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{{Short description|Card game}}
{{Infobox CardGame
{{Infobox card game
| title = Euchre
| subtitle =
| title = Euchre
| subtitle =
| image_link = [[Image:Euchre.jpg|center|250px]]
| image_link = [[Image:Euchre.jpg|centre|220px]]
| image_caption = A perfect loner hand for spades trump.
| image_caption = A perfect lone hand for spades trump
| alt_names =
| alt_names =
| type = [[Trick-taking]]
| type = [[Plain-trick game|Plain-trick]]
| players = 4
| players = 4
| play = Clockwise
| card_rank = J (of [[trump]] [[Suit (cards)|suit]]) J (of same color) A K Q 10 9, sometimes 8 7
| play = Clockwise
| card_rank = J (of [[trump (card games)|trump]] [[Suit (cards)|suit]]) J (of same color) A K Q 10 9, sometimes 8 7
| ages =
| ages =
| num_cards = 24-32
| num_cards = 24–32
| deck = Anglo-American
| deck = [[Piquet pack | Piquet]]
| origin = Europe, Canada
| origin = Unknown
| related = [[500 (card game)|500]], [[Skat (card game)|Skat]]
| related = [[Jucker (card game)|''Jucker'']]
| random_chance = Randomly-dealt hands
| playing_time = 25 min.
| skills = Memory, tactics
| random_chance = Medium
| footnotes =
| skills = [[Memory]], [[tactic (method)|Tactics]], Communication
| footnotes =
}}
}}
'''Euchre''' or '''eucre''' ({{IPAc-en|ˈ|juː|k|ər}} {{respell|YU|kər}}) is a [[trick-taking game|trick-taking]] card game commonly played in Australia, Canada, Great Britain, New Zealand, and the Midwestern United States. It is played with a deck of 24, 25, 28, or 32 standard [[playing cards]]. There are normally four players, two on each team, although there are [[Euchre variants|variations]] for two to nine players.
'''Euchre''' ({{IPAc-en|icon|ˈ|juː|k|ər}}), also known as '''eucre''', is a [[trick-taking game|trick-taking]] [[card game]] most commonly played with four people in two partnerships with a deck of 24 standard [[playing card]]s. It is the game responsible for introducing the [[Joker (playing card)|joker]] into modern packs; this was invented around 1860 to act as a top trump or best bower (from the German word ''Bauer'', "farmer", denoting also the [[Jack (playing card)|jack]]).<ref>Oxford Dictionary of Card Games, David Parlett - pg.104</ref> It is believed to be closely related to the French game [[Écarté]] that was popularized in the United States by the [[Cornish]] and [[Pennsylvania Dutch]],<ref>''The Everything Card Games Book: A Complete Guide to Over 50 Games'', p. 128, Nikki Katz ISBN 1-59337-130-6</ref> and to the seventeenth-century game of bad repute [[Lanterloo|Loo]]. It may be sometimes referred to as '''Knock Euchre''' to distinguish it from [[Bid Euchre]].


Euchre emerged in the United States in the early 19th century. There are several theories regarding its origin,{{Sfn|Katz|2004|p=128}} but the most likely is that it is derived from an old Alsatian game called [[Jucker (card game)|''Jucker'' or ''Juckerspiel'']].<ref name=Parlett>{{cite web |last1=Parlett |first1=David |title=OMBRE - The game that invented bidding |url=https://www.parlettgames.uk/histocs/ombre.html |website=parlettgames.uk |publisher=David Parlett website |access-date=5 January 2015}}</ref> Euchre was responsible for introducing the [[Joker (playing card)|joker]] into the modern deck of cards, first appearing in Euchre packs in the 1850s.<ref name=Parlett1991>Parlett (1991), p. 104.</ref><ref name="Porter">Porter (2010), p. 205.</ref>
==Origins==
Euchre appears to have been introduced into the United States by the early German settlers of the state of [[Michigan]],<ref>Notes and Queries, p. 427 - Bell & Daldy, London 1862</ref> and from that state gradually to have been disseminated throughout the nation. It has been more recently theorized that the game and its name derive from an eighteenth-century [[Alsace|Alsatian]] card game named ''Juckerspiel'',<ref>[http://www.davidparlett.co.uk/histocs/euchre.html Parlett's Historic Card Games: Euchre]</ref> a derivative of [[Tarot|Triomphe]]. Also, it may have been introduced by immigrants from [[Cornwall]], England, where it still remains a popular game. It is also played the neighbouring county of Devon, where one theory is that it was introduced by French or American prisoners of war imprisoned in Dartmoor prison during the early 19th century.


Euchre has a large number of variants and has been described as "an excellent social game".<ref name=Kansil>Kansil (2001), pp. 178–184.</ref>
No mention of Euchre is made in the treatise by [[Samuel Weller Singer]], entitled ''Researches into the History of Playing Cards'', 4to., London, 1816; nor in any of the English editions of ''Hoyle's Games''; nor in ''Captain Crawley's Handy Book of Games for Gentlemen'', 12mo., London, 1860. No notice of the game is to be found in the long and learned array of articles on the various games of cards in the ''Album des Jeux'', 12mo., Paris, 1847, a careful collection of modern games of cards by M. Van-Tenac, and its name is legion in the extended ''Dictionnaire des Jeux of the Encyclopedic Methodique''.


==Origins and popularity==
In the [[United States]] the only teaching of the game, except a few paragraphs in the late American editions of ''Hoyle's Games'', and of ''Bonn's New Hand-Book of Games'', is contained in ''The Game of Euchre''; with its Laws, 32rno., Philadelphia, 1850, pp.&nbsp;32, attributed to a late learned jurist.<ref>The law and practice of the games of euchre, p. 26, Charles Henry Wharton Meehan - Peterson & Brothers, 1862</ref>
[[File:"Euchered" LCCN2001697234.jpg|thumb|"Euchered", an 1884 lithograph from the Library of Congress]]
''Eucre'' is briefly mentioned as early as 1810, being played in a gaming house alongside [[All Fours (card game)|all fours]], [[loo (card game)|loo]], [[cribbage]], and [[whist]].<ref>Piomingo (1810), p. 153.</ref> In 1829, ''uker'' was being played with ''bowers'' on a steamboat in the American Midwest.{{sfn|Cowell|1844|pp=94,101}} The earliest written rules appeared in 1844.<ref name=Mathews>Mathews (1844), pp. 92 ff.</ref>


The mode of play and terminology of Euchre have resulted in several theories which suggest that it has an origin in Spanish Trionfo,{{Sfn|Katz|2004|p=128}}<ref name=Keller>Keller (1887), p. 9.</ref> French [[Ecarté]]{{Sfn|Katz|2004|p=128}} or [[Triomphe]],<ref name=Keller/>{{Sfn|Katz|2004|p=128}} or Alsatian Jucker.{{Sfn|Katz|2004|p=128}} An early American theory was that Euchre was brought into the United States by the German settlers of [[Pennsylvania]],{{Sfn|Notes and Queries|1862|p=427}} and from that region it was disseminated throughout the nation.{{sfn|Roya|2021|p=122}} The 1864 edition of ''The American Hoyle'' disputes its alleged German heritage, tracing the game's origin to Pennsylvania itself in the 1820s. It goes on to surmise that a "rich German farmer's daughter" had visited Philadelphia and carried home a confused memory of [[Écarté]], which then developed into Euchre.{{Sfn|Hoyle|1864|p=57}}
The game has declined in popularity since the 19th century, when it was widely regarded as the national card game, but it retains a strong following in some regions like the [[Midwestern United States|Midwest]], especially [[Illinois]], [[Indiana]], [[Iowa]], [[Minnesota]], [[Michigan]], [[Ohio]], [[Wisconsin]] and western [[New York]]. In recent years, it has regained some popularity in the [[Eastern United States]] in the form of [[Bacon (card game)|Bacon]]. It is played differently from region to region and even within regions. In [[Canada]], the game is still very popular in [[Ontario]], and the [[United Kingdom]], [[Australia]] and [[New Zealand]] all have large followings of the game.


Yet another theory is that Euchre may have been introduced to America by immigrants from the counties of [[Cornwall]] or [[Devon]] in southwest England, where it remains a hugely popular game. Euchre was introduced into Devon in turn by French prisoners of [[The Napoleonic Wars]], imprisoned in [[Dartmoor Prison]] between 1805 and 1816. American prisoners were also housed there after the [[War of 1812]].
==Dealing==
Conventional euchre is a four-player [[Suit (cards)#Trumps|trump]] game, wherein the players are paired to form two partnerships. Partners face each other from across the table so that the play of the cards in conventional clockwise order alternates between the two partnerships.


Card game historian [[David Parlett]] believes that Euchre is derived from an eighteenth-century [[Alsace|Alsatian]] card game named Jucker or Juckerspiel, pronounced "yooker".{{efn|The "oo" is pronounced as in "book".}} Clues to a possible German origin are the names of the trump Jacks. ''Bower'' is phonetically identical with the German word ''Bauer'' which normally means farmer, but also refers to the Jack in playing cards. Another word probably derived from German is "march", which is the literal translation of ''Marsch'', itself an abbreviation of ''Durchmarsch'' and the German for a [[slam (cards)|slam]] in many card games.<ref name= Parlett2007>Parlett (2007), pp. 255–261.</ref><ref name=Parlett2022>Parlett (2022).</ref>
Conventional euchre uses a deck of 24 standard [[playing card]]s consisting of '''A''', '''K''', '''Q''', '''J''', '''10''', and '''9''' of each of the four [[suit (cards)|suits]]. A standard 52-card deck can be used, omitting the cards from '''2''' to '''8''', or a [[Pinochle]] deck may be divided in half to form two euchre decks. In some countries, the common 32-card [[piquet]] or [[skat]] deck is used, which includes the '''7'''s and '''8'''s.


Other words or phrases that reflect a German origin are: "maker" from ''Macher'', short for ''Spielmacher'' i.e. "game maker", the person who determines the type of game to be played; "euchred" from ''gejuckert''; "having a dog from every county" from ''aus jedem Dorf ein Köter'' i.e. "a mongrel from every village", a common expression in German card games; "cards away" from ''Karten weg'' or ''Kart' ab'', an expression in games from the Palatinate/Saarland region for the same announcement,{{efn|''Karten weg'' ("cards away") is used in [[Bauer (card game)|Bauer]] a descendant of Euchre's ancestor, [[Jucker (card game)|Jucker]]; and ''Kart' ab'' ("cards down") is used in [[Bauerchen]], a game from the Palatinate, whence Jucker originated.}} "bridge" possibly from ''Pritsche'', a plank bed, hence a place of safety.
To determine the first deal, many players use a ''first Jack deals'' or ''first black Jack deals'' rule. Using the euchre deck, one player will distribute the cards, one at a time, face up in front of each player. The player dealt the first (black) jack becomes the dealer for the first hand. In subsequent hands, the deal is rotated clockwise. Out of courtesy, a [[cut (cards)|cut]] should be offered by the dealer to the player on the dealer's right after shuffling and immediately before dealing. In some regions, a cut may be required but in other regions it is a dealer option. Typically, in cut optional regions, a cut may be requested by the other team if the request is made before the lay of the first cards.


The earliest known treatise is a 1839 lost book called ''Game of Euchre and Its Laws'', by an unknown author.{{efn|It appears in 1839 booklists.}} The earliest surviving rules appeared in 1844, in which there is no Joker. 32 cards are used. The ''Right Bower'', the trump Jack, is the "commanding card" with the ''Left Bower'', the Jack of the same color, as the second-highest card.{{sfn|Mathews|1844|pp=92 ff}} According to Parlett, the Joker was added to a 32-card pack in the 1850s specifically for the game of Euchre<ref name="Porter" /> and is first mentioned in a set of rules in 1868 where it turns out to be a blank specimen card not intended for actual play.{{sfn|Hoyle|1868|p=94}}
Each player is dealt five cards (or seven if using the 32-card deck) in clockwise order, in groups of two or three cards each. The dealer may alternate, first giving two cards to the player to his left, three cards to his partner, two cards to the player on his right and three cards to himself. The dealer then repeats, this time giving three cards to the player on his left, two cards to his partner and so on, to give each player the requisite five cards. This method of dealing is the most common, however, any sequence is legal as long as the dealer goes around the table twice.


This gave rise to a variant called "Euchre with the Joker" in which the blank card ranked above all the rest.{{sfn|Hoyle|1868|p=94}} It must have been in use even earlier, since the term "Best Bower" appears in a satirical 1861 piece about the American Civil War.{{sfn|Faulkner|1861|p=83}} Later, the Joker was embellished with a motif and specifically intended for use as the top trump. It was later transferred to the game of Poker and initially called the Mistigris.<ref name= Parlett1992>Parlett (1992), p. 191.</ref>
The remaining four cards are called the ''kitty'', but are sometimes referred to as the ''kit'', the ''widow'', the ''blind'', the ''dead hand'', the ''grave'', ''buried'', or ''the shit pile'' and are placed face down in front of the dealer toward the center on the table. The top card of the kitty, sometimes referred to as the ''deck head,'' or the up card is then turned face up, and bidding begins. The dealer asks each of the other players in turn if they would like the suit of the top card to be trump, which they indicate saying "pick it up" and the top card becomes part of the dealer's hand, who then discards face down to return his hand to five cards. If no one orders up the top card, each player is given the opportunity in turn to call a different suit as trump. If no trump is selected, it is a misdeal, and the deal is passed clockwise unless it was agreed upon to play ''stick the dealer'', an option that involves forcing the dealer to choose a trump (see the Bidding section in [[Euchre variations]]).


