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{{Short description|Card game}}
{{original research|date=January 2013}}
{{Infobox card game
{{Infobox card game
| title = Euchre
| title = Euchre
| subtitle =
| subtitle =
| image_link = [[Image:Euchre.jpg|centre|220px]]
| image_link = [[Image:Euchre.jpg|centre|220px]]
| image_caption = A perfect lone hand for spades trump
| image_caption = A perfect lone hand for spades trump
| alt_names =
| alt_names =
| type = [[Trick-taking game|Trick-taking]]
| type = [[Plain-trick game|Plain-trick]]
| players = 4
| players = 4
| play = Clockwise
| play = Clockwise
| card_rank = one joker played as the top of all beating any trump, J (of [[trump (card games)|trump]] [[Suit (cards)|suit]]) J (of same colour) A K Q 10 9, sometimes 8 7
| 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 = French
| deck = [[Piquet pack | Piquet]]
| origin = Europe, Canada, South Africa, Australia
| origin = Unknown
| related = [[Clabber]], [[500 (card game)|500]], [[Forty-fives]], [[Juckerspiel]], [[Skat (card game)|Skat]]
| related = [[Jucker (card game)|''Jucker'']]
| random_chance = Randomly-dealt hands
| playing_time = 25 min.
| skills = Memory, tactics
| random_chance = Medium {{Citation needed|date=July 2018}}
| footnotes =
| skills = [[Memory]], [[tactic (method)|Tactics]]
| 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 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 [[Alsace|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>
'''''Euchre''''' or '''''eucre''''' ({{IPAc-en|ˈ|juː|k|ər}}) is a [[trick-taking game|trick-taking]] [[card game]] commonly played in Australia, Canada, New Zealand, Great Britain, and the United States. It is played with a deck of 24, 28, or 32 standard [[playing card]]s. Normally there are four players, two on each team, although there are [[euchre game variations|variations]] for from two to nine players.


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>
Euchre was responsible for introducing the [[Joker (playing card)|joker]] into the modern deck of cards. The Joker Deck was introduced to Americanized ''Euchre'' around 1860 with the joker acting as a top [[Trump (card games)|trump]] or best Bower (from the German word ''Bauer'', "farmer", denoting also the [[Jack (playing card)|Jack]] &ndash; see [[Bester Bube]]).<ref>''Oxford Dictionary of Card Games'', David Parlett, p. 104</ref> Euchre is believed to be closely related to the French game [[Écarté]],<ref>''The Everything Card Games Book: A Complete Guide to Over 50 Games'', p. 128, Nikki Katz, {{ISBN|1-59337-130-6}}</ref> the seventeenth-century game [[Lanterloo|Loo]], and the 19th-century game ''Juckerspiel''. It may be sometimes referred to as Knock Euchre to distinguish it from [[Bid Euchre]].


==Origins and popularity==
==Origins and popularity==
[[File:"Euchered" LCCN2001697234.jpg|thumb|"Euchered"; lithograph (1884) from the Library of Congress]]
[[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>


There are several theories regarding the origins of Euchre. One theory is that Euchre was brought into the United States by the early German settlers of [[Pennsylvania]]<ref>{{Cite book|title=Notes and Queries: A Medium of Inter-communication for Literary Men, Artists, Antiquaries, Genealogists, Etc|volume=1|publisher=[[George Bell & Sons|Bell and Daldy]]|date=31 May 1862|p=427}}</ref> and from that region was disseminated throughout the nation. The 1864 edition of ''The American Hoyle'' disputes its alleged German heritage, tracing the game's origin to Pennsylvania 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 [[Ecarté]] which then developed into Euchre.{{sfn|"Trumps"|1864|p=57}}
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}}


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]].
Another hypothesis is that the game derives from an eighteenth-century [[Alsace|Alsatian]] card game named [[Juckerspiel]],<ref>[http://www.parlettgames.uk/histocs/euchre.html Parlett's Historic Card Games: Euchre]</ref> a derivative of [[Triomphe]]. It may have been introduced by immigrants from [[Cornwall]], UK, where it remains a popular game. It is also played in the neighboring county of Devon; one theory is that it was introduced there by French or American prisoners of war imprisoned in Dartmoor Prison during the early 19th century. [[Ombre]] is an ancestral form of Euchre.<ref>Oxford Dictionary of Card Games, David Parlett, pg. 124 {{ISBN|0-19-869173-4}}</ref>


