Euchre
Euchre is played around the world in various forms and there are many clubs and tournaments for dedicated players. The game probably began in Europe under the name Juckerspiel. That name gives a clue as to one of Euchre's claims to fame - the introduction of the Joker.As with all card games, there are many versions of the rules. In fact Euchre seems particularly "rich" in variants with the preferred version differing between countries. The rules here are simply one version for four players, acting in teams of two.
How to Play Euchre
The Deck
Euchre is usually played with a 24 or 25 card deck. To make the 24 card deck the 9 through Ace of all four suits are taken from a normal deck. The 25 card deck adds a Joker - sometimes this is replaced by a low card such as the 2 of spades.The rankings of the cards is different to normal. If the Joker is in play then this beats all other cards - it is "top bower". Next come the Jack of trumps ("right bower") then the Jack of the same colour as the trump suit ("left bower") followed by the other trumps from Ace down. There are thus seven trumps, eight if the Joker is in use. The non-trumps are ordered conventionally with Ace high. There will be six cards in each non-trump suit except for the suit of the same colour as trumps which will contain only five.
The word bower comes from the German bauer - "farmer". It is sometimes corrupted to bar.
Dealing
Cards are shuffled and five dealt to each player, usually in batches of 3 and 2. Remaining cards are placed to one side and the top one turned over to begin trump selection.
Bidding
Bidding is the process by which the trump suit of the round is determined. There are many variations of the basic process.During the bidding each player is trying to decide whether or not they think their team can make at least three tricks with the revealed suit as trumps. Beginning with the player to the left of the dealer each in turn has the option to pass or to order up the card.
If any player orders up the exposed card, its suit becomes trumps. The dealer then takes the exposed card and discards any one card face down.
If all four players pass on the exposed card then each in turn has the choice to name any suit except that of the exposed card as trumps. No cards are exchanged in this situation - all players play the hand as dealt. If all players decline to select trumps then the hand is void and deal passes to the next player.
Whichever team named trumps - either by ordering up the card or by selection - become the makers and the other team the defenders.
Note that some variations of Euchre allow/force the trump naming player to play the hand alone under certain conditions.
Play
Play now proceeds as with a standard trick-taking game. Player to the left of the dealer leads any card. Each other player in turn must follow suit if possible. If not they either lay any trump or discard any other card.Remember that the "left bower" (Jack of the same colour as trumps) is itself a trump. Thus if if Spades are trumps and a club is led, it is not necessary to play the Jack of clubs if this is your only club. You may do so in order to trump the trick.
Similarly, if a spade was led and you have no spades but do have the Jack of clubs then you must play it.
Winner of one trick leads to the next.
Scoring
Once all five tricks have been played, if the "makers" succeeded in taking three or four tricks then their team scores one point. If they took all five then they score two points. Under variants where one player may go it aone then they score bonus points for successfully doing so.If the makers fail to take at least three tricks then they are said to have been "euchred" and the defenders score two points.
Hands are played with deal rotating clockwise until one team reaches a set target, usually 10 points.