In the late 19th century, Euchre was regarded as the national card game of the United States.{{Sfn|Hoyle|1864|p=72}} It has since declined in popularity, although it retains a strong following in regions such as the Midwestern United States.{{sfn|Schossow|2014}} Euchre has also been described as Canada's national card game.<ref>Parlett (1991), p. 190.</ref> With the rise of 20th century games such as [[Contract Bridge]] and [[Spades (card game)|Spades]], Euchre has declined in popularity, though it is still played as a social game in the US Midwest, the Canadian province of Ontario, Australia, New Zealand, and Great Britain, especially Cornwall.
When a suit is named trump, ''any'' card of that suit outranks any card of a non-trump suit. The highest ranking card in traditional euchre is the Jack of the selected suit (right bower or right), then the other Jack of the same color (left bower). In descending order thereafter it is '''A''', '''K''', '''Q''', '''10''', and '''9'''.


== Earliest rules (1844) ==
In non-trump suits (except for the ''next suit''), the jacks are ''not'' special, and the cards of those suits rank from high to low as '''A''', '''K''', '''Q''', '''J''', '''10''', and '''9'''.
The earliest surviving rules were published in America by Thomas Mathews in his 1844 work, ''The Whist Player's Hand-book'', in which a four-hand version of Euchre is described right at the end. The following is a summary:<ref name=Mathews/>


=== Players and cards ===
;Example:
Euchre is played by two to five persons, but most often by two or four. A 32-card French-suited [[Piquet pack]] is used and cards [[rank (cards)|rank]] in the [[trump suit]] as follows: Right Bower (trump [[knave (playing card)|knave]]), Left Bower (knave of same color), A > K > Q > 10 > 9 > 8 > 7. The [[side suit]]s rank in their [[natural order (cards)|natural order]]. [[Deal (cards)|Deal]] and [[play (cards)|play]] are clockwise.


=== Deal ===
Assume a hand is dealt and that spades are named as trump. In this event, the trump cards are as follows, from highest ranking to lowest:
The pack is [[shuffled]] and four cards distributed. The players with two higher cards become partners and play the other two. The [[dealer (card player)|dealer]] deals five cards each in [[packet (cards)|packets]] of two and three{{efn|Or vice versa, but the same system must be continued.}} and turns the next for trump.
[[Jack (playing card)|Jack]] of [[Spades (suit)|spades]] (''right bower'')
Jack of [[Clubs (suit)|clubs]] (''left bower'')
[[Ace of Spades|Ace of spades]]
[[King (playing card)|King]] of spades
[[Queen (playing card)|Queen]] of spades
10 of spades
9 of spades


=== Making trump ===
For the purpose of play, the jack of clubs becomes a spade during the playing of this hand. This expands the trump suit to the seven cards named above and reduces the suit of the same color (sometimes referred to as the ''next suit'') by one card (the jack is loaned to the trump suit). The same principles are observed for whatever suit is named trump. Remembering this temporary transfer of the next suit's jack is one of the principal difficulties newcomers have with the game of euchre (See Cheating: Renege, below).
The [[eldest hand]] (to the left of the dealer) opens the [[auction (cards)|auction]] and may either 'order it up' (= accept the turnup as trump) or 'turn it down' (= [[pass (cards)|pass]]), in which case the next player in turn has the same options and so on. The team that order it up are the 'makers'.{{efn|Although this term does not occur until later sources.}} If all pass, the dealer does not [[exchange (cards)|exchange]], and another round of [[bidding (cards)|bidding]] begins with eldest who may make trump of any other suit. If all pass again and dealer does not want to make trump, the cards are thrown in and the next dealer deals.


If anyone orders up, the dealer picks up the [[upcard]] and [[discard (cards)|discards]] a card in return. The dealer's partner may bid "assist", in which case the dealer takes up trump and they become the makers. A player confident of taking 5 tricks single-handed may say "cards away" to the partner and play alone against the opponents.
Once the above hand is finished, the jack of clubs ceases to be a spade and becomes a club again unless spades are again named as trump during the playing of the subsequent hand.


==Play==
=== Play ===
The eldest leads to the first [[trick (cards)|trick]]. Players must [[follow suit]] if able; otherwise may play any card. The highest trump takes the trick or the highest card of the [[led suit]] if no trumps were played. The trick winner leads to the next trick.
===Objective and scoring===
In euchre, naming trump is sometimes referred to as making, calling, or declaring trump. When naming a suit, a player asserts that his or her partnership intends to win the majority of tricks in the hand (3 of 5 with a 24-card deck, 4 of 7 with 32 cards). A single point is scored when the bid succeeds, and two points are scored if the team that declared trump takes all five tricks. A failure of the calling partnership to win three tricks is referred to as being ''euchred'' (also called getting set or getting bumped, again depending on geographical location) and is penalized by giving the opposing partnership two points.
A caller with exceptionally good cards can ''go alone'', or take a ''loner hand'', in which case he or she seeks to win all five tricks without a partner. The partner of a caller in a 'go alone' hand does not play, and if all five tricks are won by the caller the winning team scores four points. If only three or four of the tricks are taken while ''going alone'', then only one point is scored. If ''euchred'' while playing alone, the opposing team still only receives two points. (In some places, a euchred lone player is worth 3 points.) There is a recognised option to ''defend alone'', i.e. to attempt to euchre the player going alone by a single player - while difficult, successfully done this is an 8 point hand and will virtually guarantee a win.


=== Winning ===
The primary rule to remember when playing euchre is that one is never required to trump, but one is required to follow suit if possible to do so: if diamonds are led, a player with diamonds is required to play a diamond. This differs from games such as [[pinochle]].
The makers must take at least 3 tricks to win and score 1 point. Otherwise they are ''euchred'', i.e. have lost and their opponents score 2 points. Winning all 5 tricks is a [[march (cards)|march]] which earns 2 points. Announcing "cards away" and winning all 5 tricks alone scores 4 points. Points are tallied using the unused [[Deuce (playing card)|Deuce]] and [[Trey (playing card)|Trey]] cards,{{efn|These can be overlapped and/or turned over to show any number of points up to five.}} or [[counter (cards)|counters]]. Game is 5 points.


=== Terminology ===
===Calling Round (Naming trump)===
The following terms were used by Mathews. Many continue to be used today:
Once the cards are dealt and the top card in the kitty is turned over, the upturned card's suit is offered as trump to the players in clockwise order beginning with the player to the left of the dealer. If a player wishes the proposed suit to be named trump, he ''orders up'' the dealer and the dealer must add that card to his hand. If all other players pass, the dealer can opt to ''pick up'' the card, declaring trump. If the dealer is ''ordered up'' or ''picks up'' the card, he must discard a card face down in order to return his hand to the appropriate number of cards.


* ''Bridge''. The leading team are "at the bridge" when 1 point from winning and the trailing team are 4 points away, and could win by going alone.
If each player passes in this round, the top card is turned face down and that suit may no longer be chosen as trump. Trump selection proceeds clockwise beginning with the player to the left of the dealer. The dealer is not ordered up in this round. If no suit is chosen in this round, the cards are reshuffled and the deal passes to the player on the dealer's left.
* ''Cards Away''. Now called ''going alone''. To play alone against the two defenders.
* ''Dutching''. When the dealer has turned down the upcard, to [[entrump]] the suit of the same colour.<!-- sic - this is the spelling used by Mathews -->
* ''Euchre''. When the makers fail to take at least 3 tricks they are ''euchred''.
* ''March''. Taking all tricks, which scores 2 points.
* ''Order up''. As a non-dealer, to accept the turnup as trump.
* ''Turn down''. As dealer, after everyone else has passed, to reject the turnup.


{{anchor|British Euchre|Cornish Euchre}}
The team that selects trump is known as the makers for the remainder of the hand. The opposing team is known as the "defenders" for the remainder of the hand. The makers must take at least three of the five tricks in the hand in order to avoid being euchred.


== British rules ==
===Winning tricks===
In Britain, euchre is played in southwestern England, especially [[Cornwall]], [[Devon]] and [[Guernsey]], as well as in coastal [[East Anglia]]. A key feature is that a joker, called the ''Benny'', is the highest trump. The following is a summary of modern British rules by [[John McLeod (card game researcher)|John McLeod]], supplemented by other sources where indicated.<ref name="pagat">{{Cite web |title=Euchre - card game rules |url=https://www.pagat.com/euchre/euchre.html |access-date=2023-11-28 |website=www.pagat.com}}</ref>
The player to the dealer's left begins play by ''leading'' a card. (In some variations, if any player is ''going alone'', the player to that person's left will lead.)


=== Players and cards ===
Play continues in clockwise order; each player must follow suit if they have a card of the suit led. The ''left bower'' is considered a member of the trump suit and not a member of its native suit.
Euchre is a four-player game using a pack of 25 cards with a joker and four suits comprising AKQJT9. Card ranking is as per the 1844 rules with the exception that the top trump is the ''Benny'' or ''Best Bower'' represented by the joker or {{Spades}}2. Deal and play are clockwise.


=== Deal ===
The player who played the highest trump wins the trick. If no trump were played, the highest card of the suit led wins the trick. Players who play neither the suit led nor trump cannot win the trick. The player that won the trick collects the played cards from the table and then leads the next trick.
The first dealer can be chosen by any random method. The dealer [[shuffles]] and deals each player a packet of 2 or 3 cards in any order and then a second packet making the hands up to 5 cards. The next card is turned as a potential trump. Often, it is customary to offer a cut of the deck to the player on the dealer's right before passing out the cards.


=== Making trump ===
After all five tricks have been played, the hand is scored. The player to the left of the previous dealer then deals the next hand, and the deal moves clockwise around the table until one partnership scores 10 points and wins the game.
The process of making trump is as follows:
* Eldest opens by passing or saying "I order it up" (or just "up"<ref name=Parlett2008/>)
* If eldest passes, dealer's partner may pass or say "I turn it down"
* If the first two pass, third hand may pass or order it up
* If the first three pass, the dealer may say "I take it up" and pick up the upcard, or pass by saying "over" and turning it face down.
* The option is now given to select any other suit to be trump, and this again is chosen or passed on by each player in turn.
* If no player elects to make trump the second time round, the hand is either discarded and the game continues with the next dealer, or the fourth player is forced to choose a trump suit, depending on rule set.


Trump can be called as long as the player has one of the trump suit in their hands, this includes only having the left/or the right bower/both Jacks of said suit.


As soon as someone makes trump (instead of passing) that player's team become the makers and their opponents are the defenders. Should either opponent order it up or the dealer take it up, the suit of the upcard becomes trump. The dealer picks it up and discards a card face down.
===Going alone (Going solo)===
If the player bidding (making trump) has an exceptionally good hand, or if his or her partnership is in danger of losing the game unless they are able to score points quickly, the player making trump has the option of playing without his or her partner. If the bidder playing alone wins all five tricks in the hand, the team scores four points.


Note that the dealer's partner cannot make trumps and play with the dealer, but can only pass or play alone by turning it down. This does not apply to the second choice in which the player may choose any suit. If the upcard is the Benny, the dealer must announce trumps before picking up their own hand cards and the dealer's team are the makers (a "blind shout").
"Going alone",<ref>Safire's political dictionary, p. 283, William Safire - Oxford University Press ISBN 978-0-19-534334-2<br />''American politicians have been either proud of themselves or critical of others for "going it alone" since about 1850, when card players began using this phrase to designate a player's decision to take in his tricks without the help of his partner.''</ref>"Going Solo", "going all for one," or "playing alone hand" is initiated at the time the bidder orders the upturned card on the kitty to the dealer (on the first round of bidding) or names a suit (during the second round of bidding). The bidder signifies his desire to play alone by stating "alone" or (for example) "clubs alone" or "clubs solo" after bidding. If the dealer selects the top card, he may also declare a loner hand by sliding his discard to her partner. The bidder must make this call before play begins. During a ''loner'', the bidder's partner discards his or her cards, and does not participate in play of the hand.


=== Going alone ===
Another regional variation, especially popular in Canada, and therefore sometimes referred to as 'Canadian Rules', is that if the partner of the dealer orders him/her up (forcing the dealer to pick up the turned card) during the initial bidding, then the dealer is automatically forced out, and the dealer's partner plays a lone hand. This variation is also popular in Croydon, Australia and is referred to as 'bonchre'.
Before the first trick any player may announce they are going "alone", whereupon the partner of the lone player puts their cards face down on the table and drops out of that hand. A maker and a defender may both go alone in which case it is one against one.


=== Play and scoring ===
Depending on regional rules, the lead on the first trick will either remain with the player to the left of the dealer, or switch to the player to the left of the bidder.
Play and scoring are as in the 1844 rules, except that:
* If a maker is going alone, an active defender to the left of the loner leads; otherwise the remaining opponent leads
* If a defender plays alone and wins ≥ 3 tricks, the defenders score 4 points.
* Score is kept using a spare 5 and 6 card instead of a deuce and trey.
* Game is 11 points.


