If the dealer’s side is at the bridge, the score being 4 to 1 or 4 to

0 in their favour, and the eldest hand passes, the dealer’s partner

must be on the alert to prevent the pone from placing a lone hand. He

should assist unless a bower is turned, or he has it himself, or holds

such cards that, combined with the turn-up, he is sure of a trick. For

instance: The dealer’s partner has the King and two other trumps, and

the ace is turned. It is impossible for the pone to make a lone hand,

even if he has both bowers, and the ace is bare; for he cannot catch

the King, even if his partner leads the trump through it. But if a

small trump was turned, the pone might easily make a lone hand with

both bowers and the ace.

_=TAKING UP.=_ The average expectation of the dealer is something over

two trumps, including the turn-up. With more than two trumps, or with

two strong trumps, and a reasonably certain trick in a plain suit, the

dealer should take up the trump. Three trumps of any size and an ace in

plain suits is a strong take-up hand. It is better to take up the trump

with only one plain suit in the hand, and small trumps, than with two

strong trumps and two weak plain suits. The score will often decide the

dealer in taking up the trump. For instance: At 4 all, it is useless

to turn anything down unless you have a certain euchre in the next

suit, and nothing in the turn-up. Even then, the adversaries are almost

certain to cross the suit and go out. With the score 3 all, the dealer

should be very careful about taking up on a weak hand, because a euchre

loses the game. If he is weak, but has a chance in the next suit, or

a bower in the cross suits, he should turn it down. It is a common

stratagem to turn it down for a euchre when the dealer is better in the

next suit, and has only 2 to go.

_=PLAYING ALONE.=_ The dealer has the best chance to get a lone hand;

but the eldest hand is more likely to succeed with one, on account of

the advantage of the lead. It is an invariable rule for any player

to go alone when he has three certain tricks, unless he is 3 up, and

can win the game with a march. A lone hand should be played with both

bowers and the ace, no matter how worthless the other cards; or with

five trumps to the ace without either bower; or two high trumps and

three aces in plain suits; or three good trumps and two aces. The

theory of this is that while the march might possibly be made with

partner’s assistance, if partner has the cards necessary to make a

march, the adversaries have little or nothing, and there is a very good

chance to make a lone hand if three tricks of it are certain. Both

bowers and the ace, with only the seven and eight of a plain suit have

made many a lone hand. If the lone player is not caught on the plain

suit at the first trick, the adversaries may discard it to keep higher

cards in the other suit; or they may have none of it from the first.

There is always a chance, and it should be taken.

The dealer’s partner, and the pone, should be very careful in playing

lone hands, and should never risk them except with three certain

tricks, no matter what suit is led first.

With three sure tricks, some players make it a rule to play alone,

provided the two other cards are both of the same suit.

_=MAKING THE TRUMP.=_ When the trump is turned down, the general rule

is for the eldest hand to make it next. The exceptions are when he has

nothing in the next suit, but has at least two certain tricks in the

cross suit, and a probable trick in a plain suit. It is safer to make

it next with a weak hand than to cross it on moderate strength, for

the presumption is that neither the dealer nor his partner had a bower

in the turn-down suit, and therefore have none in the next suit. Such

being the case, it is very likely that one or both may be strong in the

cross suits, and it is not considered good policy to cross the suit

unless so strong in it as to be reasonably certain of three tricks.

Some players invariably make it next, regardless of their hands, unless

they can play alone in the cross suit. Such a habit exposes them to the

common artifice of the dealer’s turning it down for a euchre. A dealer

holding a bower and three cards of the next suit, will often turn it

down, and trust to the eldest hand making it next, which will give the

dealer four trumps instead of two. The eldest hand should be on his

guard against this when the dealer’s side has 3 scored.

The dealer’s partner, on the other hand, should cross the suit almost

as invariably as the eldest hand should make it next; for if his

partner cannot take up the trump, and the eldest hand cannot make it

next, their hands must be weak, and if it is passed to the pone, he

will probably turn out to have a lone hand. The best chance is to cross

the suit, unless the player has three certain tricks in his own hand by

making it next, such as five trumps to the ace, or four trumps and a

plain-suit ace. With such cards he should play alone.

