A. PRZYMUS SZEŚCIOKĄTNY IMPASOWY

 

                                                           p. AW

                                                           c. x

                                                           k. D

                                                           t.----

 

                                                           N

            p. Dx                                                                          p. K

            c. K                                                                            c. Dx

            k. A                 W                                           E          k. K

            t. ----                                                                         t. ----  

                                  

                                                           S

                                                           p. x

                                                           c. AW

                                                           k. ----

                                                           t. A

 

As trefl ustawia gracza W w przymusie, bez straty lewy może on zrzucić jedynie karo, ale wtedy (ze stołu kier) gracz E jest w przymusie.

 

B. PRZYMUS SZEŚCIOKĄTNY ZDERZENIOWY

 

                                                           p. Ax

                                                           c. Ax

                                                           k. ----

                                                           t. x

 

                                                           N

            p. K                                                                           p. Wx

            c. Wx                                                                         c. K

            k. Kx               W                                           E          k. Dx

            t. ----                                                                         t. ----  

                                  

                                                           S

                                                           p. D

                                                           c. D

                                                           k. Ax

                                                           t. A

 

As trefl ustawia w przymusie obydwóch obrońców.

 

 

 

 

 

 

 

C. PRZYMUS SZEŚCIOKĄTNY IMPASOWO- ZDERZENIOWY

 

                                                           p. AW

                                                           c. Ax

                                                           k. ----

                                                           t.x

 

                                                           N

            p. Dx                                                                          p. K

            c. K                                                                            c. Wx

            k. Kx               W                                           E          k. Dx

            t. ----                                                                         t. ----  

                                  

                                                           S

                                                           p. x

                                                           c. D

                                                           k. Ax

                                                           t. A

 

As trefl ustawia gracza W w przymusie, bez straty lewy może on zrzucić jedynie karo, ale wtedy gracz E jest w przymusie.

 

D. PRZYMUS SZEŚCIOKĄTNY BARCA

 

                                                           p. Axx

                                                           c. ----

                                                           k. AW8

                                                           t. Ax

 

                                                           N

            p. D10xx                                                                    p. Wxx

            c. ----                                                                         c. ----

            k. 109x            W                                           E          k. Dxx

            t. K                                                                            t. Wx

                                  

                                                           S

                                                           p. Kxx

                                                           c. AK

                                                           k. Kx

                                                           t. D

As kier (od W i od N pik) ustawia gracza E w przymusie, bez straty lewy może on zrzucić jedynie pika, ale wtedy  gracz E jest w przymusie:

- zrzucenie pika pozwala rozgrywającemu wziąść trzy lewy pikowe

-zrzucenie trefla pozwala na odebranie dwóch lew treflowych

-zrzucenie kara pozwala na wyimpasowanie damy karo u E i wyrobieniu lewy na ósemkę karo