=== British terminology ===
The odds of success of a loner bid depend on the lay of the cards and the inactive cards held by the bidder's partner. Nine cards out of twenty-four do not participate in play, making the hand less predictable than otherwise. A hand consisting of the top five cards of the trump suit is mathematically unbeatable from any position; this is sometimes referred to as a ''lay-down,'' as a player with such a hand may often simply lay all five cards on the table at once.
* ''Bump''. Knock the cards instead of cutting.<ref name=pagat/>
* ''Dockyard play''. When dealer's opponents have good cards but do not order up in the hope of euchring the makers.<ref name=pagat/>
* ''Have an eye''. Have at least 1 point.<ref name=pagat/>
* ''Playing policemen''. See ''dockyard play''.<ref name=pagat/>
* ''Shout''. Bid. A player going alone makes a "lone shout".<ref name=PFD/><ref name=SAD/>
* ''Sleeping hand''. The cards left face down.<ref name=PFD/><ref name=SAD/>
* ''Trump caller''. Player who makes trump.<ref name=PFD/>
* ''Whitewashed.'' Beaten without scoring e.g. 11-0.<ref name=pagat/>


=== Rule variations ===
The rules of an individual game may state that a player who sweeps, or wins all 5 tricks while going alone/solo gets 4 points, 2 for sweeping and 2 for going alone.
The following rule variations are recorded:
* Game may be any other agreed number of points e.g. 10<ref name=Parlett2008>Parlett (2008), pp. 96–99.</ref> or 21.<ref name=PFD>[http://falmoutheuchre.orgfree.com/The%20way%20we%20play.htm#section3 ''Penryn, Falmouth and District Euchre League''] at falmoutheuchre.orgfree.com. Retrieved 3 October 2023.</ref><ref name=SAD>[https://www.staustelleuchre.com/thewayweplay.html ''St Austell and District Euchre League''] at staustelleuchre.com. Retrieved 3 October 2023.</ref>
* Dealer's partner may play with a partner by ordering up and is not forced to go alone.<ref name=Parlett2008/>
* Instead of cutting, the cutter may tap or bump the cards.<ref name=PFD/><ref name=SAD/>
* At the start of a session, cards are dealt around and the player who receives the first jack, deals first.<ref name=PFD/><ref name=SAD/>
* Euchring a lone trump caller earns 4 points.<ref name=PFD/>
* The deal is a packet of 3 cards each first, then a packet of two.<ref name=SAD/>
* Dealer is always the first to "shout" i.e. open the bidding.<ref name=SAD/> In this scenario, the dealer must pick up the joker on a "blind shout" and discards a card as normal.


{{anchor|North American Euchre}}
One of the opponents of the lone bidder may say "I defend alone," and his partner must stay out. The lone defender will play alone. Scoring is similar in such a case to a loner hand. Any set or euchre by a single defender going alone is worth 4 points to the defending partnership, or 3 in some regions.


== North American rules ==
===Scoring===
Euchre is played slightly differently in North America and there are numerous variations. The following account is a summary of the typical rules for the four-hand game.


=== Players and cards ===
{| class="wikitable" style="float:right; margin:0 0 0 0.5em; font-size:95%;"
Four players play in two teams, the partners sitting opposite one another. A 24-card pack is used with cards ranking as before with a right bower and left bower as the top two cards of the trump suit. A pack of 32 cards (AKQJ10987) or 28 cards (no 7s) may also be used,<ref name=Kansil/> but 24 cards is the standard.<ref name=Ander>Ander (2018).</ref><ref name=Bumppo>Bumppo (1999).</ref>

=== Deal ===
Deal and play are clockwise. The face-down pack is spread on the table and players draw a card each. The players with the two lowest cards play together against the others and the player with the lowest card deals first. For this purpose only, suits are irrelevant, aces rank low and jacks rank immediately below the queens. The dealer then shuffles the pack and offers it to the right for cutting.<ref name=Kansil/>

Five cards are dealt in two rounds. In the first, the dealer may deal either 2 or 3 cards each, in turn and in clockwise order beginning with the eldest hand. This is followed by a second round to bring each player's hand to 5 cards. Whichever system is used initially, it must not subsequently be changed. The remaining four cards, called the ''kitty'',<ref name=Ander/> are placed face down in the center of the table and its top card flipped.<ref name=Kansil/><!-- Do not add other ways of dealing here. See variations. -->

=== Making trump ===
The eldest hand opens the bidding by passing (saying "pass")<ref name=Ander/> or accepting the suit of the upcard as trump by saying: "I order it up" (or "pick it up").<ref name=Ander/> If the eldest passes, the second hand, the dealer's partner, may pass or accept by saying: "I assist" (or "I'll help you").<ref name=Bumppo/> If the second hand passes, the third hand may pass or accept. If the first three pass, the dealer may accept the turnup by discarding a card (called "taking it up") or turn it down by placing the upcard, face up, half under the kitty (called "turning it down").

If the dealer acquires the top card, either by being ordered to pick it up or choosing to pick it up, it becomes part of the dealer's hand. It is left in place until played, and the dealer discards a card to the bottom of the kitty, face down. If no one orders up the top card and the dealer chooses not to take it up, each player is then given the opportunity, in turn, to pass again or call a different suit as trump. If no trump is selected, the hand is discarded and the deal passes to the left.

When trumps are chosen, the trump jack becomes the top card or right bower. The jack of the same color is the second-highest trump, known as the left bower. ''Example:'' Spades are trump. In this case, the trump cards rank as follows (highest first):
: {{Cards|Js}} (right bower), {{Cards|Jc}} (left bower), {{Cards|As}}, {{Cards|Ks}}, {{Cards|Qs}}, {{Cards|10s}}, {{Cards|9s}}

The {{Cards|Jc}} effectively becomes a spade during the playing of this hand. This expands the suit of spades to the seven cards above and reduces the suit of clubs by one card, its jack being seconded to the trump suit. Once the hand is over, the {{Cards|Jc}} ceases to be a spade and becomes a club again unless spades are again named as trump during a subsequent hand.

=== Going alone ===
A player who fixes the trump suit may announce "alone" and play without the aid of a partner. The partner's hand cards are laid face down and the partner takes no part in the game.{{efn|Unlike the British rules, no option for other players to go alone is mentioned.}}

=== Play ===
Play is as before: the eldest leads and players must follow suit if able, otherwise may play any card.

===Scoring and winning ===
{| class="wikitable" style="float:right; margin:0 0 0 0.5em;"
|+ Scoring in euchre
|-
|-
! Scoring in Euchre || Points
! Event || Points
|-
|-
| Bidding partnership (''makers'') wins 3 or 4 tricks
| Bidding partnership (''makers'') wins 3 or 4 tricks
|style="padding-left:1em;"| 1
|style="padding-left:1em;"| 1
|-
|-
| Bidding partnership (''makers'') wins 5 tricks
| Bidding partnership (''makers'') wins 5 tricks (march)
|style="padding-left:1em;"| 2
|style="padding-left:1em;"| 2
|-
| Bidder goes alone and wins 5 tricks
|style="padding-left:1em;"| 4
|-
| Bidder goes alone before seeing hand and wins 3 or 4 tricks{{sup|†}}
|style="padding-left:1em;"| 1 {{sup|†}}
|-
| Bidder goes alone before seeing hand, wins 5 tricks (blind loner){{sup|†}}
|style="padding-left:1em;"| 8 {{sup|†}}
|-
|-
| Bidder goes alone and wins 3 or 4 tricks
| Bidder goes alone and wins 3 or 4 tricks
|style="padding-left:1em;"| 1
|style="padding-left:1em;"| 1
|-
|-
| Defenders win 3 or 4 tricks
| Bidder goes alone and wins 5 tricks (march)
|style="padding-left:1em;"| 4
|-
| Defenders win 3 or more tricks (makers are euchred)
|style="padding-left:1em;"| 2
|style="padding-left:1em;"| 2
|-
|-
| Defender goes alone and wins 3 or more tricks (regional variant)
| Defenders win 5 tricks
|style="padding-left:1em;"| 4 {{sup|†}}
|style="padding-left:1em;"| 4
|-
| Lone defender wins 3 or more tricks
|style="padding-left:1em;"| 6 {{sup|†}}
|-
| Lone defender (vs. lone bidder) wins 3 or more tricks
|style="padding-left:1em;"| 8 {{sup|†}}
|-
|colspan="2" style="padding-left:1em;"| {{sup|†}} regional variation
|}
|}


The first team to score the target number of points (5, 7 or 10) wins the game.<ref name=Kansil/> In Columbus, the target is 10.<ref name=Bumppo/>
The first team to score 10 (sometimes 5, 7, 11, or 15) points wins the game (sometimes called a ''round''). Some players choose to play ''win by two'' where there is no winner until a team has more than 10 points and 2 points more than the other team (e.g. 11-9). While score can be kept by using a tally sheet, most euchre players traditionally use the pair of '''5''' cards for one member of each partnership to keep score. In [[Western New York]] and parts of [[Ohio]], it is traditional to use '''2''' and '''3''' cards, crossing them to show scores higher than 5. Some euchre players, especially in Indiana and Ohio, use a '''6''' and a '''4'''. In Australia and New Zealand, where playing to 11 points is common, '''5''' and '''6''' cards are used. In all cases, one card is used to cover the other so as to expose the number of [[pips]] corresponding to the team's score.


==== Scorekeeping markers ====
*'''An alternative scoring system removes the point system entirely.'''
[[File:Euchre scorekeeping.png|thumb|Euchre scorekeeping using 2s and 3s|upright=2.1]]


Scores can be kept by using two otherwise unused cards as markers, with each team often using cards of the same color.
Instead of points, only euchres are counted. These are when the defenders fail to earn a single trick, or when the makers fail to get three tricks (or two tricks if trump was forced). A match can be the first to 3 or 5 euchres. This simplicity can enhance the enjoyment of play. The all-or-nothing element of this system may enhance the game's drama.


Scoring begins using one card face up, covered by the other card face down. Upon winning points, the top card is moved to reveal the appropriate number of suit symbols on the bottom card. After all points are revealed on the lower card, the top card is flipped over, adding pips on both cards to indicate the score.<ref name=Ander/>
===Score Keeping===
Scores are kept by each team by using two cards—the four card and six card of any suit, with one team choosing a red suit and the other a black suit. Scoring begins using the four card (face up), covered by the six card (face down). Upon winning one, two or four points, the six card (face down) is moved to reveal the appropriate number of suit symbols on the four card (face up). After four points, the four card is placed face down to cover the six card, but revealing five or six suit symbols, depending on the score of that team. After six points are scored, the four card is placed face up over the six card, revealing the total score. If the score moves from four points to six points, the coveted "four/six flip" is announced by the team's score keeper, where the four card is placed faced down and the six card is placed face up.


In Columbus, score is kept with a {{Cards|4}} and a {{Cards|6}}.<ref name=Bumppo/>
===Sprouting===
In score keeping, sometimes a portion of the spades, diamonds, hearts or clubs symbols on the score cards are revealed, in addition to the symbols fully revealed to indicate the score. These partially revealed symbols, which are not included in the total score, are called "sprouts." The purpose of revealing "sprouts" is superstitious and believed to give good fortune to the scoring team. In some regions, such as the Midwestern US, "sprouting" is tolerated. In other regions, such as the South (Georgia, Alabama, Tennessee, Florida and Mississippi), "Sprouting" is considered poor taste and not allowed.


A variation of scorekeeping in Western New York and Ontario involves each side using the {{Cards|2}} and {{Cards|3}} of one suit. Scoring starts with counting the symbols on the cards, for points 1 to 4; at 5, the cards are turned over and crossed. Crossing the cards indicates 5 points. Points 6 to 9 are counted similarly by counting the number of suit symbols showing and adding them to the 5 when the cards are crossed.
===Betting===
Betting in euchre can be done on a per trick basis. An additional bet may be based on a per bump basis. What constitutes a bump can be determined on a house rules. In general a bump occurs when the calling team fails to attain three tricks but for betting purposes a bump can also be assigned by: failure to sweep a lone hand, committing [[table talk (cards)|table talk]], or by being caught reneging. Getting euchred on a lone hand may constitute two bumps. Bumps can be tracked with chits such as pennies piled next to the score cards. In a euchre game where bets are placed the table may agree on "a buck a trick and a buck a bump" for instance. Bets are settled at the end of each game.
It is also a common betting practice to bet by points - e.g. "a buck a point." At the end of the game (which depends on the variation; some games end at the first team to reach 10 or 12 points, etc.), the losing team owes the winning team the difference in points based on the monetary value set per point.


In Canada and Michigan, it is common for each team to use two {{Cards|5}}s of the same color to keep score, with one team red and the other black. The {{Cards|5}}s are usually referred to as "counting cards" in this situation.
===Skunking===
If one team beats the other without the losing team winning any rounds (10-0), the winning team is said to have skunked the other team.


