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+ <meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1" />
+ <title>
+ The Project Gutenberg eBook of The Laws of Euchre, by H. C. Leeds and James Dwight.
+ </title>
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+<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.&nbsp;S.&nbsp;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,&mdash;</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:&mdash;</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, &ldquo;I take it
+from you.&rdquo;</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,
+&ldquo;I order it up and play it alone,&rdquo; or &ldquo;I make
+it hearts and play it alone.&rdquo; The declaration
+must be, &ldquo;I play alone at hearts,&rdquo;
+or, &ldquo;Alone at hearts.&rdquo; 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 &ldquo;Laws,&rdquo; 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>&ldquo;Right Bower,&rdquo; or &ldquo;Right,&rdquo;&mdash;knave of
+the trump suit, which is the highest card.</p>
+
+<p>&ldquo;Left Bower,&rdquo; or &ldquo;Left,&rdquo;&mdash;knave of
+the same color as the trump suit, which is
+the second best card.</p>
+
+<p>&ldquo;Alone,&rdquo;&mdash;playing without your partner.</p>
+
+<p>&ldquo;Assist,&rdquo; or &ldquo;Help,&rdquo;&mdash;ordering up the
+trump when your partner deals.</p>
+
+<p>&ldquo;Announce,&rdquo;&mdash;to declare the suit
+which shall be trumps.</p>
+
+<p>&ldquo;Bridge,&rdquo;&mdash;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>&ldquo;Crossing the suit,&rdquo;&mdash;making the trump
+of a different color from the suit turned
+down.</p>
+
+<p>&ldquo;Next,&rdquo;&mdash;to make a trump of the color
+turned down.</p>
+
+<p>&ldquo;Euchre,&rdquo;&mdash;when the party making the
+trump fails to take three tricks.</p>
+
+<p>&ldquo;Hand,&rdquo;&mdash;the five cards dealt to each
+player.</p>
+
+<p>&ldquo;Ordering up,&rdquo;&mdash;requiring the dealer
+and his partner to play the trump turned
+up.</p>
+
+<p>&ldquo;Pass,&rdquo;&mdash;declining to order up, assist,
+adopt, or make the trump.</p>
+
+<p>&ldquo;March,&rdquo;&mdash;taking five tricks.</p>
+
+<p>&ldquo;Love Game,&rdquo; &ldquo;Slam,&rdquo; or &ldquo;Double,&rdquo;&mdash;where
+the score is five to nothing.</p>
+
+<p>&ldquo;Lap,&rdquo;&mdash;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>&ldquo;Rubber,&rdquo;&mdash;consists of three games.</p>
+
+<p>When, however, a lap is made in the
+third game, a fourth must be played.</p>
+
+<p>A &ldquo;Lay Card,&rdquo; or an &ldquo;Outsider,&rdquo;&mdash;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,&mdash;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,&mdash;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> &ldquo;Another&rdquo; means &ldquo;a small one.&rdquo;</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,&mdash;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
+&ldquo;lone hand.&rdquo; 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,&mdash;as king,
+queen, or queen, knave,&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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 />
+&nbsp; 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>&mdash;B leads ace of hearts, C
+plays the ten, D the eight, and A the seven.</p>
+
+<p><em>Second Trick.</em>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;B leads ace of hearts,
+D follows with knave, and A ruffs with
+queen of clubs.</p>
+
+<p><em>Second Trick.</em>&mdash;A leads the right, B
+plays the eight, and D the nine, of spades.</p>
+
+<p><em>Third Trick.</em>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;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>&mdash;B leads the ace of diamonds,
+D plays the ten, and A the knave.</p>
+
+<p><em>Second Trick.</em>&mdash;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>&mdash;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>
+&ldquo;<a href="#typo">turn-up</a>&rdquo; was misprinted &ldquo;turn up&rdquo; 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. Leeds and James Dwight
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+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: 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. Leeds and James Dwight
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