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>
The game was regarded as the national card game of the United States in the late 19th century{{sfn|Trumps|1864|p=72}} but has declined in popularity, although it retains a strong following in some regions, such as the [[Midwestern United States|Midwest]].<ref>{{cite web |url=https://www.wisconsinlife.org/story/wisconsins-passion-euchre |title=Wisconsin's Passion For Euchre |first=Breann |last=Schossow |website=Wisconsin Life |publisher=[[Wisconsin Public Radio]] |date=February 21, 2014 |accessdate=June 27, 2017}}</ref>


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.
The game retains its popularity in [[Canada]] as well, particularly in [[Ontario]], and is commonly seen as a social game, with community tournaments held in bars or community centres. According to [[David Parlett|Parlett]] it may be described as Canada's national card game.{{sfn|Parlett|1991|p=190}}


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}}
==The deal==
Euchre is a four-player [[Suit (cards)#Trumps|trump]] game, wherein the players are paired to form two partnerships.<ref name =UNO>Tim Ander. How to Play Euchre: A Beginner’s Guide to Learning the Euchre Card Game Instructions, Scoring & Strategies to Win at Playing Euchre. 46 pag. (2018). {{ISBN|1976880068}}, {{ISBN|978-1976880063}}</ref> Standard Euchre uses a deck of 25 [[playing card]]s consisting of One Joker, {{Cards|A}}, {{Cards|K}}, {{Cards|Q}}, {{Cards|J}}, {{Cards|10}}, and {{Cards|9}} of each of the four [[suit (cards)|suits]]. A 52-card deck can be used, omitting the cards from {{Cards|2}} to {{Cards|8}}, or a [[Pinochle]] deck may be divided in half to form two Euchre decks. Sometimes, a 32-card [[Piquet]] or [[Skat (card game)|Skat]] deck is used, which includes the {{Cards|8}}s and {{Cards|7}}s.<ref name =UNO/>


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>
Each player is dealt five cards (seven if using the 32-card deck) in clockwise order in two rounds. A "cut" is sometimes offered by the dealer to the player to the right. In some variations, the cut must be requested.


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.
The remaining four cards (or five if using the Joker) are called the "kitty" and are placed face down in front of the dealer. The top card of the kitty is turned face up, and bidding begins. The dealer asks each player in turn if they would like the suit of the top card to be trump, which they indicate by saying either "pick it up" or "pass".<ref name =UNO/> If the choice comes around to the dealer, the dealer can either pick the card up or flip it over. If the dealer acquires the top card (either by being ordered to pick it up or choosing to pick it up), the top card becomes part of the dealer's hand, the dealer then discarding a card to the kitty, face down. If no one orders up the top card and the dealer also chooses not to pick it up, each player is then 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. If the dealers partner orders his partner (the dealer) to pick up they have to drop their hand and his partner goes alone - with the belief they may get 4 points.


== Earliest rules (1844) ==
When a suit is named trump, the jack in the suit of the same colour becomes a member of this trump suit. Any card of that (expanded) suit outranks any card of a non-trump suit. The highest-ranking card in Euchre is the jack of the trump suit and is called the "right bower" or "right"; the other jack of the same colour is called the "left bower" or "left". The cards are ranked, in descending order, {{Cards|J}} (of trump suit), {{Cards|J}} (same colour as trump suit), {{Cards|A}}, {{Cards|K}}, {{Cards|Q}}, {{Cards|10}}, and {{Cards|9}} of the trump suit.<ref name =UNO/> The remaining cards rank in the usual order (the off-colour Jacks are not special) and the cards of those suits ranked, in descending order, {{Cards|A}}, {{Cards|K}}, {{Cards|Q}}, {{Cards|J}}, {{Cards|10}}, and {{Cards|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/>


===Example===
=== Players and cards ===
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.
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:
: {{cards|Jkr|rank_name=full}} (top card), {{Cards|Js}} (right bower), {{Cards|Jc}} (left bower), {{Cards|As}}, {{Cards|Ks}}, {{Cards|Qs}}, {{Cards|10s}}, {{Cards|9s}}


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


==The play==
=== Making trump ===
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.
===Overview, objective, and scoring===
When naming a suit, a player asserts that their partnership intends to win the majority of tricks of the hand. A single point is scored when the bid succeeds, and two points are scored if the team that declared trump takes all five tricks (called a "[[march (cards)|march]]"). A failure of the calling partnership to win three tricks is referred to as being "euchred", and that partnership is penalized by giving the opposing partnership two points.<ref name =UNO/>


=== Play ===
A caller with exceptionally good cards can "go alone", in which case they seek to win the march without a partner. The partner of a caller in a lone hand does not play, and if the caller achieves the march, the winning team scores 4 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 2 points.
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.