=== Infringements ===
==Strategy or Cheating?==
===Stealing-the-deal===
==== Table talk ====
Euchre does not require silence as in some other games; some table talk is acceptable. However, communicating with one's partner to influence the game is considered cheating. Unacceptable table talk may include code words, secret gestures, bidding out of turn or suggesting what the partner should play. Depending on the local rules, such infringements may incur a penalty.<ref name=Bumppo/>
When you steal the deal the other team automatically gets two points in some regions, in others it is simply allowed and does not constitute cheating. To steal the deal, the partner of the previous dealer collects the cards, shuffles and deals as normal. If the opponent team does not notice that they have been skipped before dealing is finished then game play proceeds as normal. If the opponent team notices, they must say something which indicates this, and the deal is returned to the player who would normally deal next in the rotation. Normally there is no penalty for attempting to steal the deal, successful or not.


===Cross-Boarding===
==== Revoking ====
A player who does not follow suit when able has [[revoke (cards)|revoked]]. Sometimes this is called "reneging" but, strictly speaking, a [[renege (cards)|renege]] refers to a situation in other card games when you may ''legally'' not follow suit when you can.<ref name=Bumppo/> If discovered, the opposing team is awarded two points or two points are deducted from the offending team.{{Sfn|Hoyles|2001}}
Unscrupulous partners are known to increase their chances of winning tricks by cooperative communication which is not allowed in play. Outright verbal cross-boarding is commonly known as "[[Table talk (cards)|table talk]]" or "kibbitzing." This can take the form of:
* Innocuous code words to tell what cards are in the player's own hand or to query what cards are in the partner's hand or what trump to declare. E.g. "You look so LOVELY tonight." Translation: I have a lot of hearts in my hand. Call hearts as trump.
* Secret gestures. Some examples: loud cough means partner should pass; scratching the right side of your face tells your partner you have the right bower (similar for left side); placing your cards face down during bidding is an invitation for your partner to go alone; discussing [[golf]] indicates that clubs should be called; twisting your ring or ring finger usually means your partner should call diamonds.
If crossboarding is called, depending on local rules, points may be given to the team calling out the infraction, or the hand may be simply disqualified and re-dealt by the next player in order. The player accused of cheating may or may not be given a chance to refute the charge.
Some variations allow (or at least accept the inevitability of) the following form of non-verbal communication: A player may gratuitously hesitate before passing to signal to his partner that his cards are helpful to the offered trump, but are not sufficient to guarantee a win. This adds an additional element of strategy in that players may bluff hesitation to discourage the opponent from calling the offered trump. In some regions, overt table talk is allowed as both teams have equal opportunity to benefit from the information.


=== North American terminology ===
===Inspecting the kitty===
Euchre terminology varies greatly from region to region and is highly colloquial. Some examples include:
Under no circumstances may any player look at the cards in the kitty, also known as the "down pile." The hand is immediately declared dead and the other team is awarded 2 points. However, in some regions, playing "bottoms/farmers/kitty" is allowed. When trump is being called, a player can ask for "bottoms/farmers/kitty." The player must show that three of the cards in his hand are 9s or 10s, and he then trades his dealt cards for the 3 downturned kitty cards. He also forfeits any right to call trump. Playing bottoms/farmers/kitty is announced at the beginning of the game, along with "stick the dealer." Another variation popular in Michigan is "Ace no face" where a player may take the bottoms when they have a single ace and no face cards.
* ''Ace, No-Face''. Hand with an ace and four low cards (9s and 10s).<ref name=OhioEuchre>[https://ohioeuchre.com/pdf/euchre-terminology-and-common-phrases.pdf ''Euchre terminology and common phrases''] at ohioeuchre.com. Retrieved 4 October 2023.</ref>
* ''Cut''. Trump a led ace with the second card of the trick. (Indiana, Ohio).<ref name=pagat/><ref name=OhioEuchre/>
* ''Dutchman's Point''. Point won when holding both bowers and the trump ace.<ref name=pagat/>
* ''Euchre Bustle''. Euchre tournament (used in northern Midwest of United States).{{efn|For example, see [https://minnesotabreweries.com/events/euchre-night-at-waldmann-brewery ''Euchre Night at Waldmann Brewery''] at minnesotabreweries.com. Retrieved 4 October 2023.}}
* ''Farmer's Hand''. Weak hand consisting only of {{Cards|9}}s and {{Cards|10}}s. (Ohio).<ref name=OhioEuchre/> Sometimes called ''Poor Man's Hand, Bottom Hand'' or ''Grandma's Hand''.{{cn|date=October 2023}}
* ''In the Barn''. A term used in the Midwest United States for having 9 points, being one away from winning. (Indiana, Ohio).<ref name=Bumppo/><ref name=pagat/><ref name=OhioEuchre/>
* ''Lay-Down''. Hand that will win all five tricks if played in the correct order:<ref name=OhioEuchre/> for example, a Dutchman (both Bowers and the {{Cards|A|rank_name=full}} of trumps) plus the {{Cards|K|rank_name=full}} and {{Cards|Q|rank_name=full}} of that suit, any other two trump cards, or one more trump card and an off-trump {{Cards|A|rank_name=full}} (when that player has the lead). Sometimes called a ''Lone Wolf'' or ''Loner'', because the player will typically opt to go alone.{{cn|date=October 2023}}
* ''Lay-Down Loner''. Loner of unbeatable cards. Sometimes, instead of playing this hand, once trump is set, the person with the unbeatable cards can simply announce “alone”, and lay down their cards and receive their points. This is customary especially when there is no possible way for the other team to win a point. The 4 points are simply awarded to the team with the Lay-Down Loner and the game continues. (Indiana, Michigan).<ref name="pagat" />
* ''Loner''. Hand suitable for going alone. (Indiana).<ref name=pagat/>
* ''Loner Range''. A score of between 6 and 9 points, because 4 or fewer points are needed to win. It can also be used to describe being 4 points away from the opposing team. For example, when it is 4–8, the trailing team is in ''loner range'' of the team in front.{{cn|date=October 2023}}
* ''Next''. Call to [[entrump]] the suit of the same color as the original turnup. (Indiana, Ohio).<ref name=pagat/><ref name=OhioEuchre/>
* ''Set''. Euchred. When the opposing team wins more tricks than the team who called the suit. (Indiana).<ref name=pagat/>


* ''Skunk''. If a team gets "skunked," they lose 10-0, having scored nothing (Indiana)
===Renege===
* ''[[Slough (cards)|Slough]]''. Play a low value card. (Ohio).<ref name=OhioEuchre/>
If a player does not follow suit when he is able to (most commonly by playing a trump card instead), it is considered a [[renege]], and the opposing team is rewarded two points if it is caught in later tricks of the same hand. A variation on calling out a renege is that if more than one card of the reneged suit is played afterward, the infraction may only be called on the first instance; if it is not called until the second instance it does not count. A cheating or strategic player often reneges purposely in order to win a trick if they think the opposing team will not catch the renege. However reneges can also be unintentional, where a player misreads some of his/her cards, usually by misinterpreting the left bower as being of its native suit, but are still callable by opponents as reneging. If a player reneges when the opposing player is going alone, that team may be awarded 4 points instead of 2, depending upon region. In those areas, purposely reneging when the opposing player is going alone to prevent them from getting the full 4 points is explicitly allowed but considered somewhat underhanded, akin to stealing the deal.
* ''Sweep'' or ''March''. Winning all tricks. (Indiana, Ohio).<ref name=pagat/><ref name=OhioEuchre/>
* ''Throwing in''. When the lead maker throws in the remaining hand cards once 3 tricks have been assured, but five tricks are unlikely, e.g. because 1 trick has already been won by the defenders, or is highly likely to be won by them, e.g. a right bower was ordered up but has not yet been played. The cards are thrown face up.{{cn|date=October 2023}}
* ''Trump the Partner'' Refers to a situation where the last player plays the card that wins a trick that their partner would have otherwise won. It usually refers to a situation where the partner has an {{Cards|A|rank_name=full}} that follows suit and the player plays a trump card but plays a higher trump or non-trump than the partner's qualifies.{{cn|date=October 2023}}
* ''Underman''. When a player has an unprotected left Bauer and is forced to play it behind the right Bauer. As a way to provide comedic relief to a rather frustrating event, the victim will typically utter something along the lines of “oh dear, I’ve been Undermanned”. The term is attributed to the notable, Alex Underman.<ref name="Bumppo" />
* ''Walk''. When a low card is led and takes the trick. (Indiana).<ref name=pagat/>


=== Rule variations ===
==Variations in play==
[[File:A Game of Auchre.tif|thumb|Shows three men—Jack the black packer, "Harry my friend" the digger, and Ah Sin the Chinese [[fossicking|fossicker]]—playing euchre. Ah Sin won.]]
:''For more detail and many more variations, see'' [[Euchre game variations]].
The following North American rule variations are recorded:
* ''Ace No Face''. In Ace No Face the player must have one {{Cards|A|rank_name=full}} and all {{Cards|9}}s and {{Cards|10}}s in their hand. The player then calls "ace no face" and exchanges three of their cards for the bottom three (must be called before the first card of the beginning trick has been led). Alternatively the player may call for a re-deal.{{cn|date=October 2023}}
* ''Farmer's Hand''. A player with a hand of {{Cards|9}}s and {{Cards|10}}s may call "farmer's hand" (or equivalent – see above), show the cards and exchange three of them for the three cards in the kitty (also called "going under" or "under the table").{{cn|date=October 2023}}
* ''Dealing in packets''. Cards are dealt in packets of twos and threes, but there is no requirement to follow a system.<ref name=Bumppo/>
* ''Defender going alone''. If the trump maker goes alone, a defender may say "defend alone" before play begins.<ref name=Bumppo/>
* ''Extra cards''. The addition of extra cards like 8 and 7 can usually add more uncertainty as for which trump cards are still in the opponent's hands during the course of the game. This uncertainty may be increased with the addition of the 2s.{{cn|date=December 2023}}
* First dealer. The pack is shuffled and dealt out; the first player to receive a jack deals first and, if desired, the second player with a jack is the partner.<ref name=Bumppo/>
* ''Kitty placement''. Placed to the left of the dealer (not in the center), as a reminder of who is dealing next.<ref name=Bumppo/>{{efn|This is a common and pragmatic practice in other games.}}
* ''Making trump rule''. A player may not make trump with only a jack but must have another trump. Sometimes this only applies to the dealer. Infringement is often treated as a revoke.{{cn|date=April 2023}}
* ''Point on partner''. When a partner steals their own partner's deal successfully, in addition to retaining the deal, the team is also awarded one point. This Euchre Varriant was popularized by Bill Rome, winner of several Michigan and North Eastern Euchre championships including 2016 and 2018 'Michigan Traveling Euchre Tourney', as well as winner of the 2016 and 2017 'Euchre Great Lakes Euchre Extravaganza', and 2018 third place finisher in the 'Tri-State Euchre Championship'.


Euchre is a game with a large number of variant versions and alternate rules. They include versions for two to six players, as well as changes in cards used, bidding, play, and scoring.


{{cn|date=April 2023}}
Many of these variations are specific to a particular region. In the US, one popular variation is Stick the Dealer (also called Screw the Dealer), where the dealer is forced to call trump if no suit is chosen after the second round of bidding. Another popular variation is Farmer's Hand, or No Ace No Face No Trump where a player with a bad hand can force a re-deal or exchange his low cards for the kitty. In Australia and New Zealand, playing to 11 rather than 10 points is common. In southwestern England and Guernsey, variations with a joker as highest trump are played. In southern Ontario after the dealer turns up the top card on the kitty if the first player to the left passes and the dealer's partner would like to order up the dealer, the dealer's partner '''must''' play alone.
* ''Robson rules''. When a team wins all five tricks (normally or by going alone), they may choose to reduce the opposing team's score (by two or four, respectively) instead of adding to their own score. Additionally, if the dealer turns up a jack on the kitty, they may elect to go alone without seeing the rest of their hand. If all tricks are won via this "blind loner" hand, five points are awarded instead of the usual four; but a failure to win all tricks earns the defenders one point. This rule was named after four-time [[Northern Michigan]] regional tournament runner-up champion James Robson.{{cn|date=October 2023}}
* ''Stick the Dealer''. If trump is not called it must be called by the dealer. Used to speed up the game, as it eliminates throw-in hands.<ref name=OhioEuchre/>
* ''Upcard''. The dealer picks the upcard up instead of leaving it on the table until played.<ref name=Bumppo/>


==Change of rules==
== Variants ==
{{main|Euchre variants}}
===Six players===
Euchre is a game with a large number of versions. They include versions for two to nine players, as well as changes in cards used, bidding, play, and scoring.
Use a deck of three red suits and three black suits.
The players divide into three teams of two players. Teammates should be sitting directly across the table from each other (there should be two players between partners on either side).


