Front matter
1 qakej
J~UCHRL
COPYRIGHT, 1887. BY FREDERICK A-S1QKE&, PUBLISH ER.HEW YORK .
Preface
Of the old and familiar games at cards, Euchre is among the most popular. This fact is due to its extreme simplicity and eminent respectability, for Euchre needs no monetary consideration to make it interesting to its devotees, and therefore suggests nothing of gambling. Like Whist, it is generally played simply as a means of amusement, the contestants being content with victory for victory's sake alone. While it does not tax the memory as severely as Whist, and is generally not so complex in character, Euchre is nevertheless a game of skill, and its many points are worthy of intelligent consideration for the intellectual pastime they afford. As a social game it has always ranked well, and is often found in the bosoms of families where no other game at cards is known, or at least tolerated. That phase of the game known as "Progressive Euchre " has attained especial popularity, and not infrequently is made the sole expedient of an evening's amusement for an unlimited number of pleasure-seekers. Less exacting than Whist, less ab-
6 PREFACE.
sorbing than Poker, less mathematical than Cribbage, Euchre is pre-eminently the sociable game at cards. At the Euchre-table the inveterate story-teller may relate his pet narration without being figuratively condemned to death as would be very justly his fate at Poker ; Mrs. Grundy may interrupt the game to retail a bit of gossip without being frowned down as she certainly would be at Whist ; here, too, a pious flirtation may be indulged in without fear of that testy reproof which would surely be given by a devoted Cribbageplayer. In short, all the frivolities of a companionable evening may exist conjointly with a game of Euchre as they can exist conjointly with no other game at cards. It is to place before the public, with all possible simplicity and brevity, the rules of this light knd entertaining game, and at the same time to offer a few comments that will be instructive to novices and interesting to experts, that I have undertaken this treatise on Euchre.
J. W. K.
CHAPTER I. Origin of Euchre
Like the origin of cards themselves, the origin of liiost games at cards is obscure. Naturally, this obscirity has led to many different accounts, resulting from imagination rather than from data that can be substantiated. The origin of cards has been variously located in Egypt, India, China, and Arabia. Some people even claim that cards are pre-historic. But in all these cases, investigation — and the subject has been investigated by learned men for years — has shown that the respective claims are merely imaginative and fanciful. Of the theories mentioned, that respecting Egypt is probably the most popular. It is not unpleasant to the general mind to connect the symbols of cards with the Pyramids, or their mysteries with the Sphinx, and it is concordant with their alleged antiquity to suppose that they furnished amusement for the Pharaohs. Nor is it less gratifying to the imagination to believe that India, that land of storied jugglery and necromancy, should have furnished the world with playing cards. The fact that gypsies commonly use cards in telling fortunes has led to the theory that these nomads introduced this means of amusement into Europe. This supposition is further fortified by the similarity of Hindustani cards to those of Europe. The facts of the case, however, indicate that cards were introduced from / Europe into India, rather than from India into/ Europe. The allegation that the Chinese invented the familiar cards of to-day is equally obscure ana far more untrustworthy. The claim that cards are of Arabic origin, rests wholly upon the statement of/a credulous writer to the effect that the Saracens introduced them into Europe by way of Spain. But pis writer, although he lived some four centuries ago, had no more authority for his declaration than I have to-day for indorsing the Egyptian, Hindustani, or Chinese theory. In all probability cards are of European origin, and that of more recent date than most people believe. In no writing prior to the fourteenth century is there any mention of cards. Chess, dice, and other games of amusement and gambling are alluded to, and in some instances specifically described, by writers of the thirteenth century, and of [the first half of the fourteenth ; but nothing is said bf cards. While this is only negative proof as to the iime that cards came into use, it is better than no prdof at all, as is the case with all other theories.
ORIGIN OF EUCHRE. 9
While the origin of games at cards partakes of the obscurity of the origin of cards themselves, it is in a much less degree. For most games at cards are analogous, and their relationship one to another is easilytraced. By this means the date of the invention and acceptance of the several games can be approximated, 1 though not definitely arrived at. The majority of People that play cards are very credulous with regard tc these questions, and accept almost any story that m t y be told them. Many people look upon Euchre as me of the most ancient games at cards, and upon Dnvv Poker as one of the most modern. And yet anabgy shows that Poker, traced back through the games of Brag, Post and Pair, Ambigu, and Prime, bears a striking resemblance to Flush, one of the parem games at cards.