=== Winning ===
The primary rule to remember when playing Euchre is that one is never required to play the trump suit (unless that is the one that is led), but one is required to follow suit if possible. (e.g., if diamonds are led, a player with diamonds is required to play a diamond.)
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 on 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 (called the "eldest"). Team members are generally discouraged or explicitly forbidden to discuss their preferred choice(s) of trump, covered by the [[Euchre#Table talking|rules forbidding table talk]]. If a player wishes the proposed suit to be named trump, they order up the card and the dealer adds that card to their hand. It is usually more advantageous to the dealer's team to select trump in this way, as the dealer necessarily gains one trump card. The dealer must then also discard a card face down from their hand, in order to return their hand to having a total of five cards. This discard is an important tactical decision, as the dealer can potentially create a "void" or "short suit" in their hand, where they lack any cards of a particular suit. That would allow them to play a trump card instead of being forced to follow that voided suit when it is led (see the later section on winning tricks, and "two-suited" in the Terminology section). If the player instead opts to pass, the option proceeds to the player to the left until either a player orders the card up or all players have passed.<ref>Euchre Explained. Nick Buzzy. 52 pag. ASIN: B004KAB9QU</ref>


* ''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 all players pass, 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, where the player may name a suit different from that of the previous up-card as trump, or they may pass. No card is ordered up in this round. If all players pass again, it is declared a misdeal. The deal passes to the player on the previous dealer's left, who reshuffles and deals a new hand. (A variation called "Stick the Dealer", also referred to as "hanging" or "screwing" the dealer, is sometimes played, where the dealer is forced to call trump in this situation.)
* ''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, and the opposing team is known as the "defenders". 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 any card of any suit, including trumps. 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.


=== Players and cards ===
The player who played the highest card of the suit led wins the trick, unless a trump is played; then the highest trump card wins the trick. Players who play neither the suit led nor trump cannot win the trick. The player who won the trick collects the played cards from the table, turns the cards face down, and then leads to the next trick.
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 ===
After all five rounds 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 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.


===Going alone===
=== Making trump ===
The process of making trump is as follows:
If the player bidding and making trump has an exceptionally good hand, that player has the option of playing without their partner and partner's cards. If that player then wins all five tricks, the team scores four points.
* 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.


"Going alone"<ref>Safire's political dictionary, p. 283, William Safire &ndash; 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 their tricks without the help of their partner. It may only be called by the person declaring trump, not their partner.''</ref> is initiated at the time the bidder orders the upturned card on the kitty to the dealer or names a suit. The bidder signifies their desire to play alone by saying so after bidding. The bidder must make this call before play begins. During a ''loner'' or lone hand, the bidder's partner discards their cards, and does not participate in play of the hand. In some regional variants (see below), if the dealer's partner "calls them up"/"orders it up" (on the turned up card), they are obliged to go alone for that hand.


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.
Defending alone: If a player chooses to make trump, the defending team can choose to go alone. If all five tricks are taken by the defending team, the defending team will receive 4 points. In most Canadian variations this is not allowed and only the team making trump may decide to "go alone".


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").
The odds of success of a lone hand 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 it would be 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.


===Scoring===
=== Going alone ===
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. Then gains 4 points if a “clean sweep” if it’s only a win of 3 you gain 2 points.

=== Play and scoring ===
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 ===
* ''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 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}}

== North American rules ==
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 ===
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;"
{| class="wikitable" style="float:right; margin:0 0 0 0.5em;"
|+ Scoring in euchre
|+ Scoring in euchre
Line 108: Line 183:
|}
|}


The first team to score 10 points (or 5, 7, 11, or 15 points in some variations of the game) wins the game. Some players choose to play "win by two" where there is no winner until a team has at least 10 points and 2 points more than the other team. Winning a game 10–0 is known as "skunking" in the US.
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/>


====Scorekeeping markers====
==== Scorekeeping markers ====
[[File:Euchre scorekeeping.png|thumb|Euchre scorekeeping using 2s and 3s|upright=2]]
[[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 colour.
Scores can be kept by using two otherwise unused cards as markers, with each team often using cards of the same color.


