EUCHRE.
CARDS. Euchre is played with what is commonly known as the piquet pack, 32 cards, all below the 7 being deleted. In plain suits the cards rank as at Whist; but in the trump suit the Jack is the best, and it is called the Right Bower. The Jack of the same colour as the trump suit, red or black, is the second-best trump, and it is called the Left Bower; so that if clubs were trumps the rank of the nine cards in the trump suit would be as follows:—
The rank of the cards in the other suits would be:—
When the Joker, or blank card is used, it is always the best trump, ranking above the right bower. In cutting, the ace is low, the other cards ranking as in plain suits. A player cutting the Joker must cut again.
COUNTERS or whist markers may be used for keeping the score, but it is much more common to use the small cards from the deleted portion of the pack. The game is five points, and the best method of scoring is to use the 4 and 3 of any suit. When the 3 is face up, but covered by the 4 face down, it counts one. When the 4 is face up, covered by the 3 face down, it counts two. When the 4 is face down, covered by the 3 face up, it counts three. When the 3 is face down, covered by the 4 face up, it counts four.
One. Two. Three. Four.
The number of pips exposed on the card which is face up is immaterial; the relative position of the two cards will always determine the score.
Rubber or game scores must be kept on a whist marker, or on a sheet of paper.
PLAYERS. Euchre may be played by any number of persons from two to seven; but in the seven-handed game the full pack of fifty-three cards is used. Whatever the number of players, they cut for positions at the table, for partners, and for the deal.
CUTTING. The cards are usually spread, face down, and each candidate for play draws a card.
Spreading the Pack.
When two or three play, the lowest cut has the choice of seats, and takes the first deal. When four play, they cut for partners; the two highest pairing against the two lowest. The lowest has the choice of seats, and deals the first hand. When five or seven play, they have the choice of seats in their order, the lowest first, and the lowest cut deals. When six play, the three lowest are partners against the three highest, the lowest cut having the choice of seats, and the first deal.
TIES. Players cutting cards of equal value cut again; but the new cut decides nothing but the tie.
PLAYER’S POSITIONS. The eldest hand, or age, sits on the left of the dealer, and the pone sits on the dealer’s right. There are no distinctive names for the other positions.
When two play, they sit opposite each other. When three play, each for himself, the game is known as Cut Throat, and the position of the players is immaterial. When four play, the partners sit opposite each other. When five or seven play, the maker of the trump in each deal selects his partners, and they play against the others without any change in their positions at the table. When six play, three are partners against the other three, and the opposing players sit alternately round the table.
STAKES. If there is any stake upon the game, its amount must be settled before play begins. When rubbers are played, it is usual to make the stake so much a rubber point. If the winners of the game are five points to their adversaries’ nothing, they win a treble, and count three rubber points. If the losers have scored one or two points only, the winners mark two points for a double. If the losers have reached three or four, the winners mark one for a single. The side winning the rubber adds two points to its score for so doing; so that the largest rubber possible is one of eight points;—two triples to nothing, and two added for the rubber. The smallest possible is one point;—two singles and the rubber, against a triple. If the first two games are won by the same partners, the third is not played.
DEALING. Any player has the right to shuffle the cards, the dealer last. The pack must be presented to the pone to be cut, and he must leave at least four cards in each packet. Beginning on his left, the dealer distributes the cards either two at a time and then three, or three and then two to each player in rotation, until all have five cards. Whichever number, two or three, the dealer begins with, he must continue giving the same number to every player, including himself, for the first round. After the cards are dealt, the next card is turned face up on the remainder of the pack, except in five and seven-handed Euchre, in which no trump is turned. Each player deals in turn to the left, until the conclusion of the game or rubber.
Irregularities in the Deal. If any card is found faced in the pack, the dealer must deal again. Should the dealer expose any card but the trump while dealing, the adversaries may demand a new deal by the same dealer. Should any adversary of the dealer expose a card, the dealer may elect to deal again. A player dealing out of turn may be stopped before the trump card is turned; but after that the deal must stand, afterward passing to the left in regular order. On the completion of the deal, if any player has more or less than five cards, it is a misdeal, and the deal passes to the player on the misdealer’s left.
The dealer loses his deal if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; or if he deals two cards to one player and three to another in the same round.
