The Semi-Official EUCHRE Home Page!!!
|
| EUCHRE on the WEB! Some amazingly hip guy wrote up a neat little applet
for playing euchre via the World Wide Web. If your browser can handle Java,
check out WebEuchre!
For everyone who's writing in, searching for a good Internet Euchre
application, we highly, highly recommend this one. |
| Thanks much to everybody that wrote about two-handed euchre... The
rules will be posted just as soon as we get a spare moment, okay? And,
apologies to fans of the Hasenpfeffer variation of euchre... we hereby
promise never to refer to it as "Horse and Pepper" again. We can only plead
ignorance. |
| Okay- you wanted tournament rules, regs, and
scorecards... Here's the first draft. Opinions? |
Scouting the net, a few of us noted that there were a LOT of pages for
card players, and yet there was practically no support for euchre. We came
to the swift conclusion that this was just plain wrong. Thus, we bring
you The Semi-Official EUCHRE Home Page. This is just our attempt
to right what we see as a grievous disservice, so any of you that have
any ideas for the page, PLEASE feel free to drop
us a line. (And to any of our viewing audience who is sitting there
thinking, "I could have designed this page better with an Etch-a-Sketch,"
by all means go ahead! This is a public service, not a challenge.)
And now for an important disclaimer(or, more likely, several)...
This page has no affiliation whatsoever with just about anybody. It has
no connection with any major card manufacturer, tournament, or anyone in
the Hoyle family. It's just a thing some friends and I decided to zap onto
the net. Enjoy in this light.
...which leads to the next disclaimer...
This is a compilation of the rules as learned by people from several
different areas of the country. Any ambiguities will hopefully be touched
upon somewhere in this page, under the Special Rules section if nowhere
else. If you still disagree with any of the content of this page, the 'drop
us a line' rule still applies.
...and finally, the last disclaimer
Not so long ago, someone wrote in asking when we were going to put some
common ways to cheat on the page. Well, the whole point of cheating is
that it's not IN the rules, right? Anyway, on with...
The Rules
The Equipment
Euchre equipment is pretty basic. The Euchre deck is a twenty-four card
deck consisting of a 9, 10, J, Q, K, and A of each of the four suits. (Most
players also use cards to keep track of the score, but this is one of those
gray, personal taste things. For the mucky details, see the Scoring section
later in the page.)
The Terminology
There are a few terms that every euchre player ought to know:
Trump is probably the most important concept in the game. The
trump suit is set at the beginning of each hand, and the cards in that
suit are the most powerful cards in the game (a 9 of the suit will beat
an ace of any other suit- although an ace of trump will crush that 9).
This concept is already familiar to anyone with experience in spades or
bridge.
An off suit is any suit but trump.
The kitty is the stack of four cards left over after the deal
is complete.
Bowers (pronounced to rhyme with "showers"... unless you're from
the Midwest, where they've inexplicably become known as "bars".) are the
Jack of the trump suit (the 'right' bower) and the Jack of the suit that
is the same color as the trump suit (the 'left' bower). These two cards
are, respectively, the highest and second highest cards in any given round.
A round is completed whenever each player has played a card.
A hand consists of five rounds, ie when all the cards from one
deal have been played.
Whenever a person wins a round, his/her team gets one trick.
This is usually indicated by the winner taking the four cards of the round
that they won.
If the hand you're dealt contains no cards of one or more of the suits,
those suits are called voids. These are real nice- they get around
that whole have-to-follow-suit schmear.
The Set-Up
Euchre was designed for four players. Players sit around a common area
(tabletops serve this purpose admirably), so that there are two pairs of
players facing each other- these pairs are the partnerships.
The Deal
One player is chosen at random to deal the first hand. After each hand
is played, the deal passes clockwise around the table.
The player who deals must, according to etiquette, offer a cut to the
opponent to his right. As for actually dealing the cards, the dealer should
always deal to the opponent to his left first, then proceed clockwise around
the table (pretty basic card stuff, right?). The usual manner is to deal
three cards to one's opponent, two to one's partner, three to one's other
opponent, and two to oneself. Then, the dealer deals another round to bring
each player up to a total of five cards. THERE WILL BE FOUR CARDS LEFT
OVER. This is normal- you didn't screw up somewhere (unless you don't
have four cards left over...) These four cards are called the 'kitty' (Don't
ask- I don't know).
When everyone has the right number of cards (by the way, you are
allowed to look at your hand), the dealer places the kitty face-down on
the table. The dealer then flips over the top card.
