The Laws Of Euchre
James Dwight
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46 chapters
THE LAWS OF EUCHRE
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 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....
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PREFACE.
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
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THE RUBBER.
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....
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SCORING.
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 precedenc
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CUTTING.
CUTTING.
8. The knave is the highest card, then the ace, king, etc. 9. In all cases every one must cut from the same pack. 10. Should a player expose more than one card, he must cut again....
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FORMATION OF THE TABLE.
FORMATION OF THE TABLE.
11. If there are more than four candidates, the players are selected by cutting; those first in the room having the preference. The four who cut the highest cards play first, and again cut to decide on partners. The two highest play against the two lowest. The highest is the dealer, who has choice of cards, seats, and counters; and having once made his selection, he must abide by it. 12. When there are more than six candidates, those who cut the fifth and sixth highest cards belong to the table.
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CUTTING CARDS OF EQUAL VALUE.
CUTTING CARDS OF EQUAL VALUE.
13. Two players cutting cards of equal value, unless such cards are the two lowest, or the two highest, cut again. 14. Three players cutting cards of equal value, cut again; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, and their opponents have the deal. Should the fourth card be the lowest, the two highest of the new cut are partners, and have the deal and choice of seats, etc....
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CUTTING OUT.
CUTTING OUT.
15. At the end of a rubber, should admission be claimed by any one, or by two candidates, he who has, or they who have, played a greater number of consecutive rubbers than the others, is or are out. When all have played the same number, they must cut to decide on the out-goers, the lowest going out....
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ENTRY AND RE-ENTRY.
ENTRY AND RE-ENTRY.
16. A candidate wishing to enter a table must declare such intention before any of the players have cut a card, either for the purpose of commencing a new rubber, or of cutting out. 17. In the formation of fresh tables, those candidates who have neither belonged to nor played at any other table, have the prior right of entry; the others decide their right of admission by cutting. 18. Any one quitting a table prior to the conclusion of a rubber may, with the consent of the other three players, ap
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SHUFFLING.
SHUFFLING.
22. The pack must neither be shuffled below the table, nor so that the face of any card can be seen. 23. The pack must not be shuffled during the play of a hand. 24. Each player has a right to shuffle once only, except as provided by Law 27, prior to a deal, after a false cut, or when a new deal has occurred. 25. The dealer's partner must collect the cards for the ensuing deal, and he has the first right to shuffle that pack. 26. Each player, after shuffling, must place the cards, properly colle
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THE DEAL.
THE DEAL.
28. Each player deals in turn; the right of dealing goes to the left. 29. 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. If in cutting or in placing one of the packets on the other, a card be exposed, or if there be any confusion of the cards, or a doubt as to the exact place where the pack was divided, there must be a fresh cut. 30. When a player has once separated a pack he cannot alter his intention; he can neither
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A NEW DEAL.
A NEW DEAL.
33. There must be a new deal by the same dealer if during the deal or during the play of the hand the pack be found to be incorrect or imperfect; but all points scored on previous hands stand. 34. If any card be found faced in the pack before a lead is made, there must be a new deal. 35. If, while dealing, a card be exposed by the dealer or his partner, the adversaries can call for a new deal, provided that neither of them has touched the cards. A card exposed by either adversary gives that clai
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A MISDEAL.
A MISDEAL.
41. A misdeal loses the deal. 42. It is a misdeal,— I. Unless five cards are dealt to each player. II. Unless the dealer begin by giving two cards to each player in turn in the first round of the deal, and three in the second, or vice versa . 43. 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. Should the latter have first interfered with the cards, notwithstanding either or both of the adversaries have
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CARDS LIABLE TO BE CALLED.
CARDS LIABLE TO BE CALLED.
46. All exposed cards are liable to be called, and must be left on the table; but a card is not an exposed card when dropped on the floor or elsewhere below the table. The following are exposed cards:— I. Two or more cards played at once. II. Any card dropped face upwards, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. III. The trump card if lifted from the pack. 47. If any one play to an imperfect trick the highest card on the table, or
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CARDS PLAYED IN ERROR.
CARDS PLAYED IN ERROR.
58. Should the third hand play before the second, the fourth may play before his partner. 59. Should the third hand not have played, and the fourth hand play before his partner, the latter may be called on to win or lose the trick. 60. Should any one have omitted playing to a former trick, and such error be not discovered till he has played to the next, the adversaries may claim a new deal. Should they decide that the deal stand good, the surplus card at the end of the hand is considered to have
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THE REVOKE.
THE REVOKE.
62. Is when a player, holding one or more cards of the suit led, plays a card of a different suit. 63. The penalty of a revoke is three points, except in the case of a lone hand, when it is five; and the penalty may be claimed as often as the revoke is repeated in the hand. 64. A revoke is established if the trick in which it occurs be turned and quitted; or if the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick. 65. A player may ask hi
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CALLING FOR NEW CARDS.
CALLING FOR NEW CARDS.
72. Any player (on paying for them) before, but not after, the pack is cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer has the choice. 73. A card or cards torn or marked must be replaced by agreement, or new cards called for at the expense of the table....
