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Leeds and James Dwight. + </title> + <style type="text/css"> +/*<![CDATA[ XML blockout */ +<!-- + p { margin-top: .25em; + text-align: justify; + margin-bottom: .25em; + text-indent: 1em; + } + p.example { margin-left: 5em; + text-indent: -2em; } + p.exampleh { margin-left: 5em; + text-indent: -4em; } + .case { width: 30em; margin-bottom: 1em;} + .leftplayer { float: left; width: 14.5em; margin-bottom: 1em;} + .rightplayer { float: right; width: 14.5em; margin-bottom: 1em;} + .midplayer { clear: both; margin-left: auto; + margin-right: auto; width: 14.5em;} + .fl { text-indent: 0em; } + em { font-style: italic; + } + strong { font-weight: bold; + } + + h1,h2,h4,h5,h6 { + text-align: center; /* all headings centered */ + clear: both; + } + h3 { + text-align: center; + clear: both; + font-style: normal; + font-variant: normal; + font-weight: bold; + font-family: sans-serif; + font-size: 100%; + } + hr { width: 33%; + margin-top: 2em; + margin-bottom: 2em; + margin-left: auto; + margin-right: auto; + clear: both; + } + + table {margin-left: auto; margin-right: auto;} + + .tocsec { text-align: left; font-variant: small-caps; + margin-right: 2em; text-indent: 0em;} + .tocsub { text-align: left; margin-left: 2em; margin-right: 2em; + text-indent: 0em;} + .tocsubsub {text-align: left; margin-left: 4em; margin-right: 2em; + text-indent: 0em;} + .tocpg { position: absolute; right: 11%; text-indent: 0em; + padding-left: 0em; text-align: right;} + + body{margin-left: 10%; + margin-right: 10%; + } + + .pagenum { position: absolute; + left: 92%; + text-indent: 0em; + padding-left: 0em; + text-align: right; + text-decoration: none; + text-transform: none; + font-size: small; + font-weight: normal; + font-variant: normal; + font-style: normal + } + span.pagenum:after { display: inline; + content: attr(title) } + + .center {text-align: center;} + .smcap {font-variant: small-caps;} + .u {text-decoration: underline;} + + .figcenter {margin: auto; text-align: center;} + + .figleft {float: left; clear: left; margin-left: 0; margin-bottom: 1em; margin-top: + 1em; margin-right: 1em; padding: 0; text-align: center;} + + .figright {float: right; clear: right; margin-left: 1em; margin-bottom: 1em; + margin-top: 1em; margin-right: 0; padding: 0; text-align: center;} + + .footnote {margin-left: 10%; margin-right: 10%; font-size: 0.9em; + margin-top: 1em; margin-bottom: 1em; text-indent: -1em;} + .fnlabel {text-decoration: none;} + .fnanchor {vertical-align: super; font-size: .8em; text-decoration: none;} + + .trans {margin-left: 5%; margin-right: 5%; text-indent: 0em; + margin-bottom: .5em; padding-left: .5em; padding-right: .5em; + color: inherit; background: #eeeeee; border: solid 1px;} + + // --> + /* XML end ]]>*/ + </style> + </head> +<body> + + +<pre> + +Project Gutenberg's The Laws of Euchre, by H. C. Leeds and James Dwight + +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at www.gutenberg.org + + +Title: The Laws of Euchre + As adopted by the Somerset Club of Boston, March 1, 1888 + +Author: H. C. Leeds + James Dwight + +Release Date: February 2, 2007 [EBook #20506] + +Language: English + +Character set encoding: ISO-8859-1 + +*** START OF THIS PROJECT GUTENBERG EBOOK THE LAWS OF EUCHRE *** + + + + +Produced by Barbara Tozier, Jonathan Niehof, Bill Tozier +and the Online Distributed Proofreading Team at +https://www.pgdp.net + + + + + + +</pre> + + + +<h1><a name="Page_i" id="Page_i"></a><span class="pagenum" title="i"></span>THE LAWS OF EUCHRE</h1> + +<p class="center"><span class="smcap">As Adopted by the Somerset Club +of Boston, March 1, 1888</span></p> + +<p class="center">With Some Suggestions about the Play</p> + +<p class="center">BY<br /> +H. C. LEEDS <span class="smcap">and</span> JAMES DWIGHT</p> + +<div class="figcenter" style="width: 193px;"> +<img src="images/01.png" width="193" height="183" alt="Decorative Plate" title="" /> +</div> + +<p class="center">BOSTON<br /> +TICKNOR AND COMPANY<br /> +211 Tremont Street<br /> +1888</p> +<p class="center" style="margin-top: 2em;"><a name="Page_ii" id="Page_ii"></a><span class="pagenum" title="ii"></span> +<em>Copyright, 1888,</em><br /> +<span class="smcap">By Ticknor and Company.</span></p> + +<p class="center"><em>All rights reserved.</em></p> + +<p class="center">University Press:<br /> +<span class="smcap">John Wilson and Son, Cambridge, U. S. A.</span></p> +<div class="figcenter" style="width: 538px;"><a name="Page_iii" id="Page_iii"></a><span class="pagenum" title="iii"></span> +<img src="images/03.png" width="538" height="79" alt="Decorative separator" title="" /> +</div> + + +<h2><a name="PREFACE" id="PREFACE"></a>PREFACE.</h2> +<hr style="width: 5em;" /> + +<p>Euchre is played in so many different +ways and under so many different rules +that there seems to be a necessity for +more rigid and exact Laws than exist +at present.</p> + +<p>The Laws of Euchre, as here appended, +have stood the test of time and received +the attention of many scientific Euchre-players.</p> + +<p>If any game of cards is worth playing at +all, it should be played according to rule +in the strictest interpretation, and no favors +should be given or expected.</p> + +<p><a name="Page_iv" id="Page_iv"></a><span class="pagenum" title="iv"></span>An attempt has been made in these +Rules to make the penalties commensurate +with the advantage which <em>might</em> be gained +by the error. A common instance of this +is in the case of a lead out of turn. It +often happens that the exposed card is an +advantage to the side so offending, and +the adversaries have no redress. Here the +Whist Law has been applied, allowing the +non-offending side the option of two penalties. +See Rule 52.</p> + +<p>Another instance occurs in a lone hand. +An exposed card can only benefit the +adversaries, consequently no penalty is +attached; but should the lone hand lead +out of turn, he is supposed to be attempting +to gain an advantage, therefore Rule +104 has been adopted.</p> + +<div class="figcenter" style="width: 553px;"><a name="Page_v" id="Page_v"></a><span class="pagenum" title="v"></span> +<img src="images/05.png" width="553" height="121" alt="" title="Decorative separator" /> +</div> + + + +<h2><a name="CONTENTS" id="CONTENTS"></a>CONTENTS.</h2> +<hr style="width: 5em;" /> + +<p class="tocpg" style="font-variant: small-caps;">Page</p> +<p class="tocsec"><a href="#THE_LAWS_OF_EUCHRE">The Laws of Euchre</a> <span class="tocpg"><a href="#Page_7">7</a></span></p> +<p class="tocsub"><a href="#THE_RUBBER">The Rubber</a> <span class="tocpg"><a href="#Page_7">7</a></span></p> +<p class="tocsub"><a href="#SCORING">Scoring</a> <span class="tocpg"><a href="#Page_7">7</a></span></p> +<p class="tocsub"><a href="#CUTTING">Cutting</a> <span class="tocpg"><a href="#Page_9">9</a></span></p> +<p class="tocsub"><a href="#FORMATION">Formation of the Table</a> <span class="tocpg"><a href="#Page_9">9</a></span></p> +<p class="tocsub"><a href="#CUTTING_CARDS">Cutting Cards of Equal Value</a> <span class="tocpg"><a href="#Page_10">10</a></span></p> +<p class="tocsub"><a href="#CUTTING_OUT">Cutting out</a> <span class="tocpg"><a href="#Page_11">11</a></span></p> +<p class="tocsub"><a href="#ENTRY">Entry and Re-entry</a> <span class="tocpg"><a href="#Page_11">11</a></span></p> +<p class="tocsub"><a href="#SHUFFLING">Shuffling</a> <span class="tocpg"><a href="#Page_13">13</a></span></p> +<p class="tocsub"><a href="#THE_DEAL">The Deal</a> <span class="tocpg"><a href="#Page_14">14</a></span></p> +<p class="tocsub"><a href="#A_NEW_DEAL">A New Deal</a> <span class="tocpg"><a href="#Page_15">15</a></span></p> +<p class="tocsub"><a href="#A_MISDEAL">A Misdeal</a> <span class="tocpg"><a href="#Page_17">17</a></span></p> +<p class="tocsub"><a href="#CARDS_LIABLE">Cards liable to be called</a> <span class="tocpg"><a href="#Page_18">18</a></span></p> +<p class="tocsub"><a href="#CARDS_PLAYED">Cards played in Error</a> <span class="tocpg"><a href="#Page_22">22</a></span></p> +<p class="tocsub"><a href="#THE_REVOKE">The Revoke</a> <span class="tocpg"><a href="#Page_24">24</a></span></p> +<p class="tocsub"><a href="#CALLING">Calling for New Cards</a> <span class="tocpg"><a href="#Page_26">26</a></span></p> +<p class="tocsub"><a href="#MAKING_THE_TRUMP">Making the Trump and Playing</a> <span class="tocpg"><a href="#Page_27">27</a></span></p> +<p class="tocsub"><a name="Page_vi" id="Page_vi"></a><span class="pagenum" title="vi"></span><a href="#THE_DISCARD">The Discard</a> <span class="tocpg"><a href="#Page_30">30</a></span></p> +<p class="tocsub"><a href="#THE_TRUMP_CARD">The Trump Card</a> <span class="tocpg"><a href="#Page_32">32</a></span></p> +<p class="tocsub"><a href="#PLAYING_ALONE">Playing alone</a> <span class="tocpg"><a href="#Page_32">32</a></span></p> +<p class="tocsub"><a href="#ETIQUETTE">Etiquette of Euchre</a> <span class="tocpg"><a href="#Page_35">35</a></span></p> +<p class="tocsub"><a href="#TECHNICAL_TERMS">Technical Terms used in Euchre</a> <span class="tocpg"><a href="#Page_38">38</a></span></p> +<p class="tocsec"><a href="#GENERAL_REMARKS">General Remarks</a> <span class="tocpg"><a href="#Page_41">41</a></span></p> +<p class="tocsub"><a href="#ELDEST">Eldest, or First Hand</a> <span class="tocpg"><a href="#Page_43">43</a></span></p> +<p class="tocsub"><a href="#SECOND_HAND">Second Hand</a> <span class="tocpg"><a href="#Page_46">46</a></span></p> +<p class="tocsub"><a href="#THIRD_HAND">Third Hand</a> <span class="tocpg"><a href="#Page_50">50</a></span></p> +<p class="tocsub"><a href="#THE_DEALER">The Dealer</a> <span class="tocpg"><a href="#Page_52">52</a></span></p> +<p class="tocsub"><a href="#THE_BRIDGE">The Bridge</a> <span class="tocpg"><a href="#Page_56">56</a></span></p> +<p class="tocsub"><a href="#LONE_HANDS">Lone Hands</a> <span class="tocpg"><a href="#Page_57">57</a></span></p> +<p class="tocsub"><a href="#COUPS">Coups</a> <span class="tocpg"><a href="#Page_61">61</a></span></p> +<p class="tocsubsub"><a href="#CASE_I">Case I.</a> <span class="tocpg"><a href="#Page_63">63</a></span></p> +<p class="tocsubsub"><a href="#CASE_II">Case II.</a> <span class="tocpg"><a href="#Page_65">65</a></span></p> +<p class="tocsubsub"><a href="#CASE_III">Case III.</a> <span class="tocpg"><a href="#Page_66">66</a></span></p> +<p class="tocsubsub"><a href="#CASE_IV">Case IV.</a> <span class="tocpg"><a href="#Page_67">67</a></span></p> +<p class="tocsubsub"><a href="#CASE_V">Case V.</a> <span class="tocpg"><a href="#Page_68">68</a></span></p> +<p class="tocsubsub"><a href="#CASE_VI">Case VI.</a> <span class="tocpg"><a href="#Page_70">70</a></span></p> +<p class="tocsubsub"><a href="#CASE_VII">Case VII.</a> <span class="tocpg"><a href="#Page_72">72</a></span></p> +<p class="tocsubsub"><a href="#CASE_VIII">Case VIII.</a> <span class="tocpg"><a href="#Page_73">73</a></span></p> +<p class="tocsubsub"><a href="#CASE_IX">Case IX.</a> <span class="tocpg"><a href="#Page_75">75</a></span></p> + +<div class="figcenter" style="width: 533px;"><a name="Page_7" id="Page_7"></a><span class="pagenum" title="7"></span> +<img src="images/07.png" width="533" height="120" alt="Decorative separator" title="" /> +</div> + + + +<h2><a name="THE_LAWS_OF_EUCHRE" id="THE_LAWS_OF_EUCHRE"></a>THE LAWS OF EUCHRE.</h2> +<hr style="width: 5em;" /> + + +<h3><a name="THE_RUBBER" id="THE_RUBBER"></a>THE RUBBER.</h3> + +<p>1. The rubber is the best of three +games. If the first two games are won by +the same players, the third game is played; +should the score of the third game lap, a +fourth game is played.</p> + + +<h3><a name="SCORING" id="SCORING"></a>SCORING.</h3> + +<p>2. A game consists of five points. +Should a player order up, assist, adopt, or +make the trump, and he and his partner +take five tricks, they score two; three or +<a name="Page_8" id="Page_8"></a><span class="pagenum" title="8"></span>four tricks, they score one. If they fail to +take three tricks they are euchred, and the +adversaries score two.</p> + +<p>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.</p> + +<p>4. The penalty of a revoke takes precedence +of all other scores.</p> + +<p>5. An error in the score can be rectified +at any time before the trump card is turned +in the next deal.</p> + +<p>6. Points should be announced before +scoring.</p> + +<p>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 +<a name="Page_9" id="Page_9"></a><span class="pagenum" title="9"></span>points in a rubber; that is, four double +games, and two points for the rubber.</p> + + +<h3><a name="CUTTING" id="CUTTING"></a>CUTTING.</h3> + +<p>8. The knave is the highest card, then +the ace, king, etc.</p> + +<p>9. In all cases every one must cut from +the same pack.</p> + +<p>10. Should a player expose more than +one card, he must cut again.</p> + + +<h3><a name="FORMATION" id="FORMATION">FORMATION OF THE TABLE.</a></h3> + +<p>11. If there are more than four candidates, +the players are selected by cutting; +those first in the room having the preference. +The four who cut the highest cards +play first, and again cut to decide on partners. +The two highest play against the two +lowest. The highest is the dealer, who +has choice of cards, seats, and counters; +<a name="Page_10" id="Page_10"></a><span class="pagenum" title="10"></span>and having once made his selection, he +must abide by it.</p> + +<p>12. When there are more than six candidates, +those who cut the fifth and sixth +highest cards belong to the table.</p> + + +<h3><a name="CUTTING_CARDS" id="CUTTING_CARDS"></a>CUTTING CARDS OF EQUAL VALUE.</h3> + +<p>13. Two players cutting cards of equal +value, unless such cards are the two lowest, +or the two highest, cut again.</p> + +<p>14. Three players cutting cards of equal +value, cut again; should the fourth (or +remaining) card be the highest, the two +lowest of the new cut are partners, and +their opponents have the deal. Should the +fourth card be the lowest, the two highest +of the new cut are partners, and have the +deal and choice of seats, etc.</p> + + +<h3><a name="Page_11" id="Page_11"></a><span class="pagenum" title="11"></span><a name="CUTTING_OUT" id="CUTTING_OUT"></a>CUTTING OUT.</h3> + +<p>15. At the end of a rubber, should admission +be claimed by any one, or by two +candidates, he who has, or they who have, +played a greater number of consecutive +rubbers than the others, is or are out. +When all have played the same number, +they must cut to decide on the out-goers, +the lowest going out.</p> + + +<h3><a name="ENTRY" id="ENTRY"></a>ENTRY AND RE-ENTRY.</h3> + +<p>16. A candidate wishing to enter a table +must declare such intention before any of +the players have cut a card, either for the +purpose of commencing a new rubber, or +of cutting out.</p> + +<p>17. In the formation of fresh tables, +those candidates who have neither belonged +to nor played at any other table, have the +<a name="Page_12" id="Page_12"></a><span class="pagenum" title="12"></span>prior right of entry; the others decide +their right of admission by cutting.</p> + +<p>18. Any one quitting a table prior to the +conclusion of a rubber may, with the consent +of the other three players, appoint a +substitute in his absence during that rubber.