Whatever its origin, Euchre has always been the most respectable member

of the family, and the game of all others that has best served the

card-playing interest in social life. Spoil Five probably comes next

in point of respectability; but Écarté has often fallen into evil

hands, and the very name is in some places regarded as synonymous for

gambling. The same is true of Napoleon, but in less degree. Euchre,

unlike the other members of the family, is not essentially a gambling

game, but belongs rather to the intellectual group of card games; a

position which we hope it may long maintain.

EUCHRE.

_=CARDS.=_ Euchre is played with what is commonly known as the piquet

pack, 32 cards, all below the 7 being deleted. In plain suits the cards

rank as at Whist; but in the trump suit the Jack is the best, and it is

called the _=Right Bower=_. The Jack of the same colour as the trump

suit, red or black, is the second-best trump, and it is called the

_=Left Bower=_; so that if clubs were trumps the rank of the nine cards

in the trump suit would be as follows:--

[Illustration:

🃛 🂫 🃑 🃞 🃝 🃚 🃙 🃘 🃗

]

The rank of the cards in the other suits would be:--

[Illustration:

🂡 🂮 🂭 🂪 🂩 🂨 🂧

🂱 🂾 🂽 🂻 🂺 🂹 🂸 🂷

🃁 🃎 🃍 🃋 🃊 🃉 🃈 🃇

]

When the _=Joker=_, or blank card is used, it is always the best trump,

ranking above the right bower. In cutting, the ace is low, the other

cards ranking as in plain suits. A player cutting the Joker must cut

again.

_=COUNTERS=_ or whist markers may be used for keeping the score, but it

is much more common to use the small cards from the deleted portion of

the pack. The game is five points, and the best method of scoring is to

use the 4 and 3 of any suit. When the 3 is face up, but covered by the

4 face down, it counts _=one=_. When the 4 is face up, covered by the 3

face down, it counts _=two=_. When the 4 is face down, covered by the 3

face up, it counts _=three=_. When the 3 is face down, covered by the 4

face up, it counts _=four=_.

[Illustration:

[🃓 covered by [🃔 covered by [🃓 covering a [🃔 covering a

facedown card] facedown card] facedown card] facedown card]

ONE. TWO. THREE. FOUR.

]

The number of pips exposed on the card which is face up is immaterial;

the relative position of the two cards will always determine the score.

Rubber or game scores must be kept on a whist marker, or on a sheet of

paper.

_=PLAYERS.=_ Euchre may be played by any number of persons from two to

seven; but in the seven-handed game the full pack of fifty-three cards

is used. Whatever the number of players, they cut for positions at the

table, for partners, and for the deal.

_=CUTTING.=_ The cards are usually spread, face down, and each

candidate for play draws a card.

[Illustration: SPREADING THE PACK.]

When _=two=_ or _=three=_ play, the lowest cut has the choice of seats,

and takes the first deal. When _=four=_ play, they cut for partners;

the two highest pairing against the two lowest. The lowest has the

choice of seats, and deals the first hand. When _=five=_ or _=seven=_

play, they have the choice of seats in their order, the lowest first,

and the lowest cut deals. When _=six=_ play, the three lowest are

partners against the three highest, the lowest cut having the choice of

seats, and the first deal.

_=TIES.=_ Players cutting cards of equal value cut again; but the new

cut decides nothing but the tie.

_=PLAYER’S POSITIONS.=_ The _=eldest hand=_, or age, sits on the left

of the dealer, and the _=pone=_ sits on the dealer’s right. There are

no distinctive names for the other positions.

When _=two=_ play, they sit opposite each other. When _=three=_ play,

each for himself, the game is known as _=Cut Throat=_, and the position

of the players is immaterial. When _=four=_ play, the partners sit

opposite each other. When _=five=_ or _=seven=_ play, the maker of the

trump in each deal selects his partners, and they play against the

others without any change in their positions at the table. When _=six=_

play, three are partners against the other three, and the opposing

players sit alternately round the table.