=== Bid Euchre ===
There will be three bowers: one right and two left. In both suits of the same color as trump, the jack is a left bower; the first one played outranks the second. Otherwise the rank of cards is as in normal play.
{{main|Bid Euchre}}
'''Bid Euchre''', also known as '''Auction Euchre''', '''Pepper''', or '''Hasenpfeffer''', is a group of North American variants. They introduce bidding in which the [[Trump (card games)|trump suit]] is decided by which player can bid to take the most tricks. There are variations in the number of cards dealt, the absence of any undealt cards, the bidding and scoring process, and the addition of a no trump declaration. It is typically a partnership game for four players.<ref name="Think">{{Cite book | last1=Baiyor | first1=Bob |title=The Think System, A Light-Hearted Guide to Serious Double Deck Bid Euchre |last2=Easley |first2=Kevin |date=21 December 2019 |isbn=978-1-0720-7257-7 |edition=2nd |page=130| publisher=Amazon Digital Services LLC - KDP Print US }}</ref>{{sfn|Katz|2004|page=132}}


It can also be played by either three or four players competing as individuals (Indiana). In this variation, there are no undealt cards. Players start at 21 and try to be the first to zero, reducing their score by one point for each trick taken. The player winning the bid names either a trump suit or elects a "no trump" alternative which can either be high (A,K,Q,J,10,9) or low where 9's are the best card of the sequence.
;Scoring:
* If a team calls trump and wins the hand (with 3 or 4 tricks), they get 1 point.
* If a team calls trump and ties another team (each with 2 tricks), then both teams get 1 point.
* If a team calls trump and does not win the hand, the winner gets 2 points (if both other teams get two tricks they are both awarded 2 points).
* If a team takes all 5 tricks they receive 2 points (whether or not they called trump).
* If a person should choose to play the hand ALONE (without their partner), they can get four points by taking all 5 tricks.
* If they go alone and take less than 5 tricks, standard scoring applies.


Following the bidding, each player can elect to remain in the hand or fold. There are no penalties when a player folds, but their score is not reduced as no tricks were taken. Any player remaining in the hand must win at least one trick or is "set" five points which are then added to their total. If the maker fails to meet their bid, they are set five points. Other variations exist.
First team to get 10 points wins the game.


=== Set-Back Euchre ===
===Six players - Alternative===
'''Set-Back Euchre''' is recorded as early as 1843 in [[Arkansas]].<ref>Porter (1843), p. 176.</ref> Its rules first appear in [[William Brisbane Dick]]'s 1864 edition of ''The American Hoyle''.<ref name=Dick1864>Dick (1864) p. 81.</ref> The main difference is in the method of scoring. Although it can apply to games with 2, 3 or 4 players, in Dick's example, four players agree a [[pool (cards)|pool]] of $1 and each [[ante (cards)|antes]] 25¢. Players begin with a score of 5 points each and play for themselves aiming to be first to zero. The trump maker plays alone against three defenders. A player who fails to take a trick adds 1 point. Anyone who is euchred adds 2 points and pays a [[stake (cards)|stake]] of 25¢ to the pool.<ref name=Dick1864/>
Use two standard Euchre decks of A, K, Q, J, 10 and 9 with a total of 48 cards.
The players then divide into two teams of three players each. The teammates sit every other seat rotating around the table so teammates don't sit next to each other. The dealer deals out all of the cards, giving every player eight cards in their hand.


A player doubtful of taking any tricks may [[throw up (cards)|throw up]] the hand to save being ''set back''. The first player to zero points wins the game and the pool. Dick describes variations including the option for any player to say "I declare" which is a bid to make a ''march'' and win the game and pool if successful. Failure incurs a doubling of the point score and paying a stake. The ''march'' declarer leads to the first trick. Another variation was that, in the event of a ''euchre'', the defenders deduct 2 points, in addition to the maker adding 2.<ref name=Dick1864/>
Most of the rules are the same as with regular Euchre, except how trump is made and how scoring is done. Both are more like bid Euchre. You bid how many tricks you can get going around the table once. The winning bidder picks the trump. The minimum bid is three, and the loners are Little and Big Shooters. With both you go alone, the only difference is in Little Shooter you get partner's best from both of your teammates. With both shooters, the player must get all tricks or they get set.
Another difference is if the same card is played, such as both rights bowers, the first one laid is the winner.


=== Three-handed Euchre ===
;Scoring:
{{main|Three-handed Euchre}}
* Teams get one point for every trick they get, whether they made trump, or not.
A variant for three players, three-handed Euchre is played like 24-card Euchre, with the following changes:{{cn|date=October 2023}}
* If a team doesn't make their bid, then they don't get any points and they lose as many points as their bid.
* Players play alone, rather than in teams.
* If a player calls a Little Shooter, and they get every trick then their team is awarded 12 points.
* If a player calls a Big Shooter, and they get every trick, then their team is awarded 24 points.
* Each player plays to ten points and keeps their own score (using {{Cards|4}}s and {{Cards|6}}s as markers)
* Seven cards are dealt to each player, leaving three in the kitty (the top card is turned up).
* The person who makes trump is the "maker". Both other players are "defenders", but compete with each other for tricks.
* If the maker takes four tricks, they receive one point. If the maker takes six tricks, they receive two points. Taking all seven tricks gives the maker four points.
* If the maker does not take four tricks, they are euchred (set). The defender who took the most tricks will then receive two points. If both defenders took an equal number of tricks, they each receive one point.


'''Ace no face''': a player dealt a hand that contains any number of aces but no face cards, may lay this hand on the table and call "ace no face". This is considered a misdeal, and all the cards are gathered and re-dealt.{{cn|date=October 2023}}
To win, a team has to get 32 points on a turn when they make trump.
If the team gets 32 points didn't make trump, then they need 34 points to win.


== Regional variations ==
;Going alone six man:
In Australia and New Zealand, playing to 11 points (as in England) rather than 10 points (as in North America) is common. In parts of New Zealand,{{Citation needed|date=November 2020}} Britain and Australia,{{Citation needed|date=November 2020}} after the dealer turns up the top card on the kitty if the first player to the left passes and the dealer's partner would like to order up the dealer, the dealer's partner must play alone. Common practice in the US allows the dealer's partner to "assist" and thus play in partnership with the dealer as the maker.


In Canada the standard rules{{which|date=October 2023}} are followed except that the dealer's partner, on ordering a card up, must go it alone.<ref>{{cite web | url=https://debitcardcasino.ca/games/2018/04/12/euchre-rules-canada/ | title=Canadian Euchre Rules - How to Play Euchre in Canada }}</ref><ref>{{cite web | url=https://www.torontomike.com/2014/03/the_canadian_euchre_rule/ | title=The Canadian Euchre Rule | date=March 16, 2014 }}</ref>
* If a player goes alone, and they get every trick they are awarded 16 points.
* If a player goes alone and does not get all 8, they lose eight points and the other team is awarded their tricks.
* For example: going alone positive 16 if won, or 3 tricks for the opposing team and - 8 for going alone, a 11 point swing.


==See also==<!-- New links in alphabetical order please -->
===Eight players===
*[[Euchre variants]] - other forms of Euchre
The players divide into four teams of two players. Teammates should be sitting directly across the table from each other (there should be three people between partners on either side). There will be 4 bowers, 1 right and 3 left.
*[[Euchre variations]] - minor changes to standard Euchre
*[[Glossary of card game terms]]


== Footnotes ==
The rank of Trump goes as follows:
{{Notelist}}


==References==
*Bowers: (Jacks of same color as trump)
{{Reflist|30em}}
*Right Bower (jack of trump)
*1st played (left Bower) jack
*2nd played (left Bower) jack
*3rd played (left Bower) jack
*Ace, King, Queen, 10, 9.


==Bibliography==
;Scoring:
;Books
* If a team calls trump and wins the hand (with 2, 3 or 4 tricks), they get 1 point.
* {{Cite book |last=Ander |first=Tim |url=https://www.worldcat.org/oclc/1061505589 |title=How to Play Euchre: A Beginner's Guide to Learning the Euchre Card Game, Instructions, Scoring & Strategies to Win at Playing Euchre |date=2018 |isbn=978-1-9768-8006-3 |location=[Middletown, DE] |publisher=Tim Ander |oclc=1061505589}}
* If a team calls trump and ties another team (each with 2 tricks), then both teams get 1 point.
* Bumppo, Natty (1999). ''The Columbus Book of Euchre''. Brownsville, KY: Borf. {{ISBN|0960489460}}
* If a team calls trump and does not win the hand, the winner gets 2 points (if 2 other teams get two tricks they are both awarded 2 points).
* {{Cite book |last=Buzzy |first=Nick |title=Euchre Explained |year=2010 |asin=B004KAB9QU}}
* If a team takes all 5 tricks they receive 2 points (whether or not they called trump). If a person should choose to play the hand alone , they can get four points by taking 4 or 5 tricks.
* {{Cite book |last=Cowell |first=Joe |title=Thirty Years Passed Among the Players in England and America |year=1844 |volume=2 |author-link=Joseph Cowell}}
* If they go alone and take less than 4 tricks, standard scoring applies.
* {{Cite book |last=Faulkner |first=Thomas C. |url=http://worldcat.org/oclc/18113349 |title={{title case|history of the revolution in the southern states including the special messages of President Buchanan: the ordinances of secession of the six withdrawing states ... etc}} |date=1861 |publisher=J.F. Trow, printer |oclc=18113349}}

* {{Cite book |title=Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance, with Advice on Skillful Play: Based on the Foundations Laid Down by Edmond Hoyle, 1672&ndash;1769 |date=2001 |publisher=Plume |isbn=978-1-101-08538-7 |edition=3rd |location=New York |oclc=460720133 |ref={{Harvid|Hoyles|2001}}}}
First team to get 10 points wins the game.
* Kansil, Joli Quentin (2001). ''Bicycle Official Rules of Card Games''. Cincinnati: USPCC.

* {{Cite book |last=Katz |first=Nikki |url=https://www.worldcat.org/oclc/777401280 |title=The Everything Card Games Book: A Complete Guide to Over 50 Games to Please Any Crowd |date=2004 |publisher=Adams Media |isbn=978-1-4405-2302-1 |location=Avon, Mass. |oclc=777401280}}
==Terminology==
* Keller, John William (1887). [https://books.google.com/books?id=Ti4VAAAAYAAJ&q=euchre&pg=PA11 ''The Game of Euchre'']. NY: F.A. Stokes
Euchre terminology varies greatly from region to region, and is highly colloquial. Some examples include:
* {{Cite book |last=Mathews |first=Thomas |url=https://books.google.com/books?id=JEsVAAAAYAAJ&q=Euchre&pg=PA1|title=The Whist Player's Handbook |publisher=Isaac M. Moss |year=1844 |location=Philadelphia}}
*'''The Sherry''': calling it with two trump: king or below. "One for your partner"
* {{Cite book |title=Notes and Queries: A Medium of Inter-communication for Literary Men, Artists, Antiquaries, Genealogists, Etc |publisher=George Bell & Sons |year=1862 |volume=1 |ref={{Harvid|Notes and Queries|1862}}}}

* [[Parlett, David]] (1991). ''A History of Card Games''. Oxford: OUP. {{ISBN|978-0-19-282905-4}}
*'''Ace-no-face''': A hand with one Ace and the rest of the cards are 9s and 10s.
* [[Parlett, David]] (1992). [https://www.worldcat.org/oclc/24847073 ''A Dictionary of Card Games'']. Oxford: OUP. {{ISBN|978-0-19-869173-0}}

* [[Parlett, David]] (2007). "The Origins of Euchre" in ''The Playing-Card'', Vol. 35, No. 4 (April–June 2007), pp. 255–261.
*'''Bar''': In some areas, particularly central Ohio the word "bar" is substituted for the word "bower". It is possibly a perversion of the word bower caused simply by people mishearing it.
* Porter, Ian (2010). "Classifying Non-standard Playing Cards" in ''The Playing-Card'', Vol. 38, No. 3 (Jan–Mar 2010). pp. 203–208. {{ISSN|1752-671X}}

* {{Cite book |last=Roya |first=Will |url=https://www.worldcat.org/oclc/1178868181 |title=Card Night: Classic Games, Classic Decks, and the History Behind Them, 52 Games for All Ages |date=2021 |isbn=978-0-7624-7351-9 |edition=First |location=New York |publisher=[[Black Dog & Leventhal Publishers]] |oclc=1178868181}}
*'''Cut thin to win''': Passing the deck after shuffling to the previous dealer to allow them to cut the deck in an attempt to prevent any stacking of the deck.
* {{Cite book |last=Safire |first=William |url=https://www.worldcat.org/oclc/165082593 |title=Safire's Political Dictionary |date=2008 |publisher=Oxford University Press |isbn=978-0-19-534061-7 |location=Oxford |oclc=165082593}}

* {{Cite book |last=Spindler |first=Carl |url=http://worldcat.org/oclc/871062868 |title={{title case|Vergissmeinnicht: Taschenbuch der Liebe, der Freundschaft und dem Familienleben des deutschen Volkes: für das Jahr}} |publisher=Franckh'scher Verlag |year=1848 |oclc=871062868}}
*'''Closed Doors/In The Barn/All But''': When a team is one point away from winning and flip both point cards down to show 9 points, often accompanied by using a hand gesture to milk the cows or putting the cards behind the ears.
* {{Cite book |title=The American Hoyle, or, Gentlemen's Hand-book of Games |publisher=Dick & Fitzgerald |year=1864 |edition=4th |location=New York |ref={{Harvid|Hoyle|1864}}}}

* {{Cite book |title=The Modern Pocket Hoyle |publisher=Dick & Fitzgerald |year=1868 |location=New York |ref={{harvid|Hoyle|1868}}}}
*'''Don't tickle it''', '''Don't send a boy to do a man's job''', '''Go high or go home''' or '''Act like you want it''': A phrase indicating that a player should not use a low (easily over-trumped) trump card to trump a trick when that player has both a low and high trump in their hand.
* Piomingo [John Robinson] (1810). [https://books.google.com/books?id=88QPAAAAQAAJ&dq=%22piomingo+the+savage&pg=PA178 ''The Savage'']. Philadelphia: Thomas S. Manning

;Websites
*'''Dead Set Legend''': Winning all tricks on a five card deal while playing cut-throat Euchre.
* {{Cite web |title=Euchre: History of, by David Parlett |url=https://www.parlettgames.uk/histocs/euchre.html |website=Parlett Games |ref={{harvid|Parlett|2022}}}}

* {{Cite web |last=Schossow |first=Breann |date=February 21, 2014 |title=Wisconsin's Passion For Euchre |url=https://www.wisconsinlife.org/story/wisconsins-passion-euchre |access-date=June 27, 2017 |website=Wisconsin Life |publisher=[[Wisconsin Public Radio]]}}
*'''Driver's Seat''': Being in the "Driver's seat" refers to being the first player to the left of the dealer, therefore the player to begin the round.