</p> + +<p>19. Should a player leave a full table +after he has played but one of the two +consecutive rubbers to which he is entitled, +the candidate next in order for entrance to +the table takes his place, but must go out +at the end of one rubber, as his predecessor +would have done.</p> + +<p>20. A player cutting into one table +while belonging to another, loses his right +of re-entry into the latter, and takes his +chance of cutting in as if he were a fresh +candidate.</p> + +<p>21. If any one break up a table, the remaining +players have the prior right to +<a name="Page_13" id="Page_13"></a><span class="pagenum" title="13"></span>him of entry into any other; and should +there not be vacancies at such other table +for all those candidates, they settle their +precedence by cutting.</p> + + +<h3><a name="SHUFFLING" id="SHUFFLING"></a>SHUFFLING.</h3> + +<p>22. The pack must neither be shuffled +below the table, nor so that the face of +any card can be seen.</p> + +<p>23. The pack must not be shuffled during +the play of a hand.</p> + +<p>24. Each player has a right to shuffle +once only, except as provided by Law 27, +prior to a deal, after a false cut, or when +a new deal has occurred.</p> + +<p>25. The dealer's partner must collect +the cards for the ensuing deal, and he +has the first right to shuffle that pack.</p> + +<p>26. Each player, after shuffling, must +place the cards, properly collected and face +<a name="Page_14" id="Page_14"></a><span class="pagenum" title="14"></span>downwards, to the left of the player about +to deal.</p> + +<p>27. The dealer has always the right to +shuffle last; but should a card or cards be +seen during his shuffling or while giving +the pack to be cut, he may be compelled +to re-shuffle.</p> + + +<h3><a name="THE_DEAL" id="THE_DEAL"></a>THE DEAL.</h3> + +<p>28. Each player deals in turn; the right +of dealing goes to the left.</p> + +<p>29. The player on the dealer's right +cuts the pack, and in dividing it he must +not leave fewer than four cards in either +packet. If in cutting or in placing one of +the packets on the other, a card be exposed, +or if there be any confusion of the +cards, or a doubt as to the exact place +where the pack was divided, there must +be a fresh cut.</p> + +<p><a name="Page_15" id="Page_15"></a><span class="pagenum" title="15"></span>30. When a player has once separated +a pack he cannot alter his intention; he +can neither re-shuffle nor re-cut the cards.</p> + +<p>31. When the pack is cut, should the +dealer re-shuffle he loses the deal.</p> + +<p>32. After dealing, the dealer should +put the pack at his right hand.</p> + + +<h3><a name="A_NEW_DEAL" id="A_NEW_DEAL"></a>A NEW DEAL.</h3> + +<p>33. There must be a new deal by the +same dealer if during the deal or during +the play of the hand the pack be found +to be incorrect or imperfect; but all points +scored on previous hands stand.</p> + +<p>34. If any card be found faced in the +pack before a lead is made, there must be +a new deal.</p> + +<p>35. If, while dealing, a card be exposed +by the dealer or his partner, the adversaries +can call for a new deal, provided that +<a name="Page_16" id="Page_16"></a><span class="pagenum" title="16"></span>neither of them has touched the cards. A +card exposed by either adversary gives +that claim to the dealer, provided that his +partner has not touched the cards. If a +new deal does not take place, the exposed +card cannot be called.</p> + +<p>36. If, during the deal, a player touch +any of his cards, the adversaries may do +the same without losing their privilege of +claiming a new deal, should chance give +them such option.</p> + +<p>37. If, in dealing, one of the last cards +be exposed, and the dealer turn up the +trump before there is reasonable time for +his adversaries to decide as to a fresh deal, +they do not thereby lose their privilege.</p> + +<p>38. A deal made with the adversaries' +cards is good, provided that the trump +card has been turned. If not, a new deal +may be claimed. The players thus losing +<a name="Page_17" id="Page_17"></a><span class="pagenum" title="17"></span>their cards may reclaim them at the end +of the deal.</p> + +<p>39. Should the dealer, in turning the +trump card, expose any other card of the +pack, there must be a new deal.</p> + +<p>40. A deal out of turn can be stopped, +if the error be discovered before the trump +card is turned; otherwise the deal stands.</p> + + +<h3><a name="A_MISDEAL" id="A_MISDEAL"></a>A MISDEAL.</h3> + +<p>41. A misdeal loses the deal.</p> + +<p>42. It is a misdeal,—</p> + +<p>I. Unless five cards are dealt to +each player.</p> + +<p>II. Unless the dealer begin by giving +two cards to each player in turn +in the first round of the deal, and three +in the second, or <em>vice versa</em>.</p> + +<p>43. A misdeal does not lose the deal +if during the dealing either of the adversaries +<a name="Page_18" id="Page_18"></a><span class="pagenum" title="18"></span>touch the cards prior to the dealer's +partner having done so. Should the latter +have first interfered with the cards, notwithstanding +either or both of the adversaries +have subsequently done the same, +the deal is lost.</p> + +<p>44. If the adversaries interrupt a dealer +while dealing, either by questioning the +score or asserting that it is not his deal, +and fail to establish such claim, should a +misdeal occur he may deal again.</p> + +<p>45. Should a player take his partner's +deal and misdeal, the latter is liable to +the usual penalties, and the adversary next +in rotation to the player who ought to +have dealt, then deals.</p> + + +<h3><a name="CARDS_LIABLE" id="CARDS_LIABLE"></a>CARDS LIABLE TO BE CALLED.</h3> + +<p>46. All exposed cards are liable to be +called, and must be left on the table; but a +<a name="Page_19" id="Page_19"></a><span class="pagenum" title="19"></span>card is not an exposed card when dropped +on the floor or elsewhere below the table.</p> + +<p>The following are exposed cards:—</p> + +<p>I. Two or more cards played at once.</p> + +<p>II. Any card dropped face upwards, +or in any way exposed on or above +the table, even though snatched up so +quickly that no one can name it.</p> + +<p>III. The trump card if lifted from +the pack.</p> + +<p>47. If any one play to an imperfect trick +the highest card on the table, or lead one +which is a winning card against his adversaries, +and then lead again, or play +several such winning cards one after the +other, without waiting for his partner to +play, the latter may be called on to win, +if he can, the first or any other of those +tricks, and the other cards thus improperly +played are exposed cards.</p> + +<p><a name="Page_20" id="Page_20"></a><span class="pagenum" title="20"></span>48. If a player or players, under the +impression that the game is lost or won, +or for other reasons, throw his or their +cards on the table face upwards, such +cards are exposed, and can be called, each +player's by the adversary; but should +one player retain his hand, he cannot be +forced to abandon it.</p> + +<p>49. If all four players throw their cards +on the table face upwards, the hands are +abandoned, and no one can again take up +his cards. Should it then be proved that +the game could have been saved or won, +no such claim can be entertained unless +a revoke be established.</p> + +<p>50. In a lone hand, should either adversary +abandon his hand by laying it face +upwards on the table, or by failing to +play to every trick, the party playing alone +scores five points.</p> + +<p><a name="Page_21" id="Page_21"></a><span class="pagenum" title="21"></span>51. A card detached from the rest of +the hand is liable to be called if either +of the adversaries can name it; but should +an adversary name a wrong card, he is +liable to have a suit called when he or +his partner next lead.</p> + +<p>52. If any player lead out of turn, the +adversaries may either call the card erroneously +led, or may call a suit from him +or his partner when it is next the turn of +either to lead.</p> + +<p>53. If any player lead out of turn, and +the other three have followed him, the +trick is complete, and the error cannot be +rectified; but if only the second, or the +second and third, have played to the false +lead, their cards, on discovery of the mistake, +are taken back, and there is no +penalty against any one except the original +offender.</p> + +<p><a name="Page_22" id="Page_22"></a><span class="pagenum" title="22"></span>54. If a player who has rendered himself +liable to have his highest or lowest +called, fail to play as desired, or if when +called on to lead one suit, lead another, +having in his hand one or more cards of +the suit demanded, he incurs the penalty +of a revoke.</p> + +<p>55. In no case can a player be compelled +to play a card which would oblige +him to revoke.</p> + +<p>56. The call for an exposed card can +be repeated until such card has been +played.</p> + +<p>57. If a player called on to lead a suit +have none of it, the penalty is paid.</p> + + +<h3><a name="CARDS_PLAYED" id="CARDS_PLAYED"></a>CARDS PLAYED IN ERROR.</h3> + +<p>58. Should the third hand play before +the second, the fourth may play before his +partner.</p> + +<p><a name="Page_23" id="Page_23"></a><span class="pagenum" title="23"></span>59. Should the third hand not have +played, and the fourth hand play before +his partner, the latter may be called on +to win or lose the trick.</p> + +<p>60. Should any one have omitted playing +to a former trick, and such error be not +discovered till he has played to the next, +the adversaries may claim a new deal. +Should they decide that the deal stand +good, the surplus card at the end of the +hand is considered to have been played to +the imperfect trick, but does not constitute +a revoke therein.</p> + +<p>61. If any one play two cards to the +same trick, or mix his trump or other +card with a trick to which it does not +properly belong, and the mistake is not +discovered till the hand is played out, +he is answerable for all the consequent +revokes he may have made.</p> + +<p><a name="Page_24" id="Page_24"></a><span class="pagenum" title="24"></span>If during the play of the hand the error +be detected, the tricks may be counted face +downwards, to ascertain if there be among +them a card too many; should this be the +case, the trick may be searched, and the +card restored. The player is, however, +liable for all the revokes he may have +meanwhile made.</p> + + +<h3><a name="THE_REVOKE" id="THE_REVOKE"></a>THE REVOKE.</h3> + +<p>62. Is when a player, holding one or +more cards of the suit led, plays a card of +a different suit.</p> + +<p>63. The penalty of a revoke is three +points, except in the case of a lone hand, +when it is five; and the penalty may be +claimed as often as the revoke is repeated +in the hand.</p> + +<p>64. A revoke is established if the trick +in which it occurs be turned and quitted; +<a name="Page_25" id="Page_25"></a><span class="pagenum" title="25"></span>or if the revoking player or his partner, +whether in his right turn or otherwise, +lead or play to the following trick.</p> + +<p>65. A player may ask his partner +whether he has not a card of the suit +renounced. Should the question be asked +before the trick be turned and quitted, +subsequent turning and quitting does not +establish the revoke, and the error may +be corrected, unless the question be answered +in the negative, or unless the revoking +player or his partner have led or +played to the following trick.</p> + +<p>66. At the end of the hand the claimants +of a revoke may search all the tricks.</p> + +<p>67. Should a revoke be claimed, and the +accused player or his partner mix the +cards before they have been sufficiently +examined by the adversaries, the revoke +is established.</p> + +<p><a name="Page_26" id="Page_26"></a><span class="pagenum" title="26"></span>68. A revoke cannot be claimed after +the cards are cut for the next deal.</p> + +<p>69. If a player discover his mistake in +time to save a revoke, the adversaries +may call the card played in error. Any +player or players who have played after +him, except his partner, may withdraw +their cards and substitute others; the +cards so withdrawn are not liable to be +called.</p> + +<p>70. A revoking player and his partner +may require the hand on which the revoke +occurred to be played out.</p> + +<p>71. An equal number of revokes on +different sides cancel each other.</p> + + +<h3><a name="CALLING" id="CALLING"></a>CALLING FOR NEW CARDS.</h3> + +<p>72. Any player (on paying for them) +before, but not after, the pack is cut for +the deal, may call for fresh cards. He must +<a name="Page_27" id="Page_27"></a><span class="pagenum" title="27"></span>call for two new packs, of which the dealer +has the choice.</p> + +<p>73. A card or cards torn or marked must +be replaced by agreement, or new cards +called for at the expense of the table.</p> + + +<h3><a name="MAKING_THE_TRUMP" id="MAKING_THE_TRUMP"></a>MAKING THE TRUMP AND PLAYING.</h3> + +<p>74. The trump card having been turned, +the eldest hand may pass, order up, or play +alone; in either of the last two cases the +third hand may take it from him and play +alone.</p> + +<p>75. Should the eldest hand pass, the +second hand may pass, assist, or play +alone; in either of the last two cases the +dealer may take it from him and play alone.</p> + +<p>76. Should the second hand pass, the +third hand can pass, order up, or play +alone; and after him the dealer must pass, +take up the trump, or play alone.</p> + +<p><a name="Page_28" id="Page_28"></a><span class="pagenum" title="28"></span>77. Should all four players pass, the +trump is turned down, and the first hand +can name a suit, or pass; and so on in turn +around the table. Should all pass again, the +deal is at an end, and the next player deals.</p> + +<p>78. Should the player entitled to make +a trump name a suit, he cannot change; +and should he name the suit turned down, +he is considered to have passed.</p> + +<p>79. Should the player, after naming the +suit turned down, or passing, mention the +suit he intended to make trumps, his partner +also must pass.</p> + +<p>80. Should a player pass, and then attempt +to assist, or order up the trump, his +partner also must pass. The adversaries, +however, may elect that it shall be played.</p> + +<p>81. Should a player make a declaration, +and his partner not hear it and pass, the +declaration is not invalidated.</p> + +<p><a name="Page_29" id="Page_29"></a><span class="pagenum" title="29"></span>82. No player can take away another's +right by passing, ordering up, or assisting, +out of turn; but should the dealer turn +down the trump card, or on the second +round throw his cards on the table, such +action is binding on his partner.</p> + +<p>83. If any one, prior to his partner's +playing, should call attention to the trick +either by saying that it is or is not his, or +by naming his card or by drawing it without +being asked to do so, or call on his partner +to take or not to take the trick, the adversaries +may require that opponent's partner +to play his highest or lowest of the +suit led, or to win or lose the trick.</p> + +<p>84. A player has no right to ask who +played a particular card, but at any time +during the play of a trick, or after the four +cards are played, but before they are +touched for the purpose of gathering them +<a name="Page_30" id="Page_30"></a><span class="pagenum" title="30"></span>together, may demand that the cards be +placed before their respective players.