_=STAKES.=_ If there is any stake upon the game, its amount must be

settled before play begins. When _=rubbers=_ are played, it is usual to

make the stake so much a rubber point. If the winners of the game are

five points to their adversaries’ nothing, they win a _=treble=_, and

count three rubber points. If the losers have scored one or two points

only, the winners mark two points for a _=double=_. If the losers have

reached three or four, the winners mark one for a _=single=_. The side

winning the rubber adds two points to its score for so doing; so that

the largest rubber possible is one of eight points;--two triples to

nothing, and two added for the rubber. The smallest possible is one

point;--two singles and the rubber, against a triple. If the first two

games are won by the same partners, the third is not played.

_=DEALING.=_ Any player has the right to shuffle the cards, the dealer

last. The pack must be presented to the pone to be cut, and he must

leave at least four cards in each packet. Beginning on his left, the

dealer distributes the cards either two at a time and then three, or

three and then two to each player in rotation, until all have five

cards. Whichever number, two or three, the dealer begins with, he must

continue giving the same number to every player, including himself, for

the first round. After the cards are dealt, the next card is turned

face up on the remainder of the pack, except in five and seven-handed

Euchre, in which no trump is turned. Each player deals in turn to the

left, until the conclusion of the game or rubber.

_=Irregularities in the Deal.=_ If any card is found faced in the pack,

the dealer must deal again. Should the dealer expose any card but the

trump while dealing, the adversaries may demand a new deal by the same

dealer. Should any adversary of the dealer expose a card, the dealer

may elect to deal again. A player dealing out of turn may be stopped

before the trump card is turned; but after that the deal must stand,

afterward passing to the left in regular order. On the completion of

the deal, if any player has more or less than five cards, it is a

misdeal, and the deal passes to the player on the misdealer’s left.

The dealer loses his deal if he neglects to have the pack cut; if he

deals a card incorrectly, and fails to remedy the error before dealing

another; if he counts the cards on the table, or those remaining in the

pack; or if he deals two cards to one player and three to another in

the same round.

If the pack is found to be imperfect, the deal in which the error is

discovered is void; but all previous scores stand good.

_=MAKING THE TRUMP.=_ Although a card is turned up at the end of

the deal, the suit to which it belongs is not necessarily the trump

for that hand. Each player in turn, beginning on the dealer’s left,

whether he be an adversary or a partner of the dealer’s, may insist

on the turn-up suit remaining the trump; or he may declare that he is

indifferent as to which suit is the trump, the one turned up or some

other. But should one player in his proper turn decide in favour of the

turn-up, no player after him can alter the decision. When it comes to

the dealer’s turn, if no other player has decided to retain the suit

turned up, he must either let the trump remain as it is, or insist on

its being changed.

As the individual or side that settles which suit shall be the trump is

said to _=make the trump=_, it will be necessary to describe the method

of scoring in order to understand the principles that guide the players

in deciding on the trump suit.

_=SCORING.=_ Euchre is played for tricks. If the side that makes the

trump takes three or four tricks out of the five possible, it scores

one point. If the side wins all five tricks, it scores two points for

a _=march=_. If the player that makes the trump fails to win three

tricks, he is _=euchred=_, and his adversaries score two points for

the euchre. _=When four play=_, if the player who makes the trump

declares to play _=alone=_, that is, without any assistance from his

partner, who must lay down his cards, the maker of the trump scores

four points if he succeeds in winning all five tricks, and one point if

he wins three or four tricks. But if he fails to win three tricks, he

is euchred, and the adversaries score two points. _=When three play=_,

a lone hand counts three if the player wins all five tricks. _=When two

play=_, five tricks is simply a march, and counts two points. _=When

five or seven play=_, there are special scores for lone hands. When all

five tricks are taken by one side, but not by an individual playing

a lone hand, it is simply a march, and counts two points, no matter

how many are playing. When two or three are playing, a march must of

course be a lone hand, as there are no partnerships. As we shall see

later, there are some varieties of Euchre in which a lone hand may play

against a lone hand, but this is not permitted in the ordinary game.

No one but the individual player who makes the trump can play alone.

Except in five and seven-handed Euchre, the player or side first

reaching five points wins the game. If three are playing, and two of

them reach five points simultaneously by euchreing the third, they both

win a game. If they are playing for stakes, they divide the pool.

