House Rules
Beyond the regional variants, almost every regular Thousand table has its own pet rules. This page collects the most common ones — agree which ones are in play before the first deal.
Dealing & redeal house rules
4-nine mandatory redeal
A player dealt all four nines in their starting hand may demand a redeal before the auction begins. Almost universally enforced because holding all four nines means a useless hand (zero card-points and no chance of any marriage). Some tables make it mandatory for the dealer to redeal even if the player would prefer to play.
3-nine optional redeal
A player dealt three nines may optionally request a redeal. Less universal than the 4-nine rule but very common, especially with novice players. Some tables require the dealer to grant the request; others let the dealer decline once.
Weak-hand redeal
A "weak hand" entitles the player to request a redeal in some tables. Definitions vary widely:
- Strict: no marriage and no Ace and no card above 10.
- Loose: no marriage and no Ace.
- Counted: total card-point value in hand below a threshold (e.g. < 14).
Four-jack redeal
A player dealt all four Jacks may request a redeal — analogous to the four-nine rule but rarer. Some tables also allow the declarer to demand a redeal if the talon contains three Jacks (covered also under Bad talon redeal).
Misdeal handling
- Standard: same dealer redeals without penalty.
- Soft penalty (canonical Russian default): deal moves one seat clockwise so the next player redeals (book: "If a penalty is received during dealing, the redeal is done by the next player").
- Flat penalty: dealer pays a small fixed penalty (e.g. 20 points) and redeals.
Bottom-card guard (Cut-deck safety)
The reference book forbids a 9 or J from landing at the very end of the cut deck: physical play re-cuts up to three times before penalising the dealer. Two strategies model the same offence; combine them at most one at a time — the cross-field invariant rejects turning both on.
- On (canonical Russian default): the shuffle's final step swaps the bottom card with the first card that is not a 9 or J whenever the offence applies, so the bottom slot is always a Q, K, 10, or A. The procedural cut-and-recut penalty cannot fire. Deterministic — the swap is a function of the post-Fisher-Yates ordering, so the same seed produces the same deck.
- Off: leaves the raw Fisher-Yates ordering untouched. A 9 or J at the bottom is permitted; tables that want unmodified shuffles or that simulate the procedural rule explicitly should pin this off and turn the Cut-deck nine/jack penalty on.
Cut-deck nine/jack penalty (procedural)
The procedural alternative to the bottom-card guard: turn the cut
into a real interactive moment. After the shuffle the engine opens
a pre-auction cut phase; the seat counter-clockwise of the dealer
clicks Cut the deck. A 9 or J at the bottom is a bad cut, the
cutter rotates one seat counter-clockwise, and the deck is
re-shuffled. After three bad cuts the dealer takes a fixed −120
penalty applied immediately and the deal proceeds with the current
ordering — no further re-cuts.
- Off (default): the cut is silent and instantaneous; the shuffle's bottom card stays untouched. Use this with the Bottom-card guard on if you want the canonical Russian "no offence ever" semantics.
- On: opens the procedural ritual. Requires the bottom-card guard to be off (the guard erases the offence the ritual relies on). The penalty amount is fixed at 120 points; a configurable amount is deferred until a table asks for it.
All-pass handling (no forced-bid rule)
When no one bids and neither the forced-opening rule nor the "bolt" is in effect, the deal is dead. Tables disagree on what happens next:
- Standard: redeal by the same dealer, no scoring.
- Pass-out: deal moves clockwise without scoring.
- "Распасы" (reverse-scoring): the deal is played without trump or bidding, and the player who wins the fewest tricks scores their card-points (or, in some traditions, the player with the most tricks loses theirs). A way to make every deal count.
Bidding house rules
Forced opening at 100
Forehand must open at 100; they cannot pass on their first turn. Speeds up the auction; eliminates the "everyone passes" non-deal.
Maximum first-round bid
Some tables cap the first-round (pre-talon) bid at 120; others allow up to 150 if the bidder has very strong cards. Confirm before play.
Forced dealer bid (Бовт / Bolt)
If everyone passes, the dealer is forced into a 100 contract. Sometimes
called бовт or болт. Pinned on by default in canonical Russian
(book + video walkthroughs agree the dealer has 100 "hanging" before
forehand acts, so the auction never collapses on all-pass) and standard
in Ukrainian play; optional in Polish, 2-player, and 4-player Configuration A.
Configuration B (dealer sits out) cannot turn this on — the
forced_dealer_bid_requires_active_dealer invariant rejects the combination.
The Russian word болт (and its synonym палка) is also used for the zero-tricks penalty under Penalty house rules — a completely different rule. Always agree which "bolt" your table means.
