Preference (disambiguation)

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Preference is a term used in scientific literature.

A preference is a technical term in psychology, economics and philosophy usually used in relation to choosing between alternatives. For example, someone prefers A over B if they would rather choose A than B.

Preference may also refer to:

In economics and other social sciences, preference is the ordering of alternatives based on their relative utility, a process which results in an optimal "choice". The character of the individual preferences is determined purely by taste factors, independent of considerations of prices, income, or availability of goods. In addition to this, agents are expected to act in their best interest.

Preferans trick-taking game

Preferans or Russian Preference is a 10-card plain-trick game with bidding, played by three or four players with a 32-card Piquet deck. It is a sophisticated variant of the Austrian game Préférence, which in turn descends from Spanish Ombre and French Boston.

Préférence

Préférence is a Central and Eastern European 10-card plain-trick game with bidding, played by three players with a 32-card Piquet deck, and probably originating in early 19th century Austria also played by Russia highest echelon. A variant known as Preferans is very popular in Russia, and other variants are played from Lithuania to Greece.

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There are a number of common features in many Patience games or solitaire games as they are called in the US, such as "building down" and the "foundations" and "tableau", used to simplify the descriptions of new games.

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Bezique card game

Bezique or Bésigue is a 19th-century French melding and trick-taking card game for two players. The game is derived from Piquet, possibly via Marriage (Sixty-six) and Briscan, with additional scoring features, notably the peculiar liaison of the Q and J that is also a feature of Pinochle, Binokel, and similarly named games that vary by country.

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Pyramid (solitaire) solitaire game

Pyramid is a solitaire game where the object is to get all the cards from the pyramid to the foundation.

Secondary market company

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Rummy card game

Rummy is a group of matching-card games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which consists of sets, three or four of a kind of the same rank; or runs, three or more cards in sequence, of the same suit. If a player discards a card, making a run in the discard pile, it may not be taken up without taking all cards below the top card. The Mexican game of Conquian is considered by games scholar David Parlett to be ancestral to all rummy games, which itself is derived from a Chinese game called Khanhoo. The Rummy principle of drawing and discarding with a view to melding appears in Chinese card games at least in the early 19th century, and perhaps as early as the 18th century.

In economics, the term sunspots usually refers to an extrinsic random variable, that is, a random variable that does not affect economic fundamentals. Sunspots can also refer to the related concept of extrinsic uncertainty, that is, economic uncertainty that does not come from variation in economic fundamentals. David Cass and Karl Shell coined the term sunspots as a suggestive and less technical way of saying "extrinsic random variable".

Queen of Italy is a solitaire card game played with two decks of playing cards. It is a difficult game to win, because the cards that potentially block the game are presented at the start.

A reverse, in the card game contract bridge, is a bidding sequence designed to show additional strength without the need to make a jump bid; specifically two suits are bid in the reverse order to that expected by the basic bidding system. Precise methods and definitions vary with country, bidding system and partnership agreements.

In a reloading scam, a victim is repeatedly approached by con artists, often until "sucked dry". This form of fraud is perpetrated on those more susceptible to pressure after the first losses, perhaps because of hopes to recover money previously invested, perhaps because of inability to say "no" to a con man.

Card stock paper, thicker and more durable than normal writing or printing paper

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Marjolet

Marjolet is a French 6-card trick-and-draw game for two players using a 32-card piquet pack. It is of the Queen-Jack type, and thus a relative of Bezique and Pinochle, albeit simpler. The trump Jack is called the marjolet from which the name of the game derives.

Ristikontra or Ristiklappi, sometimes translated as Cross-clap, is a Finnish point-trick game for four players using a standard 52-card pack. Card suits do not play a role in this game, and there is no ranking order. A trick is won by the last player to play a card of the same rank as the card led.

Talon (cards) stack of undealt cards

A talon in card games is a stack of undealt cards that is placed on the table to be used during the actual game. Depending on the game or region, they may also be referred to as the stock, widow, skat, tapp, dobb or kitty.