</p> + +<p>85. When a player and his partner have +an option of exacting from their adversaries +one of two penalties, they should agree who +is to make the election, but must not +consult with one another which of the two +penalties it is advisable to exact. If they +do so consult, they lose their right; and +if either of them, with or without the consent +of his partner, demand a penalty to +which he is entitled, such decision is final.</p> + + +<h3><a name="THE_DISCARD" id="THE_DISCARD"></a>THE DISCARD.</h3> + +<p>86. Should the card turned up be made +the trump, the dealer must at once discard +one card from his hand. The discard is +not complete until the dealer has placed +the card under the pack and quitted it; +after which he cannot change.</p> + +<p><a name="Page_31" id="Page_31"></a><span class="pagenum" title="31"></span>87. Should the eldest hand lead before +the discard is completed, the lead stands, +and the dealer can change his discard if +he wishes.</p> + +<p>88. The trump card cannot be discarded.</p> + +<p>89. Should the third hand play alone, +and the second player lead before the +dealer has discarded, the latter can be +called on to play his highest or lowest +of the suit led, or to win or lose the +trick.</p> + +<p>90. Should any player have more or +less than five cards, or the dealer neglect +to discard before playing, the deal holds +good, and the party so offending forfeits +two if all four are playing, and four if a +lone hand is played. They also are not +entitled to score any point or points they +may have made on that hand.</p> + + +<h3><a name="Page_32" id="Page_32"></a><span class="pagenum" title="32"></span><a name="THE_TRUMP_CARD" id="THE_TRUMP_CARD"></a>THE TRUMP CARD.</h3> + +<p>91. The trump card must be left in view +till played, and if removed or lifted from +the pack, becomes an exposed card.</p> + +<p>92. After the trump card has been +played, no player has a right to ask what +card was turned up, but can at any time +ask what is the trump suit.</p> + + +<h3><a name="PLAYING_ALONE" id="PLAYING_ALONE"></a>PLAYING ALONE.</h3> + +<p>93. A player may play alone when he +orders up, assists, adopts, or makes the +trump, or when his partner does so, provided +that he himself has not already +passed.</p> + +<p>94. If a player declares to play alone, +his partner may take it from him, subject +to the previous rule; in which case the +form of declaration must be, “I take it +from you.”</p> + +<p><a name="Page_33" id="Page_33"></a><span class="pagenum" title="33"></span>95. A player cannot play alone when he +or his partner is ordered up, or when his +adversaries adopt or make the trump, or +if before making his declaration he exposes +a card.</p> + +<p>96. The dealer must announce his intention +to play alone before quitting his +discard.</p> + +<p>97. A player must announce his intention +to play alone before naming the trump, +otherwise he can be required to play the +hand with his partner.</p> + +<p>98. In all cases a single declaration +must be made. It is not permitted to say, +“I order it up and play it alone,” or “I make +it hearts and play it alone.” The declaration +must be, “I play alone at hearts,” +or, “Alone at hearts.” Any other declaration +precludes a lone hand.</p> + +<p>99. Should the partner of the player +<a name="Page_34" id="Page_34"></a><span class="pagenum" title="34"></span>playing alone offer to take it from him +after a lead has been made, or after he has +himself passed, neither can play alone.</p> + +<p>100. Should a player announce that he +will play alone, and his partner play upon +the first lead, the player loses his right to +play the hand alone, and must play it with +his partner, unless his adversaries elect +that he play it alone.</p> + +<p>101. Should a player announce that he +will play alone, his partner must place his +own cards on the table face downwards, and +not again take them up. He shall have the +right to gather and quit his partner's tricks, +and his action is binding on his partner.</p> + +<p>102. Should a player expose the face of +any of his cards, his partner can score only +two points, should he take every trick; but +in case of a euchre the adversaries score +four.</p> + +<p><a name="Page_35" id="Page_35"></a><span class="pagenum" title="35"></span>103. After the partner of the lone player +has placed his hand on the table, either +adversary may count the hand, to see if it +contains more or less than five cards.</p> + +<p>104. A player playing alone is liable to +no penalty for simply exposing a card; but +should he lead out of turn, the card is an +exposed card, and can be called.</p> + +<p>105. Should an adversary play out of +turn to the lead of a lone hand, both +opposing hands must be laid on the table, +and can be called by the player playing +alone.</p> + + +<h3><a name="ETIQUETTE" id="ETIQUETTE"></a>ETIQUETTE OF EUCHRE.</h3> + +<p>106. The following rules belong to the +established Etiquette of Euchre. They are +not called “Laws,” as it is difficult, and in +some cases impossible, to apply any penalty +to their infraction, and the only remedy is +<a name="Page_36" id="Page_36"></a><span class="pagenum" title="36"></span>to cease to play with the players who habitually +disregard them.</p> + +<p>107. Two packs of cards of different +colors are invariably used at Clubs, and +this should be adhered to if possible.</p> + +<p>108. A player having the lead and +another winning card to play, should not +draw the second card out of his hand till +his partner has played to the first trick, +such act being a distinct intimation that +the former has played a winning card.</p> + +<p>109. No intimation whatever by word +or gesture should be given by a player as +to the state of the hand or the game after +the trump card is turned.</p> + +<p>110. A player who desires the cards to +be placed, or demands to see the last trick, +should do so for his own information only, +and not to attract the attention of his +partner.</p> + +<p><a name="Page_37" id="Page_37"></a><span class="pagenum" title="37"></span>111. No player should object to refer to +a bystander who professes himself uninterested +in the game and able to decide +any disputed question of fact.</p> + +<p>112. It is unfair to revoke purposely; +and having made a revoke, a player is not +justified in making a second to conceal the +first.</p> + +<p>113. Until the players have made such +bets as they wish, bets should not be made +with the bystanders.</p> + +<p>114. Bystanders should make no remark, +nor should they, by word or gesture, give +any intimation of the state of the game +until concluded and scored, nor should +they walk around the table to look at the +different hands.</p> + +<p>115. No one should look over the hand +of a player against whom he is betting.</p> + +<p>116. Players should pass, assist, order +<a name="Page_38" id="Page_38"></a><span class="pagenum" title="38"></span>up, etc., with as nearly as possible the +same manner at all times, and should be +careful not to give information by unusual +quickness or delay.</p> + + +<h3><a name="TECHNICAL_TERMS" id="TECHNICAL_TERMS"></a>TECHNICAL TERMS USED IN EUCHRE.</h3> + +<p>“Right Bower,” or “Right,”—knave of +the trump suit, which is the highest card.</p> + +<p>“Left Bower,” or “Left,”—knave of +the same color as the trump suit, which is +the second best card.</p> + +<p>“Alone,”—playing without your partner.</p> + +<p>“Assist,” or “Help,”—ordering up the +trump when your partner deals.</p> + +<p>“Announce,”—to declare the suit +which shall be trumps.</p> + +<p>“Bridge,”—when the score of the eldest +hand is four to one or four to two in +his favor.</p> + +<p><a name="Page_39" id="Page_39"></a><span class="pagenum" title="39"></span>“Crossing the suit,”—making the trump +of a different color from the suit turned +down.</p> + +<p>“Next,”—to make a trump of the color +turned down.</p> + +<p>“Euchre,”—when the party making the +trump fails to take three tricks.</p> + +<p>“Hand,”—the five cards dealt to each +player.</p> + +<p>“Ordering up,”—requiring the dealer +and his partner to play the trump turned +up.</p> + +<p>“Pass,”—declining to order up, assist, +adopt, or make the trump.</p> + +<p>“March,”—taking five tricks.</p> + +<p>“Love Game,” “Slam,” or “Double,”—where +the score is five to nothing.</p> + +<p>“Lap,”—is where more points are made +than are necessary to win a game, and are +carried to the next game.</p> + +<p><a name="Page_40" id="Page_40"></a><span class="pagenum" title="40"></span>“Rubber,”—consists of three games.</p> + +<p>When, however, a lap is made in the +third game, a fourth must be played.</p> + +<p>A “Lay Card,” or an “Outsider,”—is +a card of a different suit from the trump.</p> + +<div class="figcenter" style="width: 510px;"><a name="Page_41" id="Page_41"></a><span class="pagenum" title="41"></span> +<img src="images/41.png" width="510" height="107" alt="Decorative separator" title="" /> +</div> + + +<h2><a name="GENERAL_REMARKS" id="GENERAL_REMARKS"></a>GENERAL REMARKS.</h2> +<hr style="width: 5em;" /> + +<p>The following points are written simply +for the information of those not thoroughly +conversant with the game of Euchre.</p> + +<p>It is not the intention of the authors to +write a treatise on the game, but merely +to illustrate a few conventional plays, most +of which are in use among the best exponents +of the game.</p> + +<p>There can be no absolute rules about +the play in Euchre, as in Whist, as the +number of cards is so few that the importance +of each play is intensified, and the +<a name="Page_42" id="Page_42"></a><span class="pagenum" title="42"></span>score has so great an influence on the +hand.</p> + +<p>The exceptions also are perhaps almost +as numerous as the rules; but if the beginner +will accept as a guide the appended +hints, it is thought they will not lead him +far astray.</p> + +<p>The play of the cards is governed by the +card sense of the individual.</p> + +<p>The refinement of the game consists in +playing to the score, which is quite peculiar +to Euchre, since it is so constantly changing. +The same hand should suggest different +ideas at different scores.</p> + +<p>A player should school himself to notice +the score before he picks up his hand. +No attempt has been made to go beyond +the adoption of the trump, passing, assisting, +and the original lead or play, at the +risk of being confusing.</p> + +<p><a name="Page_43" id="Page_43"></a><span class="pagenum" title="43"></span>A beginner should follow these hints +pretty closely. A good Euchre player can +make his own exceptions; but they should +be made with careful consideration, and +not abused.</p> + + +<h3><a name="ELDEST" id="ELDEST"></a>ELDEST, OR FIRST HAND.</h3> + +<p>When the right is not turned, order +with three medium trumps or better, and +some strength in suit, <em>provided you have +nothing to go to</em>; for example, ace, queen, +ten of the turn-up, and two cards of another +suit.</p> + +<p>Do not order (unless with great strength) +if you can make it next; for example, queen +of clubs turned up, you hold right, ten, and +nine of clubs, and king and ten of spades; +or left, ace and seven of clubs, seven of +spades, and seven of diamonds. In both +of these cases pass, and make it next.</p> + +<p><a name="Page_44" id="Page_44"></a><span class="pagenum" title="44"></span>Make it next when you can, and do not +cross the suit, unless very strong, especially +when a bower is turned down; for example, +the dealer has turned down the king of +spades, with ace, king, and seven of hearts, +knave of spades, and ten of clubs: make it +next, and lead the left.</p> + +<p>When making the trump with ace and +two others (without the king), lead ace +in next, and small one when crossing the +suit.</p> + +<p>If the right is not turned, lead trumps +through the assisting hand. The exceptions +to this are,—With left and small +one; ace and small one; with score four +to three in your favor, and you play with +certain reasons to stop a march; and occasionally +when short of a suit.</p> + +<p>With a large tenace in trumps as right, +ace, or right, king, and no outside cards +<a name="Page_45" id="Page_45"></a><span class="pagenum" title="45"></span>of any special value, play an off-suit, +whether dealer takes up with or without +assistance.</p> + +<p>With one or two trumps and two aces, +lead trumps, whether through assistance +or not.</p> + +<p>If the dealer adopts the trump, avoid, +if you can, leading from suits of king, +seven; queen, seven, etc. If possible, lead +an ace, or from a short suit of king or +queen, or from a suit of equals, as king, +queen, or queen, knave, or knave, ten.</p> + +<p>In general do not lead trumps up to the +dealer's adoption; but with three trumps, +and the score two points in your favor, +lead a trump, if the turn-up is not above +the king. If you hold the two bowers +and an outside ace, always lead them in +the order named.</p> + +<p>Always lead a trump when your partner +<a name="Page_46" id="Page_46"></a><span class="pagenum" title="46"></span>has ordered up, or made the trump. If +you have no trump, play your best card. +Avoid leading the turn-down until at least +one round of trumps has been played. If +you have left and small one, lead the +left and continue with small one if both +opponents follow. With any two others, +lead smallest, unless equals.</p> + +<p>Score four to three in your favor is a +position of caution, and consequently your +play should be very conservative.</p> + + +<h3><a name="SECOND_HAND" id="SECOND_HAND"></a>SECOND HAND.</h3> + +<p>Do not assist too light. This is the most +common error in Euchre.</p> + +<p class="exampleh">Assist with three trumps.</p> + +<p class="example">right and another.<a name="FNanchor_1_1" id="FNanchor_1_1"></a><a href="#Footnote_1_1" class="fnanchor">[1]</a></p> +<p class="example">left and another, and outside ace.</p> +<p class="exampleh"><a name="Page_47" id="Page_47"></a><span class="pagenum" title="47"></span>Assist with left and another; dependent +upon the score,</p> + +<p class="example">two trumps and two aces.</p> + +<p class="example">ace and another, and outside +ace; dependent upon +score; always, however, if +right is turned.</p> + +<p class="example">two medium trumps, and one +suit of three, headed by the +ace, dependent upon the +score.</p> + +<p>Ace and another, and king and another, +even when short of a suit, are permissible +only when justified by scores of four-all +or four-love in your favor.</p> + +<p>Anything less than this is not good +Euchre, except, of course, at the two above-named +scores.</p> + +<p>Do not assist the right with two small +ones. Your partner usually will know +<a name="Page_48" id="Page_48"></a><span class="pagenum" title="48"></span>what to do with the bower. By too light +an assistance you may tempt him into a +lone hand, under the impression that one +or two big trumps are out of his way.</p> + +<p>Remember that to be short of one or two +suits is a great advantage to an assisting +hand.</p> + +<p>When led through with right and another, +play the right, except when the ace is +turned,—when it is permissible to finesse.