One method involves using the {{cards|4}} and {{cards|6}} cards. 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 =UNO/>
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/>


In Columbus, score is kept with a {{Cards|4}} and a {{Cards|6}}.<ref name=Bumppo/>
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.


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.
In Canada and Michigan, it is common for each team to use two {{cards|5}}s of the same colour 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.


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.
===Betting===
Betting takes place after the trump is determined, but before the first card is led to the first trick. Betting can start with an [[ante (poker)|ante]] or forced bet. The defenders can either check on the bid and bid nothing, thereby likely losing their ante; call the bid; or &ndash; if they feel confident that they can Euchre &ndash; raise the bid. Once a bet has been settled by a call on the bid, the hand plays out, with the winners of the bet adding that bet to their pot. After a game has been won, the winning team then splits the pot between the two winners and the game can end. Some variants can be played over multiple games.


=== Infringements ===
Betting in Euchre can also be done on a per-trick basis or a per point basis. At the end of the game, the losing team owes the winning team the difference in points based on the monetary value set per point.
==== 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/>


===Table talk===
==== 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}}
Communicating with one's partner to influence their play, called [[table talk (cards)|table talk]] or cross-boarding, is considered cheating. This can include code words, secret gestures, or other forms of cooperative play. Depending on house rules, table talk can result in replaying of a hand or awarding of a point to the team calling out the infraction.


=== North American terminology ===
Some variations allow (or at least accept the inevitability of) the minor non-verbal communication in that a player may hesitate before passing on trump selection to signal to their partner that their cards are helpful to the offered trump, but are not sufficient to guarantee a win. Conversely, the player may pass quickly or blatantly to indicate their cards are very poor for the available trump choice (possibly indicating their partner should go alone if they select that trump). This adds an additional element of strategy in that players may bluff a quick pass or hesitation to trick their opponents into calling or declining the offered trump; however, this can naturally backfire by confusing the player's own teammate. Depending on the playing group, couples or good friends may be purposely put onto opposing teams, because of the perceived advantage they may have reading one another as teammates.
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).<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)
===Reneging===
* ''[[Slough (cards)|Slough]]''. Play a low value card. (Ohio).<ref name=OhioEuchre/>
If a player does not follow suit when they are able to (usually by playing a trump card instead), it is considered a [[renege]] (or revoke), and the opposing team is awarded two points if it is caught in later tricks of the same hand or two points can be deducted from the offending team.<ref>{{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|others=Hoyle, Edmond, 1672&ndash;1769., Morehead, Albert H. (Albert Hodges), 1909&ndash;1966., Mott-Smith, Geoffrey, 1902&ndash;1960., Morehead, Philip D.|isbn=9781101085387|edition=3rd rev. & updated|location=New York|oclc=460720133}}</ref> While such mis-plays are often unintentional—for example, where a player misreads some of their cards, most commonly by misinterpreting the left bower as being of its native suit—they are still callable by opponents as reneging. In some variants, reneging when a player or their opponent is going alone may result in a penalty of four points, equally applicable to the maker of trump and the opposing team, in order to equalize the potential values of a hand. Usually, reneging on purpose is considered cheating and is strongly discouraged among communities that consider cheating or lying to be unethical. Players caught repeatedly reneging on purpose are often ostracized from future card playing events.
* ''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==
{{main|Euchre game variations}}
[[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.]]
[[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.]]
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. They include versions for two to nine players, as well as changes in cards used, bidding, play, and scoring.