Eucire, on the other hand, is traced back easily and directly to Triomphe, a well-known French game, which h turn was probably derived from Trionfo, a Spanish jame of the sixteenth century. The French settlers of America brought Trio7nphe with them, and transformed it into Euchre, which long ago became a national gime in this country.
As in ell trick-making games, the invention of Euchre is cchieved by a change in the ranking order of the cares. This device has been resorted to with marked ingpnuity and all manner of results, the most remarkable of which, as noted by Dr. Pole, is that the natural order of cards does not obtain in any trick- /
making game. On this subject he says, " The natural order of the cards is the king, highest, then the queen, knave, ten, nine, and so on down to the ace, which is naturally the lowest of all. But, oddly enough, there is not, so far as we recollect, a single game where cards compete with each other in trick-making, ir which this natural order is preserved. In Whist, as w^ know, the lowest card for playing is put in the high$t position, while for cutting it remains the lowest. La. Piquet, it is the highest both for cutting and playitg. In Ecarte, the ace is put between the knave and the ten. In Bezique and Sixty-six, the ten ranks betveen the ace and the king. In Put and Calabrasell^ the three is the best card ; in Euchre the knave is th/ best in trumps, the ace in other suits ; while in Spo/ Five the rank" and order of the different cards in bla<k and red suits, and in trump and plain suits, is absurdly complex, the five being the best trump, thenihe ace of hearts whatever suit is trumps, and so on Now, the philosophy of this feature is well worji study. Every reflecting person must be aware that p.11 these distinctions are mere shams ; the playing of fie games would be precisely the same without the Ranges in the rank of the cards ; these changes are so firmly rooted in the constitution of the several gaifies, that it would be impossible to eradicate them."
The man who would attempt such Eradication
ORIGIN OF EUCHRE. n
would be regarded as a lunatic. Therefore we must accept all these games, Euchre included, with their absurd variations of the order of cards, and study them as they exist. The following chapters will be devoted to every phase of the game of Euchre as it exists to-day.
CHAPTER II. Description of Euchre
The most common form of Euchre is played by four people, with an ordinary pack of cards, minus the sixes, fives, fours, threes, and deuces. There are forms of Euchre in which the eights and sevens are also discarded, but these will be considered later. The first step in a game of Euchre is the selection of partners. This may be done either by agreement or allotment. It often occurs, among players well-known to each other, that preferences for partners exist, a consequence of former games or of personal likes or dislikes. While the latter should never be allowed to enter into any game at cards, and especially into a game of Euchre, they cannot be eliminated altogether, and therefore must be humored. In Euchre, or in any game at cards played by partners, it is better that personal antipathy, if it must exist at all, should exist between antagonists rather than between partners. The reasons for this are obvious. It is a fair assumption, however, that, in any sociable
DESCRIPTION OF EUCHRE. 13
game at cards, the contestants will endeavor to avoid any display of feeling likely to cause unpleasantness. That such endeavor is not always successful, every card-player knows.
When no preference is expressed, or when preferences clash, the partners are allotted by cutting the cards, the higher two of the four cards cut designating one firm of partners, and, of course, the lower two the other.
When the momentous question of partners has been settled, and the players have taken their places at the table, partners always being seated opposite each other, the next step to be considered is the deal. This is determined by cutting ; and here, as in the case of cutting for partners, the ace ranks lowest and the king highest. Some people hold that in cutting for deal in Euchre, the knave should out-rank the king. This supposition is born of the fact that in Euchre the knave in trumps out-ranks the ace. The knave out of trumps, however, ranks not only below the king, but below the ace (except in cutting) and queen as well. Therefore, as there can be no trump before a deal, the knave in cutting must be considered lower than the queen and higher than the ten.
The only other thing necessary for a player to learn before beginning the deal is the rank of the cards in Euchre. This, in suits not trumps, is the same as in Whist, viz. ace highest, and then kins, queen, and so on in order to the deuce, which is the lowest. Suits in trumps have this difference in rank, however : the knave of the trump suit ranks highest, and is the best card in the game. It is called the right bower. The knave of. the other suit in the same color as the trump ranks next, and is the second best card in the game. It is called the left bower. For example : Clubs are trumps. The knave of clubs, therefore, is the right bower, and the knave of spades is the left bower. If spades are trumps, the knave of spades is the right bower, and the knave of clubs the left bower. And so it is with the other suits, the knave of diamonds being left bower to the knave of hearts when hearts are trumps, and vice versd when diamonds are trumps.
