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Euchre
The Ultimate
Game Room will be the first online poker site to offer
multiplayer Euchre for money. There are a few sites out
there that offer Spades for money, but the difference
between those sites and ours is that ours will allow you to
play with a partner as opposed to the every man for
themselves style that is currently being offered. We will
start by offering side games and single elimination
tournaments, and eventually expand to more tournaments such
as, double elimination, round robin, and many more.
Objective and
scoring
In Euchre, naming trump is sometimes referred to as
"making," "calling," or "declaring trump". When naming a
suit, a player asserts that his or her partnership intends
to win at least three of the five tricks in the hand. A
single point is scored when the bid succeeds, and two points
are scored if the team that declared trump takes all five
tricks. A failure of the calling partnership to win three
tricks is referred to as being euchred (also called "getting
set" or "getting bumped," again depending on geographical
location) and is penalized by giving the opposing
partnership two points. A caller with exceptionally good
cards can go alone, or take a loner hand, in which case he
or she seeks to win all five tricks without a partner. The
partner of a caller in a 'go alone' hand does not play, if
all five tricks are won by the caller, the winning team
scores four points. If only three or four of the tricks are
taken while going alone, then only one point is scored. If
euchred while playing alone, the opposing team still only
receives two points. (In some places, a euchred lone player
is worth 3 points.)
The primary rule to remember when playing Euchre is that one
is never required to trump, but one is required to follow
suit if possible to do so: if diamonds are led, a player
with diamonds is required to play a diamond.
Calling (naming
trump)
Once the cards are dealt and the top card in the kitty is
turned over, the upturned card's suit is offered as trump to
the players in clockwise order, beginning with the player to
the left of the dealer. If a player decides to "call" the
up-turned card as trump (which indicates that the calling
team claims they will win at least three tricks), the dealer
picks up the top card in the kitty. This is termed picking
up or ordering up the top card. In this event, the dealer
picks up the top card from the kitty and then selects a card
from the hand to discard, face down, so that the dealer only
has five cards. There are several regional variations on
this, see below. Once a call has been made, play begins.
If a player does not want the upturned card's suit to become
trump, he or she says "pass" or signifies the desire to pass
by knocking on the table. The next player to the left may
then order up the card or may likewise pass.
If the upturned card comes around the table to the dealer
without being ordered up by any of the players, the dealer
may make a bid by picking up the top card and then
discarding as described above. Generally, a player may not
call a trump suit if that player does not have a natural
card of that suit, although some regions will allow this.
For example, if the top card in the kitty is a Jack of
Spades, a player cannot call Spades if the only Spade they
are holding is the Jack of Clubs, the left bower.
The dealer may also decline the upturned card's suit by
turning it face down on the kitty. Once this suit has been
passed by all four players, it may no longer be chosen as
trump.
If the upturned card's suit is not chosen by any of the four
players, the players are offered the opportunity to name any
of the other three suits as trump, beginning with the player
to the dealer's left, and proceeding clockwise. In this
case, play begins as soon as a suit is named; no cards enter
or leave the dealer's hand. A player may pass as previously
described, and if the calling comes around the table to the
dealer without the naming of a suit, the dealer may name a
suit. If he or she also declines to name a suit, the cards
are collected, no points are scored, and the deal is passed
to the left.
The team that selects trump is sometimes known as the
"makers" for the remainder of the hand. The opposing team is
known as the "defenders" for the remainder of the hand.
Winning tricks
The player to the dealer's left begins play by leading a
card. (In some variations, if any player is going alone, the
player to that person's left will lead.)
Play continues in clockwise order; each player must follow
suit if they have a card of the suit led. The left bower is
considered a member of the trump suit and not a member of
its native suit.
The player who played the highest trump wins the trick. If
no trump were played, the highest card of the suit led wins
the trick. The player that won the trick collects the played
cards from the table and then leads the next trick.
After all five tricks have been played, the hand is scored.
The player to the left of the previous dealer then deals the
next hand, and the deal moves clockwise around the table
until one partnership scores 10 points and wins the game.
Going
alone/solo
If the player bidding (making trump) has an exceptionally
good hand, or if his or her partnership is in danger of
losing the game unless they are able to score points
quickly, the player making trump has the option of playing
without his or her partner. If the bidder playing alone wins
all five tricks in the hand, the team scores four points.
"Going alone" or "Going Solo" is initiated at the time the
bidder orders the upturned card on the kitty to the dealer
(on the first round of bidding) or names a suit (during the
second round of bidding). The bidder signifies his/her
desire to play alone by stating "alone" or (for example)
"clubs alone" or "clubs solo" after bidding. If the dealer
selects the top card, she may also declare a loner hand by
sliding her discard to her partner. The bidder must make
this call before play begins.
During a loner, the bidder's partner discards his or her
cards, and does not participate in play of the hand.
Depending on regional rules, the lead on the first trick
will either remain with the player to the left of the
dealer, or switch to the player to the left of the bidder.
The odds of success of a loner bid depend on the lay of the
cards and the inactive cards held by the bidder's partner.
Nine cards out of twenty-four do not participate in play,
making the hand less predictable than otherwise. A hand
consisting of the top five cards of the trump suit is
mathematically unbeatable from any position; this is
sometimes referred to as a lay-down, as a player with such a
hand may often simply lay all five cards on the table at
once.
The rules of an individual game may state that a player who
"sweeps," or wins all 5 tricks while going alone/solo gets 4
points, 2 for sweeping and 2 for going alone.
One of the opponents of the lone bidder may say "I defend
alone", and his partner must stay out. The lone defender
will play alone. Scoring is similar in such a case to a
loner hand. Any "set" or "euchre" by a single defender going
alone is worth 4 points to the defending partnership, or 3
in some regions.
Scoring
The first team to score 10 (sometimes 5, 7, or 11) points
wins the game (sometimes called a round). While score can be
kept by using a tally sheet, most Euchre players
traditionally use the unused 6 and 4 cards, or unused pairs
of 5 cards for one member of each partnership to keep score.
In western New York and parts of Ohio, it is traditional to
use 2 and 3 cards, crossing them to show scores higher than
5. In all cases, one card is used to cover the other so as
to expose the number of pips corresponding to the team's
score. A lone defender winning 3, 4, or 5 tricks (known as a
march) gets 4 points. A lone defender winning 1 or 2 tricks
gets zero points.
The scoring is normally done with two fives, with the number
of pips showing indicating the number of points to each
team. It is also common to use a four and a six, with the
six on the bottom. Scoring can also be tracked with two 5,
6, 7 or 8 cards (depending on how long the game is intended
to last) where again, the number of pips showing is the
total score. Two 5 cards is the most common method of score
keeping as the game ends when one team has reached ten
points.
Betting
Betting in Euchre can be done on a per trick basis. An
additional bet may be based on a per "bump" basis. What
constitutes a bump can be determined on a house rules. In
general a bump occurs when the calling team fails to attain
3 tricks but for betting purposes a bump can also be
assigned by: failure to sweep a lone hand, committing table
talk, or by being caught reneging. Getting Euchred on a lone
hand may constitute 2 bumps. Bumps can be tracked with chits
such as pennies piled next to the score cards. In a Euchre
game where bets are placed the table may agree on "a buck a
trick and a buck a bump" for instance. Bets are settled at
the end of each game. |