Origin | United States |
---|---|
Family | Trick-taking |
Players | 2–6 |
Skills | Strategy and probability |
Cards | 20, 24, 2×24, 32, 36 |
Deck | French-suited aka Anglo-American |
Play | Clockwise |
Playing time | 20 min. |
Chance | Medium |
Related games | |
Juckerspiel |
The card game of Euchre has many variants, including those for two, three, five or more players. The following is a selection of the Euchre variants found in reliable sources.
The following common rules apply to all the variants described excepted where stated:
A pack of 24, 28 or 32 cards is used. If a standard 52-card pack is used, the 2s, 3s, 4s, 5s and 6s are always removed. In addition, the 7s are removed to form a 28-card pack and the 7s and 8s to form a 24-card pack. In the trump suit the two top cards are the trump jack or right bower (RB), and the next jack (jack of the same color) or left bower (LB). Thus the card ranking is:
Deal and play are clockwise or alternate if there are two players. Eldest hand, the player to the left of the dealer, is always the first to receive cards, bid and lead to the first trick. In two-handed games, the non-dealer has this privilege.
Whist rules of play apply i.e. players must follow suit if able; otherwise may play any card. The player with the highest trump takes the trick or the player with the highest card of the led suit if no trumps were played. The trick winner leads to the next trick.
The following are commonly-used euchre terms:
A basic two-player version simply called "Two-handed Euchre" was described as early as 1863 by George Pardon: [1]
A 32-card Piquet pack is used. Players cut for deal, higher wins. Dealer deals two cards to non-dealer, then two to self; followed by three cards each in the same order. The 11th card is turned as a potential trump. Non-dealer may say "I pass", to reject the suit of the upcard as trump, or "I order it up" to accept it. In the latter case, the dealer discards a card, picks up the entrumped upcard and play begins. If non-dealer passes, the dealer may say "I'll play" and exchange with the upcard. If both pass, non-dealer may pass again or name any other suit as trumps; if non-dealer passes, the dealer has the same options. If both pass twice, the cards are thrown in and the deal changes hands. [1]
The player who accepts the upcard as trump or, if both passed first time, who names another trump suit, scores 1 point by taking at least 3 tricks; otherwise the maker is euchred and the defender scores 2 points. Taking all 5 tricks scores 2 points. Game is 5 points. [1]
In a "more interesting version" of the above, there are only 24 cards, but two hands of 5 cards are dealt to each player, only one of which is picked up. The non-dealer may exchange this first hand for the second one. Then the dealer may do likewise. If the non-dealer did not exchange, the dealer may exchange a second time with the non-dealer's second hand. Similarly if the non-dealer exchanged, but the dealer did not, the non-dealer may exchange with the dealer's second hand. [2]
A player may "go alone" in the sense of committing to take all 5 tricks (a march), but is euchred if unsuccessful. The defender may "defend alone" if the maker goes alone, raising the score for a euchre to 4 points; however, if the maker scores 2 points for taking 3 tricks or more. [2]
A normal hand is dealt out to each player along with a 3-card dummy hand to each player. Each person picks up their dummy hand after trump has been called. Each player must make their best five card hand out of the eight cards available. Going alone is still an option and occurs when the calling player opts not to pick up the dummy hand.[ citation needed ]
This "popular version" resembles Officers' Skat in that each player is deal a row of 4 downcards followed by a row of 4 upcards on top of the first row, and finally 4 hand cards. Non-dealer bids a target number of tricks if allowed to name trump (or no trump). Dealer must pass or outbid. If he outbids, non-dealer may raise or pass. The winner of this auction names trump or no trump. Players may play from the hand or their upcards. As an upcard is played, the one beneath it is turned and becomes available. Players score 1 point per trick taken unless the trump maker fails to achieve the bid number of tricks, in which case the bid number is deducted from the maker's score. [2]
Again, the earliest and basic rules are by George Pardon (1863). All is as per his two-handed version above except that 15 cards are dealt out, clockwise, to give each player the usual 5 cards. Eldest hand receives cards, bids and leads first each time. Tactically, players may co-operate for mutual benefit e.g. if one player is on 4 points and about to win, the other two may help one another to prevent the first player from winning. [1]
Buck Euchre, also known as Dirty Clubs or Cut-throat Euchre, is a North American variant for three or four players in which there are no partnerships. In the three-player version described by John McLeod, four hands are dealt, one to each player and a widow placed face-down on the table. As in the Tarot game of Cego, players, in turn, may opt to exchange their hand with the widow unless an earlier player has beat them to it. Unusually, the player to the right of the dealer goes first, then the dealer and finally the player to the dealer's left. There is then an auction in which players bid the number of tricks they hope to take. Each player must bid higher than any previous bid and the bidding may go around more than once; passing does not prevent a later bid. Once two players have passed in succession, the remaining player names trumps or announces "no trump". The others then decide whether to play or drop out. Players start with 15 points apiece and deduct 1 for each trick taken, except that a player who takes no tricks or a bidder who fails to reach the target bid, adds 5 points. The first to reach zero wins. A player with ≤ 5 points may not drop out. If more than one player reaches zero on the same hand, the one with the most negative score wins. [3]
Cut-throat Euchre is described as early as 1885 in a London publication.Each player is dealt a hand of 5 cards and each plays the other two. The player who "orders up", "takes up" or "makes" any suit trumps becomes the maker and plays against the others who form a tempoary alliance. The maker scores 1 point for 3 or 4 tricks, 3 points for 5 tricks, and the defenders each get 2 points for 3 or more tricks. [4] The name Cut-throat Euchre is also applied to Buck Euchre.
