Play Durak
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A digital cardroom for the classic Russian card game. Create or join a table, play with friends and complete weekly challenges for extra rewards.
Pick a table, stakes, and seats. A match starts in seconds.
Pick players and variant — jump into matchmaking.
Your table, your rules — open to the vault or private for friends.
Heads-up duels for serious players — winner takes the pot.
A private event — your rules, and players join only by invitation (room code or invite link).
Heads-up duels only — ₽ 5,000 · 10,000 · 20,000 buy-in. Winner takes the crown.
Cosmetic deck skins, paid in chips. Your equipped back is what you see at every table.
A frame around your portrait — at your seat, in profiles, and on the leaderboards.
A symbol next to your name, visible to everyone at every table.
The thinking player's classic — three hands, a two-card talon, and a battle of nerves.
Play right now against two bots — online tables are coming next.
Players: three active players. In a four-player game the dealer sits out the hand (“the dealer rests”) and deals for the other three.
Deck: 32 cards — 7, 8, 9, 10, J, Q, K, A in each suit. Aces are high: A · K · Q · J · 10 · 9 · 8 · 7.
The deal: every player receives 10 cards, dealt two at a time; two cards go face-down to the middle — the talon (прикуп).
The goal: win the auction and make your contract — or, when everyone passes, take as few tricks as possible. Scores live in three ledgers: the pool (пуля), the mountain (гора) and whists (висты).
Starting left of the dealer, players bid for the right to declare the contract. Every bid names a number of tricks and a trump suit, and must outrank the previous one. The ranking is by tricks first, then by suit:
| Tricks | ♠ Spades | ♣ Clubs | ♦ Diamonds | ♥ Hearts | NT — no trump | Value |
|---|---|---|---|---|---|---|
| 6 | lowest bid | · | · | · | · | 2 |
| 7 | · | · | · | · | · | 4 |
| 8 | · | · | · | · | · | 6 |
| Misère (мизер) — take zero tricks · ranks between 8 NT and 9 ♠ | 10 | |||||
| 9 | · | · | · | · | · | 8 |
| 10 | · | · | · | · | · | 10 |
So the ladder runs 6♠ → 6♣ → 6♦ → 6♥ → 6NT → 7♠ → … up to 10NT. A player who passes is out of the auction for the hand. Misère is a stand-alone bid: you may not bid anything before or after it in the same auction.
The auction winner (the declarer) shows the talon to the table, takes both cards, then discards any two face-down (снос) and announces the final contract — at least as high as the winning bid.
The player to the dealer's left (eldest hand) leads to the first trick. Play follows three iron rules:
1️⃣ You must follow suit whenever you can.
2️⃣ Void in the suit led? You must play a trump if you hold one (no obligation to overtrump).
3️⃣ Only with neither the suit nor a trump may you discard freely.
The highest trump wins the trick — or the highest card of the suit led if no trump appears. The trick's winner leads next. The declarer needs at least the contracted number of tricks.
The two defenders decide whether to fight the contract. Each may declare whist (“I'll defend — and I answer for the defenders' tricks”) or pass. Against a 6- or 7-contract, the second defender may also call half-whist (полвиста) after the first passes — the hand is scored without play, both sides as if they had met their quotas.
Together the whisting side must win a minimum number of tricks:
| Contract | 6 tricks | 7 tricks | 8 tricks | 9 tricks | 10 tricks |
|---|---|---|---|---|---|
| Defenders must take | 4 | 2 | 1 | 1 | 1 |
If both defenders pass, the declarer's contract is conceded and scored as made. If exactly one defender whists, they may choose to play “in the light” (в светлую): both defenders' hands are exposed and the whister plays the passing player's cards too — carrying the whole quota alone. Whisters who make their quota earn whist points per trick; falling short sends the shortfall to their mountain.
The purest contract in the game: the declarer promises to take no tricks at all, always at no-trump. After the talon exchange and the first lead, all hands are laid open and the defenders plot together in the open, steering tricks toward the declarer.
A clean misère scores 10 into the pool — the same value as a ten-trick contract. Every trick the declarer is forced to take costs 10 to the mountain. One misjudged discard can turn a beautiful hand into a catastrophe, which is exactly why the misère is famous.
If all three players pass, nobody declares — and the hand flips: now everyone wants the fewest tricks. Play is at no-trump. The talon opens the game: its first card leads trick one, its second card leads trick two.
Each trick taken writes 1 to your mountain; finishing with zero tricks earns 1 pool point. Consecutive all-pass hands escalate — by convention the stakes double, or grow by one point per round — so a table can't hide in raspasy forever.
Every player keeps three tallies on the classic cross-ruled score sheet:
Pool (пуля) — grows when you make contracts. The game ends when every player fills their pool to the agreed target.
Mountain (гора) — your penalties. The smaller, the better.
Whists (висты) — points written against a specific opponent for tricks taken on defense.
Making a contract adds its value (6 = 2, 7 = 4, 8 = 6, 9 = 8, 10 = 10, misère = 10) to your pool. Going down (ремиз) writes the contract value per undertrick onto your mountain — and the defenders write whists against you for their tricks. At settlement the mountains are compared and the differences convert into whists; the final score is whists received minus whists conceded.
Three great scoring schools dominate — agree on one before the first deal:
Сочинка (Sochi) — the modern standard. Straight values, as described above.
Ленинградка (Leningrad) — mountain and whist entries are doubled during play; pools double at settlement. Sharper, swingier.
Ростов (Rostov) — gentler on whisters: their penalties are halved, and the mountain is replaced by direct whist payments.
Beloved extras: «Шесть пик — Сталинград» — a six-spades contract is war: both defenders must whist, no half-whist, no surrender. Gentleman's whist — defenders split the spoils of a failed contract equally. Гусарик — the two-player “hussar” variant for when only a duel is possible.
Талон / прикуп — the two hidden cards · Снос — the declarer's two discards · Торговля — the auction · Вист / полвиста — defending, at full or half stake · В светлую — defending with open cards · Пуля — the pool you must fill · Гора — the penalty mountain · Ремиз — a failed contract · Распасы — the all-pass hand · Мизер — the zero-trick contract.
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