*'''Dud Four (Dudley Moore)''': Coming one card from getting a dead set legend in Cut-throat Euchre and then getting a bad hand and losing all 4 trick the next hand

*'''Dutchman''': Having both bowers and the Ace of trump in the same hand; this is a guarantee of winning at least three tricks. Also called a loner hand or lone wolf. The 9th commandment of euchre requires going alone on this hand if possible.

*'''Euchre Bustle''': A name used for a tournament of Euchre.

*'''Euchre/Getting "Set"''': Occurs when the opposing team wins more tricks than the team who called the suit.

*'''Farmer's Hand''' or '''Farm Hand''': A hand consisting of only non-trump 9s and 10s, the worst possible hand (referring to the fact that the 9s & 10s resemble rows of crops). In some variations, calling a farmers hand allows that player to exchange three cards for the bottom three cards in the kitty or "down pile," which are the extra cards left when determining trump at the beginning of each hand, provided he/she shows their entire hand before doing so, and, in some variations, must forfeit rights to call trump.

*'''Fishing Out''': The player to lead can on the first hand play a high card (typically an Ace) of a different suit from the trump, gambling that the opposing team will have at least one card each from that suit. The player would therefore say 'lets see what we can fish out'. Also referred to as '''Finding the Outside''', a pitching term borrowed from [[baseball]].

*'''Four-suited''': A hand of cards containing cards of all four suits, with the cards typically having a low rank. A player might claim they were five-suited during a hand if they had only one low trump card, and a remaining hand of low off-suit cards.

*'''Giving the Lead''': Is when a player plays a low trump because their partner was the one who bid trump and should be able to win the trick. This gives their partner the lead off for the next hand.

*'''Guarded Left''' or '''Protected Left''': Having the left bower and another trump card in the player's hand; the left bower is protected because the player can sacrifice the lower trump card, if the right bower is lead, leaving the left as the highest remaining trump card (i.e. guaranteed to take its trick).

*'''Hook''': In some regions the term "hook" is used instead of bower, i.e. "right hook" and "left hook", due to the fact that the "J" on the Jack resembles a hook.

*'''The Kingsley''': Occurs when a player has a combination of five nines and tens in his or her hand.

*'''Lay-Down''': A hand that will automatically win all five tricks if played in the correct order; ex. a Dutchman plus, the king and queen of that suit,any other two trump cards, or one more trump card and an off-trump ace (when that player has the lead). Also called a Loner, or Lone Wolf, because a player with such a hand will typically opt to go alone. May also refer to any set of cards that are often played simultaneously when the player knows he will win all the tricks he lays for. This however may only be done within the same suit without giving up a slight advantage to the other players.

*'''Milking the Cow''': A celebratory gesture done when a team is in the barn (have 9 points) in which one partner interlocks his fingers with his thumbs pointing down while the other pretend the thumbs are udders and milk them. Can be considered bad sportsmanship.

*'''No Face-No Ace-No trump''': A hand composed solely of 9s and 10s and no trump. The player possessing such a hand is free to call a mis-deal.

*'''Pass on Grass''': A slang way to signify one is passing due to his or her cards, which are mediocre or worse (i.e. when you are dealt "grass," you pass).

*'''Perfect Game''': When a team wins 13-0. This can be done by winning a loner hand on a score of 9-0. Different from a shutout which refers to a score of 10-0 or 11-0. Some variants allow a higher spread, if the final hand was won defending alone against a player going alone (17-0), but defending alone is a regional variant, and is such a scenario is highly unlikely to ever occur. Also referred to as a "Subaru" especially when it occurs two games in a row - terminology used most often when betting by points, in which case the losing team must pay double the amount.

*'''Pulling Trump''': When the player left of the dealer plays the right on the first hand in an attempt to rid the other players of their trump cards; usually done when a player does not have both the right and left and therefore plays the right in the hopes of "fishing" the left out. Pulling trump is also used when a player has the left and ace but not the right. By playing either one that player is forcing whoever has the right to play it in order to win the trick; making whichever one the player kept the highest remaining trump card.

*'''The Ray Charles''': A winning loner hand where the person holding the hand has but to lay all the cards down at once in ''any'' order. Hence, the player might as well be blind. Almost always, the Ray Charles consists of the right, the left, the ace, the king, and the queen of trump.

*'''The Ribbit''': When a player attempts to go alone and gets Euchred.

*'''Riding in with spurs on''': Winning the game by either sweeping or euchring opponents; to win without being in the barn.

*'''Screw the Dealer''' or '''Stroking the Dealer''' or '''Stick the Dick''' or '''Stick the Dealer''': An optional rule that states that if trump is failed to be called it must be called by the dealer, who is last to act. Mainly used as a method to speed up the game, as it eliminates throw-in hands.

*'''Stopper''': Winning one trick to stop the opposing team (who called the trump suit) from winning all five tricks.

*'''Throw-in''': When trump is failed to be called after two rounds around the table, a throw-in is declared. The dealing partnership forfeits the hand, and dealership is passed.

*'''Trump the Partner''': Refers to a situation where the last player plays the card that wins a trick that his partner would have otherwise won. Usually refers to a situation where the partner has an Ace that follows suit and the player plays a trump card, but playing a higher trump or non-trump than the partner's qualifies. It is generally accepted strategy to throw a low off-suit card rather than a trump when the partner is guaranteed to win the trick otherwise.

*'''Turn down a bower, lose for an hour''': A superstitious saying, commonly said when trying to intimidate a player that has turned down a bower as trump.

*'''Two-suited''': A hand of only cards of two suits, or a player with such. This allows the player to often avoid following suit, which can be very advantageous. A player calling trump on the up card will often discard a lone card of a particular suit, even an ace, in order to achieve this advantage. (Also known as dual-suited, double-suited, or short-suited). Also called a "void", but in reference to the suit one is MISSING. e.g. "I have a void in hearts." or "I discarded that king to get a void."

*'''Up-cut''': Playing a higher trump on a trick which was previously cut. (Also known as Over-trumping, Up-trumping or Re-cutting)

*'''Caribou''': Alternative name for Euchre discovered in Canada.

*'''Holmes County''' or '''Lone Bone''': Refers to a player who has been euchred while playing a loner hand. The players who euchre may say "You just got sent to Holmes County." Although unsure of when the term came into use, the term refers to a county in Ohio known for its Amish community. Since the Amish are famous for their old-fashioned work ethic, the joke behind the term is that the player should go to Holmes County to work, i.e. saying "you just got sent to Holmes County" is similar to saying "You need to work on how you play Euchre". Reportedly master euchre players who get "sent" to Holmes County three times in one weekend of play must personally visit Holmes County, OH to "atone" for his/her poor play.

*'''Sandbag Hand, Euchre Hand, Laying in the Weeds '''or''' Squatting ''': Purposely passing when holding a very good hand (e.g. holding multiple jacks and aces in a variety of suits), with the expectation of euchring the opposition when they order up a suit; or purposely passing when holding a very good hand with the expectation of sticking the dealer(also known as Passing Dirty).

==See also==
*[[500 (card game)|500]]
*[[Boston (card game)|Boston]]
*[[Clabber]]
*[[Dirty clubs]]
*[[Euchre game variations]]
*[[Hoss card game]]
*[[Haus,_Card_Game|Haus]]

==References==
{{reflist|2}}
*Phillips, Hubert & Westall, B. C. (1939) ''The Complete Book of Card Games''. London: Witherby (Under the name Five hundred, pp.&nbsp;172–175)


==External links==
==External links==
{{Wikisource1911Enc|Euchre}}
{{Wikisource1911Enc|Euchre}}
===Historical rulesets===
*[http://www.pagat.com/euchre/ Euchre] at [[Pagat.com]]
*[http://home.cwru.edu/~mjs2/euchre.html The Semi-official euchre page]
*[https://www.parlettgames.uk/histocs/euchre.html History] at parlettgames.uk
*[https://archive.org/details/lawandpracticeg00meehgoog <!-- quote=euchre. --> The Law and Practice of the Game of Euchre - Philadelphia, 1862]
*[http://www.WhiteKnuckleCards.com/games/euchre.html Rules for Euchre at WhiteKnuckle]
*{{Gutenberg|no=20506|name=The Laws of Euchre, as adopted by the Somerset Club of Boston, March 1, 1888}}
*[http://www.newtsgames.com/deluxe-euchre-playing-cards-includes-1-set.html 6 Player Euchre Deck with Big and Little Joker]
===Current rulesets===
*[http://books.google.com/books?id=G0sVAAAAYAAJ&pg=PA76&dq=the+cards+are+not+shuffled,+but+each+player+has+the+privilege+of+a+cut,+the+dealer+last.&lr=&hl=cs#v=onepage&q=&f=false The Modern Pocket Hoyle - pg. 73-97, New York, 1868]
*[https://www.pagat.com/euchre/euchre.html Euchre] at [[pagat.com]].
*[http://books.google.com/books?id=azmZ0tWYeicC&printsec=frontcover&dq=euchre&lr=&hl=cs#v=onepage&q=&f=false The Law and Practice of the Game of Euchre - Philadelphia, 1862]
*[https://bicyclecards.com/how-to-play/euchre Rules] at bicyclecards.com
*{{gutenberg|no=20506|name=The Laws of Euchre, as adopted by the Somerset Club of Boston, March 1, 1888}}
*[https://ohioeuchre.com/Rules.php Rules] at Ohio Euchre.Com
*[https://www.ccasports.com/page/euchre-rules CCA Euchre Rules] at ccasports.com
*[https://chicagosocial.com/euchre-rules/ Rules] of the Chicago Sport & Social Club.


{{List of trick-taking games}}
{{Trick-taking card games}}


[[Category:Anglo-American playing card games]]
[[Category:19th-century card games]]
[[Category:Euchre]]
[[Category:Euchre group| ]]
[[Category:Four-player card games]]
[[Category:Four-player card games]]
[[Category:Year of introduction missing]]

[[Category:Canadian card games]]
[[da:Euchre]]
[[pl:Juker]]
[[sv:Euchre]]

Latest revision as of 01:10, 4 December 2024

Euchre
A perfect lone hand for spades trump
OriginUnknown
TypePlain-trick
Players4
SkillsMemory, tactics
Cards24–32
Deck Piquet
Rank (high→low)J (of trump suit) J (of same color) A K Q 10 9, sometimes 8 7
PlayClockwise
ChanceRandomly-dealt hands
Related games
Jucker

Euchre or eucre (/ˈjuːkər/ YU-kər) is a trick-taking card game commonly played in Australia, Canada, Great Britain, New Zealand, and the Midwestern United States. It is played with a deck of 24, 25, 28, or 32 standard playing cards. There are normally four players, two on each team, although there are variations for two to nine players.

Euchre emerged in the United States in the early 19th century. There are several theories regarding its origin,[1] but the most likely is that it is derived from an old Alsatian game called Jucker or Juckerspiel.[2] Euchre was responsible for introducing the joker into the modern deck of cards, first appearing in Euchre packs in the 1850s.[3][4]

Euchre has a large number of variants and has been described as "an excellent social game".[5]

Origins and popularity

[edit]
"Euchered", an 1884 lithograph from the Library of Congress

Eucre is briefly mentioned as early as 1810, being played in a gaming house alongside all fours, loo, cribbage, and whist.[6] In 1829, uker was being played with bowers on a steamboat in the American Midwest.[7] The earliest written rules appeared in 1844.[8]

The mode of play and terminology of Euchre have resulted in several theories which suggest that it has an origin in Spanish Trionfo,[1][9] French Ecarté[1] or Triomphe,[9][1] or Alsatian Jucker.[1] An early American theory was that Euchre was brought into the United States by the German settlers of Pennsylvania,[10] and from that region it was disseminated throughout the nation.[11] The 1864 edition of The American Hoyle disputes its alleged German heritage, tracing the game's origin to Pennsylvania itself in the 1820s. It goes on to surmise that a "rich German farmer's daughter" had visited Philadelphia and carried home a confused memory of Écarté, which then developed into Euchre.[12]

Yet another theory is that Euchre may have been introduced to America by immigrants from the counties of Cornwall or Devon in southwest England, where it remains a hugely popular game. Euchre was introduced into Devon in turn by French prisoners of The Napoleonic Wars, imprisoned in Dartmoor Prison between 1805 and 1816. American prisoners were also housed there after the War of 1812.