</p> + +<p>When led through, when assisting with +left and another, play left, unless right or +ace is turned.</p> + +<p>When assisting with three trumps, if +you take the first trick in suit, lead trumps +at once. If you take the first trick by +trumping a suit, your play is then dependent +upon the value of your remaining +trumps and the turn-up.</p> + +<p>With two trumps and two aces, lead +<a name="Page_49" id="Page_49"></a><span class="pagenum" title="49"></span>trumps as early as possible, if your opponents +have not done so for you.</p> + +<p>If your partner adopts the turn-up without +your assistance, and you hold queen, +seven; ten, eight, etc., in trumps, ruff as +early as possible with the big one, and lead +the small one.</p> + +<p>If you take the first trick in suit, and +your partner throws away, do not lead the +suit he has shown, even if you have the +ace of it.</p> + +<p>If your partner turn down black, make +it red if you can, especially if he has +turned down the bower.</p> + +<p>When playing second to a small card, +do not ruff with right alone if it is the first +trick. Ruff with left alone, especially with +your partner's make or adoption.</p> + +<p>If your partner refuses to adopt the +turn-up, and the third hand declares to +<a name="Page_50" id="Page_50"></a><span class="pagenum" title="50"></span>play alone, lead a card of the same suit +as the turn-down.</p> + +<p>With one small trump, ruff as soon as +you can.</p> + +<p>Do not finesse in lay cards.</p> + +<p class="footnote"><a name="Footnote_1_1" id="Footnote_1_1"></a><a href="#FNanchor_1_1" class="fnlabel">[1]</a> “Another” means “a small one.”</p> + + +<h3><a name="THIRD_HAND" id="THIRD_HAND"></a>THIRD HAND.</h3> + +<p>It requires a stronger hand to order or +make the trump in this position than in +the eldest hand, since you cannot depend +upon your partner's lead, and he has displayed +weakness by passing.</p> + +<p>However, if you have a good hand at the +turn-up, and are very strong at next, it is +better to order, since the stronger you are +at next, the greater the improbability that +your partner will be able to make it next.</p> + +<p>It is wise to see your way absolutely +clear to three tricks before ordering the +right.</p> + +<p><a name="Page_51" id="Page_51"></a><span class="pagenum" title="51"></span>There are certain hands, however, which +by their strength compel you to order,—the +right not being turned; and here are +most of them.</p> + +<p class="exampleh">Order with four trumps.</p> + +<p class="example">two bowers and another.</p> +<p class="example">two bowers and outside ace.</p> +<p class="example">three trumps and two aces.</p> +<p class="example">three trumps and one suit, headed by ace.</p> +<p class="example">right, ace, and another.</p> +<p class="example">left, ace, king, and outside ace.</p> +<p class="example">left, ace, king, and one suit.</p> +<p class="example">left, ace, king, dependent upon the score.</p> +<p class="example">left, king and another, and outside ace.</p> +<p class="example">left, queen and another, and outside ace.</p> + +<p><a name="Page_52" id="Page_52"></a><span class="pagenum" title="52"></span>Order with ace, king and another, and +outside ace.</p> + +<p>If you ruff, it is usually well to beat the +turn-up.</p> + + +<h3><a name="THE_DEALER" id="THE_DEALER"></a>THE DEALER.</h3> + +<p class="exampleh">Take up three trumps.</p> +<p class="example">right and ace.</p> +<p class="example">right and king.</p> +<p class="example">right and queen.</p> +<p class="example">right and another, and one suit.</p> +<p class="example">right, another, and outside ace.</p> +<p class="example">left, ace, and outside ace.</p> +<p class="example">left, another, outside ace; and king, queen of the third suit.</p> +<p class="example">ace, king, and one suit headed by ace; dependent upon score.</p> +<p class="example">two trumps and two aces.</p> + +<p>With the score at four-all or four-love +in his favor, the dealer may play a lighter +<a name="Page_53" id="Page_53"></a><span class="pagenum" title="53"></span>hand than any mentioned above, especially +if it is his best.</p> + +<p>Scores of three-all and four to two in +dealer's favor require more than ordinary +caution.</p> + +<p>With score four to three in dealer's +favor he may play a shade lighter than +ordinary.</p> + +<p>If it comes round to the dealer to make +a trump, it is permissible to make it with +somewhat less strength than would be required +in the other three hands.</p> + +<p>It is usually better with a fair hand to +try for a point rather than to turn down +for a euchre. If, however, the dealer is +better at next, and holds both bowers of the +cross-suit, it is good euchre to pass.</p> + +<p>If the dealer adopts the turn-up without +assistance and has right and another, and +takes the first trick with his small trump, +<a name="Page_54" id="Page_54"></a><span class="pagenum" title="54"></span>he should not lead the right unless he can +follow with an ace.</p> + +<p>Always be careful how you play your +small cards, and never play false cards.</p> + +<p>If the dealer adopts the turn-up, he +should discard the lowest card of a +short suit; for example, with three trumps, +ace, seven of one suit, and outside king, +discard the king. Some prefer to keep +the king with score four-all with only +two trumps in the hand. With two +trumps (clubs), ace, seven of hearts, and +king, seven of diamonds, discard the seven +of diamonds.</p> + +<p>With three trumps (clubs), ace, king of +hearts, and ace of diamonds, discard the +king of hearts, except when playing a lone +hand, in which case discard the ace of +diamonds.</p> + +<p>When your partner assists, and you take +<a name="Page_55" id="Page_55"></a><span class="pagenum" title="55"></span>the first or second trick, always give him a +trump if he has not played one.</p> + +<p>Give all the information possible to your +partner by your play; for example, queen of +clubs is turned up, and you are assisted and +hold the king of clubs in your hand. If +you or your partner take the first trick +with a trump, play the king. If you hold +both ace and king of clubs in your hand, +play the ace.</p> + +<p>If you hold ace and king of an outside +suit, throw away the ace as soon as possible +on your partner's trick, thereby showing +him you have command of that suit. +If, however, you see by the fall of the cards +that your partner has no strength in his +hand, you may conceal this information, +since it will do him no good, and can only +benefit your opponents. This, of course, +applies to all four hands.</p> + + +<h3><a name="Page_56" id="Page_56"></a><span class="pagenum" title="56"></span><a name="THE_BRIDGE" id="THE_BRIDGE"></a>THE BRIDGE.</h3> + +<p>There is such a variety of opinion about +the bridge that the writers do not feel confident +enough to express any decided view +about the matter.</p> + +<p>It is a complicated question from a mathematical +point of view, and they have never +kept any record for a long enough period +of time to be of any practical value.</p> + +<p>They doubt, however, the expediency of +keeping the bridge strictly.</p> + +<p>If, however, the bridge is to be kept at +all, it should be kept always, and in the +same manner; otherwise you deceive your +partner.</p> + +<p>There is a growing tendency to abolish +the bridge. The writers remember distinctly +not long ago when every one kept +the bridge; now the same players take their +<a name="Page_57" id="Page_57"></a><span class="pagenum" title="57"></span>chances with two lay aces, or the ace and +another in trumps. This, however, is purely +a matter of taste, and is not offered here as +an arbitrary rule.</p> + +<p>Naturally, some hands will make four +beyond a doubt; but it is much harder to +get an imperfect lone hand through against +two good players than against two inferior +ones; hence the better the players, the less +is the value of the bridge against the ordinary +lone hand.</p> + + +<h3><a name="LONE_HANDS" id="LONE_HANDS"></a>LONE HANDS.</h3> + +<p>It is impossible to absolutely define a +“lone hand.” With the score three-all, four-all, +or any score in your favor, do not risk +a light lone hand. It is our opinion that +a great many points are lost by not taking +your partner with you for a march.</p> + +<p>With the score four-one or four-two +<a name="Page_58" id="Page_58"></a><span class="pagenum" title="58"></span>against you, you may take a desperate +chance.</p> + +<p>If your opponents keep bridges tolerably +strictly, you must, of course, be more careful +if they have passed.</p> + +<p>The eldest hand has the best position to +play a lone hand, and the dealer the next +best.</p> + +<p>The second and third hands have the +weakest positions for lone hands, especially +the third hand, if the turn-up is the trump, +since if the third hand declares to play +alone it has become an established custom +for the dealer to discard next in suit, and +for his partner to lead it to him. The +third hand should take this into consideration +before playing alone. This is the +only case when the original lead of next in +suit has any significance.</p> + +<p>In playing against a lone hand, you +<a name="Page_59" id="Page_59"></a><span class="pagenum" title="59"></span>should lead from a short suit or suit of +equals, if possible, and the fourth card you +play (supposing always the lone hand to +take the first four tricks with trumps) +should inform your partner what suit you +mean to keep. For example: Clubs are +trumps. Eldest hand has two small trumps, +queen of hearts, and queen and seven of +spades. Lead the queen of hearts. The +dealer, who is playing alone, ruffs the heart +and leads both bowers and the ace of trumps. +On the fourth trick you play the seven of +spades; your partner, holding the ace of +spades and the ten of diamonds, should +throw away the ace of spades and keep the +ten, thereby attacking the lone hand in all +three suits.</p> + +<p>Example: Clubs are trumps. The eldest +hand has the king of clubs, the king of +hearts, the ace and seven of diamonds, and +<a name="Page_60" id="Page_60"></a><span class="pagenum" title="60"></span>the ten of spades. Lead the king of hearts, +throw away the ten of spades as early +as possible, and play the seven of diamonds +on the fourth trick, thereby informing +your partner that you are keeping +a diamond.</p> + +<p>If you lead from equals,—as king, +queen, or queen, knave,—and your opponent +takes the trick with a card of that +suit, throw away all your other cards, +however high, and keep your second one +of that suit. This applies always against +the dealer, and usually against any other +player.</p> + +<p>If the eldest hand holds the ace of hearts +and the ace and king of spades (the trump +being a club), lead the ace of hearts and +advertise the command of the spade suit +by throwing away the ace as soon as +possible.</p> + +<p><a name="Page_61" id="Page_61"></a><span class="pagenum" title="61"></span>An exception: For third hand, supposing +the dealer to have taken the first three +tricks without showing a lay card and to +have led a winning trump for the fourth +trick. If your partner's fourth card is a +lay king, and you hold one card of that +suit and one of another, neither of which +suits has been ruffed, keep the card of the +same suit as your partner's king on the +fourth trick.</p> + +<p>With an assistance you may play a lone +hand with less strength than otherwise.</p> + +<p>Should your partner declare to play +alone, and you have a fair trump hand +with no weakness in lay suits, it is good +play to take it from him.</p> + + +<h3><a name="COUPS" id="COUPS"></a>COUPS.</h3> + +<p>The following cases are offered to illustrate +some of the fine points in the +<a name="Page_62" id="Page_62"></a><span class="pagenum" title="62"></span>game. Opportunities for making some of +these plays occur frequently, and every +ambitious euchre-player should be familiar +with them. The easiest way to follow +them is to place the cards on the table as +shown below.</p> + +<p>A coup is when you depart from the +ordinary established rules of play, with +certain reasons for each special case. Do +not hesitate when attempting a coup. Consider +what the play of your adversaries +means, as well as that of your partner.</p> + +<p>Bear in mind that coups are justified +only in exceptional cases.</p> + +<p>In all these cases A and C are partners. +A is the dealer, and the discard is supposed +to have been properly made.</p> + + +<h3><a name="Page_63" id="Page_63"></a><span class="pagenum" title="63"></span><a name="CASE_I" id="CASE_I"></a>CASE I.</h3> + +<p>Refusing to over trump.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +9 of clubs (turn-up),<br /> +Knave of clubs,<br /> +Ace, king of hearts,<br /> +8 of spades. +</div> +<div class="leftplayer"> +<h3>D</h3> +King and 10 of clubs,<br /> +Ace, 9 of spades,<br /> +9 of hearts. +</div> +<div class="rightplayer"> +<h3>B</h3> +Ace of clubs,<br /> +Queen, 8 of hearts,<br /> +Knave of diamonds,<br /> +10 of spades. +</div> +<div class="midplayer"> +<h3>C</h3> +7, 8, and 10 of diamonds,<br /> +Queen of spades,<br /> +10 of hearts.<br /> +</div> +</div> + +<p>Score, love-all. A adopts the trump.</p> + +<p><em>First Trick.</em>—B leads knave of diamonds, +C plays the seven, D ruffs with the +ten of clubs, and A throws away the eight +of spades.</p> + +<p><em>Second Trick.</em>—D leads the ace of spades, +A ruffs with the nine of clubs, and both B +and C follow suit.</p> + +<p><a name="Page_64" id="Page_64"></a><span class="pagenum" title="64"></span><em>Third Trick.</em>—A leads the right bower +and catches the ace and king from B and +D, while his partner throws his small +diamond.</p> + +<p><em>Fourth Trick.</em>—in this case A will win +whether he leads the ace or king of hearts; +but his play should be the king, since his +partner cannot help him in any way, and +B might hold the left bower and pass +the king of hearts, when he would ruff the +ace.</p> + +<p><span class="smcap">Remarks.</span>—If A goes over the ten of +trumps with his right in the first trick, +he will be euchred. This is the simplest +coup, and is in constant use. It is not +good euchre to do this when your partner +has assisted.</p> + + +<h3><a name="Page_65" id="Page_65"></a><span class="pagenum" title="65"></span><a name="CASE_II" id="CASE_II"></a>CASE II.</h3> + +<p>Leading through assistance. When to continue with +trumps.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +King of hearts (turn-up),<br /> +Queen of hearts,<br /> +Queen, knave of spades,<br /> +Queen of clubs. +</div> +<div class="leftplayer"> +<h3>D</h3> +8, 9, 10 of diamonds,<br /> +10 of clubs,<br /> +7 of hearts. +</div> +<div class="rightplayer"> +<h3>B</h3> +Knave, 8 of hearts,<br /> +Ace of clubs,<br /> +King, 9 of spades. +</div> +<div class="midplayer"> +<h3>C</h3> +Knave of diamonds,<br /> +Ace of hearts,<br /> +Ace, 8 of spades,<br /> +7 of diamonds. +</div> +</div> + +<p>Score, love-all. C assists.</p> + +<p><span class="smcap">Remarks.