Beginning with the eldest hand, players bid for the privilege of declaring the contract and trump suit and playing as the soloist. Each bid consists of a number from 6 to 10 that indicates the minimum number of tricks to be won by the declarer and a trump suit. The ranking is first by number of tricks and then by suit as follows: spades, clubs, diamonds, hearts, and no trumps (in ascending order). A special bid,
misère, ranks between 8 tricks with no trumps and 9 tricks with spades. The bidding can last several rounds until all players but one pass. At the beginning of each round, the eldest hand can make a bid that only needs to be as high as the highest bid so far. Otherwise each bid must be higher than the previous one. A player who has passed may not bid again later, and a player who wants to bid misère must not make any other bids before or after. If no player bids at all, a special all-pass game is played (Russian:
raspasovka). Misère and all-pass games are special in that the object is to avoid tricks rather than win them. Both are described in their own sections below. The highest bidder becomes the declarer. The declarer shows the two cards in the talon to the defenders before adding them to their hand and discarding any two cards face down. Unless the declarer's bid was misère, the declarer then declares any contract that ranks at least as high as the highest bid. In trick-play, the declarer must win at least the number of tricks indicated in the contract. If successful, the declarer wins the value of the contract in pool points (×10). If not successful (a situation called
remise), the declarer loses the value of the contract multiplied by the number of undertricks (tricks missing) in dump points (×10), and also pays the same amount to each defender in whist points (×1).
Whisting An unusual feature of Preferans is that the defenders have their own secondary objectives in addition to the objective of preventing the declarer from keeping the contract. Moreover, defenders may drop out of trick-play or may play with open cards. Beginning with the player who sits to the left of the declarer, each defender indicates whether he or she wants to whist. If neither defender wants to whist, the declarer wins automatically without playing out the hand. The declarer scores the value of the contract, and no other scoring takes place. In addition, if the declarer plays a 6- or 7-trick game, the second player chooses whether they will "half-whist" or "whist," rather than the usual "pass" or "whist". If the player forgets to declare "half-whist" or "whist", they will not gain any points. That means he writes whists on the declarer as if he took 2 tricks in a 6-trick game and 1 in a 7-trick one. A second incentive for whisting, besides the chance of spoiling the declarer's contract, is that the whisting players are paid the value of the contract in whist points (×1) from the declarer for each trick they win, regardless of whether the declarer or the defender wins their respective required number of tricks. If there is only one whister, then that player also gets the whist points for the tricks won by the other defender (known as a greedy whist). There also exists a convention that if the declarer has failed to achieve his contract, the whists won by the whister are divided equally between the whister and the other player (known as gentlemanly whist). However, there are significant penalties for the whister(s) if the defenders fail to win enough tricks. The required number is 4 tricks if the declarer undertook to win 6 tricks, 2 tricks if the declarer undertook to win 7 tricks, and 1 trick if the declarer's contract is for 8 tricks or more. (See table above.) If precisely one of the defenders decides to whist, then that player has a choice between playing normally and
playing in the light. In the latter case, both defenders' hands are displayed face-up on the table and the whister plays from both hands, similar to
contract bridge. In any case, only the whister will score for this hand, positively or negatively. If the defenders do not win the required number of tricks and there is only a single whister, then the whister loses the value of the contract in dump points (×10) for each undertrick. If this happens when there are two whisters, then the penalty is distributed fairly among them according to the principle that each whister is only responsible for their own undertricks with respect to half the required number of tricks. However, if the required number of tricks was 1, then it cannot be divided by 2 and the second whister is deemed responsible (the justification of that rule is that if the second whister passed, the first whister would be able playing in the light with open cards, which generally provides more chances to defend against and possibly defeat a high contract). When the first defender decides not to whist against a contract for 6 or 7 tricks, the other defender has a third option besides passing and whisting. In this case the second defender may
half-whist, in which case trick-play does not take place and the declarer and the second defender each score as if both sides had won their required number of tricks and the defenders' tricks had been shared equally between both. The first defender does not score. However, if the second defender wants to half-whist, the first defender gets a second chance to whist, in which case trick-play and scoring are done normally. ==Scoring system==