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The Big Euchre Family

The Euchre or Trumps family of card games is one of the largest. With its many variations, this game has long been considered eminently respectable and has held its place as the leading family game until Whist and its popular offspring. Bridge, began to over-shadow it during the early part of the twentieth century. Most card historians believe that it is a direct descendant of the old Spanish game of Triomphe, mentioned in the earliest writings on card games as far back as 1520. In France, Triomphe was modified slightly and became known as Ruff. This game under went a few changes in the early eighteenth century and was given the new name of Euchre. Incidentally, euchre was probably introduced into America by the French in Louisiana.

PARTNERSHIP EUCHRE

The description that follows is of the standard partnership, which is the popular form of Euchre.
Requirements

  1. Four players, two against two as partners.
  2. A standard Euchre 32-card deck is used, made up by stripping out all cards below the seven from a standard 52-card deck.
  3. In a suit that is not trump the cards rank as follows: ace (high), king, queen, jack, ten, nine, eight, seven (low).
  4. In a suit that is trump the ranking is as follows: jack of trumps, highest; jack of the other suit of the same color, next highest; then follow ace, king, queen, ten, nine, eight, seven. Example: If hearts were the trump suit, the rank of trumps would be heart jack, diamond jack, heart ace, heart king, heart queen, heart ten, heart nine, heart eight, heart seven. In the diamond suit (the same color), the ten would follow the queen. The other suits would retain their rank.
  5. The jack of trumps is know as the right bower, and the jack of the other suit of the same color is known as the left bower. Some players strip out all cards below the nine, leaving a 24-card deck for play. The rank of the remaining cards is the same as described previously, and there is usually no change in the number of cards dealt.

Beginning of the Game. The selection of the dealer, seating positions, changing seats, selecting partners, shuffle and cut are as provided under the General Rules for Card Games, chapter 1.
The Deal. The dealer deals each player five cards in two rounds beginning with the player at his left and going in clockwise rotation. He deals three cards at a time per round to each player and then two at a time per round, to give each a hand of five cards. Or, he may deal two cards around the first time and then three around. The next card (twenty-first) is turned face up on top of the remainder of the deck. Should the turn-up be accepted as trump, regardless of by whom, dealer has the right to exchange the turn-up for any card in his hand. In practice, the turn-up is not taken into his hand but is left on the deck until played; dealer signifies his exchange by placing his discard face down underneath the deck.
The deal passes in a clockwise rotation.
Making the Trump. Commencing with player to dealer’s left, each player in turn has the option of passing or of accepting the turn-up for trump. An opponent of dealer accepts by saying “I order it up.” Partner of dealer accepts by saying “I assist.” Dealer accepts by making his discard; his acceptance is called taking it up.
Dealer signifies refusal of the turn-up by removing the card from the top and placing it (face up) partially underneath the pack; this is called turning it down. When all four players pass in the first round, each hand in turn, commencing with the player at the dealer’s left, has the option of passing again or of naming the trump suit. The rejected suit may not be named. Declaring the other suit of the same color as the rejected suit is called making it next: declaring a suit of opposite color is called crossing it. If all four players pass in the second round, the cards are bunched (mixed together for the shuffle) and the next dealer in turn deals.
Once the trump is fixed, either by acceptance of the turn-up or declaration after it is rejected, the bidding ends and play begins.
Playing Alone. The player who fixes the trump suit has the option of playing alone, without help of his partner’s cards. If he wishes to exercise this option, he must declare “Alone” distinctly at the time he makes the trump. His partner then turns his cards face down and does not participate in the play.
The Play. The opening lead is made by player to the left of dealer, or if a player is alone, opening is made by opponent to his left. Each hand must follow suit to a lead if able; if unable, the hand may trump or discard at will. A poker trick is won by the highest card of the suit led, or, if it contains trumps, by the highest trump. The winner of a trick
leads to the next.
Object of the Play. To win at least three tricks. If the side that made the trump fails to get three tricks, it is said to be euchred. Winning all five tricks is called a march.
Scoring. The following table shows all scoring situations:

