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Preliminaries
Four players sitting crosswise in partnerships receive five
cards each (3+2 or 2+3) from a 25-card pack consisting of
AKQJT9 in each suit, plus one Joker. Lacking a Joker,
substitute a black Two. Lay the other four face down and turn
the top card for trump preference. If it is the Joker, the
dealer must announce trumps before looking at his cards. Game
is any agreed number of points (such as 10, 11, 21) over as
many deals as necessary.
Rank of cards
Trumps cards rank downwards as follows:
A-K-Q-T-9
Bidding
Unless the Joker is turned (see below), there is a round or
two of bidding to decide which side will undertake to win at
least three tricks with the turned suit trump, or, if all
decline, with another suit. A bidder who thinks he can win
three or more from his own hand may offer to play ‘alone’.
If all pass, the turn-up is turned down and each in turn may
now either name another trump suit or pass. (Choosing the
other suit of the same colour is to ‘make it next’; choosing
either of the other two is to ‘cross it’.) If anyone names a
suit, the bidding ends. As before, a bidder may offer to play
alone. If all pass, the hand is annulled and the deal passes
on.
Play
Before play, either of the defenders may offer to defend
alone, whether or not one of the makers is doing so. In a lone
bid, the loner’s partner lays his cards face down before the
opening lead, which is made by the player at loner’s immediate
left, or his partner if the latter is playing alone.
Otherwise, the opening lead is made by the eldest hand.
Players must follow suit if possible, otherwise may play any
card. The trick is taken by the highest card of the suit led,
or by the highest trump if any are played, and the winner of
each trick leads to the next.
Score
The makers score 1 point for winning three or four tricks, 2
for the ‘march’ (all five), or 4 for the march if played
alone. If they fail to win three they are ‘euchred’, and the
opponents score 2, regardless of any lone hands.