3. When a player plays alone and takes five tricks, he scores four; three or four tricks, he scores one. If he fails to take three tricks he is euchred, and the adversaries score four.

4. The penalty of a revoke takes precedence of all other scores.

5. An error in the score can be rectified at any time before the trump card is turned in the next deal.

6. Points should be announced before scoring.

7. Each game won counts one unless the losing side has failed to score, in which case the game counts two. Two additional points are taken by the side winning the rubber. Thus it is possible to win ten points in a rubber; that is, four double games, and two points for the rubber.

CUTTING.

8. The knave is the highest card, then the ace, king, etc.

9. In all cases every one must cut from the same pack.

10. Should a player expose more than one card, he must cut again.

[FORMATION OF THE TABLE.]