If the pack is found to be imperfect, the deal in which the error is discovered is void; but all previous scores stand good.
MAKING THE TRUMP. Although a card is turned up at the end of the deal, the suit to which it belongs is not necessarily the trump for that hand. Each player in turn, beginning on the dealer’s left, whether he be an adversary or a partner of the dealer’s, may insist on the turn-up suit remaining the trump; or he may declare that he is indifferent as to which suit is the trump, the one turned up or some other. But should one player in his proper turn decide in favour of the turn-up, no player after him can alter the decision. When it comes to the dealer’s turn, if no other player has decided to retain the suit turned up, he must either let the trump remain as it is, or insist on its being changed.
As the individual or side that settles which suit shall be the trump is said to make the trump, it will be necessary to describe the method of scoring in order to understand the principles that guide the players in deciding on the trump suit.
SCORING. Euchre is played for tricks. If the side that makes the trump takes three or four tricks out of the five possible, it scores one point. If the side wins all five tricks, it scores two points for a march. If the player that makes the trump fails to win three tricks, he is euchred, and his adversaries score two points for the euchre. When four play, if the player who makes the trump declares to play alone, that is, without any assistance from his partner, who must lay down his cards, the maker of the trump scores four points if he succeeds in winning all five tricks, and one point if he wins three or four tricks. But if he fails to win three tricks, he is euchred, and the adversaries score two points. When three play, a lone hand counts three if the player wins all five tricks. When two play, five tricks is simply a march, and counts two points. When five or seven play, there are special scores for lone hands. When all five tricks are taken by one side, but not by an individual playing a lone hand, it is simply a march, and counts two points, no matter how many are playing. When two or three are playing, a march must of course be a lone hand, as there are no partnerships. As we shall see later, there are some varieties of Euchre in which a lone hand may play against a lone hand, but this is not permitted in the ordinary game.
No one but the individual player who makes the trump can play alone.
Except in five and seven-handed Euchre, the player or side first reaching five points wins the game. If three are playing, and two of them reach five points simultaneously by euchreing the third, they both win a game. If they are playing for stakes, they divide the pool.
TAKING UP THE TRUMP. After the trump is turned up, each player in turn examines his cards, and if he does not care whether the trump suit remains unchanged or not, he says: “I pass.” If all pass, the dealer must decide. The dealer has the advantage of being allowed to take the trump card into his own hand, discarding one of his worthless cards in its place. If he thinks he can make three tricks with the turn-up suit for trumps, and his partner’s probable assistance, or can win five tricks by playing alone, he discards any card he pleases, placing it under the remainder of the pack, face down, and without showing or naming it. If the dealer decides to play alone, it is usual for him to pass his discard across the table to his partner, face down, so that there may be no misunderstanding his intention.
The dealer may take up the trump card at any time during the play of the hand; but it is usual to leave it on the pack until it is played to a trick. No one but the dealer can take the trump into his hand.
TURNING DOWN THE TRUMP. If the dealer fears that he and his partner cannot make three tricks with the turn-up suit for trumps, or would prefer to have the suit changed, he can pass. If he passes, he takes the trump card from the top of the pack, and places it face upward, and partly under the pack, in such a manner that it can be distinctly seen.
Taken Up. Turned Down.
CHANGING THE TRUMP. It then becomes the turn of the other players, each in succession to the left of the dealer, to name some other suit for the trump, or to pass a second time. If the suit of the same colour as the turn-up is named for the new trump, it is usual to say: “I make it next.” If a suit of a different colour is named, it is called crossing the suit, and some players, if a red suit is turned, will say: “I cross to clubs.”
Any player naming a new suit may announce to play alone at the same time. The side that makes the new trump must make at least three tricks, or it will be euchred, and the adversaries will count two points. If a player names the suit that has just been turned down, he loses his right to make the trump; and if he corrects himself, and names another suit, he debars not only himself but his partner from making the trump. One player having named a new trump suit in his proper turn, his decision is binding on all the others; but should a player name a suit out of his proper turn, both he and his partner are debarred from making that suit the trump. If no one will name a new trump, the deal is void, and passes to the next player on the dealer’s left.
