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Precedence — Official Rules

PRECEDENCE

The Imperial Game of Rank and Command


Overview

**Precedence** is a four-player, partnership-based trick-taking game originating in the Core Worlds of the Stellar Drive Empire. It is a game of hierarchy, precision, and controlled ambition.

Played formally in Core and Border salons, Precedence emphasizes disciplined bidding, visible declaration, and long-term strategic restraint.


Players

  • 4 players
  • 2 partnerships (partners sit opposite each other)
  • Played in hands until one team reaches the target score (default: 250)

  • The Deck

    Suits

  • Void
  • Frontier
  • Border
  • Core
  • Ranks (Low → High)

    2–10

    Officer

    Commander

    StellarPilot

    Emperor

    In Frontier/Void variants, **StellarPilot** is renamed **Voidpilot** (illegal under Core rules).

    Total cards: 52


    Objective

    To reach the target score (default 250 points) before the opposing team.


    GAME STRUCTURE

    Each round consists of:

    1. Antes

    2. Deal

    3. Meld Declaration

    4. Bidding

    5. Trick Play

    6. Scoring


    1. Antes

    At the start of each hand:

  • Each player contributes the agreed small blind to the **Hand Pot**.
  • The Hand Pot is awarded to the winning team of that hand.
  • A separate **Accord Pot** is funded at game start and awarded to the team that wins the full game.


    2. Deal

  • 13 cards dealt to each player.
  • Trump suit rotates clockwise each hand (recommended default).

  • 3. Meld Declaration Phase

    Before bidding, players may declare melds.

    Allowed Melds

  • **Triad**: 3 cards of identical rank
  • **Quad**: 4 cards of identical rank
  • **Run (3+)**: Sequential cards of the same suit (minimum 3)
  • Meld Scoring

    | Meld | Points |

    |------|--------|

    | Run (3) | +3 |

    | Run (4+) | +6 |

    | Triad | +5 |

    | Quad | +12 |

    Declaration Rules

  • Declared cards are placed face-up.
  • Meld cards remain part of the player's playable cards.
  • Declared cards must be played before any non-meld cards.
  • Each declared meld requires an additional fixed wager into the Hand Pot.
  • Risk

    If a team fails its contract:

  • Meld points are halved (rounded down).

  • 4. Bidding

    Each player bids the number of tricks they expect to win.

    Partners combine bids into a **Team Contract**.

    Example:

  • Player A bids 4
  • Partner bids 6
  • Team Contract = 10 tricks
  • Each trick bid requires a fixed credit contribution to the Hand Pot.


    5. Trick Play

  • Player left of dealer leads first trick.
  • Must follow suit if able.
  • Highest card of lead suit wins unless trump is played.
  • Trump overrides lead suit.
  • Emperor is highest card within its suit.
  • Winner of trick leads next.


    SCORING

    Contract Success

    If a team meets or exceeds its contract:

  • +10 points per trick bid
  • +1 point per trick taken above contract (these are called **Excess**)
  • Example:

    Bid 10, take 12:

  • +100 (contract)
  • +2 Excess

  • Excess (Bag) Rule

    Each overtrick = 1 Excess.

    When a team accumulates **10 Excess**:

  • Immediately subtract 100 points from total score.
  • Reset Excess count to 0.
  • This penalty is known formally as:

    > **The Imperial Audit**


    Contract Failure

    If a team fails to meet its contract:

  • −10 points per trick bid
  • Meld points are halved

  • POTS

    Hand Pot

    Awarded to:

  • The team that successfully meets its contract.
  • If both teams meet contracts, higher trick total wins pot.
  • Accord Pot

    Awarded to:

  • The first team to reach the game target score.

  • TARGET SCORE

    Recommended:

  • 250 points (formal play)
  • 150 points (short salon play)

  • CULTURAL NOTES

    Core/Border:

  • StellarPilot rank preserved.
  • Strict tracking of Excess.
  • Wagers recorded publicly.
  • Frontier/Void (Variant: Declaration):

  • StellarPilot renamed Voidpilot.
  • Excess rule removed.
  • Failure penalties increased.
  • Void often permanent trump.

  • DESIGN THEMES

  • Hierarchy and rank
  • Precision over excess
  • Public declaration as strategic risk
  • Long-term discipline over short-term greed

  • End of Core Rules