But when his color is not in trumps, the knave loses his powers, is no longer a bow ., and is soundly trounced by the smallest trump, or the ace, king, or queen of his suit. The rank of cards in Euchre is therefore illustrated by this example : Assuming that clubs are trumps, the knave of clubs or right bower is the best card. Then come in order the knave of spades or left bower, the ace, king, queen, ten, nine, eight and seven of clubs. The cards of red suits, hearts and diamonds, under this assumption, rank in order from ace, highest, to deuce, lowest. This condition applies to black suits when the trump is red.
Before dealing, the cards must be well shuffled by
DESCRIPTION OF EUCHRE. 15
the dealer, and cut by the player at the dealer's right. This player is always one of the dealer's opponents, and in cutting must remove at least four cards from the top of the pack, and leave at least four cards at the bottom.
Before the deal any player has the right to cut or shuffle the cards, but the dealer always has the right to shuffle them last.
In Euchre five cards constitute a hand, and these must be dealt, two at a time, to each player in turn, beginning with the player at the left of the dealer, until all are helped, including the dealer, and then three at a time to each player as before, thus giving to each contestant the requisite five cards. Or, if it be more agreeable to the dealer, he may help in turn each player with three cards and then with two; but he must not help one p yer to two cards and the next to three or vice versa. He must complete his deal as he begins it.
When the dealer has helped each player with five cards, as described, he must turn up the next card for trumps, and leave it face upwards on the top of the pack.
After the trump is turned, the play begins. The player at the left of the dealer examines his cards to see what he will do. He must either " order up " the trump or "pass." If he " orders up," the dealer must discard one card from his own hand, placing it face downwards beneath the pack. The trump card then becomes the property of the dealer instead of his discard.
If the player at the left of the dealer considers that his hand is not strong enough to " order up " the trump, and declines to do so, he must "pass;" that is, he must give the next player on his left an opportunity to say what he will do.
This next player is the dealer's partner ; and if, after examining his cards, he believes that they, assisted by the trump turned, are strong enough to win three tricks, he may "assist." "Assisting" is in effect the same as " ordering up " so far as the result affects the dealer's physical action. In each case he must discard one card and take the turned trump as a part of his hand. But there is an important difference between " assisting " and " ordering up." In the former, the trump is turned into the hand of a partner ; in the latter, it is turned into the hand of an opponent. From this it will be seen that it requires a stronger hand to "order up" than to "assist." The player doing either, however, should feel reasonably certain of taking three tricks, except under certain conditions hereafter discussed.
If the partner of the dealer refuses to "assist," he must "pass," and give the next player to the left an opportunity to say what he will do. This player must either "order up" or "pass." If he "orders up,"
DESCRIPTION OF EUCHRE. 17
the dealer must act exactly as has been described in the case of the first player or " eldest " hand.
If the third player "pass," the say comes to the dealer, who may either "take up" the trump or " turn it down." If he takes it up, he must discard one card from his hand, placing it face downwards beneath the pack, and then regard the turned trump as a part of his hand.
If the dealer's hand should not warrant his taking up the trump, and he refuses to "take it up," he must " turn it down," placing the trump card face upwards beneath the pack.
Should the dealer "turn down" the trump, the eldest hand then has the right to name the trump, which shall govern the game. In doing this he may name any suit but that originally turned up. Should his hand not warrant his making the trump, he must so declare. The usual form of this declaration is, " I pass the making." Should the eldest hand pass the making, the second player or dealer's partner may make the trump; but should he "pass the making," it becomes the third player's turn to make the trump or pass the making, and so on to the dealer, who must likewise make the trump or pass the making. If the dealer passes the making, he must turn the trump card face downwards on the top of the pack. Then a new deal must be inaugurated with the player at the immediate left of the dealer as the new dealer. In other words, the deal passes to the opposing side under the circumstances described.
But if the trump be ordered up, if the dealer's partner assists, if the dealer takes up the trump, or if, the trump being turned down, any player makes the trump, the play begins.
The player at the left of the dealer has the lead ; that is, he must play the first card. All the other players must play in turn to this card, and each must follow suit (play a card of the same denomination as that led by the eldest hand) if he holds such a card. If he does not hold a card of the suit led, he may play any card he chooses.