Calling Trump
The suit of the face-up card in the kitty is the first suit proposed as
trump. Beginning with the player on the dealer's left, each player gets
a chance to accept or decline that suit as trump. To accept the proposed
suit, a player tells the dealer to pick up the face-up card. The dealer
then adds that card to his hand and discards one card face down on top
of the kitty. (It's usually a low, non-trump type, but that's a matter
of personal taste.) To decline the proposed suit, a a player just passes.
If the dealer declines the suit, the card is turned over and the kitty
becomes basically a moot point.
If every player declines the proposed trump, then each player gets a
chance to call any suit except the declined one as trump, beginning with
the player to the dealer's left. (Hmmn... see a pattern here?) As soon
as any player calls trump, play begins. If everybody passes a second time,
then everybody throws their cards in and the deal passes to the left. (Unless,
of course, you're playing stick the dealer.) In this
case, nobody scores any points.
There is one more trick to going alone. If you think that your
hand is pretty buff (or if your partner is absolutely horrible), you may
want to consider going alone. Just order up the proposed trump or
call a suit, as usual, then tell your partner to sit back ("Stay at home"
is the phrase we true euchre aficionados prefer) and enjoy. If the person
who would have lead the hand is sitting out, the next player in the rotation
leads, otherwise the hand is played as normal, minus one person. Cons to
this technique- your partner, who can usually be counted on to take a trick,
is now out of the hand, doing nobody any good. Pros- you get to look gutsy,
and if you take all five tricks, you get double points! Winning without
sweeping and getting euchred dole out the usual number of points to the
appropriate team.
Really useless rule: If the calling team goes alone, then the DEFENDING
players also have the option of going alone, beginning with the player
on the attacker's left (when the attacker is facing the table, ya wiseacre.)
Granted, this is usually akin to voluntary self-sacrifice, but there you
have it.
The Play
The player to the left of the dealer leads; they can play any card from
their hand. Play then proceeds clockwise. The next player must play a card
of the same suit, if able. If not, they may either "trump" or "throw off".
The two remaining players, in turn, play a card, following the leader's
suit if they can.
Trumping is accomplished by throwing any card of the trump
suit. Since even a nine of trump will beat any card of an off suit,
this is sometimes a good idea. Throwing off means playing a card
which is (a) not trump and (b) doesn't follow suit. REMEMBER- if you can
follow suit, you must follow suit. If you throw off, you personally
cannot win the trick, so this is generally only a good idea when it looks
like your partner will take the trick.
Once each player has played a card...
The person that played the highest trump card takes the trick. If no trump
was played, then the trick goes to the person that played the highest card
of the suit led. Remember that in off suits, aces are high.
The player who took the trick leads the next round. The rest of the
rounds are played in a similar fashion, with the winner of each round leading
the next.
Finishing the Hand
Once all five rounds have been played, each team totals their tricks. The
team which takes the most tricks wins the hand, earning points according
to the table below, under Scoring. If the team which
called trump takes the most tricks, they earn one point, plus a bonus point
if they take all five. If they fail to take at least three tricks, however...
It's not pretty. This is a fun little event known as a Euchre. If this
happens, then the calling team gets NO POINTS WHATSOEVER HAHAHAHAHAHAHAHAHAHAHAHA...
and the defending team gets two points and bragging rights forever.
Scoring
This area probably discourages more people from playing euchre than any
other, more even the whole concept of bowers. It's really not that bad.
You can only score 1, 2, or 4 points in any given hand, so it doesn't get
that complicated. Anyway, here is a quick sum-up (The team that called
trump is the Calling Team, the other is the Other Team, cool?):
Caller's Points Other's Points
=============== ==============
Calling Team takes
0 - 2 tricks (EUCHRE!):
All four players playing: 0 2
Caller going alone: 0 2
Caller & Defender going alone: 0 4
3 - 4 tricks:
All four players playing: 1 0
Caller going alone: 1 0
Caller & Defender going alone: 1 0
5 tricks:
All four players playing: 2 0
Caller going alone: 4 0
Caller & Defender going alone: 4 0
Not too tough, right? Well, there's one more tricky part. Like I mentioned
earlier, the score is usually kept with cards. Now, the way that I and
everybody I know keep score (technically, the "right" way) is this: you
use a six and a four (any suit you please, but spades seem to be lucky),
and you cover one card with the other. Then, as your team scores points,
you uncover that many spots on the cards. You go alone and take all five,
you uncover four more spots on the cards. The first team to uncover
all ten spots wins! Easy, no? Unfortunately, not everybody sees fit
to score this way. The usual alternative is too use two fives to score.
If you feel you must go this route, then the technique is pretty much the
same- you just uncover the proper number of dots:
Special Rules
Like every card game ever invented, there are hundreds of variations on
the basic game of euchre. We've compiled a list of some of the most common...