"Dark" / blind bid
A player may make their first bid before looking at their hand (в тёмную / ciemny / blind). Successful blind bids score double; failed blind bids cost double. High-risk, mostly social.
Re-entry after pass
In standard rules, passing is permanent. Some house rules permit a player who passed in the first round to re-enter once on a later round — useful when forehand opens cautiously, the others pass, and forehand ends up alone on a low contract.
Contra (defender doubling)
A defender may double the declarer's bid before play begins, asserting they will defeat the contract. The declarer may redouble ("rekontra") in response. The bid value at stake is multiplied accordingly. Common in some Polish tables; rare in Russian play.
No contract without marriage
Some tables forbid bidding 120 or higher unless the bidder has a marriage in their starting hand. A stricter variant caps the maximum bid at 120 plus the value of marriages already held — a hand with no marriage may bid only 100, a hand with the spades marriage may bid up to 160, and so on.
Negative-score bidding restriction
A player with a negative running score may be barred from active bidding. They may only receive the minimum forced 100 contract if the other players pass. Used at tables that don't want a falling player to escape the hole by gambling on big bids.
Forced-bid concession
When a player has been forced into the minimum 100 contract — by the forced-opening rule, by the "bolt", or by being the last bidder left in a stalled auction — and looks at a hopeless hand, some tables allow them to concede before play rather than play out a guaranteed loss.
The bid amount is deducted from the conceder's score and distributed to the other players. Distribution variants:
- Equal split: each non-conceder gets the bid divided equally (e.g. 100 split among two defenders → +50 each).
- Each gets full: every other player receives the full bid amount (a stiffer penalty for the conceder; rare).
- Pre-agreed ratio: house-defined split.
Sometimes called сдаться без вскрытия (concede without opening) when done before turning the talon over. Distinct from pass-the-talon — that's available to any declarer after seeing the talon; forced-bid concession is reserved for players who didn't want the bid in the first place.
Write-off / Сдача
The book's pre-tricks concession. After seeing the widow — between
talon take and the pass step (Russian / 2-player B), or between talon
reveal and the two opponent passes (Polish 2-card
pass_without_taking) — the declarer sees an inline Write off
button next to the pass affordances. Handing the first card to an
opponent commits to playing the deal and the button disappears
silently. Clicking Write off instead opens a confirmation modal; on
confirm, the full bid is subtracted from the declarer's running
total and half of the bid is credited to each opponent.
On in the canonical Russian template — the book describes write-off as a standard pre-play action available to any declarer with full hand information.
Distinct from forced-bid concession, which only fires on a forced minimum-100 contract pre-play (before the talon is even revealed).
Split variants:
- Half to each (book default): each opponent gets bid ÷ 2.
- Equal split: the bid is divided equally among the opponents regardless of count (in 2-player play this collapses to the same thing as half-to-each; in 3- and 4-player play it splits asymmetrically when partnerships are involved).
Pairs naturally with the every-third-write-off penalty, also on in the canonical template — at most Russian tables the two rules ride together.
Talon house rules
Pass-the-talon
A declarer disgusted with the talon may concede the deal before playing, paying their bid as a penalty. Common at relaxed tables; rare in serious play.
Public talon
Some house rules require the talon to be flipped face-up before the auction begins. This makes the auction much sharper and less dependent on luck. (Reduces strategic depth — most tables don't use this.)
Talon flip after first auction round
A halfway compromise: the talon stays closed during the first round of bidding; if the auction continues to a second round, the talon is flipped. Lets first-round bids stay sharp while preserving talon mystery for serious bids.
"Buyback"
The declarer may discard their entire hand in exchange for a fresh deal at a 50-point penalty. Almost never seen in serious play; sometimes used in family games.
Hidden talon on 100
If the declarer wins the auction at the minimum 100 simply because everyone else passed, the talon is not shown to the defenders — only the declarer sees it. Some tables extend this to any forced 100 contract (bolt or forced-opening). Compensates for being stuck with a contract you didn't want.
Bad talon redeal
After winning the auction and revealing the talon, the declarer may demand a redeal if the talon is worthless by card-point sum. The book's canonical threshold is "sum in the widow is less than 4", so the rule fires on talons with fewer than 4 card-points; tables that play with the looser "fewer than 5" cutoff configure the threshold accordingly.
Some tables allow this only on a minimum 100 contract; others let any declarer request it before the pass-cards step. Listed in the book among the agreed-in-advance redeal conditions, so off in the canonical Russian template.
