A. PRZYMUS RUCHOMY ATUTOWY DWUKOLOROWY

                                               bez oddania lewy

 

                                                           p. xx

                                                           c. ----

                                                           k. ----

                                                           t. Ax

 

                                                           N

            p. AK                                                                         p. ----

            c. AK                                                                         c. ----

            k. ----              W                                           E          k. xxx

            t. ----                                                                         t. D     

                                  

                                                           S

                                                           p. ----

                                                           c. xx

                                                           k. ----

                                                           t. Kx

 

Król trefl ustawia gracza W w przymusie

 

B. PRZYMUS RUCHOMY ATUTOWY TRÓJKOLOROWY

                                               bez oddania lewy

 

                                                           p. A109x

                                                           c. ----

                                                           k. ----

                                                           t. Ax

 

                                                           N

            p. KD                                                                         p. Wxx

            c. AWx                                                                      c. x

            k. A                 W                                           E          k. x

            t. ----                                                                         t. D     

                                  

                                                           S

                                                           p. ----

                                                           c. KDx

                                                           k. K

                                                           t. Kx

 

Król trefl ustawia gracza W w przymusie

 

 

 

 

 

C. PRZYMUS RUCHOMY ATUTOWY DWÓKOLOROWY

                                               z oddaniem lewy

 

                                                           p. xxx

                                                           c. ----

                                                           k. x

                                                           t. Ax

 

                                                           N

            p. AKD                                                                      p. xx

            c. ADW                                                                     c. ----

            k. ----              W                                           E          k. Axx

            t. ----                                                                         t. D     

                                  

                                                           S

                                                           p. ----

                                                           c. Kxx

                                                           k. ----

                                                           t. Kxx

 

Król trefl ustawia gracza W w przymusie

-jeśli zrzuci kiera, to rozgrywający weźmie w ręku odda kiera i przebijając następnego wyrobi sobie króla.

- jeśli zrzuci pika, to rozgrywający weźmie w stole i zagra pika wyrzucając z ręki kiera.

Każde wyjście daje rozgrywającemu lewę.

D. PRZYMUS RUCHOMY ATUTOWY TRÓJKOLOROWY

                                               z oddaniem lewy

 

                                                           p. Axxxx

                                                           c. ----

                                                           k. ----

                                                           t. Axx

 

                                                           N

            p. KDxx                                                                     p. Wxx

            c. AK                                                                         c. xx

            k. AK              W                                           E          k. xx

            t. ----                                                                         t. D     

                                  

                                                           S

                                                           p. ----

                                                           c. Dxx

                                                           k. Dxx

                                                           t. Kx

 

Król trefl ustawia gracza W w przymusie

E. PRZYMUS RUCHOMY ATUTOWY DWÓKOLOROWY

                                   z oddaniem lewy w formie wpustki

 

                                                           p. KD10x

                                                           c. ----

                                                           k. ----

                                                           t. Ax

 

                                                           N

            p. AWx                                                                      p. xx

            c. AD                                                                         c. ----

            k. x                  W                                           E          k. Axx

            t. ----                                                                         t. D     

                                  

                                                           S

                                                           p. ----

                                                           c. Kxx

                                                           k. x

                                                           t. Kx

Król trefl ustawia gracza W w przymusie:

-jeśli zrzuci pika, to rozgrywający utrzyma się w stole i zagra króla pik (z ręki karo) wyrabiając trzy forty w stole,

-jeśli zrzuci kiera, to rozgrywający utrzyma się w ręce i przebije kiera wyrabiając dwie forty w ręce,

-jeśli zrzuci karo, to rozgrywający utrzyma się w stole i zagra króla pik wpuszczając W

 (jeśli W przepuści, to zostanie wpuszczony następmym pikiem).

F. PRZYMUS RUCHOMY ATUTOWY TRÓJKOLOROWY

                                   z oddaniem lewy w formie wpustki

 

                                                           p. Kxx

                                                           c. ----

                                                           k. x

                                                           t. Ax

 

                                                           N

            p. AD                                                                         p. xx

            c. AD                                                                         c. xx

            k. Ax               W                                           E          k. x

            t. ----                                                                         t. D     

                                  

                                                           S

                                                           p. ----

                                                           c. Kxx

                                                           k. K

                                                           t. Kx

 

Król trefl ustawia gracza W w przymusie

 

G. PRZYMUS RUCHOMY NIEATUTOWY DWÓKOLOROWY

                                               z oddaniem lewy

 

                                                           p. A10x

                                                           c. x

                                                           k. ----

                                                           t. Ax

 

                                                           N

            p. KDW                                                                     p. ?

            c. KDW                                                                     c. ?

            k. ----              W                                           E          k. ?

            t. ----                                                                         t. ?      

                                  

                                                           S

                                                           p. x

                                                           c. A10x

                                                           k. ----

                                                           t. KD

 

Król trefl ustawia gracza W w przymusie

 

H. PRZYMUS RUCHOMY NIEATUTOWY TRÓJKOLOROWY

                                               z oddaniem lewy

 

                                                           p. DW10x

                                                           c. ----

                                                           k. ----

                                                           t. AD

 

                                                           N

            p. AK                                                                         p. ?

            c. KD                                                                         c. ?

            k. KD              W                                           E          k. ?

            t. ----                                                                         t. ?      

                                  

                                                           S

                                                           p. ----

                                                           c. AW

                                                           k. AW

                                                           t. Kx

 

Zagranie blotki trefl ustawia gracza W w przymusie.

-jeśli zrzuci pika, to rozgrywający bije damą i oddaje pika

-jeśli zrzuci kiera, bądź karo, to rozgrywający bije asem, wraca do ręki damą trefl, gdzie ma gotowe trzy lewy.

 

 

 

 I. PRZYMUS RUCHOMY NIEATUTOWY DWÓKOLOROWY

                                               z oddaniem dwóch lew

 

                                                           p. ----

                                                           c. x

                                                           k. Axxx

                                                           t. Kx

 

                                                           N

            p. KD10                                                                     p. x

            c. AD                                                                         c. x

            k. KD              W                                           E          k. Wxx

            t. ----                                                                         t. xx    

                                  

                                                           S

                                                           p. AWx

                                                           c. Kx

                                                           k. ----

                                                           t. AD

 

Dama trefl ustawia gracza W w przymusie:

-jeśli zrzuci pika, to rozgrywający utrzyma się w ręku i zagra asa i blotkę pik wyrabiając lew pikową i wpuszczając W, który musi wyjść w kiera lub karo.

-jeśli zrzuci kiera, to rozgrywający utrzyma się w stole na asa karo zrzuci pika i wyrobi kiera,

-jeśli zrzuci karo, to rozgrywający utrzyma się w stole, zgra asa karo (zrzucając pika z ręki)

i wracając do ręki asem trefl ponownie ustawi gracza W w przymusie wpustkowym.