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.net 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 ***

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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 The Rubber Scoring Cutting Formation of the Table Cutting Cards of Equal Value Cutting out Entry and Re-entry Shuffling The Deal A New Deal A Misdeal Cards liable to be called Cards played in Error The Revoke 7 7 7 9 9 10 11 11 13 14 15 17 18 22 24

Calling for New Cards Making the Trump and Playing The Discard The Trump Card Playing alone Etiquette of Euchre Technical Terms used in Euchre GENERAL REMARKS Eldest, or First Hand Second Hand Third Hand The Dealer The Bridge Lone Hands Coups Case I. Case II. Case III. Case IV. Case V. Case VI. Case VII. Case VIII. Case IX. [Illustration]

26 27 30 32 32 35 38 41 43 46 50 52 56 57 61 63 65 66 67 68 70 72 73 75

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. and again cut to decide on partners. The knave is the highest card. Should a player expose more than one card. the two highest of the new cut are partners. king. cut again. or they who have. cut again. If there are more than four candidates. four double games. In the formation of fresh tables. that is. or of cutting out. played a greater number of consecutive rubbers than the others. When all have played the same number. those who cut the fifth and sixth highest cards belong to the table. A candidate wishing to enter a table must declare such intention before any of the players have cut a card. Three players cutting cards of equal value. The two highest play against the two lowest. or the two highest. 9. appoint a substitute in his absence during that rubber. 14. 15. 11. etc. and two points for the rubber. 17. either for the purpose of commencing a new rubber. and counters. have the prior right of entry. should admission be claimed by any one. 13. and their opponents have the deal. ENTRY AND RE-ENTRY. the lowest going out. the players are selected by cutting. CUTTING. or by two candidates. . FORMATION OF THE TABLE. and have the deal and choice of seats. 18. Two players cutting cards of equal value. Any one quitting a table prior to the conclusion of a rubber may. with the consent of the other three players. In all cases every one must cut from the same pack. those candidates who have neither belonged to nor played at any other table. 10. The highest is the dealer. the two lowest of the new cut are partners. Thus it is possible to win ten points in a rubber. 12. At the end of a rubber. When there are more than six candidates. etc. he must cut again. CUTTING OUT. The four who cut the highest cards play first. they must cut to decide on the out-goers. then the ace. the others decide their right of admission by cutting. seats. he who has. is or are out. 8. unless such cards are the two lowest. 16. CUTTING CARDS OF EQUAL VALUE. should the fourth (or remaining) card be the highest. he must abide by it. Should the fourth card be the lowest. who has choice of cards. those first in the room having the preference. and having once made his selection.

a card be exposed. The dealer has always the right to shuffle last. or a doubt as to the exact place where the pack was divided.19. Each player has a right to shuffle once only. they settle their precedence by cutting. and takes his chance of cutting in as if he were a fresh candidate. A player cutting into one table while belonging to another. 31. The pack must not be shuffled during the play of a hand. 30. 32. loses his right of re-entry into the latter. SHUFFLING. or when a new deal has occurred. 20. When the pack is cut. or if there be any confusion of the cards. The dealer's partner must collect the cards for the ensuing deal. THE DEAL. 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. 33. If in cutting or in placing one of the packets on the other. to the left of the player about to deal. the candidate next in order for entrance to the table takes his place. 28. nor so that the face of any card can be seen. the remaining players have the prior right to him of entry into any other. 23. Each player. 26. the right of dealing goes to the left. but should a card or cards be seen during his shuffling or while giving the pack to be cut. must place the cards. except as provided by Law 27. prior to a deal. A NEW DEAL. after shuffling. 21. Should a player leave a full table after he has played but one of the two consecutive rubbers to which he is entitled. and should there not be vacancies at such other table for all those candidates. but must go out at the end of one rubber. 29. 24. If any one break up a table. Each player deals in turn. there must be a fresh cut. the dealer should put the pack at his right hand. The pack must neither be shuffled below the table. should the dealer re-shuffle he loses the deal. he may be compelled to re-shuffle. properly collected and face downwards. There must be a new deal by the same dealer if during the deal or . 27. he can neither re-shuffle nor re-cut the cards. and he has the first right to shuffle that pack. After dealing. 25. When a player has once separated a pack he cannot alter his intention. as his predecessor would have done. after a false cut. 22.

