North American Euchre
From The Hangman's Guide to Card Games

Euchre is a game that doesn't take much skill except to remember the few rules, and also happens to require 4 players.  However, it can be confusing for players who are used to the standard hierarchy of card values (A,K,Q,J,10,9).  There are many variations on the rules, so stating the rules before starting can be wise.  The North American style of play is easier than the British, but can also be less entertaining without the added complexity.

Players, Teams, and Seating

4 Players consisting of 2 teams of 2.  Teammates must sit opposite each other, ideally at a square table.

The Deck and Card Ranking

The cards needed are A, K, Q, J, 10, 9 of all suits, and all Five for scorekeeping.  The order of value from highest to lowest is as follows:

  1. The Jack of the trump suit.
  2. The other Jack of the same color as the trump Jack, considered trump suit and not its own suit.
  3. The remaining trump cards, in standard order (A, K, Q, 10, 9).
  4. The hand's suit, in standard order (A, K, Q, (J), 10, 9), not including the Jack if the hand's suit is trump.  If the hand's suit is not trump, but the same color as trump, the Jack of that suit is, instead considered the same suit as trump.
  5. All the remaining cards, in standard order (A, K, Q, J, 10, 9).

The Objective and Scoring

The ultimate goal of Euchre is for partners to succeed in collecting 10 points before their opponents do.  Scoring is as follows:

  • 1 pt. to the makers' team if they win 3 or 4 tricks in a hand.
  • 2 pts. to the makers' team if they win all 5 tricks in a hand.
  • 2 pts. to the defenders' team if the makers do not win 3 tricks in a hand.
  • 4 pts. to the makers' team if a member goes alone and scores all 5 tricks in a hand.
  • 4 pts. to the defenders' team if a member goes alone and scores at least 3 tricks in a hand.

The Deal and Play

The selection of the dealer is not specified, although it can be common for cards to be dealt out until someone receives the Jack of Spades, an Ace, or some other denoted card.  From the first dealer, dealing moves to the left each hand.  The player to the left of the dealer may cut or bump the deck to insure shuffling.  5 cards are dealt to each player over two rounds, one of three cards and the other of two cards, in any order.  The suit of the first card, after 4 sets of 5 cards have been dealt, indicates trump.

Beginning with the player to the left of the dealer, each player is given the opportunity to make the up-card's suit trump.  Each player may pass, or choose not to use their turn, if he believes his hand not to be superior to his opponents'.   The next clockwise player can then make a choice.  Should any  player "Order up" the card, or should the dealer "Take up" the up-card, the dealer then adds the up-card to his cards, the up-card's suit becomes trump, and the dealer must discard another card from his hand.

If all four players, ending with the dealer, pass, the up-card is turned face down and each player is given a chance to choose their own suit as trump, beginning with the player to the dealer's left.  The suit cannot be made the same as the up-card's suit.  When a player passes, the choice moves on to the next player.  Should all four players pass again, a new deal is dealt by the next player without playing through the round.

Once the trump suit has been decided and before any cards are played into the game, any player may indicate that he will be "Going alone."  To go alone means that the player feels his hand is superior and does not wish his partner to interrupt the possibility of his hand's success.

Should a player name a suit as trump, the player to his left leads.  This is the case for almost every circumstance at the beginning of a round.  However, should a player from both teams decide to go it alone, the defender always leads.  Leading refers to the start of each hand where the suit for the hand is determined by the first card played face up into the middle of the table.

After the leading card indicates the suit of the hand, each player must, in clockwise order, play any card of the same suit into the pile.  If a player cannot play the same suit, he may choose any card from his hand to play.  Keep in mind that the other Jack of the trump's same color is also considered the same suit as trump.  The player who throws in the highest valued card wins the hand, or takes the trick, and must then lead the next hand.

Upon the completion of all five hands, the round is scored.  New rounds are dealt until a team reaches the 10 points needed to win the game.

Terminology

Trump  The suit that is valued higher than all other suits.
Right Bower  The Jack of trump suit.
Left Bower  The other Jack of the same color as the trump Jack.
Trick  The winning of a hand by any team member by placing the highest valued card on the table.
Up-Card  The card turned face up at the end of the dealing and also determines the default trump suit.
Makers  The team whose member chooses trump by ordering the up-card up or down, or chooses trump after all the other players have passed.
Defenders  The team opposite the Makers who must detur the Makers from winning 3 tricks in a hand.
"I order it up."  The correct phrase to be used by any player excep the dealer indicating that the dealer should add the card to his hand, making the up-card's suit trump.
"I'll take it up."  The correct phrase to be used by the dealer indicating that he will take the up-card, making its suit trump.
"Going alone."  The correct phrase to be used by any player wishing to play without his partner for the current round.
Euchred  To be euchred is for the makers to be kept from scoring 3 or more tricks by the defenders.


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