Two nines in the talon redeal
A sibling rule to Bad talon redeal with a different predicate: the declarer may demand a redeal when the talon (widow / прикуп) contains exactly two 9s, regardless of card-point sum. Distinct trigger from the card-point threshold — a talon with 2 nines and an Ace passes the bad-talon-points threshold but still qualifies under this rule. The book lists it among the agreed-upon redeal conditions.
- Off: never offered.
- Any contract: offered after talon reveal regardless of bid.
- Minimum-100 only: offered only when the contract sits at the opening floor (100), mirroring the bad-talon-redeal gate.
If both this rule and bad-talon-redeal fire on the same talon, the table sees a single offer, not two — the declarer accepts or declines once.
Talon re-buy
After the talon is revealed, another player may "buy it away" from the auction winner by naming a higher fixed contract — typically 120, 240, or any value above the current bid. This creates a second auction with full talon information and changes who plays the contract.
Open discard
After taking the talon, the declarer's discards to each opponent may be made face-up rather than face-down. The defenders gain information about what the declarer chose to throw away, reducing talon luck. Mostly a tournament or analysis rule.
Marriage house rules
"Spades equals clubs"
Some tables score ♠ marriage at 60 (matching ♣) on the grounds that 40 points isn't worth declaring. Mostly a Ukrainian table tradition.
Half-marriage capture bonus
A defender who captures both halves of a marriage (the K and the Q of the same suit, in tricks) scores a small bonus — typically 20 points.
Trump activation timing
Standard rule: when a marriage is declared, trump becomes that suit from the next trick onward.
Variant: trump takes effect immediately on the same trick — the led K or Q is already trump and outranks any non-trump card already played to the trick. Changes the strategy of timing marriages.
Marriage announcement timing
- Standard: declared by leading the K or Q while on lead. The bonus posts immediately.
- Hand-announcement variant: a player on lead may announce a marriage from the hand without leading either K or Q, then lead a different card. Trump still switches to the marriage suit. Rare; changes strategy substantially.
- Pre-trick variant: marriages must be announced before the first trick of the deal in some traditions. Rare.
Drowned marriage
If a player holds half a marriage (K or Q of some suit) and an opponent captures the other half in a trick before the marriage is declared, the marriage is drowned:
- Standard: the marriage simply cannot be declared; no bonus, no trump change.
- Cancellation variant: if the marriage was declared earlier and later "drowned" by capture, the bonus is retroactively cancelled. Almost never used — confusing scoring.
Ace marriage / Тузовый марьяж
A player holding all four Aces may declare an ace marriage, typically worth +200 points. Variants:
- Trick required: the player must already have taken at least one trick before declaring.
- First-lead allowed: declaration is legal on the very first lead of the deal.
- First-Ace-led sets trump: the suit of the first Ace led after declaration becomes trump (ace marriage replaces the usual K-Q marriage as the trump trigger).
- No trump effect: the ace marriage scores points but does not change the trump suit.
One trump per deal
Only the first declared marriage sets trump. Later marriages still score their bonus, but they do not change the trump suit. Used at tables that find mid-deal trump-flipping confusing.
Marriage trick required
The book's standard rule: a player may declare a K-Q (trump) marriage only after the seat has already captured at least one trick in the current deal. The same gate applies uniformly to the four-aces (ace) marriage.
- On (book default): every marriage declaration — K-Q or four-aces, on lead or via hand-announcement / pre-first-trick — requires a prior captured trick. The pre-first-trick announcement window is effectively unusable under this rule because no seat has any captured tricks yet.
- Off (trickless variant): declarations are legal at any phase, including the first lead and the pre-first-trick window. Tables that use the pre-first-trick announcement timing or want to give the declarer a strong opening line typically pin this off.
Trick-play house rules
Partial trumping
A defender who cannot beat an existing trump but holds a lower trump is, at some tables, allowed to discard rather than play the lower trump. Standard Thousand requires playing the trump.
Lazy revoke
Misplays (failure to follow / overtake / trump) are punished only when caught and called before the next trick is led. After the next lead the misplay stands. Useful for casual play.
Last-trick bonus
The winner of the final (8th) trick earns a small bonus — typically +10 points — added to that side's deal score. Common at many Russian and Polish tables; reduces the dominance of the marriage.
Slam bonus
If the declarer wins all 8 tricks of the deal:
- Off: no bonus, just the card-points and any marriages.
- Fixed bonus: a flat +X points (commonly +60 or +120).
- Doubled bid: the contract value is doubled on success.
A defender side analogously may get a slam-against bonus if the declarer takes zero tricks (typically only relevant for mizère contracts).