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Stick the Dealer
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In this variation, the dealer is not allowed to pass a second time. If
no one else calls trump, the dealer must do so. In other words, every time
the cards are dealt, someone's going to score some points. This is a pretty
good addition, but is kind of tough on beginners.
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Ace-No Face
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This is a protective sort of thing. If a player is dealt a hand with (only)
one ace and no face cards, then they are allowed to call "Ace-No Face".
Everybody's hands are thrown in and the current dealer deals again. This
is a really great way to waste time, and probably shouldn't be used when
all the players have some experience in the game.
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Partner's Best
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This is another cheeseball rule. When a player decides to go alone, then
after trump is called, the player's partner chooses a card and passes it
to the fellow with the loner hand. This makes getting a loner entirely
too easy, and most games end up lasting about five rounds.
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Farmer's Hand
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This rule is questionable even for fans of Ace-No Face. If someone is dealt
three nines or three tens, they have the opportunity to, before they decide
on the proposed trump, to exchange their puny cards with the three face-down
cards in the kitty. Some folks allow players to call Farmer's Hand if they
have any three-card combination of nines and tens- these are probably the
same people that wear elbow pads when they speed-walk. Any number of players
can invoke this rule during a given round, but bear in mind that after
the first farmer's hand, the kitty is guaranteed to consist of ugly cards.
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No First Blood
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We didn't run across this one until college. In a nutshell, this rule states
that the first lead of the round may not lead trump. We're pretty much
in favor of this one- stops the leader from fishing out everybody's money
cards with a bauer-bauer quickie.
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Five Point Euchre
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This is just regular euchre, played to five points instead of ten. (Most
use a three and a two to keep score.)
Bid Euchre
also known as 6-Card Euchre, or Racehorse
This version of euchre is a lot more strategic than is 5-Card euchre. Another
advantage is that up to eight players can participate, as opposed to the
four-person limit on 5-Card. When six or eight people play, though, a double-euchre
deck (ie, a pinochle deck) must be used.
In Bid Euchre, there are two opposing teams. Players sit in a circle,
alternating teams. That is, each player sits between two players of the
opposing team. The dealer deals out the entire deck- there is no kitty.
Then, beginning with the player on the dealer's left, each player bids
the number of tricks that they believe their team will take from this deal.
The player must bid at least three tricks, and must bid more than the highest
previous bid. The only exception to this is that the dealer may match the
highest bid instead of overbidding.
Once all the players have had a chance to bid (if no player bids, the
dealer MUST bid three tricks), the highest bidder calls trump. In addition
to naming one of the suits as trump (in which case, the rank of the cards
is the same as in 5-Card euchre), the player may call either 'No Trump,
High' or 'No Trump, Low'. If 'No Trump, High' is called, then all of the
aces are the high cards, and the rank of the cards (from high to low) is
A-K-Q-J-10-9. If 'Low' is called, then the rank of the cards (also from
high to low) in every suit is 9-10-J-Q-K-A. In either case, the players
still must follow suit if able, and there is no all-powerful trump suit.
NOTE- If more than one deck is used, then the first card of a given suit
and rank is more powerful than the second one. REMEMBER THIS WHEN BIDDING!!
Just because you've got the J-J-A-K-Q of the suit you want to call trump
does NOT mean that you've got a lock on five tricks, like it would in 5-Card.
If one of your opponents plays those cards first, then sorry 'bout your
luck.
Scoring is also different than in 5-Card. (Not to worry- it's much
easier.) After a hand is played, if the bidding team made at least the
number of tricks it bid, then each team gets one point for each trick it
took. If the bidding team failed to 'make its bid', then that team loses
a number of points equal to its bid, while the defending team still gets
one points for each trick taken. The game end when one team reaches thirty-two
points (this number is subjective.
Going alone (also called "shooting") is a bit more exciting in bid euchre.
Whoever goes alone must take all six tricks or face the consequences. The
Partner's Best rule actually originated in this cousin of euchre, where
it's role is a lot less obnoxious.
Euchre Strategy
Hoo boy. Well, someone finally pulled the trigger and asked when we were
to put some euchre strategies up on the page. Well, we were kind of hoping
to avoid this- most of our friends are far more serious about euchre strategies
than they are about, say, organized religion. At any rate, here we go...
All right. In euchre, kind of like every other card game known to man,
there's an infinite variety of strategies to choose from. Some just tend
to win more often than others. Now, we're not saying that if you follow
the strategies on this page, you'll never lose a game of euchre. But you
WILL avoid the embarassment of having a partner that refuses to admit they
know you...