Card game historian David Parlett believes that Euchre is derived from an eighteenth-century Alsatian card game named Jucker or Juckerspiel, pronounced "yooker".[a] Clues to a possible German origin are the names of the trump Jacks. Bower is phonetically identical with the German word Bauer which normally means farmer, but also refers to the Jack in playing cards. Another word probably derived from German is "march", which is the literal translation of Marsch, itself an abbreviation of Durchmarsch and the German for a slam in many card games.[13][14]

Other words or phrases that reflect a German origin are: "maker" from Macher, short for Spielmacher i.e. "game maker", the person who determines the type of game to be played; "euchred" from gejuckert; "having a dog from every county" from aus jedem Dorf ein Köter i.e. "a mongrel from every village", a common expression in German card games; "cards away" from Karten weg or Kart' ab, an expression in games from the Palatinate/Saarland region for the same announcement,[b] "bridge" possibly from Pritsche, a plank bed, hence a place of safety.

The earliest known treatise is a 1839 lost book called Game of Euchre and Its Laws, by an unknown author.[c] The earliest surviving rules appeared in 1844, in which there is no Joker. 32 cards are used. The Right Bower, the trump Jack, is the "commanding card" with the Left Bower, the Jack of the same color, as the second-highest card.[15] According to Parlett, the Joker was added to a 32-card pack in the 1850s specifically for the game of Euchre[4] and is first mentioned in a set of rules in 1868 where it turns out to be a blank specimen card not intended for actual play.[16]

This gave rise to a variant called "Euchre with the Joker" in which the blank card ranked above all the rest.[16] It must have been in use even earlier, since the term "Best Bower" appears in a satirical 1861 piece about the American Civil War.[17] Later, the Joker was embellished with a motif and specifically intended for use as the top trump. It was later transferred to the game of Poker and initially called the Mistigris.[18]

In the late 19th century, Euchre was regarded as the national card game of the United States.[19] It has since declined in popularity, although it retains a strong following in regions such as the Midwestern United States.[20] Euchre has also been described as Canada's national card game.[21] With the rise of 20th century games such as Contract Bridge and Spades, Euchre has declined in popularity, though it is still played as a social game in the US Midwest, the Canadian province of Ontario, Australia, New Zealand, and Great Britain, especially Cornwall.

Earliest rules (1844)

[edit]

The earliest surviving rules were published in America by Thomas Mathews in his 1844 work, The Whist Player's Hand-book, in which a four-hand version of Euchre is described right at the end. The following is a summary:[8]

Players and cards

[edit]

Euchre is played by two to five persons, but most often by two or four. A 32-card French-suited Piquet pack is used and cards rank in the trump suit as follows: Right Bower (trump knave), Left Bower (knave of same color), A > K > Q > 10 > 9 > 8 > 7. The side suits rank in their natural order. Deal and play are clockwise.

Deal

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The pack is shuffled and four cards distributed. The players with two higher cards become partners and play the other two. The dealer deals five cards each in packets of two and three[d] and turns the next for trump.

Making trump

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The eldest hand (to the left of the dealer) opens the auction and may either 'order it up' (= accept the turnup as trump) or 'turn it down' (= pass), in which case the next player in turn has the same options and so on. The team that order it up are the 'makers'.[e] If all pass, the dealer does not exchange, and another round of bidding begins with eldest who may make trump of any other suit. If all pass again and dealer does not want to make trump, the cards are thrown in and the next dealer deals.

If anyone orders up, the dealer picks up the upcard and discards a card in return. The dealer's partner may bid "assist", in which case the dealer takes up trump and they become the makers. A player confident of taking 5 tricks single-handed may say "cards away" to the partner and play alone against the opponents.

Play

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The eldest leads to the first trick. Players must follow suit if able; otherwise may play any card. The highest trump takes the trick or the highest card of the led suit if no trumps were played. The trick winner leads to the next trick.

Winning

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The makers must take at least 3 tricks to win and score 1 point. Otherwise they are euchred, i.e. have lost and their opponents score 2 points. Winning all 5 tricks is a march which earns 2 points. Announcing "cards away" and winning all 5 tricks alone scores 4 points. Points are tallied using the unused Deuce and Trey cards,[f] or counters. Game is 5 points.

Terminology

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The following terms were used by Mathews. Many continue to be used today:

  • Bridge. The leading team are "at the bridge" when 1 point from winning and the trailing team are 4 points away, and could win by going alone.
  • Cards Away. Now called going alone. To play alone against the two defenders.
  • Dutching. When the dealer has turned down the upcard, to entrump the suit of the same colour.
  • Euchre. When the makers fail to take at least 3 tricks they are euchred.
  • March. Taking all tricks, which scores 2 points.
  • Order up. As a non-dealer, to accept the turnup as trump.
  • Turn down. As dealer, after everyone else has passed, to reject the turnup.

British rules

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In Britain, euchre is played in southwestern England, especially Cornwall, Devon and Guernsey, as well as in coastal East Anglia. A key feature is that a joker, called the Benny, is the highest trump. The following is a summary of modern British rules by John McLeod, supplemented by other sources where indicated.[22]

Players and cards

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Euchre is a four-player game using a pack of 25 cards with a joker and four suits comprising AKQJT9. Card ranking is as per the 1844 rules with the exception that the top trump is the Benny or Best Bower represented by the joker or 2. Deal and play are clockwise.

Deal

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The first dealer can be chosen by any random method. The dealer shuffles and deals each player a packet of 2 or 3 cards in any order and then a second packet making the hands up to 5 cards. The next card is turned as a potential trump. Often, it is customary to offer a cut of the deck to the player on the dealer's right before passing out the cards.

Making trump

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The process of making trump is as follows:

  • Eldest opens by passing or saying "I order it up" (or just "up"[23])
  • If eldest passes, dealer's partner may pass or say "I turn it down"
  • If the first two pass, third hand may pass or order it up
  • If the first three pass, the dealer may say "I take it up" and pick up the upcard, or pass by saying "over" and turning it face down.
  • The option is now given to select any other suit to be trump, and this again is chosen or passed on by each player in turn.
  • If no player elects to make trump the second time round, the hand is either discarded and the game continues with the next dealer, or the fourth player is forced to choose a trump suit, depending on rule set.


As soon as someone makes trump (instead of passing) that player's team become the makers and their opponents are the defenders. Should either opponent order it up or the dealer take it up, the suit of the upcard becomes trump. The dealer picks it up and discards a card face down.

Note that the dealer's partner cannot make trumps and play with the dealer, but can only pass or play alone by turning it down. This does not apply to the second choice in which the player may choose any suit. If the upcard is the Benny, the dealer must announce trumps before picking up their own hand cards and the dealer's team are the makers (a "blind shout").

Going alone

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Before the first trick any player may announce they are going "alone", whereupon the partner of the lone player puts their cards face down on the table and drops out of that hand. A maker and a defender may both go alone in which case it is one against one.

Play and scoring

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Play and scoring are as in the 1844 rules, except that:

  • If a maker is going alone, an active defender to the left of the loner leads; otherwise the remaining opponent leads
  • If a defender plays alone and wins ≥ 3 tricks, the defenders score 4 points.
  • Score is kept using a spare 5 and 6 card instead of a deuce and trey.
  • Game is 11 points.

British terminology

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  • Bump. Knock the cards instead of cutting.[22]
  • Dockyard play. When dealer's opponents have good cards but do not order up in the hope of euchring the makers.[22]
  • Have an eye. Have at least 1 point.[22]
  • Playing policemen. See dockyard play.[22]
  • Shout. Bid. A player going alone makes a "lone shout".[24][25]
  • Sleeping hand. The cards left face down.[24][25]
  • Trump caller. Player who makes trump.[24]
  • Whitewashed. Beaten without scoring e.g. 11-0.[22]

Rule variations

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The following rule variations are recorded:

  • Game may be any other agreed number of points e.g. 10[23] or 21.[24][25]
  • Dealer's partner may play with a partner by ordering up and is not forced to go alone.[23]
  • Instead of cutting, the cutter may tap or bump the cards.[24][25]
  • At the start of a session, cards are dealt around and the player who receives the first jack, deals first.[24][25]
  • Euchring a lone trump caller earns 4 points.[24]
  • The deal is a packet of 3 cards each first, then a packet of two.[25]
  • Dealer is always the first to "shout" i.e. open the bidding.[25] In this scenario, the dealer must pick up the joker on a "blind shout" and discards a card as normal.

North American rules

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Euchre is played slightly differently in North America and there are numerous variations. The following account is a summary of the typical rules for the four-hand game.

Players and cards

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Four players play in two teams, the partners sitting opposite one another. A 24-card pack is used with cards ranking as before with a right bower and left bower as the top two cards of the trump suit. A pack of 32 cards (AKQJ10987) or 28 cards (no 7s) may also be used,[5] but 24 cards is the standard.[26][27]

Deal

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Deal and play are clockwise. The face-down pack is spread on the table and players draw a card each. The players with the two lowest cards play together against the others and the player with the lowest card deals first. For this purpose only, suits are irrelevant, aces rank low and jacks rank immediately below the queens. The dealer then shuffles the pack and offers it to the right for cutting.[5]

Five cards are dealt in two rounds. In the first, the dealer may deal either 2 or 3 cards each, in turn and in clockwise order beginning with the eldest hand. This is followed by a second round to bring each player's hand to 5 cards. Whichever system is used initially, it must not subsequently be changed. The remaining four cards, called the kitty,[26] are placed face down in the center of the table and its top card flipped.[5]

Making trump

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The eldest hand opens the bidding by passing (saying "pass")[26] or accepting the suit of the upcard as trump by saying: "I order it up" (or "pick it up").[26] If the eldest passes, the second hand, the dealer's partner, may pass or accept by saying: "I assist" (or "I'll help you").[27] If the second hand passes, the third hand may pass or accept. If the first three pass, the dealer may accept the turnup by discarding a card (called "taking it up") or turn it down by placing the upcard, face up, half under the kitty (called "turning it down").

If the dealer acquires the top card, either by being ordered to pick it up or choosing to pick it up, it becomes part of the dealer's hand. It is left in place until played, and the dealer discards a card to the bottom of the kitty, face down. If no one orders up the top card and the dealer chooses not to take it up, each player is then given the opportunity, in turn, to pass again or call a different suit as trump. If no trump is selected, the hand is discarded and the deal passes to the left.

When trumps are chosen, the trump jack becomes the top card or right bower. The jack of the same color is the second-highest trump, known as the left bower. Example: Spades are trump. In this case, the trump cards rank as follows (highest first):

J (right bower), J (left bower), A, K, Q, 10, 9

The J effectively becomes a spade during the playing of this hand. This expands the suit of spades to the seven cards above and reduces the suit of clubs by one card, its jack being seconded to the trump suit. Once the hand is over, the J ceases to be a spade and becomes a club again unless spades are again named as trump during a subsequent hand.

Going alone

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A player who fixes the trump suit may announce "alone" and play without the aid of a partner. The partner's hand cards are laid face down and the partner takes no part in the game.[g]

Play

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Play is as before: the eldest leads and players must follow suit if able, otherwise may play any card.

Scoring and winning

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Scoring in euchre
Event Points
Bidding partnership (makers) wins 3 or 4 tricks 1
Bidding partnership (makers) wins 5 tricks (march) 2
Bidder goes alone and wins 3 or 4 tricks 1
Bidder goes alone and wins 5 tricks (march) 4
Defenders win 3 or more tricks (makers are euchred) 2
Defender goes alone and wins 3 or more tricks (regional variant) 4

The first team to score the target number of points (5, 7 or 10) wins the game.[5] In Columbus, the target is 10.[27]

Scorekeeping markers

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Euchre scorekeeping using 2s and 3s

Scores can be kept by using two otherwise unused cards as markers, with each team often using cards of the same color.

Scoring begins using one card face up, covered by the other card face down. Upon winning points, the top card is moved to reveal the appropriate number of suit symbols on the bottom card. After all points are revealed on the lower card, the top card is flipped over, adding pips on both cards to indicate the score.[26]

In Columbus, score is kept with a 4 and a 6.[27]

A variation of scorekeeping in Western New York and Ontario involves each side using the 2 and 3 of one suit. Scoring starts with counting the symbols on the cards, for points 1 to 4; at 5, the cards are turned over and crossed. Crossing the cards indicates 5 points. Points 6 to 9 are counted similarly by counting the number of suit symbols showing and adding them to the 5 when the cards are crossed.

In Canada and Michigan, it is common for each team to use two 5s of the same color to keep score, with one team red and the other black. The 5s are usually referred to as "counting cards" in this situation.

