_=Cutting.=_ The players draw cards from an outspread pack for the

choice of seats, those cutting the lowest cards having the first

choice. The lowest cut of all deals the first hand, passing the white

counter to the player on his left, whose turn it will be to deal next.

Ties are decided in the usual way.

_=Dealing.=_ The cards are dealt from left to right, two being given to

each player for the first round, then three, and then two again, until

each player has received seven cards. The four remaining in the pack

are then placed in the centre of the table, face down, and form the

_=widow=_. No trump is turned.

The rules governing all irregularities in the deal are the same as in

ordinary Euchre.

_=Making the Trump.=_ The cards dealt, each player in turn, beginning

with the eldest hand, bids a certain number of points, at the same time

naming the suit which he wishes to make the trump. There is no second

bid, and the suit named by the highest bidder must be the trump for

that deal. The successful bidder takes the widow, selecting from it

what cards he pleases, and discarding others in their stead, so as to

restore the number of his cards to seven. He then places a red counter

in front of him, and chooses his partners, passing a red counter to

each of them. These counters must be placed in front of the players to

distinguish them as belonging to the bidder’s side; but the players

make no changes in their respective positions at the table. Each player

should bid on the possibilities of his hand, however small, so as to

guide the others in their selection of partners.

_=Partners.=_ If the bidder has proposed to take not more than _=five=_

tricks out of the seven possible, he chooses two partners, and these

three play against the remaining four. If he has bid to make _=six=_ or

_=seven=_ tricks he chooses three partners, and these four play against

the remaining three. Partners cannot refuse to play.

_=Playing Alone.=_ Should a player think he can take all seven tricks

without any partners, he may bid _=ten=_, which would outrank a bid of

seven; but such a bid must be made before seeing the widow. If a player

thinks he can win all seven tricks without either widow or partners, he

may bid _=twenty=_, which is the highest bid possible. When twenty is

bid the cards in the widow must remain untouched.

_=Playing.=_ The successful bidder has the lead for the first trick.

The general rules for following suit, etc., are the same as in ordinary

Euchre. The bidder takes in all the tricks won by himself and his

partners, and one of the adversaries should gather for that side. If

a player on either side _=revokes=_, the adversaries score the number

bid, and the hand is abandoned.

_=Scoring.=_ If the bidder is successful in his undertaking, he and his

partners, if any, are credited by the scorer with the number of points

bid, but no more. Should a player bid five, and his side take seven, it

would count them only five points. If the player making the trump fails

to reach his bid, he is euchred, and the adversaries are credited with

the number of points bid.

_=Prizes.=_ It is usual to give two prizes for each table in play; one

for the highest number of points won during the evening, and one for

the smallest number; the latter being usually called the “booby” prize.

_=Suggestions for Good Play.=_ It is very risky to bid seven without

the Joker, the odds being 11 to 1 against finding it in the widow. A

bid of ten should not be made without both Joker and Right Bower, and

all the other cards winners and trumps. To bid twenty, a player should

have a practically invincible hand, with at least five winning leads of

trumps.

The first bidders are always at a disadvantage, because they know

nothing of the contents of the other hands; but after one or two

players have made a bid, those following them can judge pretty well how

the cards lie. For instance: The seven players are _=A=_ _=B=_ _=C=_

_=D=_ _=E=_ _=F=_ _=G=_. _=A=_ deals, and _=B=_ bids 2 in hearts. _=C=_

and _=D=_ pass. _=E=_ bids 3 in clubs; and _=F=_ says 4 in hearts.

It is evident that _=F=_ is bidding on _=B’s=_ offer in hearts, and

intends to choose him for a partner. _=G=_ finds in his hand four good

spades and the Joker, but neither Bower. He may safely bid 5 or 6,

taking _=E=_ for a partner if successful, as _=E=_ very probably has

one or both the black Bowers. If he bids 5 only, the dealer, _=A=_,

would have an excellent chance to bid 6 in hearts, and to take _=B=_

and _=F=_ for two of his partners, and _=G=_ for the third, trusting to

find him with the Joker, or at least protection in one or both black

suits.

If the successful bidder has had no previous bids to guide him in his

choice of partners, he should take those who have the lowest scores, if

the scores are known; because it is to his advantage to avoid advancing

those who are perhaps already ahead. When the scores are not known,

there is nothing but luck to guide one, unless a person has a very good

memory, and knows which players are probably behind.