</span>—B leads the right through +the assisting hand, C plays the ace, D the +seven, and A should play the king. If A +plays the queen to give information to his +partner, B should at once continue with the +eight of hearts, and thus effect a euchre. +If A plays the king, B's natural play would +be to lead the ace of clubs, whereby A and +<a name="Page_66" id="Page_66"></a><span class="pagenum" title="66"></span>C make their point. Few cases arise when +you should conceal information from your +partner, but this is one of them.</p> + + +<h3><a name="CASE_III" id="CASE_III"></a>CASE III.</h3> + +<p>Ruffing a winning card in order to draw trumps and +score two.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +9 of hearts (turn-up),<br /> +Knave of diamonds,<br /> +7 of hearts,<br /> +Queen, 8 of clubs. +</div> +<div class="leftplayer"> +<h3>D</h3> +Ace, king of hearts,<br /> +King of spades,<br /> +King of diamonds,<br /> +10 of clubs. +</div> +<div class="rightplayer"> +<h3>B</h3> +Queen, 10 of hearts,<br /> +Ace of diamonds,<br /> +King of clubs,<br /> +9 of spades. +</div> +<div class="midplayer"> +<h3>C</h3> +Right, 8 of hearts,<br /> +Ace of clubs,<br /> +Ace, 10 of spades. +</div> +</div> + +<p>Score, four to three in favor of A and +C. C assists.</p> + +<p><em>First Trick.</em>—B leads the ten of hearts, +C plays the right, D the king, and A the +seven.</p> + +<p><a name="Page_67" id="Page_67"></a><span class="pagenum" title="67"></span><em>Second Trick.</em>—C leads the ace of clubs, +D plays the ten, A the eight of clubs, and +B the king.</p> + +<p><em>Third Trick.</em>—C leads the ace of spades, +D plays the king, A ruffs with the nine of +hearts, and B plays the nine of spades.</p> + +<p><em>Fourth and Fifth Tricks.</em>—A leads the +left, thereby drawing all the trumps, and +continues with the winning club.</p> + + +<h3><a name="CASE_IV" id="CASE_IV"></a>CASE IV.</h3> + +<p>Leading a trump up to the right.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +Knave of hearts (turn-up),<br /> +King of hearts,<br /> +Ace of clubs,<br /> +Ace, king of spades. +</div> +<div class="leftplayer"> +<h3>D</h3> +9 of hearts,<br /> +7, 8 of spades,<br /> +King, 8 of clubs. +</div> +<div class="rightplayer"> +<h3>B</h3> +Knave of diamonds,<br /> +Ace, queen of hearts,<br /> +9 of spades,<br /> +Ace of diamonds. +</div> +<div class="midplayer"> +<h3>C</h3> +10, 7, hearts,<br /> +Knave, 10 of spades,<br /> +King of diamonds. +</div> +</div> + +<p><a name="Page_68" id="Page_68"></a><span class="pagenum" title="68"></span>A adopts the trump. Score, four to one +in favor of A and C.</p> + +<p><em>First Trick.</em>—B leads the left, C plays +the seven of hearts, D the nine, and A wins +with the right.</p> + +<p><em>Second Trick.</em>—A leads the ace of spades, +B follows with the nine, C with the ten, and +D with the seven.</p> + +<p><em>Third, Fourth, and Fifth Tricks.</em>—No +matter what A plays, he is euchred, since +B wins the last three tricks.</p> + + +<h3><a name="CASE_V" id="CASE_V"></a>CASE V.</h3> + +<p>Under-play in fourth hand with a large tenace.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +Ace of diamonds (turn-up),<br /> +Queen, 7 of diamonds,<br /> +9, 7 of hearts. +</div> +<div class="leftplayer"> +<h3>D</h3> +King, knave of clubs,<br /> +Queen, 10 of spades,<br /> +8 of hearts. +</div> +<div class="rightplayer"> +<h3>D</h3> +Knave, king, 10 of<br /> + diamonds,<br /> +Ace, queen of hearts. +</div> +<div class="midplayer"> +<h3>C</h3> +Knave of hearts,<br /> +King, 10 of hearts,<br /> +King, 10 of spades. +</div> +</div> + +<p><a name="Page_69" id="Page_69"></a><span class="pagenum" title="69"></span>Score, three-all. A adopts the trump.</p> + +<p><em>First Trick.</em>—B leads ace of hearts, C +plays the ten, D the eight, and A the seven.</p> + +<p><em>Second Trick.</em>—B continues with the +queen of hearts, C covers, and wins with +the king, D throws the ten of spades, and +A the nine of hearts.</p> + +<p><em>Third Trick.</em>—C leads the left bower, +D throws the queen of spades, A the seven +of diamonds, and B refuses to win by +playing under with the ten of diamonds, +thereby making a certainty of establishing +the euchre with the tenace of right and +king in the fourth and fifth tricks.</p> + + +<h3><a name="Page_70" id="Page_70"></a><span class="pagenum" title="70"></span><a name="CASE_VI" id="CASE_VI"></a>CASE VI.</h3> + +<p>Trumping your partner's trick to put the lead through +the strong hand.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +Ace of diamonds <a name="typo" id="typo"></a>(turn-up),<br /> +Knave of diamonds,<br /> +10 of diamonds,<br /> +King of spades,<br /> +10 of clubs. +</div> +<div class="leftplayer"> +<h3>D</h3> +<br /> +King, 8 of hearts,<br /> +9, 8 of clubs,<br /> +Queen of diamonds.<br /> +</div> +<div class="rightplayer"> +<h3>B</h3> +Ace of spades,<br /> +7 of spades,<br /> +Knave of hearts,<br /> +King, queen of clubs. +</div> +<div class="midplayer"> +<h3>C</h3> +Ace, 10 of hearts,<br /> +Knave, 7 of clubs,<br /> +Queen of spades. +</div> +</div> + +<p>Score three-all. A adopts the trump.</p> + +<p><em>First Trick.</em>—B leads the king of clubs, +C follows with the seven of clubs, D with +the eight of clubs, and A with the ten of +clubs.</p> + +<p><em>Second Trick.</em>—B continues with the +queen of clubs, C plays the knave, D the +nine, and A wins with the ten of diamonds.</p> + +<p><a name="Page_71" id="Page_71"></a><span class="pagenum" title="71"></span><em>Third Trick.</em>—A leads the king of +spades, B covers with the ace, C plays the +queen, and D trumps, and wins with the +queen of diamonds.</p> + +<p><em>Fourth Trick.</em>—D leads the king of +hearts, A ruffs with the ace, and is euchred +by B's left bower.</p> + +<p><span class="smcap">Remarks.</span>—C in the third trick perceived +that his queen was useless, unless +used to trump his partner's trick and put +the lead through A, with the hope that his +partner had the left and might be able to +get it in. The ace was turned up, and A +could have no card <em>lower</em> than the queen, +since he had ruffed fourth hand with the +ten.</p> + + +<h3><a name="Page_72" id="Page_72"></a><span class="pagenum" title="72"></span><a name="CASE_VII" id="CASE_VII"></a>CASE VII.</h3> + +<p>Refusing to ruff when you hold the high trump.</p> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +Queen of clubs (turn-up),<br /> +Right, ace of clubs,<br /> +King, queen of spades. +</div> +<div class="leftplayer"> +<h3>D</h3> +Ace, 9 of spades,<br /> +King, queen of diamonds,<br /> +Knave of hearts. +</div> +<div class="rightplayer"> +<h3>B</h3> +Knave of spades,<br /> +8 of clubs,<br /> +Ace, 9, 8 of hearts. +</div> +<div class="midplayer"> +<h3>C</h3> +King, 10, 9 of clubs,<br /> +7, 9 of diamonds. +</div> +</div> + +<p>Score, three to one in favor of B and D.</p> + +<p>C assists, and A plays alone.</p> + +<p><em>First Trick.</em>—B leads ace of hearts, +D follows with knave, and A ruffs with +queen of clubs.</p> + +<p><em>Second Trick.</em>—A leads the right, B +plays the eight, and D the nine, of spades.</p> + +<p><em>Third Trick.</em>—A leads the king of +spades, B refuses to ruff, having the highest +trump, thereby euchring A.</p> + +<p><a name="Page_73" id="Page_73"></a><span class="pagenum" title="73"></span>The opportunity for this coup of refusing +to ruff occurs very frequently.</p> + +<p>The following coups, which occurred recently +in play, serve to show the possibilities +of the game. They are offered here for +the inspection of experienced players only, +and not for the emulation of beginners.</p> + + +<h3><a name="CASE_VIII" id="CASE_VIII"></a>CASE VIII.</h3> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +9 of diamonds (turn-up),<br /> +Knave of hearts,<br /> +Queen of spades,<br /> +Queen, 9 of hearts. +</div> +<div class="leftplayer"> +<h3>D</h3> +Ace, queen, 10 of clubs,<br /> +King of hearts,<br /> +9 of spades. +</div> +<div class="rightplayer"> +<h3>B</h3> +Ace, king, 10 of diamonds,<br /> +Ace, 10 of spades. +</div> +<div class="midplayer"> +<h3>C</h3> +Queen, 7, 8 of diamonds,<br /> +Ace, 8 of hearts. +</div> +</div> + +<p>Score, game-all and four-all.</p> + +<p><em>First Trick.</em>—B very properly orders up, +and leads the ace of diamonds; C follows +<a name="Page_74" id="Page_74"></a><span class="pagenum" title="74"></span>with the seven, D throws the ten of clubs, +and A takes with left bower.</p> + +<p><em>Second Trick.</em>—A leads queen of spades, +B covers with the ace, and C wins the trick +with the eight of diamonds, D playing the +nine of spades.</p> + +<p><em>Third Trick.</em>—C leads the eight of hearts, +D plays king of hearts, A plays nine of +hearts, and B throws ten of spades (not +a sure winner) on his partner's trick.</p> + +<p><em>Fourth Trick.</em>—D leads ace of clubs, A +ruffs with the nine of diamonds, B covers +with the ten, and C wins the trick and +scores a euchre with the queen of trumps.</p> + +<p><span class="smcap">Remarks.</span>—C makes the coup by leading +the eight instead of the ace of hearts. +C recognized the fact, after the fall of the +cards in the second round, that B must have +had three trumps to order with, and they +must have been the ace, king, ten; and after +<a name="Page_75" id="Page_75"></a><span class="pagenum" title="75"></span>he had taken the second trick he must +throw the lead into D's hand, thereby making +his queen against the king, ten.</p> + + +<h3><a name="CASE_IX" id="CASE_IX"></a>CASE IX.</h3> + +<div class="case"> +<div class="midplayer"> +<h3>A</h3> +Queen of clubs (turn-up),<br /> +Right and left bowers,<br /> +Queen, knave of diamonds.<br /> +</div> +<div class="leftplayer"> +<h3>D</h3> +9 of clubs,<br /> +10 of diamonds,<br /> +King, 7 of spades,<br /> +7 of hearts.<br /> +</div> +<div class="rightplayer"> +<h3>B</h3> +Ace, king of clubs,<br /> +Ace, king, 7 of diamonds. +King, 7 of spades,<br /> +7 of hearts.<br /> +</div> +<div class="midplayer"> +<h3>C</h3> +</div> +</div> + +<p>Score, A C one; B D three; and one +game. A plays alone.</p> + +<p><em>First Trick.</em>—B leads the ace of diamonds, +D plays the ten, and A the knave.</p> + +<p><em>Second Trick.</em>—B leads the seven of +diamonds, D trumps with the nine of clubs, +and A plays the queen of diamonds.</p> + +<p><em>Third Trick.</em>—No matter what D leads, +A is euchred.</p> + +<p><a name="Page_76" id="Page_76"></a><span class="pagenum" title="76"></span>B here makes the coup by recognizing +what A must have for a trump-hand, and +leads his small and losing diamond, making +it imperative for his partner to ruff, +thereby putting the lead through A, and +establishing the euchre.</p> + +<hr style='width: 80%;' /> +<div class="trans"><h5>Transcriber's Note</h5> +“<a href="#typo">turn-up</a>” was misprinted “turn up” in <a href="#CASE_VI">Case VI</a>; +this typo has been corrected for this electronic edition. +</div> + + + + + + + + +<pre> + + + + + +End of Project Gutenberg's The Laws of Euchre, by H. C. 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C. Leeds and James Dwight + +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at www.gutenberg.org + + +Title: The Laws of Euchre + As adopted by the Somerset Club of Boston, March 1, 1888 + +Author: H. C. Leeds + James Dwight + +Release Date: February 2, 2007 [EBook #20506] + +Language: English + +Character set encoding: ASCII + +*** START OF THIS PROJECT GUTENBERG EBOOK THE LAWS OF EUCHRE *** + + + + +Produced by Barbara Tozier, Jonathan Niehof, Bill Tozier +and the Online Distributed Proofreading Team at +https://www.pgdp.net + + + + + + + + + + +THE LAWS OF EUCHRE + +AS ADOPTED BY THE SOMERSET CLUB +OF BOSTON, MARCH 1, 1888 + +With Some Suggestions about the Play + +BY +H. C. LEEDS AND JAMES DWIGHT + +[Illustration] + +BOSTON +TICKNOR AND COMPANY +211 Tremont Street +1888 + +_Copyright, 1888,_ +BY TICKNOR AND COMPANY. + +_All rights reserved._ + +University Press: +JOHN WILSON AND SON, CAMBRIDGE, U. S. A. + +[Illustration] + + + + +PREFACE. + + +Euchre is played in so many different ways and under so many different +rules that there seems to be a necessity for more rigid and exact Laws +than exist at present. + +The Laws of Euchre, as here appended, have stood the test of time and +received the attention of many scientific Euchre-players. + +If any game of cards is worth playing at all, it should be played +according to rule in the strictest interpretation, and no favors should +be given or expected. + +An attempt has been made in these Rules to make the penalties +commensurate with the advantage which _might_ be gained by the error. A +common instance of this is in the case of a lead out of turn. It often +happens that the exposed card is an advantage to the side so offending, +and the adversaries have no redress. Here the Whist Law has been +applied, allowing the non-offending side the option of two penalties. +See Rule 52. + +Another instance occurs in a lone hand. An exposed card can only benefit +the adversaries, consequently no penalty is attached; but should the +lone hand lead out of turn, he is supposed to be attempting to gain an +advantage, therefore Rule 104 has been adopted. + +[Illustration] + + + + +CONTENTS. + + + PAGE + +THE LAWS OF EUCHRE 7 + The Rubber 7 + Scoring 7 + Cutting 9 + Formation of the Table 9 + Cutting Cards of Equal Value 10 + Cutting out 11 + Entry and Re-entry 11 + Shuffling 13 + The Deal 14 + A New Deal 15 + A Misdeal 17 + Cards liable to be called 18 + Cards played in Error 22 + The Revoke 24 + Calling for New Cards 26 + Making the Trump and Playing 27 + The Discard 30 + The Trump Card 32 + Playing alone 32 + Etiquette of Euchre 35 + Technical Terms used in Euchre 38 +GENERAL REMARKS 41 + Eldest, or First Hand 43 + Second Hand 46 + Third Hand 50 + The Dealer 52 + The Bridge 56 + Lone Hands 57 + Coups 61 + Case I. 63 + Case II. 65 + Case III. 66 + Case IV. 67 + Case V. 68 + Case VI. 70 + Case VII. 72 + Case VIII. 73 + Case IX. 75 + +[Illustration] + + + + +THE LAWS OF EUCHRE. + + +THE RUBBER. + +1. The rubber is the best of three games. If the first two games are won +by the same players, the third game is played; should the score of the +third game lap, a fourth game is played. + + +SCORING. + +2. A game consists of five points. Should a player order up, assist, +adopt, or make the trump, and he and his partner take five tricks, they +score two; three or four tricks, they score one. If they fail to take +three tricks they are euchred, and the adversaries score two. + +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. + +11. If there are more than four candidates, the players are selected by +cutting; those first in the room having the preference. The four who cut +the highest cards play first, and again cut to decide on partners. The +two highest play against the two lowest. The highest is the dealer, who +has choice of cards, seats, and counters; and having once made his +selection, he must abide by it. + +12. When there are more than six candidates, those who cut the fifth and +sixth highest cards belong to the table. + + +CUTTING CARDS OF EQUAL VALUE. + +13. Two players cutting cards of equal value, unless such cards are the +two lowest, or the two highest, cut again. + +14. Three players cutting cards of equal value, cut again; should the +fourth (or remaining) card be the highest, the two lowest of the new cut +are partners, and their opponents have the deal. Should the fourth card +be the lowest, the two highest of the new