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Euchre

Card games · Trick-taking

Family friendly
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Summary — 4 players

Euchre is a quick trick-taking card game for four in two partnerships, played with five cards each from a 24-card pack. The jack of trumps and the other jack of its colour are the top two trumps, the side that names trumps must take three of the five tricks, and the first side to 10 wins.

Scored by
Card points / trick count
Origin
Probably from the Alsatian game Jucker; reached the USA in the early 19th century, then Canada, Australia and New Zealan

How it plays

1 of 6

The deal

Four players in two partnerships — North is with you. The deck is only twenty-four cards, nine up to ace in each suit, so everything is high. Five cards each, dealt in twos and threes, and the next card off the pack is turned face up.

Rules

How to play

Players and equipment

Four players in two partnerships, partners sitting across from each other, and a 24-card deck: the nine, ten, jack, queen, king and ace of each suit. Aces are high, except that the trump suit is warped by the bowers. The jack of trumps, called the right bower, is the highest trump, and the other jack of the same colour, the left bower, is the second highest and counts as a trump rather than as a card of its printed suit.

The deal

Five cards each, dealt in twos and threes, going clockwise. The four cards left over are laid face down and the top one is turned face up. That is the up-card, and its suit is the proposed trump for the hand. The deal passes to the left after every hand.

Play

Making trumps comes first. In the first round each player in turn, starting to the dealer's left, either accepts the up-card's suit as trumps or passes. An opponent of the dealer who accepts says order it up; the dealer's partner says assist; the dealer says pick it up. Either way the dealer takes the up-card into hand and discards one card face down, and the hand is played with that suit as trumps. If all four pass, the dealer turns the card face down and a second round begins: each player in turn may name any other suit as trumps, or pass, and the turned-down suit may not be named. If all four pass again, the cards are thrown in and the deal moves on.

The side that made trumps are the makers, and they must take at least three of the five tricks. Whoever makes trumps may, at that moment, declare that they are going alone: their partner lays their hand face down and takes no part, and the maker plays the hand single-handed against both opponents.

The player to the dealer's left leads the first trick; if that player is sitting out a lone hand, the lead passes to the next player round. Follow suit if you can, remembering that the left bower is a trump and not a card of its printed suit; if you cannot follow, play anything. The highest trump in the trick wins it, or the highest card of the suit led if no trump was played. The winner of a trick leads the next.

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