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Euchre variations
OriginUnited States
FamilyTrick-taking
Players2–6
SkillsTactics & Strategy
Cards24, 2x24, 32, 36
DeckAnglo-American
PlayClockwise
Playing time20 min.
ChanceMedium
Related games
Five Hundred, Poker

Euchre /ˈjuːkər/ is a 19th-century trick-taking card game and has many variations.[1]

Dealing variations

The addition of extra cards like 8 and 7 can usually add more uncertainty as for which trump cards are still in the opponent's hands during the course of the game. This uncertainty may be increased with the addition of the 2s.

In some Euchre circles it is considered acceptable to "steal the deal" from the other team if they are not paying attention when it is their turn to deal.

McEvoy

If a player is dealt a hand consisting entirely of 9s and 10s, they may declare a 'McEvoy', resulting in a re-deal by the same dealer. The McEvoy must be declared, and the cards must be displayed immediately after the deal, before any player calls trump or passes. All players' cards are returned and re-dealt. Only one McEvoy is allowed per player per match.

Farmer's hand

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, a player may call out "farmer's hand" (or simply "farmer's") 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 a total of four 9 and/or 10 cards may call for a redeal . This is generally referred to as "farmer's hand mixed" while the prior example is called "farmer's hand clean."

Another variation dictates that none of the low cards being exchanged may match the suit of the turned-up kitty card. 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.

A regional variation on the farmer's hand (Michigan) involves a player dealt three queens to trade for the cards in the kitty after declaring "bottom bitches".[citation needed]

Picking up the top card

Making trump

Going alone

Throw-ins

These variations (often referred to as "House Rules" – reflecting their non-standard acceptability) 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. In standard play, these are considered just part of normal play, and the player must play the hand they are dealt, regardless of how bad it might be; in the long run, things will even out.

Lay-down hand

A "lay-down hand" is similar to a throw-in, where a player may lay down his entire hand before a single card has been played. Rather than a poor hand, this is a perfect or unbeatable hand, and is scored as if it were played normally. The definition of a perfect hand will depend on the exact rules in use, but in most rules both bowers (jacks of the trump color) and 3 trump cards are needed, as in the perfect hand pictured at the top. However, some players might lay down a hand that is not strictly unbeatable under the assumption that nobody has the set of cards required to beat them. For instance, someone might lay down a hand that can only be beat on one trick (one bower, A, K, Q, 10 in trump suit). Since there is only one trick this player could lose (if someone has the other bower) they bypass playing the hand and simply ask if anyone has the other bower. Lay downs are an advanced skill reserved for veteran players to expedite game play, when everyone at the table can recognize that a hand is unbeatable.

Scoring variations and rituals

See also

References

  1. ^ Scarne, John (1994). Scarne's Encyclopedia of Card Games. HarperCollins. pp. 239–242. ISBN 978-0-06-273155-5.