1000 (Tysiacha)
Tysiacha — "a thousand" — is a three-handed bidding and trick-taking game from
Russia and Poland. You bid for the right to a three-card talon, and then for the
rest of the hand you are trying to collect the points you promised. The engine of
the game is the marriage: a King and Queen of the same suit, which scores a
bonus and makes its suit trump for as long as nobody declares a better one.
Objective. Be the first player to reach 1000 points.
The pack
Twenty-four cards: the Ace, 10, King, Queen, Jack and 9 of each suit.
The ranking is the thing to learn first, because the 10 is the second-highest
card, not a middling one:
There are 120 points in the pack. That number is why a bid over 120 needs
something else behind it — see the auction.
Marriages
Holding both the King and the Queen of a suit is a marriage. Declaring one
scores its value and makes that suit trump:
The deal
Each player gets seven cards and three go face down to the talon. The
deal moves one seat to the left after each hand. The first dealer rotates
between games: Player 1 deals the first game, Player 2 the next, then Player 3.
The auction
The seat to the dealer's left is the eldest hand, and in this implementation
the eldest is committed to the opening bid of 100. The auction then runs from
the seat after them; each player in turn either raises or passes, in steps of
five.
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A bid above 120 requires a marriage in hand. 120 is every point in the
pack, so a larger promise can only be met with marriage bonuses on top.
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A pass is final — you cannot come back in.
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Two passes end the auction, and the last player standing is the declarer.
The eldest hand's compulsory 100 is a house rule that removes the all-pass
redeal. The minimum bid is 100 in any case, so it costs nothing in practice.
The talon and the exchange
The three talon cards are named in the action log, where every player can
see them, and then go into the declarer's hand — ten cards.
The declarer then passes one card face down to each opponent, first to the
seat on their left and then to the seat beyond it. Everyone now holds eight
cards.
Face down here means hidden from the other opponent: neither of them sees
what the declarer gave the other. It does not mean hidden from the player
receiving it, who takes the card straight up into their hand. Your own hand is
always face up to you.
Finally the declarer confirms the contract. Having seen the talon, they may
raise it — the same 120 rule applies to the raise, judged against the hand they
now hold — but they may never lower it.
The play
The declarer leads to the first trick.
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If you cannot follow suit and a trump has been established, you must
trump if you hold one.
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With neither, play anything.
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The highest trump takes the trick; with no trump in it, the highest card of
the led suit does.
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The winner takes the cards face down and leads the next trick. Eight tricks
make a hand.
Declaring a marriage
A hand begins with no trump at all. A suit becomes trump only when someone
declares a marriage in it, and a later marriage in a different suit overrides
the earlier one for the rest of the hand.
To declare, lead the King or the Queen of a suit whose other half is still in
your hand. You must have already taken a trick this hand — which also means
no marriage can be declared to the opening trick.
Declaration is automatic here. Leading a King or Queen while you hold its
partner and have already taken a trick declares the marriage; there is no
separate button, so a press on a card is never ambiguous about which move it
means.
Scoring a hand
Count the card points in the tricks you took and add any marriages you declared.
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The declarer scores their contract exactly if they reached it, and loses
the contract if they did not. Points above the contract are not paid.
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Each opponent scores exactly what they collected — card points plus their
own declared marriages.
The barrel
Reaching 880 puts you on the barrel: your score is frozen there, and the
only way off it is to win the auction and make a contract of at least 120,
which takes you straight to 1000 and the match.
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You get three hands on the barrel. Fail all three and you drop to 760.
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Only one player sits on the barrel at a time. If another player climbs to 880
in a later hand, the incumbent is knocked off to 760 and the newcomer takes
the seat.
If two players would reach 880 in the same hand, the first of them takes the
barrel and the second is held at 875 — otherwise the two would trade places
on the spot. Barrel rules vary widely by region; this is one common framework.
Winning
The first player to 1000 wins. Because a score freezes at 880 and only a made
barrel contract releases it, the winner always lands on exactly 1000.