If. the exposed card cannot be called. Unless five cards are dealt to each player. Should the dealer. the adversaries may do the same without losing their privilege of claiming a new deal. A card exposed by either adversary gives that claim to the dealer. If. but all points scored on previous hands stand. 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. and three in the second. II. notwithstanding either or both of the adversaries have subsequently done the same. in turning the trump card. there must be a new deal. 45.-I. and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal. 43. Should the latter have first interfered with the cards. should a misdeal occur he may deal again. 37. The players thus losing their cards may reclaim them at the end of the deal. It is a misdeal. A deal made with the adversaries' cards is good. 44. 40. A misdeal loses the deal. should chance give them such option.during the play of the hand the pack be found to be incorrect or imperfect. and the adversary next in rotation to the player who ought to have dealt. a new deal may be claimed. if the error be discovered before the trump card is turned. a player touch any of his cards. If not. Should a player take his partner's deal and misdeal. a card be exposed by the dealer or his partner. 34. either by questioning the score or asserting that it is not his deal. the adversaries can call for a new deal. there must be a new deal. provided that neither of them has touched the cards. 35. A MISDEAL. then deals. 38. A deal out of turn can be stopped. provided that his partner has not touched the cards. If the adversaries interrupt a dealer while dealing. 36. one of the last cards be exposed. while dealing. otherwise the deal stands. . If any card be found faced in the pack before a lead is made. 39. provided that the trump card has been turned. they do not thereby lose their privilege. during the deal. in dealing. If a new deal does not take place. 42. Unless the dealer begin by giving two cards to each player in turn in the first round of the deal. the deal is lost. or _vice versa_. and fail to establish such claim. the latter is liable to the usual penalties. If. 41. expose any other card of the pack.

47. . the trick is complete. or by failing to play to every trick. 54. but should one player retain his hand. the party playing alone scores five points. he is liable to have a suit called when he or his partner next lead. Should it then be proved that the game could have been saved or won. or for other reasons. or if when called on to lead one having in his hand one or more cards of the suit the penalty of a revoke. and no one can again take up his cards. III. II. and there is no penalty against any one except the original offender. If a player or players. lead another. The trump card if lifted from the pack. 52. If a player who lowest called. under the impression that the game is lost or won. and the other three have followed him.CARDS LIABLE TO BE CALLED. If any one play to an imperfect trick the highest card on the table. or play several such winning cards one after the other. 51. such cards are exposed. the adversaries may either call the card erroneously led. are taken back. even though snatched up so quickly that no one can name it. without waiting for his partner to play. but should an adversary name a wrong card. All exposed cards are liable to be called. the first or any other of those tricks. the latter may be called on to win. or in any way exposed on or above the table. 53. Any card dropped face upwards. and the other cards thus improperly played are exposed cards. should either adversary abandon his hand by laying it face upwards on the table. In a lone hand. If any player lead out of turn. 50. 46. he cannot be forced to abandon it. their cards. demanded. If any player lead out of turn. or may call a suit from him or his partner when it is next the turn of either to lead. the hands are abandoned. A card detached from the rest of the hand is liable to be called if either of the adversaries can name it. 55. have played to the false lead. Two or more cards played at once. each player's by the adversary. on discovery of the mistake. The following are exposed cards:-I. he incurs has rendered himself liable to have his highest or to play as desired. but if only the second. and must be left on the table. and then lead again. but a card is not an exposed card when dropped on the floor or elsewhere below the table. In no case can a player be compelled to play a card which would oblige him to revoke. no such claim can be entertained unless a revoke be established. 48. fail suit. 49. or lead one which is a winning card against his adversaries. If all four players throw their cards on the table face upwards. or the second and third. throw his or their cards on the table face upwards. if he can. and can be called. and the error cannot be rectified.

or mix his trump or other card with a trick to which it does not properly belong. and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries. should this be the case. Should the question be asked before the trick be turned and quitted. . A revoke is established if the trick in which it occurs be turned and quitted. the revoke is established. lead or play to the following trick. when it is five. 66. 64. the penalty is paid. unless the question be answered in the negative. and the card restored. If any one play two cards to the same trick. CARDS PLAYED IN ERROR. and the penalty may be claimed as often as the revoke is repeated in the hand. the fourth may play before his partner. Is when a player.56. except in the case of a lone hand. At the end of the hand the claimants of a revoke may search all the tricks. 59. Should any one have omitted playing to a former trick. Should the third hand play before the second. If during the play of the hand the error be detected. 58. Should a revoke be claimed. The penalty of a revoke is three points. A player may ask his partner whether he has not a card of the suit renounced. Should they decide that the deal stand good. Should the third hand not have played. subsequent turning and quitting does not establish the revoke. however. and the fourth hand play before his partner. THE REVOKE. If a player called on to lead a suit have none of it. 57. the surplus card at the end of the hand is considered to have been played to the imperfect trick. and the mistake is not discovered till the hand is played out. The call for an exposed card can be repeated until such card has been played. 67. the tricks may be counted face downwards. and the error may be corrected. 61. whether in his right turn or otherwise. The player is. to ascertain if there be among them a card too many. the adversaries may claim a new deal. liable for all the revokes he may have meanwhile made. he is answerable for all the consequent revokes he may have made. or if the revoking player or his partner. and such error be not discovered till he has played to the next. plays a card of a different suit. holding one or more cards of the suit led. 60. the latter may be called on to win or lose the trick. but does not constitute a revoke therein. 65. 63. 62. or unless the revoking player or his partner have led or played to the following trick. the trick may be searched.