The pone should never make the trump unless he has three certain

tricks, and is willing to play a lone hand. If the dealer turns it

down, and both the eldest hand and the dealer’s partner pass a second

time, there must be a nigger in the woodpile somewhere.

_=LEADING.=_ The general principle of leading is to make tricks while

you can. It is useless to save up tenaces in plain suits, because there

are only five tricks to play, two of which are certain to fall to the

trumps, and it is very improbable that any player will lead up to you

a small card of a plain suit that will go round twice. It is seldom

right to lead small cards of a plain suit. There is a better chance to

make a trick with the King by leading it than by keeping it guarded.

In the trump suit, tenaces are very strong, and should be preserved,

especially if the tenace is over the turn-up trump. There is a familiar

example of the importance of tenace when only two play, in which one

person holds the major tenace in trumps, hearts, and must win three

tricks, no matter which player leads. The cards in one hand are:--

[Illustration:

🂻 🂱 🂺 🂡 🂮

]

and those in the other hand are;--

[Illustration:

🃋 🂾 🂽 🂹 🃑

]

If the player with the major tenace has to lead first, all he has to

do is to force his adversary with the plain suit, spades. Whatever the

adversary leads, the player with the major tenace simply wins it, and

forces again. If the player with the four trumps has the first lead, it

does not matter what card he plays; the player with the major tenace

wins it, and forces with the plain suit. As long as the major tenace in

trumps is not led away from, it must win three tricks in trumps.

_=Leading Trumps.=_ With strong cards in plain suits, the eldest

hand may often lead trumps to advantage if the dealer’s partner has

assisted, especially if the turn-up trump is small. It is seldom right

to lead trumps if the dealer has taken up the trump of his own accord;

but an exception is usually made when the eldest hand holds three

trumps, and two aces in plain suits. The best chance for a euchre is

to exhaust the trumps, so as to make the aces good for tricks. If the

pone has ordered up the trump, the eldest hand should lead trumps to

him immediately; but the pone should not lead trumps to his partner if

the eldest hand has ordered up at the bridge. If a bower is turned, the

dealer’s partner should lead a small trump at the first opportunity.

In playing against a lone hand the best cards in plain suits should

always be led, trumps never. In playing alone, it is best to lead

winning trumps as long as they last, so as to force discards, which

will often leave intermediate cards in plain suits good for tricks.

_=Second Hand.=_ Play the best card you have second hand, and cover

everything led if you can. With King and another or Queen and another,

it is usually best to put up the honour second hand, on a small card

led.

_=Trumping.=_ It is seldom right to trump partner’s winning cards,

unless he has ordered up the trump, and you think you can lead through

the dealer to advantage. In playing against a lone hand, it is

sometimes good play to trump your partner’s ace with an unguarded left

bower or ace of trumps, as it may prevent the dealer from getting into

the lead with a small trump, and may save a King or Queen of trumps in

your partner’s hand. If you don’t trump, the dealer will probably get

in and swing the right bower, and your trump will be lost.

If your partner has ordered, made, or taken up the trump, and you have

only one trump, even a bower, trump with it at the first opportunity.

Trump everything second hand, unless it takes the right bower for a

doubtful trick, or breaks into the major tenace in trumps.

_=Discarding.=_ It is best to throw away singletons, unless they are

aces. If you have two cards of equal value, but of different colours,

one of which must be discarded, it is usual to keep the one of the

same colour as the turn-up when playing against the dealer. Discard

suits that the adversaries are trumping. If your partner discards

a suit in which you have a high card, keep that suit, and discard

another. If you have both ace and King of a plain suit, discard the

ace, to show partner that you can win a trick in the suit. It is very

often important to discard correctly when playing against a lone hand,

especially if the lone player leads trumps for the fourth trick. It is

a common practice for modern players to signal in the discard if they

have a certain trick in a suit. This is done by discarding two cards in

another suit, the higher before the lower. For instance: You have two

aces, spades and diamonds. The dealer plays alone on hearts, and trumps

your spade ace the first time. If you have two clubs, such as King and

ten, discard the King first, and then the ten, and your partner will

know you can stop the diamond suit. This should advise him to keep his

clubs.

CUT-THROAT EUCHRE.

