

|
Euchre is a trick-taking card game played in many parts of the world. It is closely related to the French game Écarté.
Contents |
The United States, the British Isles (most notably in Cornwall), Canada and Australia all have large followings of the game. In the United States, the game has declined in popularity since the 19th century, when it was widely regarded as the national card game, but it retains a following. Today, it is frequently regarded as a Midwestern game; although Euchre players can be found across the country, it is believed that the game is most predominant in the Midwest (particularly Indiana, Ohio, and Michigan) and a card player from that region is almost certainly expected to have heard of or played the game. Euchre is also popular in parts of Pennsylvania, because of its ties to the Pennsylvania Dutch, as well as parts of Iowa and upstate New York because of German settlement in those areas during the 19th century. In Canada, the largest following is in Ontario.
Euchre is a game that requires decisiveness on the part of its players. It uses a deck of 24 playing cards, the cards from 2 to 8 being left out, although 32-card variants (with the sevens and eights included) are also played. There are four players, divided into two partnerships, with partners sitting at the table facing one another. Each player is dealt five cards; the remaining four cards (the kitty) are placed in the center on the table.
In non-trump suits, the order is the normal Ace high-King-Queen-Jack-10-9 low, but in the trump suit, the highest card is the jack of trump, called the right bower. (The term bower comes from German bauer, peasant, a word also used for the card called in English the knave or Jack. The German spelling is occasionally used in English, but the spelling bower is standard.) The second highest trump (even higher than an ace) is the jack in the suit of the same color as the trump suit, called the left bower. For all intents and purposes, the opposite jack is considered as if it were part of the actual trump suit. This is important later in the game, and is usually known by newcomers as the hardest part to learn about the game.
Euchre is a game of etiquette, and before the cards are dealt, the dealer offers the deck to be cut by the player to his right. Also, as in many card games, the order of deal is traditional, and expected to be followed. Cards are dealt clockwise starting with the player left of the dealer in sets of 3, 2, 3, 2; 2, 3, 2, 3, although in casual play, any combination may be dealt, as long as the dealt cards go around twice to everyone. The remaining 4 cards are placed in a pile, face-down, on the table next to the dealer. This pile is known as the "kitty" or "widow".
After the deal, the top kitty card is 'turned' to be displayed face-up on top of the kitty. Starting with the dealer's left, the players decide if they would like to call the suit displayed on the upcard as trump. If the player wants the upcard's suit as trump, they advise the dealer to "pick it up". If the player does not want the upcard's suit as trump, the player will pass (defers selected to the next player to the left). The decision to pass may be communicated by saying "pass" or by simply knocking on the table. The choice (to pass or pick it up) continues to each player around the table until either (a) the dealer is ordered by a player to pick up the upcard, or (b) the choice comes back around to the dealer, who may order himself to pick up the card or pass (which is indicated by the dealer's turning of the upcard face-down on top of the kitty).
It is important to note that in this phase of bid-making, regardless of who "orders it up", the dealer is the only person that may pick up the upcard. When picking up the upcard, the dealer discards another card from his hand, by placing it face down on the kitty, showing it to no one.
If no one "orders it up", the choice of trump goes around the table again, and each player in succession is given the opportunity to pick the trump suit from the remaining three suits. This continues until trump is selected or the choice comes back around to the dealer. If the choice comes back around to the dealer, the dealer can either select trump, or call for a redeal. In this case, the hand is not played, and the deal is passed to the next player.
In some variations, the following rules are added during the bid. First, if the dealer's partner orders up the dealer, the dealer does not play in the hand and the dealer's partner must play alone against two defenders (described further below). Second, if all players pass the bid twice, the dealer is stuck making trump from the remaining three suits (i.e., cannot opt for a redeal. Also, this rule is sometimes known as "stick-the-dealer"). These additions are sometimes referred to as "Canadian rules."
The team that selects trump is sometimes known as the "makers" for the remainder of the hand. The opposing team is known as the "defenders" for the remainder of the hand.
The lead starts with the player to dealer's left (or the dealer's partner if the player to dealer's right has decided to go alone), and this person plays the first card. All following players must play a card of the same suit (called "following suit") if they have a card of that suit in their hand (the left bower is considered a member of the trump suit).
The player who played the highest trump wins the trick. If no trump have been played, the highest card that followed suit wins the trick. The player that won the trick is responsible for clearing the played cards from the play area and then leading the next trick.
After all five tricks have been played, the hand is scored. The player to the left of the previous dealer then becomes the dealer for the next hand, so that the deal moves clockwise around the table.
If the player making trump is dealt a very good hand, or if his team is in danger of losing the game, the player making trump has the option of "going alone". Here, his partner sits out that hand. This is advised when the player makes trump, and the player is then known for the remainder of the hand as the "loner".
The first team to score 10 points wins the round. Score is usually kept using cards from the deck that are not in play, such as a six and a four, or a pair of fives. In this case, one card is used to cover the other so that only the correct number of pips are showing.
As mentioned above, Euchre is a game of etiquette. For this reason, there are several opportunities to cheat. Some of these breaches are significant enough to have become a permanent part of the game, either as an accepted part of the rules, or as part of specific variations. Some of these include:
Variations in gameplay are generally invoked by agreeing on them before gameplay begins.
These variations (and others) allow a player dealt one of several types of poor hands to "throw in" their cards and initiate a redeal.
Common in the Midwestern US, certain throw-in hands are designated as "farmer's hands". The first player, upon being dealt one of the designated farmer's hands, to call out "farmer's hand!", is then allowed to exchange some pre-determined number of cards in their hand with the same number of cards from the kitty. Some variations allow for multiple farmer's hands to be called out, but those exchanging cards with those left behind in the kitty after the first exchange are essentially guaranteed very poor cards.
Other variations of Euchre are widely played in the southwestern counties of England, where it is common for a pub to have its own team which takes part in competitive league matches with other teams. The most common form of the game played in the UK is one where a twenty-five card deck is used; the deck consists of A-K-Q-J-10-9, with an extra card called the Benny. This card, usually a joker card or the two of spades, is the highest trump no matter which suit is called. Should this card be the one turned over by the dealer, the dealer must decide which suit to call for trumps before looking at their own hand. The bidding then continues as normal.
Players can also play with the extra cards 8 and 7, which adds more uncertainty to which trump cards can still be in opposing players' hands.