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. Thus it is possible to win ten points in a rubber; that is, four double games, and two points for the rubber.
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.
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.
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.
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.
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, appoint a substitute in his absence during that rubber.
19. Should a player leave a full table after he has played but one of the two consecutive rubbers to which he is entitled, the candidate next in order for entrance to the table takes his place, but must go out at the end of one rubber, as his predecessor would have done.
20. A player cutting into one table while belonging to another, loses his right of re-entry into the latter, and takes his chance of cutting in as if he were a fresh candidate.
21. If any one break up a table, the remaining players have the prior right to him of entry into any other; and should there not be vacancies at such other table for all those candidates, they settle their precedence by cutting.
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 collected and face downwards, to the left of the player about to deal.
27. The dealer has always the right to shuffle last; but should a card or cards be seen during his shuffling or while giving the pack to be cut, he may be compelled to re-shuffle.
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 re-shuffle nor re-cut the cards.
31. When the pack is cut, should the dealer re-shuffle he loses the deal.
32. After dealing, the dealer should put the pack at his right hand.
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 claim to the dealer, provided that his partner has not touched the cards. If a new deal does not take place, the exposed card cannot be called.
36. If, during the deal, a player touch any of his cards, the adversaries may do the same without losing their privilege of claiming a new deal, should chance give them such option.
37. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege.
38. A deal made with the adversaries' cards is good, provided that the trump card has been turned. If not, a new deal may be claimed. The players thus losing their cards may reclaim them at the end of the deal.
39. Should the dealer, in turning the trump card, expose any other card of the pack, there must be a new deal.
40. A deal out of turn can be stopped, if the error be discovered before the trump card is turned; otherwise the deal stands.
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 subsequently done the same, the deal is lost.
44. If the adversaries interrupt a dealer while dealing, either by questioning the score or asserting that it is not his deal, and fail to establish such claim, should a misdeal occur he may deal again.
45. Should a player take his partner's deal and misdeal, the latter is liable to the usual penalties, and the adversary next in rotation to the player who ought to have dealt, then deals.
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 lead one which is a winning card against his adversaries, and then lead again, or play several such winning cards one after the other, without waiting for his partner to play, the latter may be called on to win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards.48. If a player or players, under the impression that the game is lost or won, or for other reasons, throw his or their cards on the table face upwards, such cards are exposed, and can be called, each player's by the adversary; but should one player retain his hand, he cannot be forced to abandon it.
49. If all four players throw their cards on the table face upwards, the hands are abandoned, and no one can again take up his cards. Should it then be proved that the game could have been saved or won, no such claim can be entertained unless a revoke be established.
50. In a lone hand, should either adversary abandon his hand by laying it face upwards on the table, or by failing to play to every trick, the party playing alone scores five points.51. A card detached from the rest of the hand is liable to be called if either of the adversaries can name it; but should an adversary name a wrong card, he is liable to have a suit called when he or his partner next lead.
52. If any player lead out of turn, the adversaries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either to lead.
53. If any player lead out of turn, and the other three have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back, and there is no penalty against any one except the original offender.54. If a player who has rendered himself liable to have his highest or lowest called, fail to play as desired, or if when called on to lead one suit, lead another, having in his hand one or more cards of the suit demanded, he incurs the penalty of a revoke.
55. In no case can a player be compelled to play a card which would oblige him to revoke.
56. The call for an exposed card can be repeated until such card has been played.
57. If a player called on to lead a suit have none of it, the penalty is paid.
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 been played to the imperfect trick, but does not constitute a revoke therein.
61. If any one play two cards to the same trick, or mix his trump or other card with a trick to which it does not properly belong, and the mistake is not discovered till the hand is played out, he is answerable for all the consequent revokes he may have made.If during the play of the hand the error be detected, the tricks may be counted face downwards, to ascertain if there be among them a card too many; should this be the case, the trick may be searched, and the card restored. The player is, however, liable for all the revokes he may have meanwhile made.
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 his partner whether he has not a card of the suit renounced. Should the question be asked before the trick be turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick.
66. At the end of the hand the claimants of a revoke may search all the tricks.
67. Should a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, the revoke is established.68. A revoke cannot be claimed after the cards are cut for the next deal.
69. If a player discover his mistake in time to save a revoke, the adversaries may call the card played in error. Any player or players who have played after him, except his partner, may withdraw their cards and substitute others; the cards so withdrawn are not liable to be called.