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Always take the trick
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Pretty self-explanatory, really. Make your opponents fight for every trick
they take.
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Trump early, trump hard
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If your partner calls trump and you look down and see the ace of trump
or left bauer (or, God help you, both) sitting in your hand, the chances
are good that your partner would dearly love to know where those babies
are- specifically, whether they're sitting in your opponents' hands with
mischief on their minds. So, show your partner what he's afraid of- play
your big nasties in the first round or two, and let your partner get on
with whatever strategy is up his sleeve.
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NEVER trump your partner's ace
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This is a biggie. People have been banned from the dinner table for this
particular oops. If your partner has the trick in the bag, do NOT, for
the love of God, trump in. And if you feel that, deep in your soul, you
simply MUST trump that ace- at least don't do it with the nine or ten of
trump, eh?
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Trump your partner's ace
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Okay. We lied. There are times when trumping that ace becomes unavoidable.
If you've got nothing left but trump, fire away and watch your partner's
face light up with joy (of course, if you trump the ace when you should've
thrown off, few juries would vote to convict if your partner strangled
you on the spot). Also, if you know- or suspect a WHOLE LOT- that your
opponent is void in the ace's suit, by all means bring out the heavy artillery.
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Going fishing
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Annoying. Really annoying. This is where you lead with your bauers and
draw out everybody else's trump. USE WITH CAUTION- drawing out your partner's
only trump, say the ace or left bauer, is not considered a friendly gesture.
Euchre Superstitions
Heehee. You crazy euchre fanatics. What would this game be without ya?
Bear in mind as you read this section that these "tactics" are NOT made
up. The tips here are followed religiously by serious euchre players. (This
is for lack of a better term. It's not kosher to say "looney tunes whose
nice doctors still let them play with cards").
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"Four on six, get more tricks..."
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An earlier version of the euchre page, demonstrating scoring, showed the
six sitting on top of the four. Well. You can't imagine the barrage of
constructive criticism we received over that little gaffe. Apparently,
the six (being obviously heavier than the four) weighs the poor thing down,
making scoring almost impossible. Kinda hard to argue with logic like that.
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"Sprouting"
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If you're having trouble scoring, why not try showing just a little bit
of the pips on your score card. Give the buggers a little encouragement,
sort of thing.
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"Don't trap yourself"
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The idea here is that you don't want to get trapped between the two sets
of score cards. If you can trap your opponents, on the other hand...
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"In the barn"
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When you need only one more point to win the game, you and your partner
are "in the barn"- and you are required by tradition to do everything possible
to rub your opponents' noses in the fact. Among our own circle of friends,
this is usually achieved by sticking the score cards behind your ears and
making barnyard noises. This IS optional.
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"Turning the tables"
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This one comes to you verbatim from Southern Illinois U:
This is a symbolic tactic used when down 7-1 or worse. Cards
are dealt as normal but players do not pick them up. Instead everyone rotates
one quarter-turn to the left; play resumes as normal. You can also physically
turn the table, but we've found there is a greater chance of spilling beer
this way.
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"Milking your partner"
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For the hardcore euchre type, the man that being in the barn just
isn't good enough for. Here, when your team is in the barn, you stick your
hands out, fingers interlocked, with the thumbs pointing down (kind of
like UDDERS! Get it?). Your partner can then pull on the thumbs in a milking
motion- unless, of course, he values his dignity.
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"The bathtub rule"
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Frankly, this one seems a mite ludicrous. We did put in the barnyard thing,
though, so our credibility's probably already been shot. Alright. Here's
the strategy (this assumes, obviously, that there's a bathtub within a
handy distance)- if the tub is dirty, you and your partner want to sit
parallel to it; opposite it, if it's clean. So remember- if you're playing
in unfamiliar territory, always, always, always peek in on the loo before
you begin.
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"The Dance of Shame"
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This comes to us from a gent at Bowling Green State University in Ohio
who freely admits stealing the idea from some buds at University of Cincinnati
(anyone else seeing an "Ohio" theme here?) We're afraid we can't go into
too much detail on this one; this IS a wholesome, family-oriented kind
of page. The gist is this: if your team is ever so unfortunate as to lose,
10-0, then you and your partner must take a leisurely jog to a predetermined
point and back, wearing substantially less than you otherwise might. Needless
to say, this rule is not suggested for a quiet winter evening game anywhere
north of the Mason-Dixon.
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Side note. Now the boys at the Teke house in Western Illinois U. are laying
claim to this fine tradition. Can anybody settle this?
This page brought to you by: Matt
Schemmel & Erin O'Neill