{{cn|date=April 2023}}
'''No trump''': After the first round (once the kitty's top card has been turned down), "no trump" may be called. The first card played for each trick establishes that trick's suit,{{clarify|date=March 2020}} with normal deck order (ace high) taking precedence.
* ''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/>


== Variants ==
'''Stick the dealer''' or '''screw the dealer''': The dealer must call trump at the end of the second round and is unable to declare a misdeal. This variation is often used to keep the game moving quickly.
{{main|Euchre variants}}
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 ===
'''Going under''' or '''bottoms''' or '''farmer's hand''': A player with a hand with at least three {{cards|9}} or {{cards|10}} cards can exchange three of these cards with the three unknown cards in the kitty. This must be performed before trump has been selected.
{{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.
Another variant of the "farmer's hand" rules states that if a player receives all {{cards|9}}s and {{cards|10}}s, they may call for a redeal. The dealer may not exercise this option (because they pick up the card from the kitty).


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.
'''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.


=== Set-Back Euchre ===
In some variations, a player may not call trump with only a jack and must have another card of the same suit if they wish to call it. Sometimes this only applies to the dealer, and if a player is caught doing this, it is often treated as a renege.
'''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/>


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/>
'''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 set was named for four-time [[Northern Michigan]] regional tournament runner-up champion James Robson.


=== Three-handed Euchre ===
'''No ace, no face, no trump''': If a player is dealt a hand which once trump is called contains no aces, face cards, or the suit which is trump they may reveal their hand before cards have been played, stating "no ace, no face, no trump"; and all players must throw their cards in and the hand is re-dealt.
{{main|Three-handed Euchre}}

'''Three-handed Euchre''': A variant for three players, three-handed Euchre is played like 24-card Euchre, with the following changes:
A variant for three players, three-handed Euchre is played like 24-card Euchre, with the following changes:{{cn|date=October 2023}}
* Players play alone, rather than in teams.
* Players play alone, rather than in teams.
* Each player plays to ten points, and keeps their own score (using {{cards|4}}s and {{cards|6}}s as markers)
* 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 (top card is turned up).
* 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.
* 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 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.
* 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''': If someone is dealt a hand that contains any number of aces but has no face cards, they may lay their cards on the table and call "ace no face". This is considered a misdeal, and all the cards are gathered and re-dealt.
'''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}}


== Regional variations ==
'''Queens Mulligan''': If a player has 3 Queens, they can call "queens mulligan" when it's their turn to bid, and all the cards are gathered and a new player becomes the dealer.
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>
Many of these variations are specific to a particular region. In Australia and New Zealand, playing to eleven rather than ten points is common. In southwestern England, [[Cornwall]], and [[Guernsey]], variations with a joker as highest trump are played. In [[Ontario]], parts of New Zealand, and in the British and Australian versions of the game, 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.<ref>[http://falmoutheuchre.orgfree.com/thewayweplay.html An introduction into the way we play Euchre in our league. Penryn, Falmouth & District Euchre League 2014. "This player will pass or order up the dealer, in the case of the first player passing the second player (dealers Partner) may do like wise, but if they order the dealer they will go alone."]</ref>

==Terminology==
Euchre terminology varies greatly from region to region, and is highly colloquial. Some examples include:
* Bump or getting "euchred" or "set": Occurs when the opposing team wins more tricks than the team who called the suit.
* Farmer's Hand, Poor Man's Hand, Bottom Hand, Grandma's Hand: Certain weak hands (usually those containing no {{cards|A|rank_name=full}}s or face cards ({{cards|K|rank_name=full}}s, {{cards|Q|rank_name=full}}s, or {{cards|J|rank_name=full}}s), but only {{cards|9}}s and {{cards|10}}s), are designated as "farmer's hands" or "bottoms". After inspecting the hand dealt, a player may call out "farmer's hand" and is then allowed to show the cards in question and exchange three of them for the three unexposed cards in the kitty (also called "going under" or "under the table").
* Ace No Face: Similar to "farmers hand". 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).
* Euchre Bustle: Name for a Euchre tournament (used in northern Midwest of United States).
* Lay-Down: A hand that will automatically win all five tricks if played in the correct order: 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). It is also called a Loner, or Lone Wolf, because a player with such a hand will typically opt to go alone. It may also refer to any set of cards that are often played when the player knows they will win all the tricks they lay for. This, however, may only be done within the same suit without giving up a slight advantage to the other players.
* Screw the Dealer, or Stick the Dealer: An optional rule that states that if trump is not 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.
* 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 playing a higher trump or non-trump than the partner's qualifies.
* Loner Range: When a team reaches 6 points they are referred to as in "Loner Range" because they need 4 or less points (a successful going-alone is worth 4 points) to reach 10 points and win a game. Alternatively, it can also be used to describe being 4 points away from the opposing team. For example, when it is 4 to 8, the losing team is in "Loner Range" below the winning team.
* Throwing in: Because there is no reward for winning four of the five tricks it is often customary for the leading player of the offensive team to throw the remainder of their cards into the centre once three tricks have been assured but five tricks is impossible. This is because one trick has already been won by the opposing team or they are certain that all the tricks cannot be won. (e.g. a right bower was ordered up but has not been played once three tricks have been won) The cards are thrown face up to show the opposing team the inevitability of their winning three tricks or the impossibility of winning all.
* Deuchre: Coined by esteemed Euchre champion, Danny Maloney, the deuchre is when one team calls trump and proceeds to win all of the tricks.