_=Leading.=_ If the successful bidder wants 6 or 7 tricks, and holds

the Joker, he should lead it at once. If he has not the Joker, he

should begin with a low trump, and give his partners a chance to play

the Joker on the first round. If the leader cannot exhaust the trumps

with one or two rounds, it will sometimes be to his advantage to lead

any losing card he may have in the plain suits, in order to let his

partners win the trick if they can. In playing alone, it is absolutely

necessary to exhaust the trumps before opening a plain suit.

Partners should avail themselves of the methods common to four-handed

Euchre to support one another in trumps and plain suits. The discard

should invariably be from weakness if the player is the bidder’s

partner; and from strength, if opposed to him.

_=EUCHRE FOR FIVE PLAYERS.=_ This is practically the same as the

seven-handed game, but the pack is reduced to 28 cards, all below the

Eight in each suit being deleted. The Joker is not used. Five cards

are dealt to each player, by two and three at a time, and the three

remaining form the widow. The player bidding _=three=_ tricks takes one

partner only. The player bidding _=four=_ or _=five=_ tricks, takes two

partners. A player who intends to take the widow, but no partners, can

bid _=eight=_ and one who intends to take neither widow nor partners

can bid _=fifteen=_. In this form of Euchre the scores are generally

known, and 100 points is game.

In some clubs it is the practice for the successful bidder to select

one of his partners by asking for the holder of a certain card. For

instance: B has the lead, and has bid five in hearts, holding the three

best trumps, the club ace, and a losing spade. Instead of selecting his

partners at random, he asks for the spade ace, and the player holding

that card must say, “Here”; upon which the bidder will pass him a

counter, marking him as one of his partners.

CALL-ACE EUCHRE.

In this variety of euchre, each player is for himself so far as the

final score goes. The one who takes up the trump or orders it up, or

who makes it after it is turned down, may call upon the best card of

any suit but the trump. The player holding the best card of that suit

must be his partner, but he does not declare himself. When the highest

card of the suit asked for falls in play, the partner is disclosed.

As the whole pack is not dealt out, it often happens that the ace, or

even both ace and king, of the suit called for are in the talon. Should

it turn out that the caller has the highest card of the suit himself,

he has no partner.

When six play, 32 cards are used, and only one remains unknown. When

five play, the sevens are thrown out. When four play, the eights are

also discarded.

If the maker of the trump does not want a partner, he may either say

“alone” or he may ask for a suit of which he holds the ace himself.

If the maker of the trump and his partner get three tricks, they score

1 point each. If they win all the tricks, they score 3 points each if

there are five or six in the game; 2 points if there are not more than

four players. If the partnership is euchred, each of the others at the

table scores 2 points.

For a lone hand, winning all five tricks, the player scores a point for

as many players as there are at the table, including himself. Euchres

score 2 for every other player but the lone hand. A lone hand making

three or four tricks only, scores 1.

500, OR BID EUCHRE.

In this variety of euchre, the joker is always used. When there is a

trump suit, it is the best trump; but when there are no trumps, it is a

suit by itself, but still a trump. The player holding it cannot trump

with it as long as he can follow suit; but when he has none of the suit

led, he can trump with the joker if he likes. When the joker is led in

a no-trump hand, the leader must name the suit that he wishes played to

it.

Five hundred is supposed to be a game for three players, but sometimes

two play against two as partners.

The dealer gives ten cards to each player, three and then two at a time

as in the ordinary game of euchre; but after dealing the first three

cards to each he lays off three cards face down for a widow. This widow

is taken in hand by the successful bidder, who discards three cards in

its place.

The players bid for the privilege of naming the trump suit, or of

playing without any trump but the joker. The number of tricks bid must

not be less than six, and the suit must be named at the same time.

The player having the most valuable game, regardless of the number of

tricks or the suit, is the successful bidder, because a bid of seven in

hearts, for instance, is worth more in points than a bid of eight in

clubs, as will be seen from the following table.

---------------+---------+---------+---------+---------+----------

If trumps are: |6 tricks.|7 tricks.|8 tricks.|9 tricks.|10 tricks.