When each player has played to the lead, the four cards thus deposited on the table constitute a trick.
A trick is won by the highest card of the suit led, if trumps are not played in the trick. Trumps beat all other suits.
The winner of each trick must lead for the next trick until the hands are played out.
Lone Hands.
A lone hand is one with which a player undertakes to beat his two opponents without the assistance of his partner. This is an important feature of Euchre, and one entering prominently into every four-handed game. The object in playing a "lone hand" is to make all five of the tricks, an achievement that
LONE HANDS. 19
is always rewarded with the highest score possible at Euchre. Lone hands may occur as follows : —
If the eldest hand order up or make the trump, he or his partner may play alone.
If the dealer's partner assists or makes the trump, he or the dealer may play alone.
If the player to the right of the dealer orders up or makes the trump, he may play alone, but his partner cannot.
If the dealer takes up or makes the trump, he may play alone, but his partner cannot.
No player can play alone after having passed the trump, or the making of the trump.
No player can play alone without having announced his intention to do so before the lead is made.
When any player has announced his intention of playing alone, no other player can play alone. (Usage in some quarters permits one of the opposing side to play alone if he chooses ; but this is not good Euchre, and is probably due to the influence of "Railroad Euchre," which will be considered at length later.)
When either side has adopted or made the trump, neither player of the opposing side can play alone.
When any player has expressed his determination to play alone, his partner must place his cards face downwards on the table, and remain silent throughout the playing of the hands.
Scoring.
The only thing remaining to thoroughly describe the game of Euchre is an explanation of the counting or scoring.
The game is five points.
If the side which adopts or makes the trump, takes three or four tricks, it scores one. In Euchre as much is scored for three tricks as for four.
If the side which adopts or makes the trump, takes all five tricks, it scores two. This is called a " march."
If the side which adopts or makes the trump, fails to take three tricks, it is "euchred," and the opposing side scores two.
If any player plays alone, and takes all five tricks, he scores four ; if he takes three or four tricks only, he scores one ; if he fails to take three tricks, he is euchred, and the opposing side scores tivo.
The mechanical means for scoring are always at hand in a pack of cards. In the five-point game (for sometimes ten points are played), the two and three of diamonds are often used by one side as counters, and the two and three of hearts by the other. There is no reason why the black suits should not be used if the players so elect. These " counters " are laid on the table face downwards at the beginning of the game. As the game progresses, the " counters " are turned so as to expose a pip for each point made.
SCORING. 21
This is probably the simplest method of scoring, aside from that of the devices especially manufactured for this purpose.
A more complicated method of scoring is as follows : Each side takes a four and three of any denomination. The face of the three turned up, with the face of the four turned down on it, counts one regardless of the number of pips exposed. The face of the four turned up with the face of the three turned down on it, counts two regardless of the number of pips exposed. The face of three uppermost counts three, and the face of the four uppermost counts four. The advantage of this method is found in the fact that the exposure of pips has no bearing on the score. The position of the cards used in scoring marks the game. When the exposure of pips is depended upon to mark the game, the accidental shifting of the cards used in scoring sometimes causes errors, and more frequently disputes and misunderstandings. For this reason I would recommend the four and three for scoring.
CHAPTER III. Technical Terms
In the preceding chapter I have endeavored to give a clear and comprehensive description of the game of Euchre without writing down the specific laws that govern players, or entering into a discussion of the variations and peculiarities of the game. My purpose in that chapter was to give to the reader a general idea of the most popular form of Euchre just as it is played. As the succeeding chapters of this book will be devoted to a more specific consideration of the rules and form of the game and the best way of playing it, and as such consideration involves the use of certain technical terms, I believe that a list of those terms will not be out of place here. They certainly will be of use to the beginner, and that alone justifies the space they occupy.
Assist. — The term used by the partner of the dealer to signify his desire for the dealer to adopt the trump turned up at the conclusion of the deal.
Bridge. — When one side has made four points, and
TECHNICAL TERMS. 23
the other has made but one, the condition of the game is called " the bridge."
Counters. — The cards used in scoring the game.
Crossing the Suit. — If the trump made is different in color from the trump turned, the suit is said to be crossed. Example : All the players having " passed " a red trump turned up by the dealer, any player making black cards trumps crosses the suit, and vice versa. In other words, " crossing the suit " simply means changing the color of the trump.