The chief element in the three-handed game is playing to the score.

The player with the strong hand must always be kind to the under dog,

and partnerships are always formed against the man with the high

score. Suppose _=A=_, _=B=_, and _=C=_ are playing, and that _=A=_

has 3 points to his adversaries’ nothing on _=B’s=_ deal. It is to the

interest of _=A=_ to euchre _=B=_; but it is to the interest of _=C=_

to let _=B=_ make his point because if _=B=_ is euchred, _=A=_ wins the

game. _=B=_ having made his point, _=C=_ deals, and it is then to the

interest of _=B=_ to let _=C=_ make his point. Suppose _=C=_ makes a

march, 3 points, which puts him on a level with _=A=_. On _=A’s=_ deal

it is _=C’s=_ game to euchre him, but _=B=_ must let _=A=_ make his

point; so that instead of being opposed by both _=B=_ and _=C=_, as he

was a moment ago, _=A=_ finds a friend in _=B=_, and the two who were

helping each other to beat _=A=_, are now cutting each other’s throats.

On _=B’s=_ deal, _=A=_ does not want to euchre him, for although that

would win the game for both _=A=_ and _=C=_, _=A=_, who now has 4

points up, does not wish to divide the pool with _=C=_ while he has

such a good chance to win it all himself. Suppose _=B=_ makes his

point. _=A=_ will do all he can to euchre _=C=_, but _=B=_ will oppose

the scheme, because his only chance for the game is that _=A=_ will not

be able to take up the trump on his own deal, and that _=B=_ will make

a march.

SET-BACK EUCHRE.

This is simply a reversal of the ordinary method of scoring, the

players starting with a certain number of points, usually ten, and

deducting what they make on each deal. The peculiarity which gives the

game its name is that if a player is euchred he is _=set back=_ two

points, his adversaries counting nothing. The revoke penalty is settled

in the same way. The game is usually counted with chips, each player

starting with ten, and placing in the centre of the table those that he

is entitled to score.

BLIND EUCHRE.

Each player is for himself and a widow of two cards is dealt. The

player who takes the widow practically orders up the trump and must

play against all the others after discarding two cards. If no one will

take the widow, the deal is void.

PENALTY EUCHRE.

Five players are each provided with twelve counters. An extra hand of

five cards is dealt face down, for a widow. Each player in turn can

exchange the hand dealt him for the widow, or for the hand abandoned by

anyone who has taken the widow, the cards being always face down. The

turned trump is not taken up by the dealer, but is left on the pack.

The eldest hand leads for the first trick and every man is for himself,

each holding his own tricks.

At the end of the hand, each player that has not taken a trick receives

a counter from each of the others, whether they have taken tricks or

not. Then all those that have won tricks put back into the pool a

counter for each trick they have taken. The first player to get rid of

his twelve counters wins the game.

AUCTION EUCHRE.

This form of the game is sometimes erroneously called _=French

Euchre=_. The French know nothing about Euchre in any form. Auction

Euchre is exactly the same as the ordinary four or six-handed game,

except that the trump is not turned up, the players bidding in turn for

the privilege of naming the trump suit. The bidder names the number

of tricks he proposes to take. There is no second bid, and the player

who has made the highest bid names the trump suit. No matter who is

the successful bidder, the eldest hand leads for the first trick. The

number of points won or lost on the deal are the number of points bid,

even if the bidder accomplishes more. If a player has bid 3, and he and

his partner take 4 or 5 tricks, they count 3 only. If they are euchred,

failing to make the number of tricks bid, the adversaries count the

number of points bid. Fifteen points is usually the game.

This is probably the root of the much better games of five and

seven-handed Euchre, which will be described further on.

PROGRESSIVE EUCHRE.

This form of Euchre is particularly well suited to social gatherings.

Its peculiarity consists in the arrangement and progression of a large

number of players originally divided into sets of four, and playing, at

separate tables, the ordinary four-handed game.

_=Apparatus.=_ A sufficient number of tables to accommodate the

assembled players are arranged in order, and numbered consecutively;

No. 1 being called _=the head table=_, and the lowest of the series

_=the booby table=_. Each player is provided with a blank card, to

which the various coloured stars may be attached as they accrue in the

course of play. These stars are usually of three colours; red, green,

and gold. The head table is provided with a bell, and each table is

supplied with one pack of cards only. It is usual to sort out the

thirty-two cards used in play, and the four small cards for markers,

before the arrival of the guests.