---------------+---------+---------+---------+---------+----------

Spades | 40 | 80 | 120 | 160 | 200

Clubs | 60 | 120 | 180 | 240 | 300

Diamonds | 80 | 160 | 240 | 320 | 400

Hearts | 100 | 200 | 300 | 400 | 500

No-trumps | 120 | 240 | 360 | 480 | 600

---------------+---------+---------+---------+---------+----------

The successful bidder always leads for the first trick, after he has

taken the widow and discarded, and after the hand is played, he has

the first count. If he has made as many as he bid, he scores it; but

he cannot score more than he bid unless he succeeds in winning every

trick. In that case he scores 250 if his bid was less than 250; but

if his bid was more than 250, he gets nothing extra for winning every

trick.

Any player but the bidder winning a trick scores ten points for it,

so it is necessary for each player to keep separate the tricks he

individually wins.

If the bidder fails, he loses, or is set back, as many points as he

bid, and he scores nothing for the tricks he takes, but he may play the

hand out to prevent the others from scoring, as his adversaries still

get ten points for each trick they win.

Five hundred points is game, and as the bidder has the first count he

may go out first, even if an adversary has won tricks enough to reach

500 also.

EUCHRE LAWS.

_=1.=_ _=SCORING.=_ A game consists of five points. If the players

making the trump win all five tricks, they count _=two=_ points towards

game; if they win three or four tricks, they count _=one=_ point; if

they fail to win three tricks, their adversaries count _=two=_ points.

_=2.=_ If the player making the trump plays _=alone=_, and makes five

tricks, he counts as many points as there are players in the game:

Two, if two play; three if three play; four if four play, etc. If he

wins three or four tricks only, he counts one; if he fails to win three

tricks, his adversaries count two.

_=3.=_ _=The Rubber=_ is the best of three games. If the first two are

won by the same players, the third game is not played. The winners gain

a _=triple=_, or three points, if their adversaries have not scored;

a _=double=_, or two points, if their adversaries are less than three

scored; a _=single=_, or one point, if their adversaries have scored

three or four. The winners of the rubber add two points to the value

of their games, and deduct the points made by the losers, if any; the

remainder being the value of the rubber.

_=4.=_ _=FORMING THE TABLE.=_ A Euchre table is complete with six

players. If more than four assemble, they cut for the preference, the

four lowest playing the first rubber. Partners and deal are then cut

for, the two lowest pairing against the two highest. The lowest deals,

and has the choice of seats and cards.

_=5.=_ _=Ties.=_ Players cutting cards of equal value cut again, but

the new cut decides nothing but the tie.

_=6.=_ _=Cutting Out.=_ At the end of a rubber the players cut to

decide which shall give way to those awaiting their turn to play.

After the second rubber, those who have played the greatest number of

consecutive games give way; ties being decided by cutting.

_=7.=_ _=Cutting.=_ In cutting, the ace is low, the other cards

ranking, K Q J 10 9 8 7, the King being the highest. A player exposing

more than one card, or cutting the Joker, must cut again.

_=8.=_ _=SHUFFLING.=_ Every player has a right to shuffle the cards,

the dealer last.

_=9.=_ _=DEALING.=_ The dealer must present the pack to the pone to

be cut. At least four cards must be left in each packet. If a card is

exposed in cutting, the pack must be reshuffled, and cut again. If the

dealer reshuffles the pack after it has been properly cut, he loses his

deal.

_=10.=_ Beginning on his left, the dealer must give to each player in

rotation _=two=_ cards on the first round, and _=three=_ on the second;

or three to each on the first round, and two on the second. Five cards

having been given to each player in this manner, the next card is

turned up for the trump. The deal passes to the left.

_=11.=_ There must be a new deal by the same dealer if any card but the

trump is found faced in the pack, or if the pack is proved incorrect or

imperfect; but any previous scores made with the imperfect pack stand

good.

_=12.=_ The adversaries may demand a new deal if any card but the trump

is exposed during the deal, provided they have not touched a card. If

an adversary exposes a card, the dealer may elect to deal again. If a

new deal is not demanded, cards exposed in dealing cannot be called.

_=13.=_ The adversaries may stop a player dealing out of turn, or with

the wrong pack, provided they do so before the trump card is turned,

after which the deal stands good.