_=TAKING UP THE TRUMP.=_ After the trump is turned up, each player in

turn examines his cards, and if he does not care whether the trump

suit remains unchanged or not, he says: “_=I pass=_.” If all pass, the

dealer must decide. The dealer has the advantage of being allowed to

take the trump card into his own hand, discarding one of his worthless

cards in its place. If he thinks he can make three tricks with the

turn-up suit for trumps, and his partner’s probable assistance, or can

win five tricks by playing alone, he discards any card he pleases,

placing it under the remainder of the pack, face down, and without

showing or naming it. If the dealer decides to play alone, it is usual

for him to pass his discard across the table to his partner, face down,

so that there may be no misunderstanding his intention.

The dealer may take up the trump card at any time during the play of

the hand; but it is usual to leave it on the pack until it is played to

a trick. No one but the dealer can take the trump into his hand.

_=TURNING DOWN THE TRUMP.=_ If the dealer fears that he and his partner

cannot make three tricks with the turn-up suit for trumps, or would

prefer to have the suit changed, he can pass. If he passes, he takes

the trump card from the top of the pack, and places it face upward, and

partly under the pack, in such a manner that it can be distinctly seen.

[Illustration:

[🃘 on top of pack [Facedown pack

covering facedown card] covering 🃘]

TAKEN UP. TURNED DOWN.

]

_=CHANGING THE TRUMP.=_ It then becomes the turn of the other players,

each in succession to the left of the dealer, to name some other suit

for the trump, or to pass a second time. If the suit of the same colour

as the turn-up is named for the new trump, it is usual to say: “_=I

make it next=_.” If a suit of a different colour is named, it is called

_=crossing the suit=_, and some players, if a red suit is turned, will

say: “I _=cross=_ to clubs.”

Any player naming a new suit may announce to play alone at the same

time. The side that makes the new trump must make at least three

tricks, or it will be euchred, and the adversaries will count two

points. If a player names the suit that has just been turned down, he

loses his right to make the trump; and if he corrects himself, and

names another suit, he debars not only himself but his partner from

making the trump. One player having named a new trump suit in his

proper turn, his decision is binding on all the others; but should a

player name a suit out of his proper turn, both he and his partner are

debarred from making that suit the trump. If no one will name a new

trump, the deal is void, and passes to the next player on the dealer’s

left.

_=ORDERING UP THE TRUMP.=_ Instead of passing the turn-up trump on

the first round, any player who thinks it would be to his advantage

to have the turn-up remain the trump, may order the dealer to take

it up. In doing so he says: “_=I order it=_,” if he is an adversary;

or: “_=I assist=_,” if he is the dealer’s partner. In either case the

player making the trump may announce a lone hand at the same time. His

side must make at least three tricks, whether he plays alone or not,

or it is a euchre, and the adversaries will count two points. In case

an adversary of the dealer plays alone, he must distinctly announce it

when he orders up the trump. The usual expression is: “_=I order it

alone=_.” His partner then lays his cards face downward on the table

and takes no further part in the play of that hand. If he exposes any

card of the abandoned hand, the adversaries can call upon him to take

up the hand and play it, leaving the exposed card on the table as

liable to be called. This of course prevents the lone hand.

If the dealer’s partner wishes to play alone, instead of assisting,

he says: “_=I play this alone=_,” and the dealer lays down his cards,

leaving the trump on the pack.

_=PLAYING ALONE.=_ No player but the one that takes up, orders up,

or makes the trump can play a lone hand. If the dealer takes up the

trump card of his own accord, he can play alone. If any player orders

up or assists, that player can play alone. Any player making a new

trump after the first has been turned down, can play alone. If one

player orders up the trump, neither his partner nor his adversary can

play alone; and if the dealer’s partner assists, that prevents the

dealer from playing a lone hand. In many clubs the mistake is made of

allowing the dealer to play alone on his partner’s assist; or letting

the pone play alone after the dealer has been assisted; or letting the

partner of the player who makes the new trump play alone. This is not

good Euchre, because it gives an unfair advantage to one side, as we

shall see when we come to the suggestions for good play, especially in

connection with ordering up at what is called the “bridge;” that is,

when the score is 4 to 1, or 4 to 0.