after naming the suit turned down. The adversaries. 72. the second hand may pass. 80. CALLING FOR NEW CARDS. or on the second round throw his cards on the table. A revoke cannot be claimed after the cards are cut for the next deal. The trump card having been turned. the declaration is not invalidated. Should the eldest hand pass. may call for fresh cards. A revoking player and his partner may require the hand on which the revoke occurred to be played out. order up. Should all pass again. his partner also must pass. 70. Should all four players pass. the trump is turned down. his partner also must pass. Should the player. and then attempt to assist. the pack is cut for the deal. or passing. the deal is at an end. 79. but should the dealer turn down the trump card. or play alone. He must call for two new packs. the third hand can pass. however. or play alone. 76. 71. may withdraw their cards and substitute others. An equal number of revokes on different sides cancel each other. mention the suit he intended to make trumps. ordering up. and his partner not hear it and pass. A card or cards torn or marked must be replaced by agreement. Any player (on paying for them) before. such action is . he is considered to have passed. Should the player entitled to make a trump name a suit. 69. or play alone. and the next player deals. 77. in either of the last two cases the third hand may take it from him and play alone. except his partner. the adversaries may call the card played in error. No player can take away another's right by passing. If a player discover his mistake in time to save a revoke. 75. take up the trump. out of turn. and the first hand can name a suit. or play alone. of which the dealer has the choice. and so on in turn around the table. Any player or players who have played after him. he cannot change. Should a player make a declaration. order up. 81. 74. or pass. and after him the dealer must pass. in either of the last two cases the dealer may take it from him and play alone. and should he name the suit turned down. but not after. may elect that it shall be played. the cards so withdrawn are not liable to be called. 78.68. the eldest hand may pass. or assisting. or order up the trump. Should the second hand pass. assist. 73. MAKING THE TRUMP AND PLAYING. Should a player pass. 82. or new cards called for at the expense of the table.

becomes an exposed card. with or without the consent of his partner. or neglect to discard before playing. touched for the purpose of gathering them together. and the second player lead before the dealer has discarded. the adversaries may require that opponent's partner to play his highest or lowest of the suit led. such decision is final. 90. 89. but at play of a trick. The discard is not complete until the dealer has placed the card under the pack and quitted it. and if either of them. or to win or lose the trick. PLAYING ALONE. the latter can be called on to play his highest or lowest of the suit led. the dealer must at once discard one card from his hand. they should agree who is to make the election. and four if is played. they lose their right. provided that he himself has not already passed. or to win or lose the trick. Should the eldest hand lead before the discard is completed. should call attention to the trick either by saying that it is or is not his. If they do so consult. cards be placed before their respective players. THE DISCARD. 88. after which he cannot change. When a player and his partner have an option of exacting from their adversaries one of two penalties. or call on his partner to take or not to take the trick. any but may A player has no time during the before they are demand that the right to ask who played a particular card. They also are not entitled to score any point or may have made on that hand. Should the card turned up be made the trump. 84. The trump card cannot be discarded. 91. the deal holds good. If any one. Should the third hand play alone. the lead stands. The trump card must be left in view till played. or makes the trump. 92. the dealer the party so a lone hand points they . no player has a right to ask what card was turned up. prior to his partner's playing. Should any player have more or less than five cards. but can at any time ask what is the trump suit. but must not consult with one another which of the two penalties it is advisable to exact.binding on his partner. assists. 83. and offending forfeits two if all four are playing. adopts. and the dealer can change his discard if he wishes. or when his partner does so. After the trump card has been played. A player may play alone when he orders up. or by naming his card or by drawing it without being asked to do so. 93. and if removed or lifted from the pack. 85. demand a penalty to which he is entitled. 87. 86. THE TRUMP CARD. or after the four cards are played.