_=14.=_ _=MISDEALING.=_ A misdeal loses the deal. It is a misdeal: If

the cards have not been properly cut; if the dealer gives two cards to

one player and three to another in the same round; if he gives too many

or too few cards to any player; if he counts the cards on the table,

or those remaining in the pack; or if he deals a card incorrectly, and

fails to correct the error before dealing another. If the dealer is

interrupted in any manner by an adversary, he does not lose his deal.

_=15.=_ _=THE TRUMP CARD.=_ After the trump card is turned, each

player in turn, beginning with the eldest hand, has the privilege of

passing, assisting, or ordering up the trump. Should a player pass,

and afterward correct himself by ordering up or assisting, both he and

his partner may be prevented by the adversaries from exercising their

privilege. If a player calls his partner’s attention to the fact that

they are at the bridge, both lose their right to order up the trump.

_=16.=_ The dealer may leave the trump card on the pack until it is got

rid of in the course of play. If the trump card has been taken up or

played, any player may ask, and must be informed by the dealer, what

the trump suit is; but any player naming the trump card may be called

upon by an adversary to play his highest or lowest trump.

_=17.=_ If the dealer takes up, or is ordered up, he must _=discard=_

a card from his own hand, placing it under the remainder of the pack.

Having quitted such discard, it cannot be taken back. If the dealer

has not discarded until he has played to the first trick, he and his

partner cannot score any points for that hand.

_=18.=_ If the eldest hand leads before the dealer has quitted his

discard, the dealer may amend his discard, but the eldest hand cannot

take back the card led.

_=19.=_ If the dealer takes up the trump to play alone, he must pass

his discard across the table to his partner. If he fails to do so, the

adversaries may insist that his partner play with him, preventing the

lone hand.

_=20.=_ _=MAKING THE TRUMP.=_ If the dealer does not take up the trump,

he must place it under the remainder of the pack, face upward, so

that it can be distinctly seen. Each player in turn, beginning on the

dealer’s left, then has the privilege of naming a new trump suit.

_=21.=_ If any player names the suit already turned down, he loses his

right to name a suit; and if he corrects himself, and names another,

neither he nor his partner is allowed to make that suit the trump. If a

player names a new trump suit out of his proper turn, both he and his

partner are forbidden to make that suit the trump.

_=22.=_ If no one will name a new trump, the deal is void, and passes

to the next player on the dealer’s left.

_=23.=_ _=IRREGULARITIES IN THE HANDS.=_ If any player is found not to

have his correct number of cards, it is a misdeal; but if he has played

to the first trick the deal stands good, and he cannot score anything

that hand.

_=24.=_ _=EXPOSED CARDS.=_ The following are exposed cards, and must

be left face up on the table, and are liable to be called by the

adversaries:

I. Every card faced upon the table otherwise than in the

regular course of play.

II. Two or more cards played to a trick. The adversaries may

elect which shall be played.

III. Any card named by the player holding it.

_=25.=_ If an adversary of a person playing alone exposes a card, the

lone player may abandon the hand, and score the points. Should the

partner of the lone player expose a card, the adversaries may prevent

the lone hand by compelling the player in error to play with his

partner, leaving the exposed card on the table.

_=26.=_ _=CALLING EXPOSED CARDS.=_ The adversary on the right of an

exposed card must call it before he plays himself. If it will be the

turn of the player holding the exposed card to lead for the next trick,

the card, if wanted, must be called before the current trick is turned

and quitted. Should a player having an exposed card and the lead, play

from his hand before the previous trick is turned and quitted, the card

so led may also be claimed as exposed.

_=27.=_ _=LEADING AND PLAYING OUT OF TURN.=_ If a player leads when

it was his partner’s turn, a suit may be called from his partner. The

demand must be made by the last player to the trick in which the suit

is called. If it was the turn of neither to lead, the card played in

error is exposed. If all have played to the false lead, the error

cannot be rectified. If all have not followed, the cards erroneously

played must be taken back, but are not liable to be called.

_=28.=_ If an adversary of a lone player leads out of turn, the lone

player may abandon the hand, and score the points.

_=29.=_ If the third hand plays before the second, the fourth hand

may play before his partner, either of his own volition, or at the

direction of the second hand, who may say: “Play, partner.” If the

fourth hand plays before the second, the third hand may call upon the

second hand to play his highest or lowest of the suit led, or to trump

or not to trump the trick.