Partnership making trump wins 3 or 4 tricks

1

Partnership making trump wins 5 tricks

2

Lone hand wins 3 or 4 tricks

1

Lone hand wins 5 tricks

4

Partnership or lone hand is euchred, opponents score

2

The Game. Five, seven, or ten points, as agreed. In 5-point game a side is said to be at the bridge when -it has scored 4 and opponents have scored 2 or less.
Markers. A widespread method of keeping score is by use of small cards lower than those in play. When game is 5 points, each side uses a three-spot and a four-spot as markers. To indicate score of 1, place the four face down on the three, leaving one pip exposed; score of 2, place the three face down on the four, leaving two pips exposed; score of 3, place the three face up on the four; score of 4, place the four face up on the three. In higher-point games a four-spot and a three-spot or a five-spot and two-spot are frequently used as markers to keep score.
Rubbers. Many Euchre games are scored by rubber points, as in Whist. The first side to win two games wins the rubber. Each game counts for the side winning it: 3 rubber points if the losers’ score in that game was nothing; 2 rubber points if the losers score was 1 or 2; and 1 rubber point if the losers scored 3 or more. The winners’ margin in the rubber is 2 points bonus, plus the winners’ rubber points, minus the losers’ rubber points.

Additional Rules

Misdeal. There may be a new deal by the same dealer if a card is exposed in dealing; if a card is faced in the pack; or if the pack is found imperfect. When a pack is found imperfect, previous scores stand.
A deal by the wrong player may be stopped before a card is turned up; if the error is not noticed until later, the deal stands.
Error in Bidding. A player who orders it up when he is partner of dealer, or assists when he is an opponent of dealer, is deemed to have accepted the turn-up for trump. If a player names for trump the suit of the turn-up after it has been turned down, his declaration is void and his side may not make the trump.

Euchre scoring by suing small value cards.

Declaration Out of Turn. If a player makes a declaration (or turn-down) other than a pass, out of turn, it is void and his side may not make the trump.
Incorrect Number of Cards. If any hand is found to have too many or too few cards, and the error is discovered before the first trick is quitted, there must be a new deal; if the error is not noticed until later, play continues and the side holding the erroneous hand may not score for that deal. If dealer has accepted the turn-up and plays to the first trick before discarding, he must play with the five cards dealt him and the turn-up card is out of play.
Lone Hand. A hand playing alone does not incur penalty for lead or play out of turn or exposing a card, but must correct the error on demand if it is noticed in time.
Lead Out of Turn. If a hand leads out of turn and all other hands play to the trick be- fore the error is noticed, the trick stands. But if any hand has not played, the false lead must be taken back on demand of any player and becomes an exposed card. Any cards played to the incorrect lead may be retracted without penalty. An opponent of the incorrect leader may name the suit to be led at the first opportunity thereafter for the offender or his partner to lead; such call must be made by the hand that will play last to the trick.
Exposed Cards. A card is deemed exposed if it is led or played out of turn; dropped face up on the table except as a regular play in turn; played with another card intended to be played; or named by a poker player as being in his hand. An exposed card must be left face up on the table and must be played at the first legal opportunity.
Quitted Tricks: Each trick as gathered must be turned face down, and the tricks must be kept separate so that the identity of each can be determined. Quitted tricks may not be examined for any purpose until he end of play. If a player turns up a quitted trick at any previous time, the opponents may call a lead from his side.
Revoke. Failure to follow suit to a lead when able is a revoke. A revoke may be Corrected before the trick is quitted, and if it is corrected any opponent who played after the revoke may retract his card and substitute another. If a player so mixes the tricks that a claim of revoke against his side cannot be proved, the claim must be considered proved.
Upon proof of established revoke, the non-revoking side has the option of scoring the hand as played or of taking the revoke r penalty. The revoke penalty is 2 points, 1 which may be either added to the score of the non revoking side or subtracted from the score of its opponents. If the revoke was made by the opponents of a lone hand, the penalty is 4 points