cut are partners, and have the +deal and choice of seats, etc. + + +CUTTING OUT. + +15. At the end of a rubber, should admission be claimed by any one, or +by two candidates, he who has, or they who have, played a greater number +of consecutive rubbers than the others, is or are out. When all have +played the same number, they must cut to decide on the out-goers, the +lowest going out. + + +ENTRY AND RE-ENTRY. + +16. A candidate wishing to enter a table must declare such intention +before any of the players have cut a card, either for the purpose of +commencing a new rubber, or of cutting out. + +17. In the formation of fresh tables, those candidates who have neither +belonged to nor played at any other table, have the prior right of +entry; the others decide their right of admission by cutting. + +18. Any one quitting a table prior to the conclusion of a rubber may, +with the consent of the other three players, appoint a substitute in his +absence during that rubber. + +19. Should a player leave a full table after he has played but one of +the two consecutive rubbers to which he is entitled, the candidate next +in order for entrance to the table takes his place, but must go out at +the end of one rubber, as his predecessor would have done. + +20. A player cutting into one table while belonging to another, loses +his right of re-entry into the latter, and takes his chance of cutting +in as if he were a fresh candidate. + +21. If any one break up a table, the remaining players have the prior +right to him of entry into any other; and should there not be vacancies +at such other table for all those candidates, they settle their +precedence by cutting. + + +SHUFFLING. + +22. The pack must neither be shuffled below the table, nor so that the +face of any card can be seen. + +23. The pack must not be shuffled during the play of a hand. + +24. Each player has a right to shuffle once only, except as provided by +Law 27, prior to a deal, after a false cut, or when a new deal has +occurred. + +25. The dealer's partner must collect the cards for the ensuing deal, +and he has the first right to shuffle that pack. + +26. Each player, after shuffling, must place the cards, properly +collected and face downwards, to the left of the player about to deal. + +27. The dealer has always the right to shuffle last; but should a card +or cards be seen during his shuffling or while giving the pack to be +cut, he may be compelled to re-shuffle. + + +THE DEAL. + +28. Each player deals in turn; the right of dealing goes to the left. + +29. The player on the dealer's right cuts the pack, and in dividing it +he must not leave fewer than four cards in either packet. If in cutting +or in placing one of the packets on the other, a card be exposed, or if +there be any confusion of the cards, or a doubt as to the exact place +where the pack was divided, there must be a fresh cut. + +30. When a player has once separated a pack he cannot alter his +intention; he can neither re-shuffle nor re-cut the cards. + +31. When the pack is cut, should the dealer re-shuffle he loses the +deal. + +32. After dealing, the dealer should put the pack at his right hand. + + +A NEW DEAL. + +33. There must be a new deal by the same dealer if during the deal or +during the play of the hand the pack be found to be incorrect or +imperfect; but all points scored on previous hands stand. + +34. If any card be found faced in the pack before a lead is made, there +must be a new deal. + +35. If, while dealing, a card be exposed by the dealer or his partner, +the adversaries can call for a new deal, provided that neither of them +has touched the cards. A card exposed by either adversary gives that +claim to the dealer, provided that his partner has not touched the +cards. If a new deal does not take place, the exposed card cannot be +called. + +36. If, during the deal, a player touch any of his cards, the +adversaries may do the same without losing their privilege of claiming a +new deal, should chance give them such option. + +37. If, in dealing, one of the last cards be exposed, and the dealer +turn up the trump before there is reasonable time for his adversaries to +decide as to a fresh deal, they do not thereby lose their privilege. + +38. A deal made with the adversaries' cards is good, provided that the +trump card has been turned. If not, a new deal may be claimed. The +players thus losing their cards may reclaim them at the end of the +deal. + +39. Should the dealer, in turning the trump card, expose any other card +of the pack, there must be a new deal. + +40. A deal out of turn can be stopped, if the error be discovered before +the trump card is turned; otherwise the deal stands. + + +A MISDEAL. + +41. A misdeal loses the deal. + +42. It is a misdeal,-- + +I. Unless five cards are dealt to each player. + +II. Unless the dealer begin by giving two cards to each player in turn +in the first round of the deal, and three in the second, or _vice +versa_. + +43. A misdeal does not lose the deal if during the dealing either of the +adversaries touch the cards prior to the dealer's partner having done +so. Should the latter have first interfered with the cards, +notwithstanding either or both of the adversaries have subsequently done +the same, the deal is lost. + +44. If the adversaries interrupt a dealer while dealing, either by +questioning the score or asserting that it is not his deal, and fail to +establish such claim, should a misdeal occur he may deal again. + +45. Should a player take his partner's deal and misdeal, the latter is +liable to the usual penalties, and the adversary next in rotation to the +player who ought to have dealt, then deals. + + +CARDS LIABLE TO BE CALLED. + +46. All exposed cards are liable to be called, and must be left on the +table; but a card is not an exposed card when dropped on the floor or +elsewhere below the table. + +The following are exposed cards:-- + +I. Two or more cards played at once. + +II. Any card dropped face upwards, or in any way exposed on or above the +table, even though snatched up so quickly that no one can name it. + +III. The trump card if lifted from the pack. + +47. If any one play to an imperfect trick the highest card on the table, +or lead one which is a winning card against his adversaries, and then +lead again, or play several such winning cards one after the other, +without waiting for his partner to play, the latter may be called on to +win, if he can, the first or any other of those tricks, and the other +cards thus improperly played are exposed cards. + +48. If a player or players, under the impression that the game is lost +or won, or for other reasons, throw his or their cards on the table face +upwards, such cards are exposed, and can be called, each player's by the +adversary; but should one player retain his hand, he cannot be forced to +abandon it. + +49. If all four players throw their cards on the table face upwards, the +hands are abandoned, and no one can again take up his cards. Should it +then be proved that the game could have been saved or won, no such claim +can be entertained unless a revoke be established. + +50. In a lone hand, should either adversary abandon his hand by laying +it face upwards on the table, or by failing to play to every trick, the +party playing alone scores five points. + +51. A card detached from the rest of the hand is liable to be called if +either of the adversaries can name it; but should an adversary name a +wrong card, he is liable to have a suit called when he or his partner +next lead. + +52. If any player lead out of turn, the adversaries may either call the +card erroneously led, or may call a suit from him or his partner when it +is next the turn of either to lead. + +53. If any player lead out of turn, and the other three have followed +him, the trick is complete, and the error cannot be rectified; but if +only the second, or the second and third, have played to the false lead, +their cards, on discovery of the mistake, are taken back, and there is +no penalty against any one except the original offender. + +54. If a player who has rendered himself liable to have his highest or +lowest called, fail to play as desired, or if when called on to lead one +suit, lead another, having in his hand one or more cards of the suit +demanded, he incurs the penalty of a revoke. + +55. In no case can a player be compelled to play a card which would +oblige him to revoke. + +56. The call for an exposed card can be repeated until such card has +been played. + +57. If a player called on to lead a suit have none of it, the penalty is +paid. + + +CARDS PLAYED IN ERROR. + +58. Should the third hand play before the second, the fourth may play +before his partner. + +59. Should the third hand not have played, and the fourth hand play +before his partner, the latter may be called on to win or lose the +trick. + +60. Should any one have omitted playing to a former trick, and such +error be not discovered till he has played to the next, the adversaries +may claim a new deal. Should they decide that the deal stand good, the +surplus card at the end of the hand is considered to have been played to +the imperfect trick, but does not constitute a revoke therein. + +61. If any one play two cards to the same trick, or mix his trump or +other card with a trick to which it does not properly belong, and the +mistake is not discovered till the hand is played out, he is answerable +for all the consequent revokes he may have made. + +If during the play of the hand the error be detected, the tricks may be +counted face downwards, to ascertain if there be among them a card too +many; should this be the case, the trick may be searched, and the card +restored. The player is, however, liable for all the revokes he may have +meanwhile made. + + +THE REVOKE. + +62. Is when a player, holding one or more cards of the suit led, plays a +card of a different suit. + +63. The penalty of a revoke is three points, except in the case of a +lone hand, when it is five; and the penalty may be claimed as often as +the revoke is repeated in the hand. + +64. A revoke is established if the trick in which it occurs be turned +and quitted; or if the revoking player or his partner, whether in his +right turn or otherwise, lead or play to the following trick. + +65. A player may ask his partner whether he has not a card of the suit +renounced. Should the question be asked before the trick be turned and +quitted, subsequent turning and quitting does not establish the revoke, +and the error may be corrected, unless the question be answered in the +negative, or unless the revoking player or his partner have led or +played to the following trick. + +66. At the end of the hand the claimants of a revoke may search all the +tricks. + +67. Should a revoke be claimed, and the accused player or his partner +mix the cards before they have been sufficiently examined by the +adversaries, the revoke is established. + +68. A revoke cannot be claimed after the cards are cut for the next +deal. + +69. If a player discover his mistake in time to save a revoke, the +adversaries may call the card played in error. Any player or players who +have played after him, except his partner, may withdraw their cards and +substitute others; the cards so withdrawn are not liable to be called. + +70. A revoking player and his partner may require the hand on which the +revoke occurred to be played out. + +71. An equal number of revokes on different sides cancel each other. + + +CALLING FOR NEW CARDS. + +72. Any player (on paying for them) before, but not after, the pack is +cut for the deal, may call for fresh cards. He must call for two new +packs, of which the dealer has the choice. + +73. A card or cards torn or marked must be replaced by agreement, or new +cards called for at the expense of the table. + + +MAKING THE TRUMP AND PLAYING. + +74. The trump card having been turned, the eldest hand may pass, order +up, or play alone; in either of the last two cases the third hand may +take it from him and play alone. + +75. Should the eldest hand pass, the second hand may pass, assist, or +play alone; in either of the last two cases the dealer may take it from +him and play alone. + +76. Should the second hand pass, the third hand can pass, order up, or +play alone; and after him the dealer must pass, take up the trump, or +play alone. + +77. Should all four players pass, the trump is turned down, and the +first hand can name a suit, or pass; and so on in turn around the table. +Should all pass again, the deal is at an end, and the next player deals. + +78. Should the player entitled to make a trump name a suit, he cannot +change; and should he name the suit turned down, he is considered to +have passed. + +79. Should the player, after naming the suit turned down, or passing, +mention the suit he intended to make trumps, his partner also must pass. + +80. Should a player pass, and then attempt to assist, or order up the +trump, his partner also must pass. The adversaries, however, may elect +that it shall be played. + +81. Should a player make a declaration, and his partner not hear it and +pass, the declaration is not invalidated. + +82. No player can take away another's right by passing, ordering up, or +assisting, out of turn; but should the dealer turn down the trump card, +or on the second round throw his cards on the table, such action is +binding on his partner. + +83. If any one, prior to his partner's playing, should call attention to +the trick either by saying that it is or is not his, or by naming his +card or by drawing it without being asked to do so, or call on his +partner to take or not to take the trick, the adversaries may require +that opponent's partner to play his highest or lowest of the suit led, +or to win or lose the trick. + +84. A player has no right to ask who played a particular card, but at +any time during the play of a trick, or after the four cards are played, +but before they are touched for the purpose of gathering them together, +may demand that the cards be placed before their respective players. + +85. When a player and his partner have an option of exacting from their +adversaries one of two penalties, they should agree who is to make the +election, but must not consult with one another which of the two +penalties it is advisable to exact. If they do so consult, they lose +their right; and if either of them, with or without the consent of his +partner, demand a penalty to which he is entitled, such decision is +final. + + +THE DISCARD. + +86. Should the card turned up be made the trump, the dealer must at once +discard one card from his hand. The discard is not complete until the +dealer has placed the card under the pack and quitted it; after which he +cannot change. + +87. Should the eldest hand lead before the discard is completed, the +lead stands, and the dealer can change his discard if he wishes. + +88. The trump card cannot be discarded. + +89. Should the third hand play alone, and the second player lead before +the dealer has discarded, the latter can be called on to play his +highest or lowest of the suit led, or to win or lose the trick. + +90. Should any player have more or less than five cards, or the dealer +neglect to discard before playing, the deal holds good, and the