ORDERING UP THE TRUMP. Instead of passing the turn-up trump on the first round, any player who thinks it would be to his advantage to have the turn-up remain the trump, may order the dealer to take it up. In doing so he says: “I order it,” if he is an adversary; or: “I assist,” if he is the dealer’s partner. In either case the player making the trump may announce a lone hand at the same time. His side must make at least three tricks, whether he plays alone or not, or it is a euchre, and the adversaries will count two points. In case an adversary of the dealer plays alone, he must distinctly announce it when he orders up the trump. The usual expression is: “I order it alone.” His partner then lays his cards face downward on the table and takes no further part in the play of that hand. If he exposes any card of the abandoned hand, the adversaries can call upon him to take up the hand and play it, leaving the exposed card on the table as liable to be called. This of course prevents the lone hand.
If the dealer’s partner wishes to play alone, instead of assisting, he says: “I play this alone,” and the dealer lays down his cards, leaving the trump on the pack.
PLAYING ALONE. No player but the one that takes up, orders up, or makes the trump can play a lone hand. If the dealer takes up the trump card of his own accord, he can play alone. If any player orders up or assists, that player can play alone. Any player making a new trump after the first has been turned down, can play alone. If one player orders up the trump, neither his partner nor his adversary can play alone; and if the dealer’s partner assists, that prevents the dealer from playing a lone hand. In many clubs the mistake is made of allowing the dealer to play alone on his partner’s assist; or letting the pone play alone after the dealer has been assisted; or letting the partner of the player who makes the new trump play alone. This is not good Euchre, because it gives an unfair advantage to one side, as we shall see when we come to the suggestions for good play, especially in connection with ordering up at what is called the “bridge;” that is, when the score is 4 to 1, or 4 to 0.
METHOD OF PLAYING. The trump settled, the eldest hand, or the player next him on the left, if the partner of the eldest hand is playing alone, begins by leading any card he pleases, and the others must follow suit if they can. Failure to follow suit when able is a revoke, if the error is not discovered and corrected before the trick in which it occurs is turned and quitted. If the player discovers his mistake in time, the card played in error must be left on the table, and is liable to be called. When a revoke is discovered and claimed by the adversaries, it is usual to abandon the hand, and the adversaries of the revoking player can either deduct two points from his score, or add two to their own score, for every revoke made during the hand. The penalty cannot be divided. If both sides revoke, the deal is void, and the same dealer must deal again.
Any player having none of the suit led may either trump, or throw away a card of another suit. The highest card played, if of the suit led, wins the trick, trumps winning against all other suits, and a higher trump winning a lower. The winner of the trick may lead any card he pleases for the next trick, and so on, until all five tricks have been played. If the dealer takes the trump into his hand, any player naming it is liable to have his highest or lowest trump called; but a player may ask and must be informed what the trump suit is.
Cards Played in Error. All cards led out of turn, played in error, or two or more played to a trick, or dropped face upward on the table, are called exposed cards, and must be left face up on the table. These must be played when called by the adversaries, unless compliance with the demand would make the player revoke; but the fact of their being exposed does not prevent their being got rid of in the course of play if the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case in Euchre. A person playing a lone hand is not liable to any penalty for exposing his cards, nor for leading out of turn, for he has no partner to derive any benefit from the information conveyed.
Leading Out of Turn. Should any person, not playing alone, lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. The demand must be made by the person who will be the last player on the trick in which the suit is called. If all have played to the lead before discovering the error, it cannot be rectified; but if all have not played, those who have followed the false lead must take back their cards, which are not liable to be called.
Any player may ask the others to draw cards in any trick, provided he does so before the cards are touched for the purpose of gathering them. In answer to this demand, each player should indicate which card of those on the table he played. No one is allowed to see any trick that has been turned and quitted.
Taking Tricks. As the tricks are taken they should be neatly laid one upon the other in such a manner that any player at the table can count them. All tricks belonging to one side should be kept together. At the end of each hand the score should be claimed and marked. Revokes must be detected and claimed before the cards are cut for the following deal.
