EUCHRE.
This is the most popular game in the United States, and can be played by two, three, or four players.
Like Whist, Euchre does not depend upon chance only; great skill is required to play the game well.
It is played with a Piquet pack, that is, a pack of thirty-two cards, all cards below seven, excepting the ace, being taken out. The value of the cards is the same as in Whist, except that the knave of trumps and the other knave of the same colour take precedence over the remainder of the trumps. The knave of trumps is called the right bower, and the knave of the suit of the same colour the left bower.
Supposing spades to be trumps, then the cards rank in the following order:—Knave of spades, knave of clubs, ace, king, queen of spades, &c.
If clubs were trumps then the knave of that suit would be highest card, and knave of spades the next. The knaves rank as in Whist when neither right nor left bowers.
EUCHRE FOR TWO PLAYERS.
The cards are dealt as follows:—First deal two to each, then three to each.
The eleventh card is then turned up, and to whatever suit it belongs that suit is trumps.
Five points constitute the game. If a player win three tricks, they count for one point; if he win four tricks, they also count for one point; but if he win all five tricks, they count two points.
The eleventh card being turned up, the first player begins the game by looking at his hand to ascertain if, in his own estimation, it is sufficiently strong to score—that is, to make three, four, or five tricks. Should he be able to do so, he will say, "I order it up;" that is, that the dealer is to take up the turn-up card in his hand, and put out any card he likes. If, on the contrary, he thinks he cannot score, he says, "I pass."
If the first player orders the turn-up card up, the game begins at once by his playing a card and the dealer following suit. Should the dealer not be able to follow suit, he must either throw away or trump, as in Whist.
The winner of the trick then leads, and so the game goes on until the ten cards are played.
If either the dealer or the other player order the card up and fail to get three or more tricks, he is euchred—that is, his adversary scores two.
Suppose the first player passes, not, in his own estimation, being strong enough to make three tricks, the dealer can, if he likes, take the card and put one of his own out, but if he fails to score he is euchred.
If they both pass, the first player may change the trump, and the dealer is compelled to play. If, however, the former does not score he is euchred.
If he passes for the second time the dealer can alter it, the same penalty being enforced should he not score.
If they both pass for the second time, the round is over, and the first player begins to deal.
If trumps are led, and you only have left bower, you must play it, as it is considered a trump.
THREE-HANDED EUCHRE.
Fifteen cards are dealt in this game, but the rules are exactly the same as in two-handed euchre.
There are, however, a few differences in the tactics. If one player has scored four points, and the other two players two each, it is allowable for the two latter to help each other to prevent the player with the four tricks from winning.
FOUR-HANDED EUCHRE.
In this game the players go two and two, being partners, the same as in Whist.
The game is won when the combined tricks taken by a player and his partner amount to five.
If all pass in the first round, the first player is allowed to alter trumps; if he does not care to do so, the second, then the third, and lastly the fourth.
If one should fail to score, having ordered up the card, he and his partner are euchred, and their opponents count two.
Should one player be exceedingly strong, he can say, "I play a lone hand," whereupon his partner throws up his hand, and the lone hand plays against the other two.
If the single player gets all five tricks he counts three, if three or four tricks, he counts only one, and if two, or less, he is euchred.
There is yet another variation to this game, and one that generally meets with approval.
A blank card is taken and on it is written "Joker." This card always counts highest in the pack whatever suit may happen to be trumps.
If "Joker" should be the turn-up card, the dealer has the privilege of naming any suit he likes for trumps.