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:
- The Jack of the trump suit.
- The other Jack of the same color as the trump Jack, considered
trump suit and not its own suit.
- The remaining trump cards, in standard order (A, K, Q, 10,
9).
- 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.
- 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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