CUTTING OUT. When the play is confined to four players, rubbers are usually played, and the table is complete with six persons, two looking on, and awaiting their turn. At the end of a rubber, if there are more than four players belonging to the table, those who have just played cut to decide which shall give place to those waiting, the players cutting the highest cards going out. If six belong to the table, there will be no further cutting out, as those who are out for one rubber re-enter for the next, taking the places of those who have played two consecutive rubbers. If five belong to the table, the three who remained in for the second rubber must cut to allow the fifth player to re-enter. At the end of the third rubber, the two cut that have not yet been out; and at the end of the fourth rubber the one who has played every rubber goes out without cutting. Partners and deal are cut for at the beginning of each new rubber.
METHODS OF CHEATING. All the Euchre family of games, especially Écarté and Napoleon, offer numerous opportunities to the greek. So well is this known in Europe that it is considered extremely foolish for any person to play Écarté in mixed companies. The small number of cards in the pack, and the custom of dealing two and three at a time, gives the dealer an opportunity to bunch four valuable cards, of which he can give himself three, and turn up the fourth. False shuffles, shifted cuts, and marked cards are formidable weapons. The telegraph between partners, and the variation in tone or words in passing are frequently used by card-sharpers. One of the commonest devices in America is the use of what are known as “jack strippers.” These are two Jacks, usually both of the same colour, which can be withdrawn from any portion of the pack by the fingers of an expert, and placed on the top. When the sharp deals, he places cards enough on these to supply the other players on the first round, so that the strippers will come to him. When only two are playing, he strips them out and leaves them on the top when he cuts the cards, so that they shall be dealt to him. Never play Euchre or Écarté with a man who cuts the pack with both hands.
Any person who is tempted to bet on any game in the Euchre family should remember the advice of the worldly-wise Parisian to his son: “Until you have four eyes in your head, risk not your gold at Écarté.”
SUGGESTIONS FOR GOOD PLAY. The chief points for the beginner to understand are. When to order up; when to assist; when to take up; when to play alone; and what to make the trump if it is turned down. His decision in each case will be governed largely by his position at the table, and by the score. The following suggestions are for four players, two being partners against the other two, and playing without the Joker; that being the most common form of the game. The general principles underlying these suggestions for the four-handed game will be found equally valuable in any form of Euchre.
ORDERING UP. Although probabilities are of little practical value in Euchre, it may be well to remember that there are nine cards in the trump suit; but as only two-thirds of the pack is dealt out, the average number of trumps among four players will be six. Of these, the dealer always has the advantage of being sure of one more than his share, and it is safe to reckon upon the dealer to hold at least two trumps. He may also be counted for a missing suit, for he will discard any losing card of an odd suit when he takes up the trump.
The Eldest Hand should not order up the trump unless he has such cards that he is reasonably certain of three tricks without any assistance from his partner, and cannot be sure of two tricks if the trump is turned down. When he holds one or two bowers, especially if he has cards of the next suit; that is, the suit of the same colour as the turn-up, he should always pass; because if the dealer takes it up he will probably be euchred, and if he turns it down, the eldest hand will have the first say, and can make it next. It is seldom right to order up a bower, because the dealer will rarely turn down such a card.
There are exceptional cases in which the eldest hand may order up with little or nothing. One of the most common is when the adversaries of the dealer are at the bridge; that is, when their score is 4, and the dealer’s side has only 1 or 2 marked. It is obvious that if the dealer or his partner plays alone, he will win the game; but if the trump is ordered up the most he can score is 2 points for a euchre, and the player who orders up will then have a chance to go out on his own deal. For this reason it has come to be regarded as imperative for the eldest hand to order up at the bridge, unless he holds the right bower, or the left bower guarded, or the ace twice guarded, any one of which combinations is certain to win a trick against a lone hand if the eldest hand does not lead trumps himself. Another case is when the score is 4 to 4, and the eldest hand has average trump strength, good side cards, but nothing in the next suit. It is better to order it up, and risk the game on such a hand than to take the chance of the dealer’s turning it down.
The Pone, who is the partner of the eldest hand, orders up at the bridge on exactly opposite principles. The fact that the eldest hand did not order up shows that the dealer cannot make a lone hand. This should indicate to the pone that his partner has a certain trick in trumps, and if the pone holds any good trumps himself, he can often guess what his partner’s trumps are. For instance: The ace is turned, and the pone holds the left bower guarded. The eldest hand must have the right bower, or four trumps to the King. If the eldest hand has passed at the bridge, and the pone has strong trumps himself, especially the ace or left bower and two small trumps, he should order up the trump; not to save the game, but to be sure of winning it by preventing the dealer from turning it down. If the pone does not order up at the bridge, the eldest hand may infer that he is weak in trumps.