_=METHOD OF PLAYING.=_ The trump settled, the eldest hand, or the

player next him on the left, if the partner of the eldest hand is

playing alone, begins by leading any card he pleases, and the others

must follow suit if they can. Failure to follow suit when able is a

_=revoke=_, if the error is not discovered and corrected before the

trick in which it occurs is turned and quitted. If the player discovers

his mistake in time, the card played in error must be left on the

table, and is liable to be called. When a revoke is discovered and

claimed by the adversaries, it is usual to abandon the hand, and the

adversaries of the revoking player can either deduct two points from

his score, or add two to their own score, for every revoke made during

the hand. The penalty cannot be divided. If both sides revoke, the deal

is void, and the same dealer must deal again.

Any player having none of the suit led may either trump, or throw away

a card of another suit. The highest card played, if of the suit led,

wins the trick, trumps winning against all other suits, and a higher

trump winning a lower. The winner of the trick may lead any card he

pleases for the next trick, and so on, until all five tricks have been

played. If the dealer takes the trump into his hand, any player naming

it is liable to have his highest or lowest trump called; but a player

may ask and must be informed what the trump suit is.

_=Cards Played in Error.=_ All cards led out of turn, played in error,

or two or more played to a trick, or dropped face upward on the table,

are called _=exposed cards=_, and must be left face up on the table.

These must be played when called by the adversaries, unless compliance

with the demand would make the player revoke; but the fact of their

being exposed does not prevent their being got rid of in the course

of play if the opportunity offers. Some persons imagine that the

adversaries can prevent an exposed card from being played; but such is

not the case in Euchre. A person playing a lone hand is not liable to

any penalty for exposing his cards, nor for leading out of turn, for he

has no partner to derive any benefit from the information conveyed.

_=Leading Out of Turn.=_ Should any person, not playing alone, lead out

of turn, the adversaries may call a suit from the player in error, or

from his partner, when it is next the turn of either of them to lead.

The demand must be made by the person who will be the last player on

the trick in which the suit is called. If all have played to the lead

before discovering the error, it cannot be rectified; but if all have

not played, those who have followed the false lead must take back their

cards, which are not liable to be called.

Any player may ask the others to _=draw cards=_ in any trick, provided

he does so before the cards are touched for the purpose of gathering

them. In answer to this demand, each player should indicate which card

of those on the table he played. No one is allowed to see any trick

that has been turned and quitted.

_=Taking Tricks.=_ As the tricks are taken they should be neatly laid

one upon the other in such a manner that any player at the table can

count them. All tricks belonging to one side should be kept together.

At the end of each hand the score should be claimed and marked. Revokes

must be detected and claimed before the cards are cut for the following

deal.

_=CUTTING OUT.=_ When the play is confined to four players, rubbers are

usually played, and the table is complete with six persons, two looking

on, and awaiting their turn. At the end of a rubber, if there are more

than four players belonging to the table, those who have just played

cut to decide which shall give place to those waiting, the players

cutting the highest cards going out. If six belong to the table, there

will be no further cutting out, as those who are out for one rubber

re-enter for the next, taking the places of those who have played

two consecutive rubbers. If five belong to the table, the three who

remained in for the second rubber must cut to allow the fifth player to

re-enter. At the end of the third rubber, the two cut that have not yet

been out; and at the end of the fourth rubber the one who has played

every rubber goes out without cutting. Partners and deal are cut for at

the beginning of each new rubber.

_=METHODS OF CHEATING.=_ All the Euchre family of games, especially

Écarté and Napoleon, offer numerous opportunities to the greek. So well

is this known in Europe that it is considered extremely foolish for any

person to play Écarté in mixed companies. The small number of cards in

the pack, and the custom of dealing two and three at a time, gives the

dealer an opportunity to bunch four valuable cards, of which he can

give himself three, and turn up the fourth. False shuffles, shifted

cuts, and marked cards are formidable weapons. The telegraph between

partners, and the variation in tone or words in passing are frequently

used by card-sharpers. One of the commonest devices in America is the

use of what are known as “jack strippers.” These are two Jacks, usually

both of the same colour, which can be withdrawn from any portion of the

pack by the fingers of an expert, and placed on the top. When the sharp

deals, he places cards enough on these to supply the other players on

the first round, so that the strippers will come to him. When only two

are playing, he strips them out and leaves them on the top when he cuts

the cards, so that they shall be dealt to him. Never play Euchre or

Écarté with a man who cuts the pack with both hands.

