Euchre - Tournaments Rules
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To determine the first deal of the game, cards will be dealt face up until a player receives any Jack. That player then becomes the dealer; from there, the deal rotates clockwise each hand. Cards must be properly shuffled. The deck is then offered for a "cut" to the player seated to the RIGHT. A cut card is provided and must be used to cover the bottom card of the deck during dealing. Cards may be dealt in groups of 2's and 3', or 1 at a time. It is always Dealer's choice as to the preference of deal style; however, that person's deal style must be maintained during the round.
If four passes occur, a second round of bidding commences. If the second deal is passed by everyone else then the "Stick the Dealer" rule does apply! The turned down card is placed face down on the kitty. COUNT YOUR CARDS! Misdeals are re-dealt. Bidding starts with the Eldest hand (left of the dealer), after the dealing has ended.
The ONLY LANGUAGE which is allowed during the bidding is: "PASS", "PICK IT UP", or ALONE. The bidder may not use descriptive phrases that give clues such as "Let's try clubs", "I think I can", and so on. A warning is given (for the first time), and then for subsequent offenses, the offending team loses its right to bid and the non offending team is awarded two points. On 2nd round bidding, the bidder must state their intentions by saying the name of the suit (The turned down suit cannot be called). Another player may request (order) the dealer to pick up the up card with any holding. A "NATURAL TRUMP" is NOT required. The dealer's partner may tell his partner to "Pick it up" and will NOT be required to go alone.
A team declaring a Loner must clearly state this intention by saying "ALONE". Please do not use phrases such as "I'm trying it", or "Sit this one out, partner", "It's all mine," etc. When a player declares a Loner, his/her partner MUST drop their hand, face down on the table, in the MIDDLE position, (not to their left or right side). The partner is not allowed to look at the kitty during a loner attempt.
"Defensive loners" (bidding a Loner of your own against the opponents' Loner) are NOT allowed.
PLAY OF CARDS
Cards are NOT to be tossed to the middle of the table!! Instead, each player makes their play by placing a card in front of them on the table. ( Form a " square ") Then each person pushes their card to the winner of each trick. The person winning the trick neatly puts it face down in their area. The person that takes the trick must retrieve the trick and store it in front of them. DO NOT push a trick that you have taken to your partner for storage so the tricks will be all together. Each player must rake in their own trick! This must be done to enable the director to prove a renege! (The trick in front of you will be evidence to what suite you trumped)
If a team member bids alone, his partner may retrieve the tricks.
TRAMMING (claiming multiple winning cards in your hand at once) is NOT allowed! Cards must be played completely out!
A card laid is a card played
You cannot ask "What is Trump"? The dealer will have a trump cube, and once trump is named by anyone, the dealer will discard and turn the cube to the appropriate suit and place it on top of the kitty. When the hand is over, the cube is then passed to the next dealer.
* If the bidding team takes at least 3 tricks in a hand they shall receive 1 point.
* If the bidding team takes all 5 tricks they will receive 2 points.
* If one team member goes alone and takes all 5 tricks, that team shall receive 4 points
* In an individual's (progressive) event, the person making the lone get 5 points and his partner gets 4. A total of 8 hands are played, with everyone dealing twice.
* If a team member goes alone and takes 3 or 4 tricks, that team shall receive 1 point.
* If bidding team fails to take 3 tricks (Euchred) the opposing team receives 2 points.
* If bidding team is Euchred on a lone the opposing team receives 2 points.
* The first team reaching a score of 10 points wins. A total of 13 points per game is possible.
IRREGULARITIES and PENALTIES
DO NOT make your own Rulings! Please call the Tournament Director (TD)
RENEGE: - There are no exceptions to the Ruling for a Renege! Loss of bid and the non offending team is awarded two points.
RENEGE AGAINST a LONER: - the side which declares the loner, will score four points. If the declaring team reneges, the non offending team is awarded four points.
BID OUT OF TURN: - Loss of bid and the non offending team is awarded two points. The non offending team may void the out of turn bid and play alone if they wish, but do so at their teams risk.