70. A revoking player and his partner may require the hand on which the revoke occurred to be played out.
71. An equal number of revokes on different sides cancel each other.
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.
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 all four players pass, the trump is turned down, and the first hand can name a suit, or pass; and so on in turn around the table. Should all pass again, the deal is at an end, and the next player deals.
78. Should the player entitled to make a trump name a suit, he cannot change; and should he name the suit turned down, he is considered to have passed.
79. Should the player, after naming the suit turned down, or passing, mention the suit he intended to make trumps, his partner also must pass.
80. Should a player pass, and then attempt to assist, or order up the trump, his partner also must pass. The adversaries, however, may elect that it shall be played.
81. Should a player make a declaration, and his partner not hear it and pass, the declaration is not invalidated.82. No player can take away another's right by passing, ordering up, or assisting, out of turn; but should the dealer turn down the trump card, or on the second round throw his cards on the table, such action is binding on his partner.
83. If any one, prior to his partner's playing, should call attention to the trick either by saying that it is or is not his, or by naming his card or by drawing it without being asked to do so, or call on his partner to take or not to take the trick, the adversaries may require that opponent's partner to play his highest or lowest of the suit led, or to win or lose the trick.
84. A player has no right to ask who played a particular card, but at any time during the play of a trick, or after the four cards are played, but before they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players.
85. When a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact. If they do so consult, they lose their right; and if either of them, with or without the consent of his partner, demand a penalty to which he is entitled, such decision is final.
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 discarded, the latter can be called on to play his highest or lowest of the suit led, or to win or lose the trick.
90. Should any player have more or less than five cards, or the dealer neglect to discard before playing, the deal holds good, and the party so offending forfeits two if all four are playing, and four if a lone hand is played. They also are not entitled to score any point or points they may have made on that hand.
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.
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 a card.
96. The dealer must announce his intention to play alone before quitting his discard.
97. A player must announce his intention to play alone before naming the trump, otherwise he can be required to play the hand with his partner.
98. In all cases a single declaration must be made. It is not permitted to say, “I order it up and play it alone,” or “I make it hearts and play it alone.” The declaration must be, “I play alone at hearts,” or, “Alone at hearts.” Any other declaration precludes a lone hand.
99. Should the partner of the player playing alone offer to take it from him after a lead has been made, or after he has himself passed, neither can play alone.
100. Should a player announce that he will play alone, and his partner play upon the first lead, the player loses his right to play the hand alone, and must play it with his partner, unless his adversaries elect that he play it alone.
101. Should a player announce that he will play alone, his partner must place his own cards on the table face downwards, and not again take them up. He shall have the right to gather and quit his partner's tricks, and his action is binding on his partner.
102. Should a player expose the face of any of his cards, his partner can score only two points, should he take every trick; but in case of a euchre the adversaries score four.103. After the partner of the lone player has placed his hand on the table, either adversary may count the hand, to see if it contains more or less than five cards.
104. A player playing alone is liable to no penalty for simply exposing a card; but should he lead out of turn, the card is an exposed card, and can be called.
105. Should an adversary play out of turn to the lead of a lone hand, both opposing hands must be laid on the table, and can be called by the player playing alone.
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 his hand till his partner has played to the first trick, such act being a distinct intimation that the former has played a winning card.
109. 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.
110. A player who desires the cards to be placed, or demands to see the last trick, should do so for his own information only, and not to attract the attention of his partner.111. 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.
112. It is unfair to revoke purposely; and having made a revoke, a player is not justified in making a second to conceal the first.
113. Until the players have made such bets as they wish, bets should not be made with the bystanders.
114. Bystanders should make no remark, nor should they, by word or gesture, 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.
115. No one should look over the hand of a player against whom he is betting.
116. Players should pass, assist, order up, etc., with as nearly as possible the same manner at all times, and should be careful not to give information by unusual quickness or delay.
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 turned down.
“Next,”—to make a trump of the color turned down.
“Euchre,”—when the party making the trump fails to take three tricks.
“Hand,”—the five cards dealt to each player.
“Ordering up,”—requiring the dealer and his partner to play the trump turned up.
“Pass,”—declining to order up, assist, adopt, or make the trump.
“March,”—taking five tricks.
“Love Game,” “Slam,” or “Double,”—where the score is five to nothing.
“Lap,”—is where more points are made than are necessary to win a game, and are carried to the next game.“Rubber,”—consists of three games.
When, however, a lap is made in the third game, a fourth must be played.
A “Lay Card,” or an “Outsider,”—is a card of a different suit from the trump.
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