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MAKING THE TRUMP AND PLAYING.
MAKING THE TRUMP AND PLAYING.
74. The trump card having been turned, the eldest hand may pass, order up, or play alone; in either of the last two cases the third hand may take it from him and play alone. 75. Should the eldest hand pass, the second hand may pass, assist, or play alone; in either of the last two cases the dealer may take it from him and play alone. 76. Should the second hand pass, the third hand can pass, order up, or play alone; and after him the dealer must pass, take up the trump, or play alone. 77. Should
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THE DISCARD.
THE DISCARD.
86. Should the card turned up be made the trump, the dealer must at once discard one card from his hand. The discard is not complete until the dealer has placed the card under the pack and quitted it; after which he cannot change. 87. Should the eldest hand lead before the discard is completed, the lead stands, and the dealer can change his discard if he wishes. 88. The trump card cannot be discarded. 89. Should the third hand play alone, and the second player lead before the dealer has discarde
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THE TRUMP CARD.
THE TRUMP CARD.
91. The trump card must be left in view till played, and if removed or lifted from the pack, becomes an exposed card. 92. After the trump card has been played, no player has a right to ask what card was turned up, but can at any time ask what is the trump suit....
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PLAYING ALONE.
PLAYING ALONE.
93. A player may play alone when he orders up, assists, adopts, or makes the trump, or when his partner does so, provided that he himself has not already passed. 94. If a player declares to play alone, his partner may take it from him, subject to the previous rule; in which case the form of declaration must be, “I take it from you.” 95. A player cannot play alone when he or his partner is ordered up, or when his adversaries adopt or make the trump, or if before making his declaration he exposes
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ETIQUETTE OF EUCHRE.
ETIQUETTE OF EUCHRE.
106. The following rules belong to the established Etiquette of Euchre. They are not called “Laws,” as it is difficult, and in some cases impossible, to apply any penalty to their infraction, and the only remedy is to cease to play with the players who habitually disregard them. 107. Two packs of cards of different colors are invariably used at Clubs, and this should be adhered to if possible. 108. A player having the lead and another winning card to play, should not draw the second card out of
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TECHNICAL TERMS USED IN EUCHRE.
TECHNICAL TERMS USED IN EUCHRE.
“Right Bower,” or “Right,”—knave of the trump suit, which is the highest card. “Left Bower,” or “Left,”—knave of the same color as the trump suit, which is the second best card. “Alone,”—playing without your partner. “Assist,” or “Help,”—ordering up the trump when your partner deals. “Announce,”—to declare the suit which shall be trumps. “Bridge,”—when the score of the eldest hand is four to one or four to two in his favor. “Crossing the suit,”—making the trump of a different color from the suit
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ELDEST, OR FIRST HAND.
ELDEST, OR FIRST HAND.
When the right is not turned, order with three medium trumps or better, and some strength in suit, provided you have nothing to go to ; for example, ace, queen, ten of the turn-up, and two cards of another suit. Do not order (unless with great strength) if you can make it next; for example, queen of clubs turned up, you hold right, ten, and nine of clubs, and king and ten of spades; or left, ace and seven of clubs, seven of spades, and seven of diamonds. In both of these cases pass, and make it
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SECOND HAND.
SECOND HAND.
Do not assist too light. This is the most common error in Euchre. Assist with three trumps. right and another. [1] left and another, and outside ace. Assist with left and another; dependent upon the score, two trumps and two aces. ace and another, and outside ace; dependent upon score; always, however, if right is turned. two medium trumps, and one suit of three, headed by the ace, dependent upon the score. Ace and another, and king and another, even when short of a suit, are permissible only wh
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THIRD HAND.
THIRD HAND.
It requires a stronger hand to order or make the trump in this position than in the eldest hand, since you cannot depend upon your partner's lead, and he has displayed weakness by passing. However, if you have a good hand at the turn-up, and are very strong at next, it is better to order, since the stronger you are at next, the greater the improbability that your partner will be able to make it next. It is wise to see your way absolutely clear to three tricks before ordering the right. There are
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THE DEALER.
THE DEALER.
Take up three trumps. right and ace. right and king. right and queen. right and another, and one suit. right, another, and outside ace. left, ace, and outside ace. left, another, outside ace; and king, queen of the third suit. ace, king, and one suit headed by ace; dependent upon score. two trumps and two aces. With the score at four-all or four-love in his favor, the dealer may play a lighter hand than any mentioned above, especially if it is his best. Scores of three-all and four to two in dea
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THE BRIDGE.
THE BRIDGE.
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. It is a complicated question from a mathematical point of view, and they have never kept any record for a long enough period of time to be of any practical value. They doubt, however, the expediency of keeping the bridge strictly. If, however, the bridge is to be kept at all, it should be kept always, and in the same manner; otherwise you deceive your pa
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LONE HANDS.
LONE HANDS.
It is impossible to absolutely define a “lone hand.” With the score three-all, four-all, or any score in your favor, do not risk a light lone hand. It is our opinion that a great many points are lost by not taking your partner with you for a march. With the score four-one or four-two against you, you may take a desperate chance. If your opponents keep bridges tolerably strictly, you must, of course, be more careful if they have passed. The eldest hand has the best position to play a lone hand, a
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COUPS.
