THE LAWS OF EUCHRE
Adopted by the Somerset Club of Boston
March 1, 1888
H. C. Leeds + James Dwight
PREFACE - Section 1
Euchre is played in so many different
ways and under so many different rules
that there seems to be a necessity for
more rigid and exact Laws than exist
The Laws of Euchre, as here appended,
have stood the test of time and received
the attention of many scientific Euchre-players.
If any game of cards is worth playing at
all, it should be played according to rule
in the strictest interpretation, and no favors
should be given or expected.
An attempt has been made in these
Rules to make the penalties commensurate
with the advantage which might be gained
by the error. A common instance of this
is in the case of a lead out of turn. It
often happens that the exposed card is an
advantage to the side so offending, and
the adversaries have no redress. Here the
Whist Law has been applied, allowing the
non-offending side the option of two penalties.
See Rule 52.
Another instance occurs in a lone hand.
An exposed card can only benefit the
adversaries, consequently no penalty is
attached; but should the lone hand lead
out of turn, he is supposed to be attempting
to gain an advantage, therefore Rule
104 has been adopted.
THE LAWS OF EUCHRE.
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.
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
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
7. Each game won counts one unless
the losing side has failed to score, in which
case the game counts two. Two additional
points are taken by the side winning
the rubber. Thus it is possible to win ten
points in a rubber; that is, four double
games, and two points for the rubber.
8. The knave is the highest card, then
the ace, king, etc.
9. In all cases every one must cut from
the same pack.
10. Should a player expose more than
one card, he must cut again.
11. If there are more than four candidates,
the players are selected by cutting;
those first in the room having the preference.
The four who cut the highest cards
play first, and again cut to decide on partners.
The two highest play against the two
lowest. The highest is the dealer, who
has choice of cards, seats, and counters;
and having once made his selection, he
must abide by it.
12. When there are more than six candidates,
those who cut the fifth and sixth
highest cards belong to the table.
CUTTING CARDS OF EQUAL VALUE.
13. Two players cutting cards of equal
value, unless such cards are the two lowest,
or the two highest, cut again.
14. Three players cutting cards of equal
value, cut again; should the fourth (or
remaining) card be the highest, the two
lowest of the new cut are partners, and
their opponents have the deal. Should the
fourth card be the lowest, the two highest
of the new cut are partners, and have the
deal and choice of seats, etc.
15. At the end of a rubber, should admission
be claimed by any one, or by two
candidates, he who has, or they who have,
played a greater number of consecutive
rubbers than the others, is or are out.
When all have played the same number,
they must cut to decide on the out-goers,
the lowest going out.
ENTRY AND RE-ENTRY.
16. A candidate wishing to enter a table
must declare such intention before any of
the players have cut a card, either for the
purpose of commencing a new rubber, or
of cutting out.
17. In the formation of fresh tables,
those candidates who have neither belonged
to nor played at any other table, have the
prior right of entry; the others decide
their right of admission by cutting.
18. Any one quitting a table prior to the
conclusion of a rubber may, with the consent
of the other three players, appoint a
substitute in his absence during that rubber.
19. Should a player leave a full table
after he has played but one of the two
consecutive rubbers to which he is entitled,
the candidate next in order for entrance to
the table takes his place, but must go out
at the end of one rubber, as his predecessor
would have done.
20. A player cutting into one table
while belonging to another, loses his right
of re-entry into the latter, and takes his
chance of cutting in as if he were a fresh
21. If any one break up a table, the remaining
players have the prior right to
him of entry into any other; and should
there not be vacancies at such other table
for all those candidates, they settle their
precedence by cutting.
22. The pack must neither be shuffled
below the table, nor so that the face of
any card can be seen.
23. The pack must not be shuffled during
the play of a hand.
24. Each player has a right to shuffle
once only, except as provided by Law 27,
prior to a deal, after a false cut, or when
a new deal has occurred.
25. The dealer's partner must collect
the cards for the ensuing deal, and he
has the first right to shuffle that pack.
26. Each player, after shuffling, must
place the cards, properly collected and face
downwards, to the left of the player about
27. The dealer has always the right to
shuffle last; but should a card or cards be
seen during his shuffling or while giving
the pack to be cut, he may be compelled