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Players Euchre is played with either three or four players. The players sitting opposite each other play as a team. In the case of three players, the maker (the player who decides the trump suit) is always opposed to the other two players in a temporary partnership.
Cards The game uses 24 cards from a standard 52-card deck, with all the 2s through 8s discarded. Within each suit, the cards are ranked from highest to lowest: A, K, Q, J, 10, 9. However, the Jack of the trump suit (called the right bower) becomes the highest trump and the other Jack of the same color (called the left bower), is the second highest trump. So for example, if the trump suit is Spades, the trumps would rank: Jack of Spades, Jack of Clubs, A, K, Q, 10, 9 of Spades.
In other Euchre variations, a 32-card deck is used, which includes the 7s and 8s.The deck for English rules adds one Joker to the 24-card deck as the highest trump.
Dealing Each player is dealt five cards in rounds of three, then two cards. The last card of the pack is turned face up on the table. This card is called the turn-up.
Bidding
A process of bidding is used to establish the trump suit. Bidding proceeds over three rounds. In the first round, the players can choose to have the turn-up card's suit become trump. If no one accepts the turn-up suit as trump, bidding proceeds to the second round, where any other suit may be named trump. In the final round, the defenders choose whether to defend alone, thereby increasing the point value of the hand.
Bidding starts with the player to the left of the dealer and proceeds clockwise. Each player in turn may either “order the card up” or pass. If the dealer chooses to accept the turn-up, then the dealer can “take it up.” If the dealer passes, the dealer's partner can accept the turn card; this is known as “the assist.” If a player orders the card up, the turn-up suit becomes trump, the turn-up card becomes part of the dealer's hand, and the dealer discards a card from his hand (face down) in exchange. If all players pass, bidding proceeds to the second round. If the turn-up is a Joker, then the dealer must choose a trump suit before any of the players look at his cards.
If all four players pass, the turn-up card is placed face down and bidding proceeds to the second round. Starting with the player to the dealer's left and proceeding clockwise, each player may name any suit but the turn-up suit as trump or pass. If trump is not named in the second round, the hand is turned in, and a new one dealt.
In both the first two rounds of bidding, the player who sets the trump suit (the maker) may choose to go “alone” and play the hand without his partner. In this case, he would “order it up alone” (or “assist alone” or “take it up alone”).
If the maker decides to go solo, the maker's partner then lays out his cards face up on the table and does not participate in the hand.
Finally, after trump is set, each of the maker's opponents has the option to “defend alone.” Here again the partner lays his cards face up and does not participate in the hand.
Playing
Playing
The goal of Euchre is to win at least three of the five tricks in each hand.
· If the turn-up card is taken up, the dealer discards one card face down from his hand.
· The player on the dealer's left makes the opening lead, regardless of where the maker is seated.
· The hands are played out in five tricks. Each player in turn must follow suit. If a player holds no cards of the suit led, that player may play any card they choose, including trump.
· The highest card played wins the trick by either the suit led or by a trump card.
· The winner of the trick leads next hand and may play any card he wants.
· The play continues until one team or player (in the case of three-handed Euchre) makes the number of points specified by the players before the game.
For four-player Euchre, next to South's and East's name is a small face-down card with a number on it. This number shows the number of tricks won by each partnership, otherwise known as the trick indicator. For three-player Euchre, a small face-down card, otherwise known as the trick indicator, is shown next to the maker and the opposing team. For example, if West is the maker and South and East are a team, West will have a trick indicator displayed and South will have the trick indicator for their team. If the East was the maker and South and West are a team, then East will have a trick indicator displayed, and South will have the trick indicator for their team. Each time a player or team wins a trick, the number on the back of the card increases. Scoring
Only the player or team that wins three or more tricks scores points. Winning all five tricks by one side is called march. If the making side fails to win three tricks, then they've been euchred. Here is how four-player games are scored:
Maker of trump with partner
# of Tricks Won Score 3 or 4 tricks made 1 pt. A march (all 5 tricks made) 2 pts.
Maker playing alone
# of Tricks Won Score 3 or 4 tricks made 1 pt. A march (all 5 tricks made) 4 pts.
In both cases, if the maker is with or without a partner, when a making side is euchred, the opponents win 2 points. If a single defending player wins all 5 tricks, 4 points are awarded.
For three-player games, each player receives an individual score:
Maker scores
# of Tricks Won Score 3 or 4 tricks made 1 pt. A march (all 5 tricks made) 3 pts.
Game Score: Number or Card Display There are two ways to view the game score on the Euchre game table: by cards or number. Each time points are awarded for tricks won to a player or team, the score is displayed on the game table by either card or number. By default, the score is displayed using cards.
In four-player Euchre, the score display will be two cards or numbers next to the South and East players' hands. In three-player Euchre, each player will have their own score display next to their hand.
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