and must play it with his partner. In all cases a single declaration must be made. both opposing hands must be laid on the table." or." The declaration must be. Should the partner of the player playing alone offer to take it from him after a lead has been made. "I take it from you. A player cannot play alone when he or his partner is ordered up. to see if it contains more or less than five cards. 103. or if before making his declaration he exposes a card. 105. and can be called by the player playing alone. Should a player expose the face of any of his cards. should he take every trick. ETIQUETTE OF EUCHRE. 100. his partner must place his own cards on the table face downwards. A player must announce his intention to play alone before naming the trump. subject to the previous rule." 95. to apply any penalty to their infraction. but in case of a euchre the adversaries score four." Any other declaration precludes a lone hand. The dealer must announce his intention to play alone before quitting his discard. Two packs of cards of different colors are invariably used at . 101. neither can play alone. or when his adversaries adopt or make the trump. The following rules belong to the established Etiquette of Euchre. in which case the form of declaration must be. "I play alone at hearts. his partner may take it from him. It is not permitted to say. unless his adversaries elect that he play it alone. 97. They are not called "Laws. his partner can score only two points. and not again take them up. A player playing alone is liable to no penalty for simply exposing a card. and can be called. and his action is binding on his partner. 107. the card is an exposed card. but should he lead out of turn. otherwise he can be required to play the hand with his partner. Should a player announce that he will play alone. and in some cases impossible. 106. 99. "Alone at hearts. the player loses his right to play the hand alone. 104. and the only remedy is to cease to play with the players who habitually disregard them. 102. and his partner play upon the first lead. 98. If a player declares to play alone. Should a player announce that he will play alone. 96.94. or after he has himself passed. "I order it up and play it alone. After the partner of the lone player has placed his hand on the table. He shall have the right to gather and quit his partner's tricks." or "I make it hearts and play it alone. Should an adversary play out of turn to the lead of a lone hand." as it is difficult. either adversary may count the hand.

"Left Bower. "Crossing the suit. A player who desires the cards to be placed. with as nearly as possible the same manner at all times. 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. It is unfair to revoke purposely. and having made a revoke. "Next."--playing without your partner. 116. and should be careful not to give information by unusual quickness or delay."--making the trump of a different color from the suit turned down. No one should look over the hand of a player against whom he is betting. 108. assist. should not draw the second card out of his hand till his partner has played to the first trick. 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."--to declare the suit which shall be trumps. such act being a distinct intimation that the former has played a winning card. and this should be adhered to if possible. "Alone. bets should not be made with the bystanders. which is the highest card."--when the score of the eldest hand is four to one or four to two in his favor. . a player is not justified in making a second to conceal the first. "Bridge. 112." or "Right. 111. etc.. or demands to see the last trick."--knave of the same color as the trump suit."--to make a trump of the color turned down. "Assist.Clubs. "Announce. Until the players have made such bets as they wish. order up. TECHNICAL TERMS USED IN EUCHRE. 115. by word or gesture." or "Left. 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. 114." or "Help. 113. Bystanders should make no remark. A player having the lead and another winning card to play. should do so for his own information only. nor should they. "Right Bower. 110. and not to attract the attention of his partner."--ordering up the trump when your partner deals. Players should pass."--knave of the trump suit. which is the second best card. 109.

as in Whist. [Illustration] GENERAL REMARKS. and the original lead or play. and not abused. since it is so constantly changing. "Love Game. assist. The play of the cards is governed by the card sense of the individual."--the five cards dealt to each player. The same hand should suggest different ideas at different scores. The refinement of the game consists in playing to the score. or make the trump."--declining to order up. "Lap. It is not the intention of the authors to write a treatise on the game. however."--when the party making the trump fails to take three tricks. and are carried to the next game." or an "Outsider. There can be no absolute rules about the play in Euchre. "Ordering up. When. No attempt has been made to go beyond the adoption of the trump. but if the beginner will accept as a guide the appended hints. "Hand. A "Lay Card."--is where more points are made than are necessary to win a game. ."--is a card of a different suit from the trump. "Pass. passing. a fourth must be played. The following points are written simply for the information of those not thoroughly conversant with the game of Euchre. A player should school himself to notice the score before he picks up his hand. The exceptions also are perhaps almost as numerous as the rules. "Rubber. most of which are in use among the best exponents of the game. at the risk of being confusing. but they should be made with careful consideration. "March."--taking five tricks. assisting. a lap is made in the third game."--consists of three games." "Slam. which is quite peculiar to Euchre. as the number of cards is so few that the importance of each play is intensified. A good Euchre player can make his own exceptions. and the score has so great an influence on the hand." or "Double."--requiring the dealer and his partner to play the trump turned up."--where the score is five to nothing. adopt."Euchre. A beginner should follow these hints pretty closely. it is thought they will not lead him far astray. but merely to illustrate a few conventional plays.

