How To Play
The players are You, Left, Partner, and Right (going clockwise from the bottom)
Tricks: (Your Team/Computer's Team) Score: (Your Team/Computer's Team)
Trump: The suit (who called it)
CARDS.
A pack of 24 cards: from a regular pack of 52 all twos to eights inclusive discarded.
The highest trump is the jack, called right bower. The second-highest is the other jack of same colour, called left bower. For example, if spades are trumps, the J of spades is the right bower and the J of clubs is left bower. The rest of the trump suit ranks: Ace (third-best), K, Q, 10, 9. In each non-trump suit the rank is: Ace (high), K, Q, J (if not left bower), 10, 9.
THE DEAL.
Each player receives five cards. The last card of the pack (belonging to the dealer) is turned face up on the table; this is the face-up-card.
MAKING.
The face-up-card proposes the trump suit for that deal, but it becomes trump only if some player accept it. Beginning with the player at the left of the dealer, each player in turn may pass or may accept the suit of the face-up-card (if it has not been accepted before him). If all four players pass, the face-up-card is turned face down. Then each in turn to left of he dealer has a second chance to pass or to name a trump suit (if none has been named ahead of him). The named trump suit must be different from the face-up-card.
Whoever decides the trump suit, by accepting the face-up-card or naming a trump in the second round, becomes the maker. The maker has the right to say "I play alone" whereupon his partner must discard his hand and stay out of the play.
THE PLAY.
If the turn-up is accepted, dealer has the right to use it as part of his hand, discarding any other card face down.
The opening lead is made by the player at left of the dealer, regardless of who is the maker.
The hands are played out in five tricks. A player must follow suit to a lead if able; if unable to follow suit, he may play any card. A trick is won by the highest card played of the suit led. The winner of a trick leads to the next.
SCORING.
Only the side that wins three or more tricks scores. Winning all five tricks is called march. When the making side fails to win the majority it is said to be euchred.
The making side, when both are playing, score 1 point for winning three or four tricks, or 2 for march. A maker playing alone scores 1 for three or four tricks, or 4 for march.
Opponents of the maker, when both are playing, score 2 for euchre.
GAME.
The side first to reach a total of 10 points wins a game.
Parts of these rules are from the Newly Revised HOYLE UP-TO-DATE Official Rules for All Important Games book, edited by Albert H. Morehead and Geoffrey Mott-Smith, © 1970
Registration
Serial:
dn92a15zx
Compatibility
Device: | All |
OS: | 3.54.05.05.4 |
Download
Version | File | Size |
---|---|---|
1.0 | euchre.prc | 88K |
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