party so +offending forfeits two if all four are playing, and four if a lone hand +is played. They also are not entitled to score any point or points they +may have made on that hand. + + +THE TRUMP CARD. + +91. The trump card must be left in view till played, and if removed or +lifted from the pack, becomes an exposed card. + +92. After the trump card has been played, no player has a right to ask +what card was turned up, but can at any time ask what is the trump suit. + + +PLAYING ALONE. + +93. A player may play alone when he orders up, assists, adopts, or makes +the trump, or when his partner does so, provided that he himself has not +already passed. + +94. If a player declares to play alone, his partner may take it from +him, subject to the previous rule; in which case the form of declaration +must be, "I take it from you." + +95. A player cannot play alone when he or his partner is ordered up, or +when his adversaries adopt or make the trump, or if before making his +declaration he exposes a card. + +96. The dealer must announce his intention to play alone before quitting +his discard. + +97. A player must announce his intention to play alone before naming the +trump, otherwise he can be required to play the hand with his partner. + +98. In all cases a single declaration must be made. It is not permitted +to say, "I order it up and play it alone," or "I make it hearts and play +it alone." The declaration must be, "I play alone at hearts," or, "Alone +at hearts." Any other declaration precludes a lone hand. + +99. Should the partner of the player playing alone offer to take it +from him after a lead has been made, or after he has himself passed, +neither can play alone. + +100. Should a player announce that he will play alone, and his partner +play upon the first lead, the player loses his right to play the hand +alone, and must play it with his partner, unless his adversaries elect +that he play it alone. + +101. Should a player announce that he will play alone, his partner must +place his own cards on the table face downwards, and not again take them +up. He shall have the right to gather and quit his partner's tricks, and +his action is binding on his partner. + +102. Should a player expose the face of any of his cards, his partner +can score only two points, should he take every trick; but in case of a +euchre the adversaries score four. + +103. After the partner of the lone player has placed his hand on the +table, either adversary may count the hand, to see if it contains more +or less than five cards. + +104. A player playing alone is liable to no penalty for simply exposing +a card; but should he lead out of turn, the card is an exposed card, and +can be called. + +105. Should an adversary play out of turn to the lead of a lone hand, +both opposing hands must be laid on the table, and can be called by the +player playing alone. + + +ETIQUETTE OF EUCHRE. + +106. The following rules belong to the established Etiquette of Euchre. +They are not called "Laws," as it is difficult, and in some cases +impossible, to apply any penalty to their infraction, and the only +remedy is to cease to play with the players who habitually disregard +them. + +107. Two packs of cards of different colors are invariably used at +Clubs, and this should be adhered to if possible. + +108. A player having the lead and another winning card to play, should +not draw the second card out of his hand till his partner has played to +the first trick, such act being a distinct intimation that the former +has played a winning card. + +109. No intimation whatever by word or gesture should be given by a +player as to the state of the hand or the game after the trump card is +turned. + +110. A player who desires the cards to be placed, or demands to see the +last trick, should do so for his own information only, and not to +attract the attention of his partner. + +111. No player should object to refer to a bystander who professes +himself uninterested in the game and able to decide any disputed +question of fact. + +112. It is unfair to revoke purposely; and having made a revoke, a +player is not justified in making a second to conceal the first. + +113. Until the players have made such bets as they wish, bets should not +be made with the bystanders. + +114. Bystanders should make no remark, nor should they, by word or +gesture, give any intimation of the state of the game until concluded +and scored, nor should they walk around the table to look at the +different hands. + +115. No one should look over the hand of a player against whom he is +betting. + +116. Players should pass, assist, order up, etc., with as nearly as +possible the same manner at all times, and should be careful not to give +information by unusual quickness or delay. + + +TECHNICAL TERMS USED IN EUCHRE. + +"Right Bower," or "Right,"--knave of the trump suit, which is the +highest card. + +"Left Bower," or "Left,"--knave of the same color as the trump suit, +which is the second best card. + +"Alone,"--playing without your partner. + +"Assist," or "Help,"--ordering up the trump when your partner deals. + +"Announce,"--to declare the suit which shall be trumps. + +"Bridge,"--when the score of the eldest hand is four to one or four to +two in his favor. + +"Crossing the suit,"--making the trump of a different color from the +suit turned down. + +"Next,"--to make a trump of the color turned down. + +"Euchre,"--when the party making the trump fails to take three tricks. + +"Hand,"--the five cards dealt to each player. + +"Ordering up,"--requiring the dealer and his partner to play the trump +turned up. + +"Pass,"--declining to order up, assist, adopt, or make the trump. + +"March,"--taking five tricks. + +"Love Game," "Slam," or "Double,"--where the score is five to nothing. + +"Lap,"--is where more points are made than are necessary to win a game, +and are carried to the next game. + +"Rubber,"--consists of three games. + +When, however, a lap is made in the third game, a fourth must be played. + +A "Lay Card," or an "Outsider,"--is a card of a different suit from the +trump. + +[Illustration] + + + + +GENERAL REMARKS. + + +The following points are written simply for the information of those not +thoroughly conversant with the game of Euchre. + +It is not the intention of the authors to write a treatise on the game, +but merely to illustrate a few conventional plays, most of which are in +use among the best exponents of the game. + +There can be no absolute rules about the play in Euchre, as in Whist, as +the number of cards is so few that the importance of each play is +intensified, and the score has so great an influence on the hand. + +The exceptions also are perhaps almost as numerous as the rules; but if +the beginner will accept as a guide the appended hints, it is thought +they will not lead him far astray. + +The play of the cards is governed by the card sense of the individual. + +The refinement of the game consists in playing to the score, which is +quite peculiar to Euchre, since it is so constantly changing. The same +hand should suggest different ideas at different scores. + +A player should school himself to notice the score before he picks up +his hand. No attempt has been made to go beyond the adoption of the +trump, passing, assisting, and the original lead or play, at the risk of +being confusing. + +A beginner should follow these hints pretty closely. A good Euchre +player can make his own exceptions; but they should be made with careful +consideration, and not abused. + + +ELDEST, OR FIRST HAND. + +When the right is not turned, order with three medium trumps or better, +and some strength in suit, _provided you have nothing to go to_; for +example, ace, queen, ten of the turn-up, and two cards of another suit. + +Do not order (unless with great strength) if you can make it next; for +example, queen of clubs turned up, you hold right, ten, and nine of +clubs, and king and ten of spades; or left, ace and seven of clubs, +seven of spades, and seven of diamonds. In both of these cases pass, and +make it next. + +Make it next when you can, and do not cross the suit, unless very +strong, especially when a bower is turned down; for example, the dealer +has turned down the king of spades, with ace, king, and seven of hearts, +knave of spades, and ten of clubs: make it next, and lead the left. + +When making the trump with ace and two others (without the king), lead +ace in next, and small one when crossing the suit. + +If the right is not turned, lead trumps through the assisting hand. The +exceptions to this are,--With left and small one; ace and small one; +with score four to three in your favor, and you play with certain +reasons to stop a march; and occasionally when short of a suit. + +With a large tenace in trumps as right, ace, or right, king, and no +outside cards of any special value, play an off-suit, whether dealer +takes up with or without assistance. + +With one or two trumps and two aces, lead trumps, whether through +assistance or not. + +If the dealer adopts the trump, avoid, if you can, leading from suits of +king, seven; queen, seven, etc. If possible, lead an ace, or from a +short suit of king or queen, or from a suit of equals, as king, queen, +or queen, knave, or knave, ten. + +In general do not lead trumps up to the dealer's adoption; but with +three trumps, and the score two points in your favor, lead a trump, if +the turn-up is not above the king. If you hold the two bowers and an +outside ace, always lead them in the order named. + +Always lead a trump when your partner has ordered up, or made the +trump. If you have no trump, play your best card. Avoid leading the +turn-down until at least one round of trumps has been played. If you +have left and small one, lead the left and continue with small one if +both opponents follow. With any two others, lead smallest, unless +equals. + +Score four to three in your favor is a position of caution, and +consequently your play should be very conservative. + + +SECOND HAND. + +Do not assist too light. This is the most common error in Euchre. + +Assist with three trumps. + right and another.[1] + left and another, and outside ace. + +[Footnote 1: "Another" means "a small one."] + +Assist with left and another; dependent upon the score, + two trumps and two aces. + ace and another, and outside ace; dependent upon score; always, + however, if right is turned. + two medium trumps, and one suit of three, headed by the ace, + dependent upon the score. + +Ace and another, and king and another, even when short of a suit, are +permissible only when justified by scores of four-all or four-love in +your favor. + +Anything less than this is not good Euchre, except, of course, at the +two above-named scores. + +Do not assist the right with two small ones. Your partner usually will +know what to do with the bower. By too light an assistance you may +tempt him into a lone hand, under the impression that one or two big +trumps are out of his way. + +Remember that to be short of one or two suits is a great advantage to an +assisting hand. + +When led through with right and another, play the right, except when the +ace is turned,--when it is permissible to finesse. + +When led through, when assisting with left and another, play left, +unless right or ace is turned. + +When assisting with three trumps, if you take the first trick in suit, +lead trumps at once. If you take the first trick by trumping a suit, +your play is then dependent upon the value of your remaining trumps and +the turn-up. + +With two trumps and two aces, lead trumps as early as possible, if your +opponents have not done so for you. + +If your partner adopts the turn-up without your assistance, and you hold +queen, seven; ten, eight, etc., in trumps, ruff as early as possible +with the big one, and lead the small one. + +If you take the first trick in suit, and your partner throws away, do +not lead the suit he has shown, even if you have the ace of it. + +If your partner turn down black, make it red if you can, especially if +he has turned down the bower. + +When playing second to a small card, do not ruff with right alone if it +is the first trick. Ruff with left alone, especially with your partner's +make or adoption. + +If your partner refuses to adopt the turn-up, and the third hand +declares to play alone, lead a card of the same suit as the turn-down. + +With one small trump, ruff as soon as you can. + +Do not finesse in lay cards. + + +THIRD HAND. + +It requires a stronger hand to order or make the trump in this position +than in the eldest hand, since you cannot depend upon your partner's +lead, and he has displayed weakness by passing. + +However, if you have a good hand at the turn-up, and are very strong at +next, it is better to order, since the stronger you are at next, the +greater the improbability that your partner will be able to make it +next. + +It is wise to see your way absolutely clear to three tricks before +ordering the right. + +There are certain hands, however, which by their strength compel you to +order,--the right not being turned; and here are most of them. + +Order with four trumps. + two bowers and another. + two bowers and outside ace. + three trumps and two aces. + three trumps and one suit, headed by ace. + right, ace, and another. + left, ace, king, and outside ace. + left, ace, king, and one suit. + left, ace, king, dependent upon the score. + left, king and another, and outside ace. + left, queen and another, and outside ace. + +Order with ace, king and another, and outside ace. + +If you ruff, it is usually well to beat the turn-up. + + +THE DEALER. + +Take up three trumps. + right and ace. + right and king + right and queen. + right and another, and one suit. + right, another, and outside ace. + left, ace, and outside ace. + left, another, outside ace; and king, queen of the third suit. + ace, king, and one suit headed by ace; dependent upon score. + two trumps and two aces. + +With the score at four-all or four-love in his favor, the dealer may +play a lighter hand than any mentioned above, especially if it is his +best. + +Scores of three-all and four to two in dealer's favor require more than +ordinary caution. + +With score four to three in dealer's favor he may play a shade lighter +than ordinary. + +If it comes round to the dealer to make a trump, it is permissible to +make it with somewhat less strength than would be required in the other +three hands. + +It is usually better with a fair hand to try for a point rather than to +turn down for a euchre. If, however, the dealer is better at next, and +holds both bowers of the cross-suit, it is good euchre to pass. + +If the dealer adopts the turn-up without assistance and has right and +another, and takes the first trick with his small trump, he should not +lead the right unless he can follow with an ace. + +Always be careful how you play your small cards, and never play false +cards. + +If the dealer adopts the turn-up, he should discard the lowest card of a +short suit; for example, with three trumps, ace, seven of one suit, and +outside king, discard the king. Some prefer to keep the king with score +four-all with only two trumps in the hand. With two trumps (clubs), ace, +seven of hearts, and king, seven of diamonds, discard the