COUPS.
The following cases are offered to illustrate some of the fine points in the game. Opportunities for making some of these plays occur frequently, and every ambitious euchre-player should be familiar with them. The easiest way to follow them is to place the cards on the table as shown below. A coup is when you depart from the ordinary established rules of play, with certain reasons for each special case. Do not hesitate when attempting a coup. Consider what the play of your adversaries means, as
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CASE I.
CASE I.
Refusing to over trump....
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C
C
Score, love-all. A adopts the trump. First Trick. —B leads knave of diamonds, C plays the seven, D ruffs with the ten of clubs, and A throws away the eight of spades. Second Trick. —D leads the ace of spades, A ruffs with the nine of clubs, and both B and C follow suit. Third Trick. —A leads the right bower and catches the ace and king from B and D, while his partner throws his small diamond. Fourth Trick. —in this case A will win whether he leads the ace or king of hearts; but his play should b
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CASE II.
CASE II.
Leading through assistance. When to continue with trumps....
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C
C
Score, love-all. C assists. Remarks. —B leads the right through the assisting hand, C plays the ace, D the seven, and A should play the king. If A plays the queen to give information to his partner, B should at once continue with the eight of hearts, and thus effect a euchre. If A plays the king, B's natural play would be to lead the ace of clubs, whereby A and C make their point. Few cases arise when you should conceal information from your partner, but this is one of them....
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CASE III.
CASE III.
Ruffing a winning card in order to draw trumps and score two....
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C
C
Score, four to three in favor of A and C. C assists. First Trick. —B leads the ten of hearts, C plays the right, D the king, and A the seven. Second Trick. —C leads the ace of clubs, D plays the ten, A the eight of clubs, and B the king. Third Trick. —C leads the ace of spades, D plays the king, A ruffs with the nine of hearts, and B plays the nine of spades. Fourth and Fifth Tricks. —A leads the left, thereby drawing all the trumps, and continues with the winning club....
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CASE IV.
CASE IV.
Leading a trump up to the right....
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C
C
A adopts the trump. Score, four to one in favor of A and C. First Trick. —B leads the left, C plays the seven of hearts, D the nine, and A wins with the right. Second Trick. —A leads the ace of spades, B follows with the nine, C with the ten, and D with the seven. Third, Fourth, and Fifth Tricks. —No matter what A plays, he is euchred, since B wins the last three tricks....
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CASE V.
CASE V.
Under-play in fourth hand with a large tenace....
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C
C
Score, three-all. A adopts the trump. First Trick. —B leads ace of hearts, C plays the ten, D the eight, and A the seven. Second Trick. —B continues with the queen of hearts, C covers, and wins with the king, D throws the ten of spades, and A the nine of hearts. Third Trick. —C leads the left bower, D throws the queen of spades, A the seven of diamonds, and B refuses to win by playing under with the ten of diamonds, thereby making a certainty of establishing the euchre with the tenace of right a
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CASE VI.
CASE VI.
Trumping your partner's trick to put the lead through the strong hand....
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C
C
Score three-all. A adopts the trump. First Trick. —B leads the king of clubs, C follows with the seven of clubs, D with the eight of clubs, and A with the ten of clubs. Second Trick. —B continues with the queen of clubs, C plays the knave, D the nine, and A wins with the ten of diamonds. Third Trick. —A leads the king of spades, B covers with the ace, C plays the queen, and D trumps, and wins with the queen of diamonds. Fourth Trick. —D leads the king of hearts, A ruffs with the ace, and is euch
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CASE VII.
CASE VII.
Refusing to ruff when you hold the high trump....
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C
C
Score, three to one in favor of B and D. C assists, and A plays alone. First Trick. —B leads ace of hearts, D follows with knave, and A ruffs with queen of clubs. Second Trick. —A leads the right, B plays the eight, and D the nine, of spades. Third Trick. —A leads the king of spades, B refuses to ruff, having the highest trump, thereby euchring A. The opportunity for this coup of refusing to ruff occurs very frequently. The following coups, which occurred recently in play, serve to show the poss
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C
C
Score, game-all and four-all. First Trick. —B very properly orders up, and leads the ace of diamonds; C follows with the seven, D throws the ten of clubs, and A takes with left bower. Second Trick. —A leads queen of spades, B covers with the ace, and C wins the trick with the eight of diamonds, D playing the nine of spades. Third Trick. —C leads the eight of hearts, D plays king of hearts, A plays nine of hearts, and B throws ten of spades (not a sure winner) on his partner's trick. Fourth Trick
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C
C
Score, A C one; B D three; and one game. A plays alone. First Trick. —B leads the ace of diamonds, D plays the ten, and A the knave. Second Trick. —B leads the seven of diamonds, D trumps with the nine of clubs, and A plays the queen of diamonds. Third Trick. —No matter what D leads, A is euchred. B here makes the coup by recognizing what A must have for a trump-hand, and leads his small and losing diamond, making it imperative for his partner to ruff, thereby putting the lead through A, and est
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