lead a trump. . ace and seven of clubs. king. and consequently your play should be very conservative. unless equals. With a large tenace in trumps as right. lead trumps. queen. and ten of clubs: make it next. or from a suit of equals. or right. In both of these cases pass. and do not cross the suit. if you can. If the dealer adopts the trump. and make it next. queen of clubs turned up. lead trumps through the assisting hand. lead ace in next. but with three trumps. OR FIRST HAND. and nine of clubs. knave. If you hold the two bowers and an outside ace. In general do not lead trumps up to the dealer's adoption. Score four to three in your favor is a position of caution. the dealer has turned down the king of spades. or knave. you hold right. Do not assist too light. with ace. lead smallest. If you have left and small one.--With left and small one. seven of spades. whether dealer takes up with or without assistance. Avoid leading the turn-down until at least one round of trumps has been played. lead the left and continue with small one if both opponents follow. etc. queen. or left. If you have no trump. with score four to three in your favor. avoid. leading from suits of king. With any two others. Assist with three trumps. and seven of hearts. knave of spades. and seven of diamonds. king. unless very strong. ace. play your best card. and you play with certain reasons to stop a march. if the turn-up is not above the king. especially when a bower is turned down. If the right is not turned. whether through assistance or not. and no outside cards of any special value. for example. ten. With one or two trumps and two aces. for example. or made the trump. always lead them in the order named. and small one when crossing the suit. ace and small one. When making the trump with ace and two others (without the king). SECOND HAND. play an off-suit. for example. Always lead a trump when your partner has ordered up. or from a short suit of king or queen. and lead the left. seven. When the right is not turned. ace.ELDEST. ten. seven. and two cards of another suit. and occasionally when short of a suit. and king and ten of spades. order with three medium trumps or better. Do not order (unless with great strength) if you can make it next. or queen. and some strength in suit. lead an ace. ten of the turn-up. as king. This is the most common error in Euchre. queen. Make it next when you can. _provided you have nothing to go to_. If possible. The exceptions to this are. and the score two points in your favor.

except when the ace is turned. seven. at the two above-named scores. especially if he has turned down the bower. With two trumps and two aces. lead trumps at once. [Footnote 1: "Another" means "a small one. By too light an assistance you may tempt him into a lone hand. If your partner adopts the turn-up without your assistance.right and another. When assisting with three trumps. When led through with right and another. Ace and another. and outside ace. your play is then dependent upon the value of your remaining trumps and the turn-up. even when short of a suit.--when it is permissible to finesse. if right is turned. ace and another. and you hold queen. headed by the ace. and outside ace. dependent upon the score. and the third hand declares to play alone. two medium trumps. With one small trump. under the impression that one or two big trumps are out of his way. Anything less than this is not good Euchre.[1] left and another. If your partner turn down black. Your partner usually will know what to do with the bower. do not ruff with right alone if it is the first trick. If you take the first trick by trumping a suit. Ruff with left alone. play left. and your partner throws away. lead a card of the same suit as the turn-down. ruff as early as possible with the big one. and one suit of three. . eight. play the right. etc. If your partner refuses to adopt the turn-up. do not lead the suit he has shown. in trumps. and lead the small one. When led through.. make it red if you can."] Assist with left and another. ruff as soon as you can. When playing second to a small card. Remember that to be short of one or two suits is a great advantage to an assisting hand. Do not assist the right with two small ones. If you take the first trick in suit. are permissible only when justified by scores of four-all or four-love in your favor. especially with your partner's make or adoption. however. dependent upon score. if your opponents have not done so for you. except. and king and another. of course. when assisting with left and another. if you take the first trick in suit. dependent upon the score. unless right or ace is turned. two trumps and two aces. ten. lead trumps as early as possible. always. even if you have the ace of it.

and one suit.Do not finesse in lay cards. Scores of three-all and four to two in dealer's favor require more than ordinary caution. and here are most of them. right. left. It is wise to see your way absolutely clear to three tricks before ordering the right. ace. THIRD HAND. which by their strength compel you to order. queen and another. There are certain hands. another. dependent upon the score. king. left.--the right not being turned. If you ruff. headed by ace. however. and outside ace. THE DEALER. king. and another. With the score at four-all or four-love in his favor. king. and outside ace. it is better to order. and are very strong at next. the greater the improbability that your partner will be able to make it next. king and another. right and king right and queen. and one suit. left. right. ace. right and ace. left. and outside ace. Take up three trumps. and outside ace. since the stronger you are at next. queen of the third suit. and one suit headed by ace. It requires a stronger hand to order or make the trump in this position than in the eldest hand. left. two bowers and another. it is usually well to beat the turn-up. three trumps and one suit. However. Order with four trumps. king and another. and king. ace. the dealer may play a lighter hand than any mentioned above. and outside ace. especially if it is his best. three trumps and two aces. left. right and another. Order with ace. ace. dependent upon score. king. two bowers and outside ace. outside ace. . another. if you have a good hand at the turn-up. With score four to three in dealer's favor he may play a shade lighter than ordinary. and he has displayed weakness by passing. left. ace. two trumps and two aces. ace. since you cannot depend upon your partner's lead. and outside ace.