Any person who is tempted to bet on any game in the Euchre family

should remember the advice of the worldly-wise Parisian to his son:

“Until you have four eyes in your head, risk not your gold at Écarté.”

_=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner to

understand are. When to order up; when to assist; when to take up;

when to play alone; and what to make the trump if it is turned down.

His decision in each case will be governed largely by his position at

the table, and by the score. The following suggestions are for four

players, two being partners against the other two, and playing without

the Joker; that being the most common form of the game. The general

principles underlying these suggestions for the four-handed game will

be found equally valuable in any form of Euchre.

_=ORDERING UP.=_ Although probabilities are of little practical value

in Euchre, it may be well to remember that there are nine cards in

the trump suit; but as only two-thirds of the pack is dealt out, the

average number of trumps among four players will be six. Of these, the

dealer always has the advantage of being sure of one more than his

share, and it is safe to reckon upon the dealer to hold at least two

trumps. He may also be counted for a missing suit, for he will discard

any losing card of an odd suit when he takes up the trump.

_=The Eldest Hand=_ should not order up the trump unless he has such

cards that he is reasonably certain of three tricks without any

assistance from his partner, and cannot be sure of two tricks if the

trump is turned down. When he holds one or two bowers, especially if he

has cards of the next suit; that is, the suit of the same colour as the

turn-up, he should always pass; because if the dealer takes it up he

will probably be euchred, and if he turns it down, the eldest hand will

have the first say, and can make it next. It is seldom right to order

up a bower, because the dealer will rarely turn down such a card.

There are exceptional cases in which the eldest hand may order up with

little or nothing. One of the most common is when the adversaries of

the dealer are at the _=bridge=_; that is, when their score is 4, and

the dealer’s side has only 1 or 2 marked. It is obvious that if the

dealer or his partner plays alone, he will win the game; but if the

trump is ordered up the most he can score is 2 points for a euchre,

and the player who orders up will then have a chance to go out on his

own deal. For this reason it has come to be regarded as imperative for

the eldest hand to order up at the bridge, unless he holds the right

bower, or the left bower guarded, or the ace twice guarded, any one

of which combinations is certain to win a trick against a lone hand

if the eldest hand does not lead trumps himself. Another case is when

the score is 4 to 4, and the eldest hand has average trump strength,

good side cards, but nothing in the next suit. It is better to order

it up, and risk the game on such a hand than to take the chance of the

dealer’s turning it down.

_=The Pone=_, who is the partner of the eldest hand, orders up at

the bridge on exactly opposite principles. The fact that the eldest

hand did not order up shows that the dealer cannot make a lone hand.

This should indicate to the pone that his partner has a certain trick

in trumps, and if the pone holds any good trumps himself, he can

often guess what his partner’s trumps are. For instance: The ace is

turned, and the pone holds the left bower guarded. The eldest hand

must have the right bower, or four trumps to the King. If the eldest

hand has passed at the bridge, and the pone has strong trumps himself,

especially the ace or left bower and two small trumps, he should order

up the trump; not to save the game, but to be sure of winning it by

preventing the dealer from turning it down. If the pone does not order

up at the bridge, the eldest hand may infer that he is weak in trumps.

When it is not a bridge, the pone should be guided by the same

principles as those given for the eldest hand, because he may be sure

that his partner will make it next if it is turned down, unless he has

a certainty of three tricks by crossing.

If a player calls his partner’s attention to the fact that they are at

the bridge, both lose their right to order up.

_=ASSISTING.=_ The dealer’s partner usually assists on plain-suit

cards, such as two aces, rather than on trumps. The score and the

turn-up trump will often be a guide as to whether or not to assist. For

instance: If the score is 1 all, or to 2 to 1, and a bower is turned,

it is rarely right to assist, because it prevents the dealer from

playing alone. If the partner has good suit cards, they may be useful

to make a march; if he has strong trumps, especially if sure of three

tricks, he should play alone, instead of assisting. If the score is 3

in the dealer’s favour, he does not need a lone hand to win the game,

and with two reasonably certain tricks in his own hand the dealer’s

partner should assist, as they may win the game by a march.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 28 / 70 段