Lead-trump-after-marriage
After declaring a marriage, the declarer must lead trump on the next trick (not just the K or Q of the marriage). Some tables enforce this as a strategy lock; most do not.
Scoring house rules
Rounding granularity
- Standard: card-point totals rounded to nearest 5; marriage bonuses are exact.
- Coarse: round to nearest 10 — popular in fast tables.
- Exact: no rounding at all — popular in tournament play.
Score actual points on success
- Standard: declarer scores the bid value on success (any extra points captured do not count).
- Actual-points variant: declarer scores the larger of bid or actual deal points on success. Reduces over-bidding pressure.
Defender contributions
- Standard: each defender independently scores the points they captured (cards + own marriages).
- Pooled variant: the two defenders' captured points are summed and split equally. Almost never used outside partnership variants.
Declarer rounding before contract check
Some tables round the declarer's captured points before comparing to the bid. A captured 118 against a 120 bid rounds up to 120 and makes the contract. Forgiving to near-misses; reduces over-bidding caution.
Failed-contract distribution
When the declarer fails their contract, the bid amount is deducted from their running total. Where the points "go" varies:
- Standard: the points are simply lost — the declarer's individual loss; defenders are unaffected.
- Split among defenders: the bid is divided equally among the defenders and added to their scores.
- Each defender gets the full bid: a much stiffer penalty.
- Mirrors forced-bid concession: if the failed contract was a forced bid, the same distribution rule applies. (Most consistent choice.)
Significantly changes the risk profile of bidding. The standard rule keeps Thousand a "race to 1000"; the distribution variants make it more of a zero-sum chase.
Opening-game house rules
Golden deal / Золотой кон
During the first N deals (usually equal to the number of players, so 3 in a 3-player game) every player in turn must play a mandatory 120 contract. The deal scores, penalties and bolts are commonly doubled.
Variants:
- Marriages doubled: marriage values count double during golden deals (most common).
- Marriages not doubled: only card-points and contract penalties double.
- If nobody makes 120: scores reset and the normal game begins, or the golden round is replayed, or the game proceeds with the failures recorded.
- Bidding allowed: some tables let players bid above 120 during golden deals; others lock the bid at exactly 120.
- Blind play allowed: some tables forbid blind bids during the golden round.
A high-stakes opening that quickly punishes weak hands and rewards strong ones.
Barrel house rules
Barrel deals
- Standard: 3 deals on the barrel.
- Strict: 1 deal only — make 120 or fall off.
- Lenient: unlimited until you make it or another player wins.
Barrel collisions
- Last-mounted survives (standard).
- All collide → all fall off.
- First-mounted survives (rarer).
- Coexist — every on-barrel unit stays mounted simultaneously,
each running its own
deal_countcountdown independently. Listed in the book as an agreed-in-advance variant: when more than one unit reaches the threshold, no eviction takes place.
Barrel penalty
- Standard: −120 to a final 760.
- Mild: barrel resets, no penalty (return to 880).
- Harsh: −240 (back to 640).
Three-falls barrel reset
The book's "if a player sat on the barrel 3 times and then fell off it, all results are reset to zero" rule. The third fall overrides the standard barrel penalty and zeroes the running total instead of deducting 120.
- Off: every fall applies the standard barrel penalty; the seat keeps any other accrued points.
- On (canonical Russian default): the engine tracks per-seat barrel-fall counters across the game; on the third fall the running total drops to zero and the counter clears.
Barrel-jump penalty
Bidding far above the 120 needed (e.g. 200) while on the barrel and failing incurs an extra penalty in some tables — typically the bid amount instead of the standard −120. Discourages "hero" bids.
Multiple players on the barrel
Standard rules force a collision when a second player reaches the barrel. A relaxed variant allows two or more players to sit on the barrel at the same time, each running their own 3-deal countdown independently. First to make 120 wins; the others can still fall off normally.
Alternative barrel threshold
Some tables move the barrel from 880 to 900, or add an intermediate "pit" score (e.g. an at-700 lock-in) that players must clear before approaching the barrel. Effects vary heavily — define explicitly before play.
Reverse barrel
A symmetric variant for failing players: at −880, a player enters a reverse barrel. They have 3 deals to reach −1000 (which would lose the game outright); if they fail to do so, they fall back to a pre-agreed score such as −760 or −500. Rare; mostly a cruel add-on for long sessions.
Endgame house rules
Target score
The default goal is 1000 points, but tables disagree:
- Standard: first to 1000 wins. Game length: roughly 6–10 deals at a typical pace.
- Short: first to 500 for a quick game (kid-friendly).
- Long: first to 1500 for serious players.
- Tournament: first to 2500 — significantly longer; usually paired with stricter scoring rules.
