| AllExperts > Encyclopedia | ||
![]() |
Euchre: Encyclopedia BETAFree Encyclopedia |
| Home · Index · Browse A-Z | · Questions and Answers · |
|
Variations in playVariations in game play are generally invoked by agreeing on them before play begins.Throw-insThese variations (and others) allow a player dealt one of several types of poor hands to "throw in" their cards and initiate a redeal. In some circles, these are considered a form of "misdeal", causing the deal to be passed to the original dealer's left.Nines & Tens: a hand consisting only of 9's and 10's. It is impossible for more than one player to have such a hand in regular play. Ace, No Face: a single ace and nothing else except 9's and 10's containing only non-trump. King Nothing: a single king and nothing else except 9's and 10's containing only non-trump. Bitches' Hand: three queens and nothing else except 9's and 10's containing only non-trump. Jack Shit: a single jack and nothing else except 9's and 10's containing only non-trump. No Ace, No-Face: a throw-in hand determined after the make, containing only non-trump 9's and 10's. Farmer's handCommon in the Midwestern US, certain weak hands (usually those containing either three 10 cards or three 9 cards) are designated as "farmer's hands" or "bottoms". After inspecting the hand dealt him or her, a player may call out "farmer's hand" and is then allowed to show the three cards in question and exchange them for the three unexposed cards in the kitty (also called "going under" or "under the table").One variation allows that a player with any combination of three 9 cards and 10 cards may exchange them. This is generally referred to as "farmer's hand mixed" while the prior example is called "farmer's hand clean". If more than one player wishes to call farmer's hand, there is generally no structure for determining who will take the cards other than a first-come first-served method, although some players only call "farmers" on the player's turn to bid for trump. Otherwise, the person closest to the deal will sometimes be given priority. Some variations allow for multiple farmer's hands to be called out, but those exchanging cards with those left behind in the kitty after the first exchange are essentially guaranteed very poor cards. Making trumpStick/Screw the Dealer: If the trump selection comes all the way back around to the dealer the second time, the dealer must call the trump suit. In other words, there is no option to redeal.Club Euchre: Whenever the upturned kitty card is suited clubs, the dealer must "pick it up" and his team must play as the makers, with clubs as trump. Going alonePartner's Best: When a maker "goes alone", he and his partner exchange a single card from their hands, concealed from all other players, before trick-taking begins.Canadian: When a player orders his partner to "pick it up", he must attempt the hand as a loner. Blind-Double Loner: Before the maker sees his cards, the maker calls "blind double loner". Here, the turn card is automatically trump, and the game is played by normal loner rules. If the Blind-double Loner wins all 5 tricks, 8 points are awarded to the player's team. Defending Alone (1): When a maker decides to go alone, one of the opposing players has the option of "defending alone". Here, one of the opposing players calls out "I'll defend alone" right after the loner establishes himself or herself. If the "partner's best" subvariation is invoked, then this "lone defender" also has the opportunity to exchange a single card with their partner before tricks are played. In either case, if the lone defender Euchres the loner, then his team earns 8 points. Defending Alone (2): When a defender believes that he is strong enough to take at least three tricks alone, that person may defend alone. If they succeed, they score four points instead of the usual two. If they take all five tricks, they score eight points for their team. Pepper or HasenpfefferPepper is an offshoot of 24-card euchre popular in the Midwesten U.S., where the entire deck is dealt out, bids are made numerically for the naming of trump, and declarer may name no trump in place of a single suit. A six-player version exists, played with a full pinochle pack and no bowers. Follow the link for complete rules.Scoring rituals*The scoring can be done with a 2 and a 3. the score is the number of pips showing. When the score is 5 or more the cards are turned into a V shape and then the score is 5 plus whatever is showing. The V is the Roman numeral for 5.*Scoring can also be tracked with two 5, 6, 7 or 8 cards (depending on how long the game is intended to last) where again, the number of pips showing is the total score. Two 5 cards is the most common method of score keeping as the game ends when one team has reached ten points. *Players in the Midwest often will indicate the next point that they are hoping to score by "sprouting". The team will partially uncover the next pip on the score card so that it looks like the pip is growing up or sprouting. *For some players in the Midwest, when a team has nine points, players place the score cards next to each other, face down. The team is now "in the barn" (also "on the corner") or "mooing". Some players have also been known to place the two score cards behind their ears upon "entering the barn." A particularly vulgar celebration ceremony involved with "entering the barn" is "milking the cow," whereupon one member of the team that just "entered the barn" interlaces their fingers and points their thumbs downward. This completed, their teammate "milks" the downturned thumbs just as one would milk a cow's udder. This cow is sometimes dubbed "Ted" or "Z." If the team scores their tenth point then the "barn doors are opened:" the cards are flipped to show all ten pips. Actions such as this, however, are considered insulting. *On many American college campuses, the players of a losing team which failed to earn any points at all are considered to have been "skunked" by the winning team. Sometimes, the relatively rare event of being skunked implies that the losers must perform some form of ritual penitence such as streaking the campus. International variationsOther variations of euchre are widely played in the southwestern counties of England, where it is common for a pub to have its own team which takes part in competitive league matches with other teams. The most common form of the game played in the UK is one where a twenty-five card deck is used; the deck consists of A-K-Q-J-10-9, with an extra card called the Benny. This