Infringements

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Table talk

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Euchre does not require silence as in some other games; some table talk is acceptable. However, communicating with one's partner to influence the game is considered cheating. Unacceptable table talk may include code words, secret gestures, bidding out of turn or suggesting what the partner should play. Depending on the local rules, such infringements may incur a penalty.[27]

Revoking

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A player who does not follow suit when able has revoked. Sometimes this is called "reneging" but, strictly speaking, a renege refers to a situation in other card games when you may legally not follow suit when you can.[27] If discovered, the opposing team is awarded two points or two points are deducted from the offending team.[28]

North American terminology

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Euchre terminology varies greatly from region to region and is highly colloquial. Some examples include:

  • Ace, No-Face. Hand with an ace and four low cards (9s and 10s).[29]
  • Cut. Trump a led ace with the second card of the trick. (Indiana, Ohio).[22][29]
  • Dutchman's Point. Point won when holding both bowers and the trump ace.[22]
  • Euchre Bustle. Euchre tournament (used in northern Midwest of United States).[h]
  • Farmer's Hand. Weak hand consisting only of 9s and 10s. (Ohio).[29] Sometimes called Poor Man's Hand, Bottom Hand or Grandma's Hand.[citation needed]
  • In the Barn. A term used in the Midwest United States for having 9 points, being one away from winning. (Indiana, Ohio).[27][22][29]
  • Lay-Down. Hand that will win all five tricks if played in the correct order:[29] for example, a Dutchman (both Bowers and the Ace of trumps) plus the King and Queen of that suit, any other two trump cards, or one more trump card and an off-trump Ace (when that player has the lead). Sometimes called a Lone Wolf or Loner, because the player will typically opt to go alone.[citation needed]
  • Lay-Down Loner. Loner of unbeatable cards. Sometimes, instead of playing this hand, once trump is set, the person with the unbeatable cards can simply announce “alone”, and lay down their cards and receive their points. This is customary especially when there is no possible way for the other team to win a point. The 4 points are simply awarded to the team with the Lay-Down Loner and the game continues. (Indiana, Michigan).[22]
  • Loner. Hand suitable for going alone. (Indiana).[22]
  • Loner Range. A score of between 6 and 9 points, because 4 or fewer points are needed to win. It can also be used to describe being 4 points away from the opposing team. For example, when it is 4–8, the trailing team is in loner range of the team in front.[citation needed]
  • Next. Call to entrump the suit of the same color as the original turnup. (Indiana, Ohio).[22][29]
  • Set. Euchred. When the opposing team wins more tricks than the team who called the suit. (Indiana).[22]
  • Skunk. If a team gets "skunked," they lose 10-0, having scored nothing (Indiana)
  • Slough. Play a low value card. (Ohio).[29]
  • Sweep or March. Winning all tricks. (Indiana, Ohio).[22][29]
  • Throwing in. When the lead maker throws in the remaining hand cards once 3 tricks have been assured, but five tricks are unlikely, e.g. because 1 trick has already been won by the defenders, or is highly likely to be won by them, e.g. a right bower was ordered up but has not yet been played. The cards are thrown face up.[citation needed]
  • Trump the Partner Refers to a situation where the last player plays the card that wins a trick that their partner would have otherwise won. It usually refers to a situation where the partner has an Ace that follows suit and the player plays a trump card but plays a higher trump or non-trump than the partner's qualifies.[citation needed]
  • Underman. When a player has an unprotected left Bauer and is forced to play it behind the right Bauer. As a way to provide comedic relief to a rather frustrating event, the victim will typically utter something along the lines of “oh dear, I’ve been Undermanned”. The term is attributed to the notable, Alex Underman.[27]
  • Walk. When a low card is led and takes the trick. (Indiana).[22]

Rule variations

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Shows three men—Jack the black packer, "Harry my friend" the digger, and Ah Sin the Chinese fossicker—playing euchre. Ah Sin won.

The following North American rule variations are recorded:

  • Ace No Face. In Ace No Face the player must have one Ace and all 9s and 10s in their hand. The player then calls "ace no face" and exchanges three of their cards for the bottom three (must be called before the first card of the beginning trick has been led). Alternatively the player may call for a re-deal.[citation needed]
  • Farmer's Hand. A player with a hand of 9s and 10s may call "farmer's hand" (or equivalent – see above), show the cards and exchange three of them for the three cards in the kitty (also called "going under" or "under the table").[citation needed]
  • Dealing in packets. Cards are dealt in packets of twos and threes, but there is no requirement to follow a system.[27]
  • Defender going alone. If the trump maker goes alone, a defender may say "defend alone" before play begins.[27]
  • Extra cards. The addition of extra cards like 8 and 7 can usually add more uncertainty as for which trump cards are still in the opponent's hands during the course of the game. This uncertainty may be increased with the addition of the 2s.[citation needed]
  • First dealer. The pack is shuffled and dealt out; the first player to receive a jack deals first and, if desired, the second player with a jack is the partner.[27]
  • Kitty placement. Placed to the left of the dealer (not in the center), as a reminder of who is dealing next.[27][i]
  • Making trump rule. A player may not make trump with only a jack but must have another trump. Sometimes this only applies to the dealer. Infringement is often treated as a revoke.[citation needed]
  • Point on partner. When a partner steals their own partner's deal successfully, in addition to retaining the deal, the team is also awarded one point. This Euchre Varriant was popularized by Bill Rome, winner of several Michigan and North Eastern Euchre championships including 2016 and 2018 'Michigan Traveling Euchre Tourney', as well as winner of the 2016 and 2017 'Euchre Great Lakes Euchre Extravaganza', and 2018 third place finisher in the 'Tri-State Euchre Championship'.[citation needed]
  • Robson rules. When a team wins all five tricks (normally or by going alone), they may choose to reduce the opposing team's score (by two or four, respectively) instead of adding to their own score. Additionally, if the dealer turns up a jack on the kitty, they may elect to go alone without seeing the rest of their hand. If all tricks are won via this "blind loner" hand, five points are awarded instead of the usual four; but a failure to win all tricks earns the defenders one point. This rule was named after four-time Northern Michigan regional tournament runner-up champion James Robson.[citation needed]
  • Stick the Dealer. If trump is not called it must be called by the dealer. Used to speed up the game, as it eliminates throw-in hands.[29]
  • Upcard. The dealer picks the upcard up instead of leaving it on the table until played.[27]

Variants

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Euchre is a game with a large number of versions. They include versions for two to nine players, as well as changes in cards used, bidding, play, and scoring.

Bid Euchre

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Bid Euchre, also known as Auction Euchre, Pepper, or Hasenpfeffer, is a group of North American variants. They introduce bidding in which the trump suit is decided by which player can bid to take the most tricks. There are variations in the number of cards dealt, the absence of any undealt cards, the bidding and scoring process, and the addition of a no trump declaration. It is typically a partnership game for four players.[30][31]

It can also be played by either three or four players competing as individuals (Indiana). In this variation, there are no undealt cards. Players start at 21 and try to be the first to zero, reducing their score by one point for each trick taken. The player winning the bid names either a trump suit or elects a "no trump" alternative which can either be high (A,K,Q,J,10,9) or low where 9's are the best card of the sequence.

Following the bidding, each player can elect to remain in the hand or fold. There are no penalties when a player folds, but their score is not reduced as no tricks were taken. Any player remaining in the hand must win at least one trick or is "set" five points which are then added to their total. If the maker fails to meet their bid, they are set five points. Other variations exist.

Set-Back Euchre

[edit]

Set-Back Euchre is recorded as early as 1843 in Arkansas.[32] Its rules first appear in William Brisbane Dick's 1864 edition of The American Hoyle.[33] The main difference is in the method of scoring. Although it can apply to games with 2, 3 or 4 players, in Dick's example, four players agree a pool of $1 and each antes 25¢. Players begin with a score of 5 points each and play for themselves aiming to be first to zero. The trump maker plays alone against three defenders. A player who fails to take a trick adds 1 point. Anyone who is euchred adds 2 points and pays a stake of 25¢ to the pool.[33]

A player doubtful of taking any tricks may throw up the hand to save being set back. The first player to zero points wins the game and the pool. Dick describes variations including the option for any player to say "I declare" which is a bid to make a march and win the game and pool if successful. Failure incurs a doubling of the point score and paying a stake. The march declarer leads to the first trick. Another variation was that, in the event of a euchre, the defenders deduct 2 points, in addition to the maker adding 2.[33]

Three-handed Euchre

[edit]

A variant for three players, three-handed Euchre is played like 24-card Euchre, with the following changes:[citation needed]

  • Players play alone, rather than in teams.
  • Each player plays to ten points and keeps their own score (using 4s and 6s as markers)
  • Seven cards are dealt to each player, leaving three in the kitty (the top card is turned up).
  • The person who makes trump is the "maker". Both other players are "defenders", but compete with each other for tricks.
  • If the maker takes four tricks, they receive one point. If the maker takes six tricks, they receive two points. Taking all seven tricks gives the maker four points.
  • If the maker does not take four tricks, they are euchred (set). The defender who took the most tricks will then receive two points. If both defenders took an equal number of tricks, they each receive one point.

Ace no face: a player dealt a hand that contains any number of aces but no face cards, may lay this hand on the table and call "ace no face". This is considered a misdeal, and all the cards are gathered and re-dealt.[citation needed]

Regional variations

[edit]

In Australia and New Zealand, playing to 11 points (as in England) rather than 10 points (as in North America) is common. In parts of New Zealand,[citation needed] Britain and Australia,[citation needed] after the dealer turns up the top card on the kitty if the first player to the left passes and the dealer's partner would like to order up the dealer, the dealer's partner must play alone. Common practice in the US allows the dealer's partner to "assist" and thus play in partnership with the dealer as the maker.

In Canada the standard rules[which?] are followed except that the dealer's partner, on ordering a card up, must go it alone.[34][35]

See also

[edit]

Footnotes

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  1. ^ The "oo" is pronounced as in "book".
  2. ^ Karten weg ("cards away") is used in Bauer a descendant of Euchre's ancestor, Jucker; and Kart' ab ("cards down") is used in Bauerchen, a game from the Palatinate, whence Jucker originated.
  3. ^ It appears in 1839 booklists.
  4. ^ Or vice versa, but the same system must be continued.
  5. ^ Although this term does not occur until later sources.
  6. ^ These can be overlapped and/or turned over to show any number of points up to five.
  7. ^ Unlike the British rules, no option for other players to go alone is mentioned.
  8. ^ For example, see Euchre Night at Waldmann Brewery at minnesotabreweries.com. Retrieved 4 October 2023.
  9. ^ This is a common and pragmatic practice in other games.

References

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  1. ^ a b c d e Katz 2004, p. 128.
  2. ^ Parlett, David. "OMBRE - The game that invented bidding". parlettgames.uk. David Parlett website. Retrieved 5 January 2015.
  3. ^ Parlett (1991), p. 104.
  4. ^ a b Porter (2010), p. 205.
  5. ^ a b c d e Kansil (2001), pp. 178–184.
  6. ^ Piomingo (1810), p. 153.
  7. ^ Cowell 1844, pp. 94, 101.
  8. ^ a b Mathews (1844), pp. 92 ff.
  9. ^ a b Keller (1887), p. 9.
  10. ^ Notes and Queries 1862, p. 427.
  11. ^ Roya 2021, p. 122.
  12. ^ Hoyle 1864, p. 57.
  13. ^ Parlett (2007), pp. 255–261.
  14. ^ Parlett (2022).
  15. ^ Mathews 1844, pp. 92 ff.
  16. ^ a b Hoyle 1868, p. 94.
  17. ^ Faulkner 1861, p. 83.
  18. ^ Parlett (1992), p. 191.
  19. ^ Hoyle 1864, p. 72.
  20. ^ Schossow 2014.
  21. ^ Parlett (1991), p. 190.
  22. ^ a b c d e f g h i j k l m n o "Euchre - card game rules". www.pagat.com. Retrieved 2023-11-28.
  23. ^ a b c Parlett (2008), pp. 96–99.
  24. ^ a b c d e f g Penryn, Falmouth and District Euchre League at falmoutheuchre.orgfree.com. Retrieved 3 October 2023.
  25. ^ a b c d e f g St Austell and District Euchre League at staustelleuchre.com. Retrieved 3 October 2023.
  26. ^ a b c d e Ander (2018).
  27. ^ a b c d e f g h i j k l m Bumppo (1999).
  28. ^ Hoyles 2001.
  29. ^ a b c d e f g h i Euchre terminology and common phrases at ohioeuchre.com. Retrieved 4 October 2023.
  30. ^ Baiyor, Bob; Easley, Kevin (21 December 2019). The Think System, A Light-Hearted Guide to Serious Double Deck Bid Euchre (2nd ed.). Amazon Digital Services LLC - KDP Print US. p. 130. ISBN 978-1-0720-7257-7.
  31. ^ Katz 2004, p. 132.
  32. ^ Porter (1843), p. 176.
  33. ^ a b c Dick (1864) p. 81.
  34. ^ "Canadian Euchre Rules - How to Play Euchre in Canada".
  35. ^ "The Canadian Euchre Rule". March 16, 2014.

Bibliography

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Books
Websites
[edit]

Historical rulesets

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Current rulesets

[edit]