When it is not a bridge, the pone should be guided by the same principles as those given for the eldest hand, because he may be sure that his partner will make it next if it is turned down, unless he has a certainty of three tricks by crossing.
If a player calls his partner’s attention to the fact that they are at the bridge, both lose their right to order up.
ASSISTING. The dealer’s partner usually assists on plain-suit cards, such as two aces, rather than on trumps. The score and the turn-up trump will often be a guide as to whether or not to assist. For instance: If the score is 1 all, or to 2 to 1, and a bower is turned, it is rarely right to assist, because it prevents the dealer from playing alone. If the partner has good suit cards, they may be useful to make a march; if he has strong trumps, especially if sure of three tricks, he should play alone, instead of assisting. If the score is 3 in the dealer’s favour, he does not need a lone hand to win the game, and with two reasonably certain tricks in his own hand the dealer’s partner should assist, as they may win the game by a march.
If the dealer’s side is at the bridge, the score being 4 to 1 or 4 to 0 in their favour, and the eldest hand passes, the dealer’s partner must be on the alert to prevent the pone from placing a lone hand. He should assist unless a bower is turned, or he has it himself, or holds such cards that, combined with the turn-up, he is sure of a trick. For instance: The dealer’s partner has the King and two other trumps, and the ace is turned. It is impossible for the pone to make a lone hand, even if he has both bowers, and the ace is bare; for he cannot catch the King, even if his partner leads the trump through it. But if a small trump was turned, the pone might easily make a lone hand with both bowers and the ace.
TAKING UP. The average expectation of the dealer is something over two trumps, including the turn-up. With more than two trumps, or with two strong trumps, and a reasonably certain trick in a plain suit, the dealer should take up the trump. Three trumps of any size and an ace in plain suits is a strong take-up hand. It is better to take up the trump with only one plain suit in the hand, and small trumps, than with two strong trumps and two weak plain suits. The score will often decide the dealer in taking up the trump. For instance: At 4 all, it is useless to turn anything down unless you have a certain euchre in the next suit, and nothing in the turn-up. Even then, the adversaries are almost certain to cross the suit and go out. With the score 3 all, the dealer should be very careful about taking up on a weak hand, because a euchre loses the game. If he is weak, but has a chance in the next suit, or a bower in the cross suits, he should turn it down. It is a common stratagem to turn it down for a euchre when the dealer is better in the next suit, and has only 2 to go.
PLAYING ALONE. The dealer has the best chance to get a lone hand; but the eldest hand is more likely to succeed with one, on account of the advantage of the lead. It is an invariable rule for any player to go alone when he has three certain tricks, unless he is 3 up, and can win the game with a march. A lone hand should be played with both bowers and the ace, no matter how worthless the other cards; or with five trumps to the ace without either bower; or two high trumps and three aces in plain suits; or three good trumps and two aces. The theory of this is that while the march might possibly be made with partner’s assistance, if partner has the cards necessary to make a march, the adversaries have little or nothing, and there is a very good chance to make a lone hand if three tricks of it are certain. Both bowers and the ace, with only the seven and eight of a plain suit have made many a lone hand. If the lone player is not caught on the plain suit at the first trick, the adversaries may discard it to keep higher cards in the other suit; or they may have none of it from the first. There is always a chance, and it should be taken.
The dealer’s partner, and the pone, should be very careful in playing lone hands, and should never risk them except with three certain tricks, no matter what suit is led first.
With three sure tricks, some players make it a rule to play alone, provided the two other cards are both of the same suit.
MAKING THE TRUMP. When the trump is turned down, the general rule is for the eldest hand to make it next. The exceptions are when he has nothing in the next suit, but has at least two certain tricks in the cross suit, and a probable trick in a plain suit. It is safer to make it next with a weak hand than to cross it on moderate strength, for the presumption is that neither the dealer nor his partner had a bower in the turn-down suit, and therefore have none in the next suit. Such being the case, it is very likely that one or both may be strong in the cross suits, and it is not considered good policy to cross the suit unless so strong in it as to be reasonably certain of three tricks. Some players invariably make it next, regardless of their hands, unless they can play alone in the cross suit. Such a habit exposes them to the common artifice of the dealer’s turning it down for a euchre. A dealer holding a bower and three cards of the next suit, will often turn it down, and trust to the eldest hand making it next, which will give the dealer four trumps instead of two. The eldest hand should be on his guard against this when the dealer’s side has 3 scored.