card, usually a joker card or the two of spades, is the highest trump no matter which suit is called. Should this card be the one turned over by the dealer, the dealer must decide which suit to call for trumps before looking at their own hand. The bidding then continues as normal.In Guernsey (Channel Islands) the game is played with a 33 card deck incorporating 7 to Ace plus a joker as Benny. In addition, where the Benny is turned up, the dealer not only has to name the suit, he must then pick it up and play (although may still choose whether to play alone or with his partner). Unofficial rules require the wearing of a "dealing hat" when dealing (usually a Fez) and referring to the Ace of Spades as the Death Card, regardless of whether a trump or not. Tradition dictates that the Death Card should not be led on the first trick unless defending against a lone attacker as it will otherwise invariably be trumped. A cleverer lead is known as the "Brisey" which involves leading the left bower in an attempt to trick one of your opponents into a renege (a failure to correctly follow suit). The Brisey is named after the late Brian Mauger, a famous Guernsey Euchre player (he isn't dead but is often late). If a defender has won two tricks already and still has possession of the Benny then he must slap it onto his forehead as a sign of the guaranteed euchre. Extra cardsPlayers can also play with the extra cards 8 and 7, which adds more uncertainty to which trump cards can still be in opposing players' hands.Dealing VariationsOne variation exists in which the player to win the last trick is the dealer for the next trick.In some Euchre cirlces it is considered acceptable to "steal the deal." To successfully steal the deal, one player must finish dealing all the cards in the normal manner and flip the top card of the kitty without anyone else pointing out that it is not actually that player's turn to deal. Once the top card is flipped, the deal becomes legal. There are generally no penalties for being caught attempting this theft, though it becomes annoying when people try too often. Stealing the deal gains a team only a slight advantage, and it can be a fun part of the game in friendly play. Five PlayersA five player variation exists. This game is generally referred to as Five-Handed Euchre. The major differences are a dynamic partner system and the addition of two permanent trump cards.Three PlayersA common three player variation is played by dealing out four hands, but with the fourth hand acting as a dummy hand. The player who calls trump on the current hand picks up the dummy hand and makes the best five-card hand for themselves out of his or her hand and the dummy hand. The player will now play alone against the other two players, who will play as partners for this hand. The two non-calling players will always play as partners which means that partners will switch from hand to hand depending on who calls trump. The calling player will score one point for winning the hand and 2 points for taking all five tricks. The calling player can still elect to "go alone" by choosing not to pick up the dummy hand. Taking all five tricks here results in four points. Each player keeps their own score.Variations on the dummy hand also exist because being able to make a best hand out of ten cards is sometimes viewed as being too powerful. The other variations are: *A three card dummy hand where the calling player makes their best hand out of 8 cards instead of 10. *A five card dummy hand where the calling player picks 3 random cards in their attempt to make the best hand. A slightly less common version of three person Euchre is played by removing the nines from a standard deck and playing without a dummy hand. In this version, the calling player always goes alone where four points will always result from taking all five tricks. Two PlayersA two player variation exists where a normal hand is dealt out to each player along with a 3-card dummy hand to each player. Obviously, there are no partners in this game and each person picks up their dummy hand after trump has been called. Each player must make their best five card hand out of the eight cards available. Going alone is still an option and occurs when the calling player opts not to pick up the dummy hand.Another two player variation exists which involves 11 tricks being played per hand which makes it almost impossible to take all 11 tricks. Also, going alone is not possible in this variation because there are no partners or dummy hands. Three cards are dealt to each player to form their "hand" followed by four face down cards for each player and four face up cards for each player on top of the face down cards. Any card can be played by the player as long as he or she can see the card (meaning it is in the hand of the player or in front of the player face up). When a face up card is played, the face down card below it is revealed and is not eligible to be played. Play resumes for the current hand until all of the cards have been played. This can also be played where five cards make up each players hand with 3 sets of face up/face down cards in front of each person. First person to ten points wins. StrategyMany sources for euchre strategy exist, but one popular and humorous version are the "Ten Commandments of Euchre" by noted Euchre master Harvey Lapp[1] The commandments are:# Thou shalt not pass a biddable hand.# Thou shalt counteth upon thy partner for one trick.# Thou shalt not trumpeth thy partner's ace.# Thou shalt trumpeth thy partner's king.# Thou shalt leadeth trump to thy partner's order.# Thou shalt not leadeth trump to thine opponent's order.# When thou hath ordered trump, leadeth thy right bower to smite thy foes.# Ordereth not the right bower unto thy partner's hand unless thou canst go alone.# Goeth alone whenever thou canst, unless thy team hath eight or nine points.# Thou shalt not complaineth about the cards the Lord thy Euchre God hath bestowed upon you.See also*Bid Euchre / Pepper*Écarté *Five-Handed Euchre External links*Euchre at Pagat.com*The Euchre Universe *The Semi-official Euchre page
|
|||||||||||||||||||||||||
| About Us | Advertise on This Site | User Agreement | Privacy Policy | Kids' Privacy Policy | Help About and About.com are registered trademarks of About, Inc. The About logo is a trademark of About, Inc. All rights reserved. This is the "GNU Free Documentation License" reference article from the English Wikipedia. All text is available under the terms of the GNU Free Documentation License. See also our Disclaimer. |