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
|