_=Drawing for Positions.=_ Two packs of differently coloured cards

are used, and from the two black suits in each a sequence of cards

is sorted out, equal in length to the number of tables in play. For

instance: If there are sixteen ladies and sixteen gentlemen, or

thirty-two players in all, they will fill eight tables, and all the

clubs and spades from the ace to the eight inclusive should be sorted

out. These are then thoroughly shuffled and presented, face down, to

the players to draw from. The ladies take only the red-back cards,

and the gentlemen only the blue. The number of pips on the card drawn

indicates the number of the table at which the player is to sit, and

those drawing cards of the same suit are partners for the first game.

_=Playing.=_ All being seated, the deal is cut for at each table, and

play begins. There is no cutting for partners, that being settled in

the original drawing. Five points is a game, and after that number is

reached by either side at the head table, the bell is struck. Lone

hands are usually barred at the head table, so as to give the other

tables time to make a certain number of points, and so to avoid ties.

Upon the tap of the bell all play immediately ceases, even if in the

middle of a deal. If the players at any but the head table have reached

five points before the bell rings, they play on, counting all points

made until the bell taps.

_=Progressing.=_ The partners winning the game at the head table each

receive a gold star, and retain their seats for the next game. The

losing players at the head table go down to the booby table. All the

winning players at the other tables receive red stars, and go to the

table next in order above, those at table No. 2, going to No. 1. Those

losing and remaining at the booby table each receive a green star.

_=Changing Partners.=_ At all but the head table the partners that

progress to the next table divide, the lady who has just lost at each

table retains her seat, and takes for her partner the gentleman who has

just arrived from the table below. At the head table the newly arrived

pair remain as partners; but at the booby table the players who have

just arrived from the head table divide. All being seated, they cut for

the deal, and play is resumed until the next bell tap.

_=Ties.=_ In case of ties in points at any table when the bell taps,

those having won the most tricks on the next hand are declared the

winners. If that is also a tie, the ladies cut to decide it, the lowest

cut going up. In cutting, the ace is low, and the jack ranks below the

Queen.

_=Prizes.=_ Six prizes are usually provided for large companies. The

lady and gentleman having the largest number of gold stars taking

the first prizes; the largest number of red stars winning the second

prizes; and the largest number of green stars the booby prizes. One

player cannot win two prizes. In case of ties for the gold stars, the

accompanying red stars decide it; if that is also a tie, the player

with the fewest number of green stars wins; and if that is still a tie,

the players must cut for it.

The hostess decides the hour at which play shall cease, and is the

referee in all disputes.

MILITARY EUCHRE.

The hostess arranges each table as a fort, with a distinguishing flag

and a number of small duplicate flags. The partners who sit East and

West progress round the room from table to table, and play one game of

five points at each, no lone hands allowed. The winners of each game

get a little flag from the losers as a trophy. By the time the E and

W pairs have made the circuit of all the tables and got home again,

the game is ended, the victors being the fort that has captured the

greatest number of flags.

RAILROAD EUCHRE.

Railroad Euchre is the name given to any form of the four-handed game

in which every expedient is used to make points rapidly.

_=Cards.=_ A pack of twenty-five cards is used, all below the 9 being

deleted, and the Joker added. The Joker is always the best trump.

_=Players.=_ There are four players, two being partners against the

other two. Partners, deal, and seats are cut for as in the ordinary

game.

_=Dealing.=_ The cards are distributed as in the ordinary game; but it

is usual to agree beforehand upon a suit which shall be the trump if

the Joker is turned up.

_=Playing Alone.=_ The chief peculiarity in Railroad Euchre is in

playing alone. Any player announcing to play alone, whether the dealer

or not, has the privilege of passing a card, face down, to his partner.

In exchange for this, but without seeing it, the partner gives the best

card in his hand to the lone player, passing it to him face down. If he

has not a trump to give him, he can pass him an ace, or even a King.