Going over the target
If a player exceeds the target in a single deal:
- Standard: the player wins immediately at whatever the actual score is.
- Exact rule: a player must reach exactly the target to win.
Exceeding it caps at
target − 1and the deal continues.
Tiebreakers
If two players cross the target in the same deal:
- Standard: the declarer wins ties.
- High score: highest running total wins.
- Continuation: continue play with the threshold raised by +500.
Dump truck / Самосвал
If a player's running score lands exactly on the threshold (most commonly +555), their score is reset to zero. Pure kitchen-table folklore but widely known and frequently played.
- Positive only: only the positive threshold triggers the reset (most common at non-Russian tables).
- Both signs: positive and negative thresholds both trigger.
This is the canonical Russian default per the reference book —
Russian Thousand ships with
dump_truck = "both_signs".
The exact threshold is configurable as a sibling toggle: tables that play with +550 instead of +555 use the same rule with a shifted landmark. Bounded in [100, 1000]; thresholds not divisible by 5 rarely fire because scoring rounds running totals to multiples of 5.
Special contracts
In addition to a numeric bid, some traditions allow named contract bids that change the scoring rules of a single deal.
Mizère / Минимум
Declarer commits to taking zero tricks in a no-trump deal. Fixed contract value (commonly 120). Defenders try to force tricks on declarer. Already noted under Russian variant; widespread informally.
Slam contract
Declarer commits to taking all 8 tricks. Common contract values: 240, 300, or simply double the highest numeric bid. Failing loses the slam value as a penalty.
Open hand
Declarer plays the entire deal face-up — all opponents see the declarer's hand. Scoring is doubled on both success and failure. Almost exclusively a tournament curiosity.
Penalty house rules
Revoke penalty
- Standard: declarer's full bid awarded to the opposing side.
- Flat: 120 points awarded regardless of bid.
- Configurable: a fixed house-defined amount.
Talon-look penalty
Looking at the talon before the auction ends:
- Standard: 120 points deducted from the offender; deal redealt.
- Stricter: deal forfeited; opposing side awarded the bid.
Showing-hand penalty
Deliberately or accidentally showing one's hand to an opponent:
- Standard: small fixed penalty (typically 20 points).
- Strict: full bid penalty.
Zero-tricks penalty (Болт / Палка)
A player who takes no tricks at all in a deal earns a "bolt" (болт, also палка — "stick"). After accumulating a threshold of bolts (commonly 3), the player receives a fixed penalty (commonly −120) and the bolt counter clears.
Variants:
- Three consecutive bolts (counter resets on any trick taken).
- Any 3 bolts during the game (cumulative; never resets) — this is the canonical Russian default and matches the book's "every three sticks scored in the game" wording.
- Bolts doubled during golden deals (when the Golden deal rule is active).
- Dark-game stick doubling — a stick earned on a deal where the seat opened with a blind / dark bid counts as two sticks. The book frames this as standard for dark games; off by default in the canonical template.
- Declarer exempt — only defenders can earn bolts (rare).
This is not the same as the forced dealer bid — that's also called болт in some traditions but means a forced 100 contract, not a zero-tricks penalty.
Every-third-write-off penalty
A counter sibling to the zero-tricks bolt: every time a seat reaches
the configured number of write-offs (usually 3),
a fixed −120 penalty fires and the write-off counter clears. The
threshold is configurable in [2, 5]; the penalty amount is
configurable in [0, 240].
On in the canonical Russian template (penalty system entry #5 in the reference book); pin it off at non-Russian tables that don't take write-off seriously.
No-win-streak penalty
The book's "no win for 3 rounds in a row or in total" rule. A seat that fails to win a deal (declarer making contract, or defender capturing positive deal points) for the configured number of deals earns a fixed −120 penalty and the streak counter clears.
Variants:
- Off.
- Consecutive three: the counter resets on any winning deal; three losses in a row trip the penalty.
- Any three (canonical Russian default): cumulative across the game; only the penalty trigger resets the counter. Matches the book's "or in total" wording, mirroring the every-third-stick accumulation pattern above.
Threshold is configurable in [2, 5]; penalty amount in [0, 240].
Cross / Крест
An alternative penalty path for a failed contract. Instead of the bid being deducted immediately, the failing declarer receives a cross; defenders may receive bolts instead of points. After accumulating 2 crosses, the declarer receives a fixed penalty (commonly −120) and the cross counter clears. Local; rarely seen outside specific regional traditions.
There is no wrong choice here — but mismatched expectations cause more arguments than any other element of Thousand. If a rule isn't on this page, ask before you bid.