**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.