Railroad Euchre appears as early as 1868 in The Modern Pocket Hoyle. It is played with a 33-card pack "consisting of a regular Euchre pack, and an additional blank card, which is usually called the "Joker," or imperial trump." It differs from regular Euchre in that: [5]
"Trumps" believed these variations were of "Southern origin where Euchre has long been a decided favorite and where these variations are more frequently played than in any other part of our country." [5]
Robert Frederick Foster published the rules of "Euchre for Five Players" in 1897. They are the same as his seven-handed version, but with a pack of just 28 cards and no joker. Five cards each are dealt in two rounds of 2 then 3 cards each, leaving a widow of 3 cards. A player bidding 3 tricks takes one partner; 4 or 5 tricks, 2 partners. A player using the widow but no partners can bid 8 points and one intending to play without the widow or partners bids 15. Game is 100 points. [6]
In Cornwall, England, the six-hand variant is played by two teams of three who sit alternately. The game is played either with 33 cards (Joker plus AKQJ10987) or a double 25-card pack (50 cards including 2 jokers or Bennies). In the latter case, if two identical cards are played to a trick, the second beats the first. If the two Bennies come together and they are red and black, the one of the trump colour takes the trick; otherwise the second beats first. If a player goes alone, both partners discard their hands face down and the lone player may ask either for a card. The partner asked may hand over any card and the lone player discards a card face-down in return. The score for a march or a euchre is 3 points instead of 2. If the winner is playing alone, the score is 6 points instead of 4. [3]
All is as in Cornish Euchre above except that a 31-card pack is used (3 "jokers" plus JAKQ1098). The 3 jokers are represented by three cards in the suit of spades, thus the trump ranking is: ♠4 > ♠3 > ♠2 > RB > LB > A > K > Q > 10 > 9. Dealer deals 5 cards each and turns the last. If it is a joker, dealer names trump before viewing any cards. Game is 15. [3]
Seven-handed Euchre is first described by Robert Frederick Foster in 1897. [6]
It is played with a full 52-card pack plus a joker, which is the top trump, the rest of the cards ranking as in other forms of the game. A white counter is used to indicate the next dealer and the red counters are placed in front of the trump maker and maker's partners. Score is kept on paper, ideally by a non-player. [6]
Players draw cards from a spread pack for seats, low having priority over high. The player cutting the lowest card deals first. Cards are dealt clockwise, 2 to each player in the first round, 3 more in the second, and another 2 in the third round, so that each player has 7 cards. The 4 remaining cards are placed face down as the widow. [6]
There is one round of bidding by escalation. Eldest opens by passing or bidding a number of points and naming a suit as trump. Later players must outbid earlier ones. The highest bidder exchanges any number of cards with the widow, places a red counter on the table and chooses partners by handing them a red counter each. If the highest bid was no more than 5 tricks, two partners are chosen; if 6 or 7 tricks, three partners. [6]
A player confident of taking all 7 tricks may bid 10, which outranks a bid of 7, but must do so before seeing the widow. If confident of taking 7 tricks without the widow or partners, the player bids 20. [6]
The maker leads to the first trick, otherwise play is as normal. If the maker is successful, the maker's team each score exactly the points bid. If the makers fail, each defender scores the bid points. [6]
Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for strategic play.
500 or Five Hundred is a trick-taking game developed in the United States from Euchre. Euchre was extended to a 10 card game with bidding and a Misère contract similar to Russian Preference, producing a cutthroat three-player game like Preference and a four-player game played in partnerships like Whist which is the most popular modern form, although with special packs it can be played by up to six players.
All fours is a traditional English card game, once popular in pubs and taverns as well as among the gentry, that flourished as a gambling game until the end of the 19th century. It is a trick-taking card game that was originally designed for two players, but developed variants for more players. According to Charles Cotton, the game originated in Kent, but spread to the whole of England and eventually abroad. It is the eponymous and earliest recorded game of a family that flourished most in 19th century North America and whose progeny include pitch, pedro and cinch, games that even competed with poker and euchre. Nowadays the original game is especially popular in Trinidad and Tobago, but regional variants have also survived in England. The game's "great mark of distinction" is that it gave the name 'jack' to the card previously known as the knave.