_=30.=_ _=REVOKING.=_ A revoke is a renounce in error, not corrected

in time; or non-compliance with a performable penalty. If a revoke

is claimed and proved, the hand in which it occurs is immediately

abandoned. The adversaries of the revoking player then have the option

of adding two points to their own score, or deducting two points from

his score. If both sides revoke, the deal is void. If one person is

playing alone, the penalty for a revoke is as many points as would have

been scored if the lone hand had succeeded.

_=31.=_ A revoke may be corrected by the player making it before the

trick in which it occurs has been turned and quitted, unless the

revoking player or his partner, whether in his right turn or otherwise,

has led or played to the following trick.

_=32.=_ If a player corrects his mistake in time to save a revoke, the

card played in error is exposed; but any cards subsequently played by

others may be taken back without penalty.

_=33.=_ _=PLAYING ALONE.=_ No one but the individual maker of the trump

can play alone.

_=34.=_ The dealer must announce his intention to play alone by passing

his discard over to his partner. Any other player intending to play

alone must use the expression “alone” in connection with his ordering

up or making the trump; as, “I order it, alone;” or “I make it hearts,

alone.”

_=35.=_ The partner of a player who has announced to play alone must

lay his cards on the table, face down. Should he expose any of his

cards, the adversaries may prevent the lone hand, and compel him to

play with his partner, the exposed card being left on the table and

liable to be called.

_=36.=_ The lone player is not liable to any penalty for exposed cards,

nor for a lead out of turn.

_=37.=_ Should either adversary lead or play out of turn, the lone

player may abandon the hand, and score the points.

_=38.=_ _=MISCELLANEOUS.=_ No player is allowed to see any trick that

has once been turned and quitted, under penalty of having a suit called

from him or his partner.

_=39.=_ Any player may ask the others to indicate the cards played by

them to the current trick.

_=40.=_ A player calling attention in any manner to the trick or to the

score, may be called upon to play his highest or lowest of the suit

led; or to trump or not to trump the trick during the play of which the

remark was made.

ÉCARTÉ.

Écarté is usually described as a very simple game, but unfortunately

the rules governing it are very complicated, and as no authoritative

code of law exists, disputes about trifling irregularities are very

common. In the following directions the author has selected what

appears to be the best French usage. The code of laws adopted by some

of the English clubs is unfortunately very defective, and in many

respects quite out of touch with the true spirit of the French game.

The English are very fond of penalties; the French try to establish the

status quo.

_=CARDS.=_ Écarté is played with a pack of thirty-two cards, which

rank, K Q J A 10 9 8 7. When two packs are used, the adversary shuffles

one while the other is dealt.

_=MARKERS.=_ In France, the game is always marked with the ordinary

round chips or counters, never with a marker. As five points is the

game, four of these counters are necessary for each player.

_=PLAYERS.=_ Écarté is played by two persons, who sit opposite each

other. One is known as the dealer, and the other as the pone, the

adversary, the elder hand, the non-dealer, the leader, or the player.

_=THE GALLERY.=_ In clubs that make a feature of Écarté, and in which

there is a great deal of betting on the outside by the spectators, it

is not usual to allow more than one game between the same players, the

loser giving place to one of those who have been backing him, and who

is called a _=rentrant=_. This is known as playing the _cul-levé_. Any

person in the gallery is allowed to draw attention to errors in the

score, and may advise the player he is backing, or even play out the

game for him, if he resigns. The player need not take the advice given

him, which must be offered without discussion, and by pointing only,

not naming the suit or cards. If a player will not allow the gallery

to back him, taking all bets himself, no one may overlook his hand nor

advise him without his permission, and he need not retire if he loses

the game.

_=CUTTING.=_ The player cutting the highest écarté card deals the first

hand, and has the choice of seats and cards. If a person exposes more

than one card in cutting, the lowest is taken to be his cut. If he does

not cut, or will not show his cut, he loses the first deal.

_=STAKES.=_ Écarté is played for so much a game. If the gallery is

betting, all money offered must be placed on the table, and if the

bets are not taken by the players, they may be covered by the opposing

gallery.

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 30 / 70 段