The dealer’s partner, on the other hand, should cross the suit almost as invariably as the eldest hand should make it next; for if his partner cannot take up the trump, and the eldest hand cannot make it next, their hands must be weak, and if it is passed to the pone, he will probably turn out to have a lone hand. The best chance is to cross the suit, unless the player has three certain tricks in his own hand by making it next, such as five trumps to the ace, or four trumps and a plain-suit ace. With such cards he should play alone.
The pone should never make the trump unless he has three certain tricks, and is willing to play a lone hand. If the dealer turns it down, and both the eldest hand and the dealer’s partner pass a second time, there must be a nigger in the woodpile somewhere.
LEADING. The general principle of leading is to make tricks while you can. It is useless to save up tenaces in plain suits, because there are only five tricks to play, two of which are certain to fall to the trumps, and it is very improbable that any player will lead up to you a small card of a plain suit that will go round twice. It is seldom right to lead small cards of a plain suit. There is a better chance to make a trick with the King by leading it than by keeping it guarded. In the trump suit, tenaces are very strong, and should be preserved, especially if the tenace is over the turn-up trump. There is a familiar example of the importance of tenace when only two play, in which one person holds the major tenace in trumps, hearts, and must win three tricks, no matter which player leads. The cards in one hand are:—
and those in the other hand are;—
If the player with the major tenace has to lead first, all he has to do is to force his adversary with the plain suit, spades. Whatever the adversary leads, the player with the major tenace simply wins it, and forces again. If the player with the four trumps has the first lead, it does not matter what card he plays; the player with the major tenace wins it, and forces with the plain suit. As long as the major tenace in trumps is not led away from, it must win three tricks in trumps.
Leading Trumps. With strong cards in plain suits, the eldest hand may often lead trumps to advantage if the dealer’s partner has assisted, especially if the turn-up trump is small. It is seldom right to lead trumps if the dealer has taken up the trump of his own accord; but an exception is usually made when the eldest hand holds three trumps, and two aces in plain suits. The best chance for a euchre is to exhaust the trumps, so as to make the aces good for tricks. If the pone has ordered up the trump, the eldest hand should lead trumps to him immediately; but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge. If a bower is turned, the dealer’s partner should lead a small trump at the first opportunity.
In playing against a lone hand the best cards in plain suits should always be led, trumps never. In playing alone, it is best to lead winning trumps as long as they last, so as to force discards, which will often leave intermediate cards in plain suits good for tricks.
Second Hand. Play the best card you have second hand, and cover everything led if you can. With King and another or Queen and another, it is usually best to put up the honour second hand, on a small card led.
Trumping. It is seldom right to trump partner’s winning cards, unless he has ordered up the trump, and you think you can lead through the dealer to advantage. In playing against a lone hand, it is sometimes good play to trump your partner’s ace with an unguarded left bower or ace of trumps, as it may prevent the dealer from getting into the lead with a small trump, and may save a King or Queen of trumps in your partner’s hand. If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost.
If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps.
Discarding. It is best to throw away singletons, unless they are aces. If you have two cards of equal value, but of different colours, one of which must be discarded, it is usual to keep the one of the same colour as the turn-up when playing against the dealer. Discard suits that the adversaries are trumping. If your partner discards a suit in which you have a high card, keep that suit, and discard another. If you have both ace and King of a plain suit, discard the ace, to show partner that you can win a trick in the suit. It is very often important to discard correctly when playing against a lone hand, especially if the lone player leads trumps for the fourth trick. It is a common practice for modern players to signal in the discard if they have a certain trick in a suit. This is done by discarding two cards in another suit, the higher before the lower. For instance: You have two aces, spades and diamonds. The dealer plays alone on hearts, and trumps your spade ace the first time. If you have two clubs, such as King and ten, discard the King first, and then the ten, and your partner will know you can stop the diamond suit. This should advise him to keep his clubs.