Euchre or eucre is a trick-taking card game commonly played in Australia, Canada, Great Britain, New Zealand, and the Midwestern United States. It is played with a deck of 24, 25, 28, or 32 standard playing cards. There are normally four players, two on each team, although there are variations for two to nine players.
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks that were bid before play of the hand began. Spades is a descendant of the whist family of card games, which also includes bridge, hearts, and oh hell. Its major difference as compared to other whist variants is that, instead of trump being decided by the highest bidder or at random, the spade suit always trumps, hence the name.
Marjapussi is a traditional Finnish trick taking game for 4 players playing in 2 partnerships and is one of the Mariage family, its key feature being that the trump suit is determined in the middle of the play by declaring a marriage. There are variants of marjapussi for two and three players.
Pedro is an American trick-taking card game of the all fours family based on auction pitch. Its most popular variant is known as cinch, double Pedro or high five which was developed in Denver, Colorado, around 1885 and soon regarded as the most important American member of the all fours family. Although it went out of fashion with the rise of auction bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Niobe NY, Italy, and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
Bid whist is a partnership trick-taking variant of the classic card game whist. As indicated by the name, bid whist adds a bidding element to the game that is not present in classic whist. Bid whist, along with spades, remains popular particularly in U.S. military culture and a tradition in African-American culture.
Pitch is an American trick-taking game equivalent to the British blind all fours which, in turn, is derived from the classic all fours. Historically, pitch started as "blind all fours", a very simple all fours variant that is still played in England as a pub game. The modern game involving a bidding phase and setting back a party's score if the bid is not reached came up in the middle of the 19th century and is more precisely known as auction pitch or setback.
Bid Euchre, Auction Euchre, Pepper, or Hasenpfeffer, is the name given to a group of card games played in North America based on the game Euchre. It introduces an element of bidding in which the trump suit is decided by which player can bid to take the most tricks. Variation comes from the number of cards dealt, the absence of any undealt cards, the bidding and scoring process, and the addition of a no trump declaration. It is typically a partnership game for four players, played with a 24, 32 or 36-card pack, or two decks of 24 cards each.
Jass is a family of trick taking, ace–ten card games and, in its key forms, a distinctive branch of the marriage family. It is popular in its native Switzerland as well as the rest of the Alemannic German-speaking area of Europe, Italian South Tyrol and in a few places in Wisconsin, Ohio, California, Oregon and Washington USA.
Brisca is a popular Spanish card game played by two teams of two with a 40-card Spanish-suited pack or two teams of three using a 48-card pack.
Smear is a North-American trick-taking card game of the all fours group, and a variant of pitch (setback). Several slightly different versions are played in Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.
Euchre is a 19th-century trick-taking card game and has many variations.
Manille is a Catalan French trick-taking card game which uses a 32 card deck. It spread to the rest of France in the early 20th century, but was subsequently checked and reversed by the expansion of belote. It is still popular in France and the western part of Belgium.
Clag is a trick-taking card game using a standard pack of 52 French-suited playing cards. It is similar to oh hell, and can be played by three to seven players. Clag originated in the Royal Air Force and started as an acronym for Clouds Low Aircraft Grounded.
The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.
Triomphe, once known as French ruff, is a card game dating from the late 15th century. It most likely originated in France or Spain and later spread to the rest of Europe. When the game arrived in Italy, it shared a similar name with the pre-existing game and deck known as trionfi; probably resulting in the latter becoming renamed as Tarocchi (tarot). While trionfi has a fifth suit that acts as permanent trumps, triomphe randomly selects one of the existing four suits as trumps. Another common feature of this game is the robbing of the stock. Triomphe became so popular that during the 16th century the earlier game of trionfi was gradually renamed tarocchi, tarot, or tarock. This game is the origin of the English word "trump" and is the ancestor of many trick-taking games like Euchre and Whist. The earliest known description of Triomphe was of a point-trick game, perhaps one of the earliest of its type; later, the name was applied to a plain-trick game.
Call-ace whist or Danish whist is a card game for four players playing in variable partnerships. It is the most popular form of Whist in Denmark, where it is often just called "Whist". It has a well developed bidding system and has imported from the traditional Danish game of Skærvindsel the feature of determining the partnerships by 'calling an ace'. John McLeod records that there is also a version of Danish whist in which there are fixed partnerships.
Sjavs is a Danish card game of the Schafkopf family that is played in two main variants. In Denmark, it is a 3-player game, played with a shortened pack of 20 cards; in the Faroe Islands, where it is very popular, it is a four-hand, partnership game using a standard piquet pack of 32 cards.