Rules for 1000

1000 is a card game for 2-4 players. A round typically takes 30-60 minutes, and the recommended age is 10+.

Rules for the card game 1000: Trick-taking game where you bid points and use marriages strategically. First to 1000 wins. 1000 is also known as Thousand, Tysiąc or Тысяча.

2-4 players
30-60 minutes
10+ years

About the game

1000 is a trick-taking game for 3 players (or 2-4) that combines strategy, bidding, and a bit of luck. The game originates from Eastern Europe and is popular in countries like Poland, Russia, and Ukraine. The goal is to be the first to reach 1000 points by winning tricks with valuable cards and declaring marriages.

The game works best with 3 players and typically takes 45-90 minutes. You need a special deck of 24 cards (9 through Ace in all suits) and something to write with for keeping score.

Illustration for 1000: About the game

Setup

The game uses 24 cards: 9, 10, Jack, Queen, King, and Ace in all four suits. Card rankings and point values:

  • Ace: 11 points (highest)
  • 10: 10 points
  • King: 4 points
  • Queen: 3 points
  • Jack: 2 points
  • 9: 0 points (lowest)

There are 120 points in the deck in total. The first dealer is chosen randomly, then the deal passes counterclockwise.

Dealing and bidding

Each player receives 7 cards, and 3 cards are placed face down in the center (called the talon or prikup). Cards are dealt one at a time, with one card going to the talon during each of the first three dealing rounds.

The player to the dealer's left starts the bidding at a minimum of 100 points. Bidding continues counterclockwise, and each player must either bid higher (in multiples of 5: 105, 110, 115, and so on) or pass. Once you pass, you cannot bid again. The highest bidder becomes the declarer.

You cannot bid over 120 points unless you have at least one marriage in your hand.

Card exchange

The declarer picks up the three talon cards, shows them to everyone, and adds them to their hand. The declarer then gives away two unwanted cards, one to each opponent, face down. Everyone now has 8 cards.

After the exchange, the declarer may raise the bid (in multiples of 5) or leave it unchanged.

Special rule: If a player has four 9s after the exchange, they can show the cards and demand a redeal with no point changes.

Marriages and trump

A marriage is a King and Queen of the same suit. Declaring one gives bonus points:

  • Hearts: 100 points
  • Diamonds: 80 points
  • Clubs: 60 points
  • Spades: 40 points

The game starts with no trump suit. When a player wins a trick and holds a marriage, they can declare it and lead the King or Queen. That suit becomes trump until another marriage is declared or the round ends.

Important: you must have both cards in hand when declaring, and you can only declare after winning a trick (not on the first trick).

Gameplay

The declarer leads the first trick, and the winner of each trick leads the next. Trick-taking rules:

  • You must always follow suit if you can
  • If there is no trump: if you cannot follow suit, you may play any card
  • If there is trump: if you cannot follow suit, you must play a trump card if possible
  • The highest trump wins the trick; otherwise the highest card in the led suit wins
  • Remember: 10 ranks higher than King

Opponents work together to stop the declarer, but each player keeps their own tricks for scoring purposes.

Scoring

After each round, players count the points in their tricks plus any marriages they declared.

  • Declarer: If the declarer scores at least as many points as their bid, the bid is added to their total. If not, the bid is subtracted.
  • Opponents: Always receive the points they took, rounded to the nearest 5.

Example: the declarer bid 130. With 145 points, the declarer gets +130. With 125 points, the declarer gets -130.

Special rules

The Barrel (880-999 points): When a player reaches 880-999 points, their score is set to 880 and they are "on the barrel". They then have 3 chances to bid and score at least 120 points to win. Points scored as an opponent do not count during this time. If they fail within 3 rounds, 120 points are deducted from their score.

Zero rounds: If an opponent scores no points in 3 rounds (not necessarily consecutive), 120 points are deducted from their score on the third occurrence.

Rospisat: The declarer can give up after seeing the talon. Each opponent gets 60 points. This is allowed twice without penalty; the third time costs the declarer 120 points.

Four players

With four players, one sits out each round (the player to the dealer's right, or the player opposite the dealer, depending on local rules).

The inactive player can score points in two ways:

  • 40 points for each Ace in the talon
  • The value of any marriages in the talon

These points are not awarded if the inactive player is on the barrel.

End of game

The game ends when a player reaches 1000 points or more. It is possible to win without ever being on the barrel (for example, going from 845 to 1005 points in a single round).

If the declarer and an opponent both reach 1000 or more in the same round, the declarer wins. If two opponents both reach 1000 or more, the one with the higher score wins.

Tips and strategies

A few useful tips for playing 1000:

  • As declarer, be careful with your bid. It is better to bid slightly low and make it than to bid high and fall short
  • Remember that 10 ranks above King. This catches new players out regularly
  • Use marriages wisely. They give points and let you set the trump suit
  • As an opponent, work with the other player to stop the declarer, but keep in mind that you each score your own tricks
  • On the barrel, you must be the declarer and score 120 or more points. Take your time and plan your bid carefully
  • Pay attention to four 9s. As declarer, avoid giving away your fourth 9. As an opponent, watch for the chance to trigger a redeal

Last updated: March 28, 2026

🇳🇴 Norwegian rules ↗

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