seven of +diamonds. + +With three trumps (clubs), ace, king of hearts, and ace of diamonds, +discard the king of hearts, except when playing a lone hand, in which +case discard the ace of diamonds. + +When your partner assists, and you take the first or second trick, +always give him a trump if he has not played one. + +Give all the information possible to your partner by your play; for +example, queen of clubs is turned up, and you are assisted and hold the +king of clubs in your hand. If you or your partner take the first trick +with a trump, play the king. If you hold both ace and king of clubs in +your hand, play the ace. + +If you hold ace and king of an outside suit, throw away the ace as soon +as possible on your partner's trick, thereby showing him you have +command of that suit. If, however, you see by the fall of the cards that +your partner has no strength in his hand, you may conceal this +information, since it will do him no good, and can only benefit your +opponents. This, of course, applies to all four hands. + + +THE BRIDGE. + +There is such a variety of opinion about the bridge that the writers do +not feel confident enough to express any decided view about the matter. + +It is a complicated question from a mathematical point of view, and they +have never kept any record for a long enough period of time to be of any +practical value. + +They doubt, however, the expediency of keeping the bridge strictly. + +If, however, the bridge is to be kept at all, it should be kept always, +and in the same manner; otherwise you deceive your partner. + +There is a growing tendency to abolish the bridge. The writers remember +distinctly not long ago when every one kept the bridge; now the same +players take their chances with two lay aces, or the ace and another in +trumps. This, however, is purely a matter of taste, and is not offered +here as an arbitrary rule. + +Naturally, some hands will make four beyond a doubt; but it is much +harder to get an imperfect lone hand through against two good players +than against two inferior ones; hence the better the players, the less +is the value of the bridge against the ordinary lone hand. + + +LONE HANDS. + +It is impossible to absolutely define a "lone hand." With the score +three-all, four-all, or any score in your favor, do not risk a light +lone hand. It is our opinion that a great many points are lost by not +taking your partner with you for a march. + +With the score four-one or four-two against you, you may take a +desperate chance. + +If your opponents keep bridges tolerably strictly, you must, of course, +be more careful if they have passed. + +The eldest hand has the best position to play a lone hand, and the +dealer the next best. + +The second and third hands have the weakest positions for lone hands, +especially the third hand, if the turn-up is the trump, since if the +third hand declares to play alone it has become an established custom +for the dealer to discard next in suit, and for his partner to lead it +to him. The third hand should take this into consideration before +playing alone. This is the only case when the original lead of next in +suit has any significance. + +In playing against a lone hand, you should lead from a short suit or +suit of equals, if possible, and the fourth card you play (supposing +always the lone hand to take the first four tricks with trumps) should +inform your partner what suit you mean to keep. For example: Clubs are +trumps. Eldest hand has two small trumps, queen of hearts, and queen and +seven of spades. Lead the queen of hearts. The dealer, who is playing +alone, ruffs the heart and leads both bowers and the ace of trumps. On +the fourth trick you play the seven of spades; your partner, holding the +ace of spades and the ten of diamonds, should throw away the ace of +spades and keep the ten, thereby attacking the lone hand in all three +suits. + +Example: Clubs are trumps. The eldest hand has the king of clubs, the +king of hearts, the ace and seven of diamonds, and the ten of spades. +Lead the king of hearts, throw away the ten of spades as early as +possible, and play the seven of diamonds on the fourth trick, thereby +informing your partner that you are keeping a diamond. + +If you lead from equals,--as king, queen, or queen, knave,--and your +opponent takes the trick with a card of that suit, throw away all your +other cards, however high, and keep your second one of that suit. This +applies always against the dealer, and usually against any other player. + +If the eldest hand holds the ace of hearts and the ace and king of +spades (the trump being a club), lead the ace of hearts and advertise +the command of the spade suit by throwing away the ace as soon as +possible. + +An exception: For third hand, supposing the dealer to have taken the +first three tricks without showing a lay card and to have led a winning +trump for the fourth trick. If your partner's fourth card is a lay king, +and you hold one card of that suit and one of another, neither of which +suits has been ruffed, keep the card of the same suit as your partner's +king on the fourth trick. + +With an assistance you may play a lone hand with less strength than +otherwise. + +Should your partner declare to play alone, and you have a fair trump +hand with no weakness in lay suits, it is good play to take it from him. + + +COUPS. + +The following cases are offered to illustrate some of the fine points in +the game. Opportunities for making some of these plays occur +frequently, and every ambitious euchre-player should be familiar with +them. The easiest way to follow them is to place the cards on the table +as shown below. + +A coup is when you depart from the ordinary established rules of play, +with certain reasons for each special case. Do not hesitate when +attempting a coup. Consider what the play of your adversaries means, as +well as that of your partner. + +Bear in mind that coups are justified only in exceptional cases. + +In all these cases A and C are partners. A is the dealer, and the +discard is supposed to have been properly made. + + +CASE I. + +Refusing to over trump. + + A + + 9 of clubs (turn-up), + Knave of clubs, + Ace, king of hearts, + 8 of spades. + + D B + +King and 10 of clubs, Ace of clubs, +Ace, 9 of spades, Queen, 8 of hearts, +9 of hearts. Knave of diamonds, + 10 of spades. + + C + + 7, 8, and 10 of diamonds, + Queen of spades, + 10 of hearts. + +Score, love-all. A adopts the trump. + +_First Trick._--B leads knave of diamonds, C plays the seven, D ruffs +with the ten of clubs, and A throws away the eight of spades. + +_Second Trick._--D leads the ace of spades, A ruffs with the nine of +clubs, and both B and C follow suit. + +_Third Trick._--A leads the right bower and catches the ace and king +from B and D, while his partner throws his small diamond. + +_Fourth Trick._--in this case A will win whether he leads the ace or +king of hearts; but his play should be the king, since his partner +cannot help him in any way, and B might hold the left bower and pass the +king of hearts, when he would ruff the ace. + +REMARKS.--If A goes over the ten of trumps with his right in the first +trick, he will be euchred. This is the simplest coup, and is in constant +use. It is not good euchre to do this when your partner has assisted. + + +CASE II. + +Leading through assistance. When to continue with trumps. + + A + + King of hearts (turn-up), + Queen of hearts, + Queen, knave of spades, + Queen of clubs. + + D B + +8, 9, 10 of diamonds, Knave, 8 of hearts, +10 of clubs, Ace of clubs, +7 of hearts. King, 9 of spades. + + C + + Knave of diamonds, + Ace of hearts, + Ace, 8 of spades, + 7 of diamonds. + +Score, love-all. C assists. + +REMARKS.--B leads the right through the assisting hand, C plays the ace, +D the seven, and A should play the king. If A plays the queen to give +information to his partner, B should at once continue with the eight of +hearts, and thus effect a euchre. If A plays the king, B's natural play +would be to lead the ace of clubs, whereby A and C make their point. +Few cases arise when you should conceal information from your partner, +but this is one of them. + + +CASE III. + +Ruffing a winning card in order to draw trumps and score two. + + A + + 9 of hearts (turn-up), + Knave of diamonds, + 7 of hearts, + Queen, 8 of clubs. + + D B + +Ace, king of hearts, Queen, 10 of hearts, +King of spades, Ace of diamonds, +King of diamonds, King of clubs, +10 of clubs. 9 of spades. + + C + + Right, 8 of hearts, + Ace of clubs, + Ace, 10 of spades. + +Score, four to three in favor of A and C. C assists. + +_First Trick._--B leads the ten of hearts, C plays the right, D the +king, and A the seven. + +_Second Trick._--C leads the ace of clubs, D plays the ten, A the eight +of clubs, and B the king. + +_Third Trick._--C leads the ace of spades, D plays the king, A ruffs +with the nine of hearts, and B plays the nine of spades. + +_Fourth and Fifth Tricks._--A leads the left, thereby drawing all the +trumps, and continues with the winning club. + + +CASE IV. + +Leading a trump up to the right. + + A + + Knave of hearts (turn-up), + King of hearts, + Ace of clubs, + Ace, king of spades. + + D B + +9 of hearts, Knave of diamonds, +7, 8 of spades, Ace, queen of hearts, +King, 8 of clubs. 9 of spades, + Ace of diamonds. + + C + + 10, 7, hearts, + Knave, 10 of spades, + King of diamonds. + +A adopts the trump. Score, four to one in favor of A and C. + +_First Trick._--B leads the left, C plays the seven of hearts, D the +nine, and A wins with the right. + +_Second Trick._--A leads the ace of spades, B follows with the nine, C +with the ten, and D with the seven. + +_Third, Fourth, and Fifth Tricks._--No matter what A plays, he is +euchred, since B wins the last three tricks. + + +CASE V. + +Under-play in fourth hand with a large tenace. + + A + + Ace of diamonds (turn-up), + Queen, 7 of diamonds, + 9, 7 of hearts. + + D B + +King, knave of clubs, Knave, king, 10 of +Queen, 10 of spades, diamonds, +8 of hearts. Ace, queen of hearts. + + C + + Knave of hearts, + King, 10 of hearts, + King, 10 of spades. + +Score, three-all. A adopts the trump. + +_First Trick._--B leads ace of hearts, C plays the ten, D the eight, and +A the seven. + +_Second Trick._--B continues with the queen of hearts, C covers, and +wins with the king, D throws the ten of spades, and A the nine of +hearts. + +_Third Trick._--C leads the left bower, D throws the queen of spades, A +the seven of diamonds, and B refuses to win by playing under with the +ten of diamonds, thereby making a certainty of establishing the euchre +with the tenace of right and king in the fourth and fifth tricks. + + +CASE VI. + +Trumping your partner's trick to put the lead through the strong hand. + + A + + Ace of diamonds (turn-up), + Knave of diamonds, + 10 of diamonds, + King of spades, + 10 of clubs. + + D B + +King, 8 of hearts, Ace of spades, +9, 8 of clubs, 7 of spades, +Queen of diamonds. Knave of hearts, + King, queen of clubs. + + C + + Ace, 10 of hearts, + Knave, 7 of clubs, + Queen of spades. + +Score three-all. A adopts the trump. + +_First Trick._--B leads the king of clubs, C follows with the seven of +clubs, D with the eight of clubs, and A with the ten of clubs. + +_Second Trick._--B continues with the queen of clubs, C plays the knave, +D the nine, and A wins with the ten of diamonds. + +_Third Trick._--A leads the king of spades, B covers with the ace, C +plays the queen, and D trumps, and wins with the queen of diamonds. + +_Fourth Trick._--D leads the king of hearts, A ruffs with the ace, and +is euchred by B's left bower. + +REMARKS.--C in the third trick perceived that his queen was useless, +unless used to trump his partner's trick and put the lead through A, +with the hope that his partner had the left and might be able to get it +in. The ace was turned up, and A could have no card _lower_ than the +queen, since he had ruffed fourth hand with the ten. + + +CASE VII. + +Refusing to ruff when you hold the high trump. + + A + + Queen of clubs (turn-up), + Right, ace of clubs, + King, queen of spades. + + D B + +Ace, 9 of spades, Knave of spades, +King, queen of diamonds, 8 of clubs, +Knave of hearts. Ace, 9, 8 of hearts. + + C + + King, 10, 9 of clubs, + 7, 9 of diamonds. + +Score, three to one in favor of B and D. + +C assists, and A plays alone. + +_First Trick._--B leads ace of hearts, D follows with knave, and A ruffs +with queen of clubs. + +_Second Trick._--A leads the right, B plays the eight, and D the nine, +of spades. + +_Third Trick._--A leads the king of spades, B refuses to ruff, having +the highest trump, thereby euchring A. + +The opportunity for this coup of refusing to ruff occurs very +frequently. + +The following coups, which occurred recently in play, serve to show the +possibilities of the game. They are offered here for the inspection of +experienced players only, and not for the emulation of beginners. + + +CASE VIII. + + A + + 9 of diamonds (turn-up), + Knave of hearts, + Queen of spades, + Queen, 9 of hearts. + + D B + +Ace, queen, 10 of clubs, Ace, king, 10 of diamonds, +King of hearts, Ace, 10 of spades. +9 of spades. + + C + + Queen, 7, 8 of diamonds, + Ace, 8 of hearts. + +Score, game-all and four-all. + +_First Trick._--B very properly orders up, and leads the ace of +diamonds; C follows with the seven, D throws the ten of clubs, and A +takes with left bower. + +_Second Trick._--A leads queen of spades, B covers with the ace, and C +wins the trick with the eight of diamonds, D playing the nine of spades. + +_Third Trick._--C leads the eight of hearts, D plays king of hearts, A +plays nine of hearts, and B throws ten of spades (not a sure winner) on +his partner's trick. + +_Fourth Trick._--D leads ace of clubs, A ruffs with the nine of +diamonds, B covers with the ten, and C wins the trick and scores a +euchre with the queen of trumps. + +REMARKS.--C makes the coup by leading the eight instead of the ace of +hearts. C recognized the fact, after the fall of the cards in the second +round, that B must have had three trumps to order with, and they must +have been the ace, king, ten; and after he had taken the second trick +he must throw the lead into D's hand, thereby making his queen against +the king, ten. + + +CASE IX. + + A + + Queen of clubs (turn-up), + Right and left bowers, + Queen, knave of diamonds. + + D B + +9 of clubs, Ace, king of clubs, +10 of diamonds, Ace, king, 7 of diamonds. +King, 7 of spades, +7 of hearts. + + C + +Score, A C one; B D three; and one game. A plays alone. + +_First Trick._--B leads the ace of diamonds, D plays the ten, and A the +knave. + +_Second Trick._--B leads the seven of diamonds, D trumps with the nine +of clubs, and A plays the queen of diamonds. + +_Third Trick._--No matter what D leads, A is euchred. + +B here makes the coup by recognizing what A must have for a trump-hand, +and leads his small and losing diamond, making it imperative for his +partner to ruff, thereby putting the lead through A, and establishing +the euchre. + +[Transcriber's Note: "turn-up" was misprinted "turn up" in Case VI; +this typo has been corrected for this electronic edition.] + + + + + +End of Project Gutenberg's The Laws of Euchre, by H. C. 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