==See also==<!-- New links in alphabetical order please -->
==See also==<!-- New links in alphabetical order please -->
*[[Euchre variants]] - other forms of Euchre
* [[500 (card game)|500]]
*[[Euchre variations]] - minor changes to standard Euchre
* [[Boston (card game)|Boston]]
*[[Glossary of card game terms]]
* [[Clabber]]

* [[Dirty clubs]]
== Footnotes ==
* [[Euchre game variations]]
{{Notelist}}
* [[Skat (card game)|Skat]]
* [[Whist]]


==References==
==References==
{{Reflist}}
{{Reflist|30em}}


==Further reading==
==Bibliography==
;Books
* Matthews, Thomas (1844). ''The Whist Player's Hand Book'', Isaac M. Moss, Philadelphia.
* {{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}}
* Parlett, David (1991). ''A History of Card Games'', OUP, Oxford. {{ISBN|0-19-282905-X}}
* Bumppo, Natty (1999). ''The Columbus Book of Euchre''. Brownsville, KY: Borf. {{ISBN|0960489460}}
* Phillips, Hubert & Westall, B. C. (1939) ''The Complete Book of Card Games''. London: Witherby (Under the name Five hundred, pp.&nbsp;172–175)
* {{Cite book |last=Buzzy |first=Nick |title=Euchre Explained |year=2010 |asin=B004KAB9QU}}
* "Trumps" (1864). ''The American Hoyle, or, Gentlemen's hand-book of games'', 4th edn. Dick & Fitzgerald, New York.
* {{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}}
* {{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}}}}
* 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}}
* Keller, John William (1887). [https://books.google.com/books?id=Ti4VAAAAYAAJ&q=euchre&pg=PA11 ''The Game of Euchre'']. NY: F.A. Stokes
* {{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}}
* {{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}}
* [[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.
* 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}}
* {{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}}
* {{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}}}}
* Piomingo [John Robinson] (1810). [https://books.google.com/books?id=88QPAAAAQAAJ&dq=%22piomingo+the+savage&pg=PA178 ''The Savage'']. Philadelphia: Thomas S. Manning
;Websites
* {{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]]}}


==External links==
==External links==
{{Wikisource1911Enc|Euchre}}
{{Wikisource1911Enc|Euchre}}
===Historical rulesets===
*[http://gamerules.org/rules/euchre-card-game/ Euchre] at [http://gamerules.org/ Gamerules.org]
*[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]
*[https://archive.org/details/lawandpracticeg00meehgoog <!-- quote=euchre. --> The Law and Practice of the Game of Euchre - Philadelphia, 1862]
{{Gutenberg|no=20506|name=The Laws of Euchre, as adopted by the Somerset Club of Boston, March 1, 1888}}
*{{Gutenberg|no=20506|name=The Laws of Euchre, as adopted by the Somerset Club of Boston, March 1, 1888}}
===Current rulesets===
*[https://www.pagat.com/euchre/euchre.html Euchre] at [[pagat.com]].
*[https://bicyclecards.com/how-to-play/euchre Rules] at bicyclecards.com
*[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.


{{Trick-taking card games}}
{{Trick-taking card games}}


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

Latest revision as of 06:28, 2 January 2025

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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. Then gains 4 points if a “clean sweep” if it’s only a win of 3 you gain 2 points.

Play and scoring

[edit]

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

[edit]
  • 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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

[edit]

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

Scoring and winning

[edit]
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

[edit]
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

[edit]

Table talk

[edit]

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

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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

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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

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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

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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
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Historical rulesets

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Current rulesets

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