Serbian whist
Serbian whist is a variant of whist. It is popular in Serbia, and there it is simply called "whist" (Serbian Latin: vist). Rules. Serbian whist is a game for 4 players (but rules can be modified for 5 or 6). Each player plays alone. From a standard deck use 13 cards for every player, in the first hand. Every hand after first, one card less is dealt, until only one card is dealt. Then for the next 4 hands (in the case of 4 player game), including the first one, only 1 card is dealt so every player  gets a chance to be a dealer. After those 4 hands, number of cards dealt starts to rise again by one card each hand until it hits 13 again, after which the game ends. Each hand different suit acts as a trump. On the first hand, Spades are the trump suit, then Diamonds, then Hearts and lastly - Clubs. Consequent hand is called 'Sans', and on that hand there are no trumps. Trump suit sequence continues until the end of the game. The cards rank as follows: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. They  have no value, because it is a game for tricks only. Deal. The first dealer is chosen at random. Then the turn to deal rotates counter-clockwise after each hand. First player in each hand is the player sitting to the right of the dealer. Bidding. Each player in order, beginning with the player to dealer's right, bids how many tricks they think they will take. All bids are final and cannot be changed afterward. To ensure that not everyone will succeed in their bid, the sum of all tricks bid must not be the same as the  number of cards dealt to each player. (Example: hand with six cards, four players: The first player bids "2", second "0" and third "1". The last player cannot bid "3", as this would make the sum of the tricks equal to 6. in this case, the last bidder "must" bid 0, 1, 2, 4, 5 or 6). This rule puts the last bidder (the dealer) at a disadvantage, especially in the one-card hands. To counter this disadvantage, a series of one-card hands, equal to the number of players, is played. Play. The player to dealer's right  plays the first card. The other players must play a card of the same suit if possible. Any player who has no card of the suit led "must" play a trump if they can. A player who has no cards of the suit led and no trumps can discard any card. The trick is won by whoever played the highest trump, or if no trump was played, by whoever played the highest card of the suit led. The winner of the trick leads to the next. The objective is to win exactly the number of tricks you said you would  win. Scoring. The hand ends when all cards are played. Examples: Suppose you bid 2 tricks. If you take exactly 2 you will win 12 points (2+10). If you take only one trick you get 1 point; If you take no trick you lose 10 points. The table for recording the points looks like this: and so on. The number of cards dealt in each hand is recorded in the first column on the left along with trump suit. Subsequent columns are used to record the bids and the cumulative score of each player. On the first hand , 13 cards are dealt, spades (2) were trump and Igor bid 2 tricks and made it (2+10=12 points), Jovana bid 4 tricks and succeeded (4+10=14 points), Dunja bid "1" and didn't make it (1 point) and Dušan bid hefty 6 tricks, but made it. Alternative Scoring. Seeing that Serbian whist has many similarities with "Oh, hell", the scoring alternatives are the same.