of hands. Exact scoring, payments, and game-end conditions vary by version. Agree these details before you start and consult Pagat's Preferans page or your in-group rules for the official scoring table.

Beginner tips

  • Pay close attention during the auction; bid only when you have a good plan for trumps and tricks.
  • Count high cards and trumps that have been played. Card counting helps you judge whether to push a contract.
  • In misère contracts, play low and try to void suits so you can discard when trumps are led.
  • Watch the kitty if the rules let the declarer use it. Those extra cards can change a weak hand into a playable contract.
  • Start with gentle bids. It is better to learn the flow before aiming for big contracts with complex scoring.

FAQ

What does misère mean?

Misère is a special contract where the declarer tries to take zero tricks. It changes strategy: you often play low and try to avoid winning any trick. Exact naming and rules for misère can vary by region.

How are trumps chosen?

The declarer usually names the trump suit when they win the auction, unless the contract specifies no trump. Some versions force a particular trump based on the bid. Check your table rules.

Is Preferans the same as Skat?

No. Both are three-player trick games with auctions, but they differ in deal, contracts, and scoring. This guide covers Preferans; see Pagat's Preferans page for authoritative comparisons and regional rules.