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.