Dealing. The cards are dealt from left to right, two being given to each player for the first round, then three, and then two again, until each player has received seven cards. The four remaining in the pack are then placed in the centre of the table, face down, and form the widow. No trump is turned.
The rules governing all irregularities in the deal are the same as in ordinary Euchre.
Making the Trump. The cards dealt, each player in turn, beginning with the eldest hand, bids a certain number of points, at the same time naming the suit which he wishes to make the trump. There is no second bid, and the suit named by the highest bidder must be the trump for that deal. The successful bidder takes the widow, selecting from it what cards he pleases, and discarding others in their stead, so as to restore the number of his cards to seven. He then places a red counter in front of him, and chooses his partners, passing a red counter to each of them. These counters must be placed in front of the players to distinguish them as belonging to the bidder’s side; but the players make no changes in their respective positions at the table. Each player should bid on the possibilities of his hand, however small, so as to guide the others in their selection of partners.
Partners. If the bidder has proposed to take not more than five tricks out of the seven possible, he chooses two partners, and these three play against the remaining four. If he has bid to make six or seven tricks he chooses three partners, and these four play against the remaining three. Partners cannot refuse to play.
Playing Alone. Should a player think he can take all seven tricks without any partners, he may bid ten, which would outrank a bid of seven; but such a bid must be made before seeing the widow. If a player thinks he can win all seven tricks without either widow or partners, he may bid twenty, which is the highest bid possible. When twenty is bid the cards in the widow must remain untouched.
Playing. The successful bidder has the lead for the first trick. The general rules for following suit, etc., are the same as in ordinary Euchre. The bidder takes in all the tricks won by himself and his partners, and one of the adversaries should gather for that side. If a player on either side revokes, the adversaries score the number bid, and the hand is abandoned.
Scoring. If the bidder is successful in his undertaking, he and his partners, if any, are credited by the scorer with the number of points bid, but no more. Should a player bid five, and his side take seven, it would count them only five points. If the player making the trump fails to reach his bid, he is euchred, and the adversaries are credited with the number of points bid.
Prizes. It is usual to give two prizes for each table in play; one for the highest number of points won during the evening, and one for the smallest number; the latter being usually called the “booby” prize.
Suggestions for Good Play. It is very risky to bid seven without the Joker, the odds being 11 to 1 against finding it in the widow. A bid of ten should not be made without both Joker and Right Bower, and all the other cards winners and trumps. To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps.
The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie. For instance: The seven players are A B C D E F G. A deals, and B bids 2 in hearts. C and D pass. E bids 3 in clubs; and F says 4 in hearts. It is evident that F is bidding on B’s offer in hearts, and intends to choose him for a partner. G finds in his hand four good spades and the Joker, but neither Bower. He may safely bid 5 or 6, taking E for a partner if successful, as E very probably has one or both the black Bowers. If he bids 5 only, the dealer, A, would have an excellent chance to bid 6 in hearts, and to take B and F for two of his partners, and G for the third, trusting to find him with the Joker, or at least protection in one or both black suits.