and ace of diamonds. throw away the ace as soon as possible on your partner's trick. If the dealer adopts the turn-up. It is usually better with a fair hand to try for a point rather than to turn down for a euchre. play the ace. This. With three trumps (clubs). and king. Give all the information possible to your partner by your play. you may conceal this information. With two trumps (clubs). applies to all four hands. king of hearts. play the king. If. ace. it is permissible to make it with somewhat less strength than would be required in the other three hands. There is a growing tendency to abolish the bridge. seven of hearts. except when playing a lone hand. the expediency of keeping the bridge strictly. however. The writers remember distinctly not long ago when every one kept the bridge. and outside king. THE BRIDGE. in which case discard the ace of diamonds. he should discard the lowest card of a short suit. for example. now the same players take their chances with two lay aces. discard the king of hearts.If it comes round to the dealer to make a trump. They doubt. and takes the first trick with his small trump. 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. and never play false cards. When your partner assists. or the ace and another in . Always be careful how you play your small cards. ace. queen of clubs is turned up. If you or your partner take the first trick with a trump. and holds both bowers of the cross-suit. If the dealer adopts the turn-up without assistance and has right and another. he should not lead the right unless he can follow with an ace. and in the same manner. the bridge is to be kept at all. for example. If. since it will do him no good. and you take the first or second trick. seven of diamonds. and you are assisted and hold the king of clubs in your hand. however. Some prefer to keep the king with score four-all with only two trumps in the hand. thereby showing him you have command of that suit. however. discard the king. It is a complicated question from a mathematical point of view. ace. of course. otherwise you deceive your partner. it is good euchre to pass. discard the seven of diamonds. and can only benefit your opponents. If you hold both ace and king of clubs in your hand. the dealer is better at next. and they have never kept any record for a long enough period of time to be of any practical value. seven of one suit. it should be kept always. however. with three trumps. you see by the fall of the cards that your partner has no strength in his hand. If you hold ace and king of an outside suit. If. always give him a trump if he has not played one.

you should lead from a short suit or suit of equals. If your opponents keep bridges tolerably strictly. should throw away the ace of spades and keep the ten. hence the better the is the value of the bridge against the ordinary lone LONE HANDS. your partner. however. knave. The third hand should take this into consideration before playing alone.--as king. Example: Clubs are trumps. thereby attacking the lone hand in all three suits. 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. and for his partner to lead it to him. Naturally. the ace and seven of diamonds. and the dealer the next best. Lead the king of hearts. Eldest hand has two small trumps. and is not offered here as an arbitrary rule. and queen and seven of spades. but it is much two good players players. be more careful if they have passed. the less hand. If you lead from equals. since if the third hand declares to play alone it has become an established custom for the dealer to discard next in suit. do not risk a light lone hand. The second and third hands have the weakest positions for lone hands. For example: Clubs are trumps.--and your opponent takes the trick with a card of that suit. If the eldest hand holds the ace of hearts and the ace and king of spades (the trump being a club). especially the third hand. On the fourth trick you play the seven of spades. holding the ace of spades and the ten of diamonds. and play the seven of diamonds on the fourth trick. lead the ace of hearts and advertise the command of the spade suit by throwing away the ace as soon as possible. of course. is purely a matter of taste. and keep your second one of that suit. Lead the queen of hearts. harder to get an imperfect lone hand through against than against two inferior ones. The eldest hand has the best position to play a lone hand. who is playing alone. throw away the ten of spades as early as possible. and usually against any other player. throw away all your other cards. This is the only case when the original lead of next in suit has any significance. thereby informing your partner that you are keeping a diamond. This. queen. This applies always against the dealer." With the score three-all. if the turn-up is the trump.trumps. It is our opinion that a great many points are lost by not taking your partner with you for a march. The eldest hand has the king of clubs. you must. The dealer. . With the score four-one or four-two against you. if possible. however high. In playing against a lone hand. or queen. It is impossible to absolutely define a "lone hand. some hands will make four beyond a doubt. and the ten of spades. you may take a desperate chance. four-all. the king of hearts. queen of hearts. ruffs the heart and leads both bowers and the ace of trumps. or any score in your favor.

COUPS. A 9 of clubs (turn-up). 8. neither of which suits has been ruffed. and you hold one card of that suit and one of another. Opportunities for making some of these plays occur frequently. A adopts the trump. B Ace of clubs. Queen. Ace. 8 of hearts. The easiest way to follow them is to place the cards on the table as shown below. Ace.An exception: For third hand. and the discard is supposed to have been properly made. and every ambitious euchre-player should be familiar with them. 9 of hearts. A is the dealer. In all these cases A and C are partners. Score. and you have a fair trump hand with no weakness in lay suits. Do not hesitate when attempting a coup. 8 of spades. CASE I. Knave of clubs. C 7. Refusing to over trump. and 10 of diamonds. it is good play to take it from him. keep the card of the same suit as your partner's king on the fourth trick. love-all. 10 of spades. 10 of hearts. Knave of diamonds. A coup is when you depart from the ordinary established rules of play. 9 of spades. with certain reasons for each special case. as well as that of your partner. king of hearts. Bear in mind that coups are justified only in exceptional cases. Should your partner declare to play alone. D King and 10 of clubs. 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. The following cases are offered to illustrate some of the fine points in the game. With an assistance you may play a lone hand with less strength than otherwise. Consider what the play of your adversaries means. . Queen of spades.