Discard. — The act of the dealer in exchanging a card from his hand for the trump turned. In regular Euchre, the dealer is the only player having the right to discard.
Eldest Hand. — The hand at the immediate left of the dealer.
Euchre. — The failure of the side making or adopting the tramp, to score a point. Such a misfortune is described as "being euchred."
Jambone. — To play a lone hand with the cards exposed on the table, and to give to that adversary having the lead, the privilege of calling one card from the exposed hand, to the first trick ; or, if it be the jambone player's lead, to allow this same adversary to demand what card shall be led.
Jamboree. — The combination of the five best cards, viz., — right bower, left bower, ace, king and queen of trumps. Both jambone and jamboree will be treated more fully hereafter. They are not found in the ordinary game of Euchre.
Lap. — Lap is a term used to describe that variation of the regular game wherein any excess of points over the number necessary to win a game, is counted on the next game. Example : If a side needing but one point to win a game should make two points, it would be permitted in the "lap" game to count one point on the next game. In this instance the winning side would " lap " one point.
Left Bower. — The knave of the same color but not of the same suit as the trump. Diamonds furnish the left bower to hearts as trumps, and vice versa ; while spades furnish the left bovver to clubs, and vice versa.
Lone Hand. — A hand capable of winning five tricks from its adversaries, without the assistance of its partner. There is a difference between a " lone hand " and playing alone.
Making the Trump. — When all the players have passed the trump turned up, and any one of them names a trump, such action is called "making the trump," or, more briefly and generally, "making it."
March. — When two partners take all five tricks, they are said to have made a " march."
Markers. — Synonymous with counters.
Next in Suit. — Making the trump in the same color, but not the same suit, as that of the trump
TECHNICAL TERMS. 25
turned down. Hearts are next in suit to diamonds, and vice versa, while spades are next in suit to clubs, and vice versa. But black cards can never be next in suit to red cards, and vice versa.
Ordering up. — The action of a dealer's opponent in commanding him to take the "turned-up trump into his hand.
Pass. — To signify that you do not wish the turned up trump, or that you are unable to make the trump when the turned-up trump is turned down.
Playing alone. — The attempt of a player to beat his adversaries without the assistance of his partner.
Point. — One count in the score of the game.
Revoke. — To refuse to follow suit when you are able to do so. This is the unpardonable sin in Euchre.
Right Bower. — The knave of trumps.
Scoring. — Keeping a record of the game.
Stock. — That part of the pack remaining after the deal has been made.
Taking up. — The action of the dealer in adopting the trump turned up.
Trick. — The cards played to a single lead. The number of cards constituting a trick depends upon the number of players in the game. In a four-handed game, four cards make a trick; in a two-handed game, two cards, etc.
Turning down. — The action of the dealer in refusing the turned-up trump.
CHAPTER IV. Rules of Euchre
The rules of any game are very dry reading ; but as no game can exist without rules, Euchre has its laws, and they must be embodied in this little book, even at the risk of repeating something that I may have already said. I shall endeavor to atone for dryness and redundancy, however, by simplicity and brevity, and such an arrangement of the rules as will make them of easy reference. In this arrangement I have not depended alone upon my own knowledge of the game, but have carefully consulted the best writers upon the subject. I place the result before the public, therefore, with a fully developed hope that it will prove satisfactory. That they may be more easily referred to, I have grouped the rules under the names of the phases of the game, to which they apply.
Cutting.
In cutting, the ace is lowest, the deuce next, and so on to the king, which is highest.
DEALING. 27
In beginning the game, each player must cut the cards, and those players cutting the highest two cards must oppose those players cutting the lowest .two cards.
The player cutting the lowest card must deal. (Sometimes players cut for partners, and then again for the deal. But as the same rule governs both cases, it will be readily seen that cutting twice is unnecessary.)
If there should be a tie in cutting, the players making the tie must cut again.
If a player exposes more than one card in cutting, he must cut again.
Shuffling.
Any player has the right to shuffle the cards, but the dealer may always shuffle them last if he chooses. This is his prerogative.
After being shuffled the cards must be cut by the opponent sitting on the dealer's right.
The cards must be placed on the table to be cut.
The cards must be so cut as to leave at least four cards on the table, and to remove at least four cards from the top of the pack.
Dealing.
In dealing, five cards must be distributed to each
player.
These must be dealt from right to left ; that is, the player at the left of the dealer is helped first, the dealer's partner second, etc.
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