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Rubber 7 Scoring 7 Cutting 9 Formation of the Table 9 Cutting Cards of Equal Value 10 Cutting out 11 Entry and Re-entry 11 Shuffling 13 The Deal 14 A New Deal 15 A Misdeal 17 Cards liable to be called 18 Cards played in Error 22 The Revoke 24 Calling for New Cards 26 Making the Trump and Playing 27 The Discard 30 The Trump Card 32 Playing alone 32 Etiquette of Euchre 35 Technical Terms used in Euchre 38 GENERAL REMARKS 41 Eldest, or First Hand 43 Second Hand 46 Third Hand 50 The Dealer 52 The Bridge 56 Lone Hands 57 Coups 61 Case I. 63 Case II. 65 Case III. 66 Case IV. 67 Case V. 68 Case VI. 70 Case VII. 72 Case VIII. 73 Case IX. 75 [Illustration] THE LAWS OF EUCHRE. 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. 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
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