REMARKS. A B Knave. D 8. whereby A and C make their point. Score. but this is one of them. 8 of spades. If A plays the king. A King of hearts (turn-up). C Knave of diamonds. he will be euchred. Ace. CASE III. D the seven. 8 of hearts. If A plays the queen to give information to his partner.--If A goes over the ten of trumps with his right in the first trick. ._--D leads the ace of spades._--A leads the right bower and catches the ace and king from B and D. 10 of clubs. _Second Trick. love-all. It is not good euchre to do this when your partner has assisted. 10 of diamonds. Ace of clubs. Leading through assistance. King. D ruffs with the ten of clubs. 7 of hearts. Ruffing a winning card in order to draw trumps and score two. This is the simplest coup. _Fourth Trick. B should at once continue with the eight of hearts. When to continue with trumps. knave of spades. Few cases arise when you should conceal information from your partner. B's natural play would be to lead the ace of clubs. Queen of clubs._--B leads knave of diamonds. C plays the seven. CASE II. Ace of hearts. while his partner throws his small diamond. _Third Trick.--B leads the right through the assisting hand. and is in constant use. Queen of hearts. and both B and C follow suit. and thus effect a euchre. and B might hold the left bower and pass the king of hearts. and A throws away the eight of spades. and A should play the king. when he would ruff the ace. but his play should be the king. Queen. 9. 7 of diamonds. C plays the ace. since his partner cannot help him in any way._First Trick. REMARKS._--in this case A will win whether he leads the ace or king of hearts. 9 of spades. A ruffs with the nine of clubs. C assists.

9 of hearts (turn-up). Knave. CASE IV. A ruffs with the nine of hearts. 10 of spades. and A the seven. D the king. 10 of clubs. and B plays the nine of spades. four to three in favor of A and C. king of spades. . Knave of diamonds. 9 of spades. C plays the right. C plays the seven of hearts. A adopts the trump. D plays the king. 8 of spades. 9 of spades. 8 of hearts. 10 of hearts. D plays the ten. 7 of hearts. Ace of clubs._--B leads the left. _First Trick._--B leads the ten of hearts. _Fourth and Fifth Tricks._--A leads the left. 8 of clubs. King. and B the king. King of spades._--C leads the ace of clubs. and continues with the winning club. B Queen. Queen. A Knave of hearts (turn-up). four to one in favor of A and C. King of diamonds. _Second Trick. D the B Knave of diamonds. Ace. hearts. Ace of diamonds. King of clubs. Leading a trump up to the right. 10 of spades. 8 of clubs. D Ace. Ace. _Third Trick. queen of hearts. thereby drawing all the trumps. 7. _First Trick. C Right. King of hearts. Ace. king of hearts._--C leads the ace of spades. Ace of diamonds. Score. D 9 of hearts. Score. Ace of clubs. C 10. C assists. 7. King of diamonds. A the eight of clubs.

10 of diamonds. D the eight. A Ace of diamonds (turn-up). . Fourth. _Third. D B B Knave. C plays the ten. Under-play in fourth hand with a large tenace. King of spades. three-all._--B leads ace of hearts. Ace. and D with the seven._--A leads the ace of spades. D throws the queen of spades. and wins with the king. _Second Trick. 10 of spades. _Third Trick._--B continues with the queen of hearts. _Second Trick. CASE V. A Ace of diamonds (turn-up)._--No matter what A plays. 10 of clubs. A adopts the trump. A the seven of diamonds. 7 of diamonds. and B refuses to win by playing under with the ten of diamonds. 7 of hearts. since B wins the last three tricks. C Knave of hearts. 10 of diamonds. 8 of hearts. queen of hearts. C covers.nine._--C leads the left bower. knave of clubs. king. Score. D King. and A wins with the right. Trumping your partner's trick to put the lead through the strong hand. 9. D throws the ten of spades. C with the ten. 10 of hearts. Knave of diamonds. _First Trick. and Fifth Tricks. and A the nine of hearts. he is euchred. B follows with the nine. thereby making a certainty of establishing the euchre with the tenace of right and king in the fourth and fifth tricks. 10 of spades. King. and A the seven. CASE VI. King. Queen. Queen.