Even if this card is no better than the one discarded, the lone player

cannot refuse it. If the dealer plays alone, he has two discards; the

first in exchange for his partner’s best card, and then another, in

exchange for the trump card, after seeing what his partner can give

him. In this second discard he may get rid of the card passed to him by

his partner. If the dealer’s partner plays alone, the dealer may pass

him the turn-up trump, or any better card he may have in his hand.

Any person having announced to play alone, either of his adversaries

may play alone against him; discarding and taking partner’s best card

in the same manner. Should the lone player who makes the trump be

euchred by the lone player opposing him, the euchre counts four points.

It is considered imperative for a player holding the Joker, or the

right bower guarded, to play alone against the lone hand, taking his

partner’s best; for as it is evident that the lone hand cannot succeed,

there is a better chance to euchre it with all the strength in one hand

than divided.

If any player, in his proper turn, announces to play alone, and asks

for his partner’s best, the partner cannot refuse; neither can he

propose to play alone instead.

_=Scoring.=_ With the exception of the four points for euchreing a lone

hand, the scoring is exactly the same as in the ordinary four-handed

game; but there are one or two variations which are sometimes agreed

upon beforehand in order to make points still more rapidly.

_=Laps.=_ If a player makes more points than are necessary to win the

game, the additional points are counted on the next game, so that there

is always an inducement to play lone hands, even with 4 points up.

_=Slams.=_ If one side reaches five points before the other has scored,

it is a slam, and counts _=two games=_.

When laps and slams are played, it is sometimes agreed that if a person

plays alone without taking his partner’s best card, or the dealer plays

alone without taking up the trump or asking for his partners best, and

such a player succeeds in winning all five tricks with a pat hand,

it counts _=five=_ points. If he fails to win all five tricks, the

adversaries count _=one=_. If he is euchred, they count _=three=_; but

they are not permitted to play alone against him.

_=Jambone.=_ Any person playing a lone hand may announce Jambone,

and expose his cards face up on the table. The adversaries then have

me right to call any card they please, either for the lead, or in

following suit; but they cannot make the player revoke, nor can they

consult, or in any way expose their hands. If a lead is required, it

must be called by the person on the jambone player’s left. If a card

is called on a trick, it must be called by the person on the jambone

player’s right. If in spite of these difficulties the jambone player

succeeds in winning five tricks, he scores _=eight=_ points. If he wins

three or four only, he counts _=one=_ point. If he is euchred he loses

_=two=_. It is not allowable to play alone against a jambone.

_=Jamboree.=_ This is the combination of the five highest trumps in one

hand, and need only be announced and shown to entitle the holder to

score _=sixteen=_ points. If held by the dealer, it may be made with

the assistance of the turn-up trump; and any player may make it with

the assistance of his partners best; but it does not count unless the

holder of it has made the trump. If a player with a pat Jamboree is

ordered up, all he can score is a euchre.

As in other forms of Euchre, no one but the maker of the trump can play

alone, or announce Jambone or Jamboree. Lone hands are very common in

Railroad Euchre, and ordering up to prevent lone hands is commoner

still.

SEVEN-HANDED EUCHRE.

_=Cards.=_ Seven-handed Euchre is played with a full pack of

fifty-three cards, including the Joker. The cards in plain suits rank

as at Whist; but the Joker is always the best trump, the right and left

bowers being the second and third-best respectively.

_=Counters.=_ One white and four red counters are necessary. The

white counter is passed to the left from player to player in turn, to

indicate the position of the next deal. The red counters are placed

in front of the maker of the trump and his partners, to distinguish

them from their opponents. Markers are not used, the score being kept

on a sheet of paper. The score is usually kept by a person who is not

playing, in order that none of those in the game may know how the

various scores stand. Should an outsider not be available for scoring,

there are two methods: One is for one player to keep the score for the

whole table, who must inform any player of the state of the score if

asked to do so. The other is to have a dish of counters on the table,

each player being given the number he wins from time to time. These

should be placed in some covered receptacle, so that they cannot be

counted by their owner, and no other player will know how many he has.

As it is very seldom that a successful bid is less than five, and never

less than four, counters marked as being worth 4, 5, 6 and 7 each will

answer every purpose, and will pay every bid made.

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 29 / 70 段