C follows with the seven of clubs. Queen of spades. _First Trick. and is euchred by B's left bower. 10 of hearts. _Fourth Trick. CASE VII. 10. C King. three to one in favor of B and D. Right. ace of clubs._--B leads ace of hearts._--D leads the king of hearts. Knave. C assists. and A plays alone. _Second Trick. 9. and D trumps. 9. Score. The ace was turned up._--A leads the king of spades. REMARKS. A adopts the trump. D the nine. Queen of diamonds. Score three-all. _Third Trick. since he had ruffed fourth hand with the ten. King._--B continues with the queen of clubs. C plays the knave. A Queen of clubs (turn-up). Knave of hearts. 8 of clubs. and wins with the queen of diamonds. _First Trick. C plays the queen. D follows with knave. 9 of diamonds. Ace. Knave of hearts. with the hope that his partner had the left and might be able to get it in. and A could have no card _lower_ than the queen. queen of spades. D Ace. C Ace of spades. 8 of hearts. unless used to trump his partner's trick and put the lead through A. A ruffs with the ace. B Knave of spades. 7 of spades. King. 7. queen of diamonds. Refusing to ruff when you hold the high trump. Ace. queen of clubs. and A with the ten of clubs. and A wins with the ten of diamonds. . 9 of clubs. and A ruffs with queen of clubs._--B leads the king of clubs. 9 of spades. King. 8 of clubs.--C in the third trick perceived that his queen was useless.King. D with the eight of clubs. B covers with the ace. 8 of hearts. 7 of clubs.

A 9 of diamonds (turn-up). queen. and C wins the trick and scores a euchre with the queen of trumps. D plays king of hearts. _Second Trick. CASE VIII. REMARKS. and leads the ace of diamonds. B covers with the ace. Queen. B refuses to ruff. The following coups. They are offered here for the inspection of experienced players only. The opportunity for this coup of refusing to ruff occurs very frequently. of spades. CASE IX. Ace. King of hearts.--C makes the coup by leading the eight instead of the ace of hearts._--A leads the right. 10 of clubs._--A leads queen of spades. after the fall of the cards in the second round. king. A plays nine of hearts. Score. and not for the emulation of beginners. and B throws ten of spades (not a sure winner) on his partner's trick. C Queen. ten. B Ace. 9 of hearts._--C leads the eight of hearts. that B must have had three trumps to order with. C follows with the seven. 8 of hearts. serve to show the possibilities of the game. 10 of spades. game-all and four-all. 9 of spades._--D leads ace of clubs. C recognized the fact. Queen of spades. _Third Trick. thereby euchring A. B plays the eight._--A leads the king of spades. _Third Trick. having the highest trump. D Ace. B covers with the ten. and D the nine. and A takes with left bower. and C wins the trick with the eight of diamonds. D throws the ten of clubs. Knave of hearts. ten. _First Trick. 10 of diamonds. 7. and after he had taken the second trick he must throw the lead into D's hand. D playing the nine of spades. A ruffs with the nine of diamonds. and they must have been the ace. Ace. which occurred recently in play. ._--B very properly orders up._Second Trick. thereby making his queen against the king. _Fourth Trick. 8 of diamonds. king.

making it imperative for his partner to ruff. king. B D three. knave of diamonds. 10 of diamonds. A plays alone. by H. A C one. _Second Trick. Jonathan Niehof. apply to copying and distributing Project Gutenberg-tm electronic works to .org/2/0/5/0/20506/ Produced by Barbara Tozier. Right and left bowers.txt or 20506. set forth in the General Terms of Use part of this license.] B Ace. so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. C Score. Leeds and James Dwight *** END OF THIS PROJECT GUTENBERG EBOOK THE LAWS OF EUCHRE *** ***** This file should be named 20506. Special rules. [Transcriber's Note: "turn-up" was misprinted "turn up" in Case VI. and A the knave. 7 of hearts. 7 of diamonds. King. Creating the works from public domain print editions means that no one owns a United States copyright in these works. D trumps with the nine of clubs. king of clubs. B here makes the coup by recognizing what A must have for a trump-hand. D 9 of clubs. _First Trick. this typo has been corrected for this electronic edition.A Queen of clubs (turn-up)._--B leads the seven of diamonds. thereby putting the lead through A._--B leads the ace of diamonds. _Third Trick. A is euchred. and one game._--No matter what D leads. and A plays the queen of diamonds. and establishing the euchre. 7 of spades. Queen. and leads his small and losing diamond.net Updated editions will replace the previous one--the old editions will be renamed. C. End of Project Gutenberg's The Laws of Euchre. D plays the ten. Ace.zip ***** This and all associated files of various formats will be found in: http://www.pgdp. Bill Tozier and the Online Distributed Proofreading Team at http://www.gutenberg.

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