LEAD OUT OF TURN: - Loss of bid and the non offending team is awarded two points. (4 points if on a lone call)
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Dealing and Calling Trump
To determine the first deal of the game, cards will be dealt face up until a player receives any Jack. ( In some circles, the first black Jack is required) That player then becomes the dealer; from there, the deal rotates clockwise each hand. Cards may be dealt by groups of 2's and 3's, or 1 at a time.
The first player to the left of the dealer now has the option of naming the turned up trump. Each player in turn gets to name trump or pass.
If no one names trump in the first round, the up card is turned face down and second round bidding starts. Players may then name one of the three remaining suits trump. If on second round everyone passes then dealer must name trump. Once a suit has been named trump, all "bidding" stops and the hand starts.
In order to not hold up other players in a multiple table tournament this 'stick the dealer' is widely endorsed.
In smaller settings the "stick the dealer rule' may be ignored and if so, then if everyone passes, in the second round, The dealer gets to re-deal. If no one names trump after two rounds of bidding the second time, then deal is passed to the player on the left.
The player to the left of the dealer starts the hand by leading any card from his hand. Players must follow suit if possible.
( have been replaced by standard rules )
Natural Trump - (not widely endorsed)
This rule states, you must hold the suit of the turned card in your hand before it may be picked up, or ordered into the dealers hand. Like the farmers hand, this is not widely endorsed.
Farmers Hand - (not widely endorsed)
A 'farmers hand' is a hand that contains all 9's and 10's. It is also known as 'No Ace No Face'. If anyone gets these cards. the hand is void and re-dealt by the same dealer. It is not widely endorsed
Going Under - AKA Playing bottoms - (not widely endorsed)
Going under is sometimes called playing the kitty or playing bottoms. It is also known as playing under the table
While the rule varies slighty from place to place, it allows for someone that holds a 'farmers hand' (see above) to swap any three cards from their hand with the three bottom cards that are left in the kitty.
* As far as I can tell the above rules came about to give inexperienced players, and children a chance to win. Most euchre enthusiasts find that these rules takes away from the game.
Challenging or Defending alone
This is a interesting variation on the standard set of rules, that could add an exciting twist to the game.
If a player calls alone, Another player can declare they want to defend or challenge alone. In this case, the two play against each other while their partners sit out. If the player calling the lone takes three or more tricks, their team gets 4 points. If they don't take at least 3 tricks then the opposing team gets 4 points. Only players that bid after the lone caller are eligible to defend against a lone. Player that have already passed are not.
Irregularities Not Cover in Standard Rules
The following list covers those rare situations that may come up in a euchre game, Although not covered in the standard rule set, these unwritten rules should be followed.
* If the cards are dealt by the wrong player and discovered after the hand is played, the deal stands.
* If an incorrect number of cards are found before the first lead, the hand is void and the same person deals.
* Once the up card is turned, the deal is considered complete, and naming of trump may begin.
* If an incorrect number of cards are found at any time during play, the hand is void and the deal is passed to the next player
* If 1st seat leads a card before dealer discards, the card must remain in play. It can not be retrieved. It no longer has any value. The first lead now goes to the second seat
* Dealer must be giving reasonable time to discard, but cannot be reminded to do so.
* If the dealer fails to discard, the opposition scores 2 points (or 4 points if lone hand was called by opposition).The deal is passed to the next player
* If three passes go by and bidding comes back to the dealer, he may signal that the turn up card is trump by saying “that's trump” or by simply picking up the card, and placing it in his hand.
* Should the dealer decide to pass, they may say "pass" or simply turn the card face down on top of the kitty. The kitty is then set aside and no one is allowed to look it.
* Should A player attempt a lone try and their partner plays a card, the lone call is canceled and hand is played as normal hand.
* If a renege is alleged, any team member has the right to look back at any previously played hand, he must however, wait until the hand in play is complete.
* A point must be marked before the end of the next hand. Once the next point is made, any prior points made, but not marked up are forfeited.
* If the dealer turns down a suit, then someone tries to name the same suit trump, Their team forfeits the right to bid on that hand.
* If a Card falls out of a hand, the card is left on the table and played at the first legal opportunity. The card has no value and cannot take a trick.
* When playing a card, If the card has been extended far enough that other players see what that card is, then the card is considered as having been played. It can not be placed back in hand.
* Once a hand is complete, the cards must be turned face down, and no one may look at them until the end of the round.
Standard partners game : Euchre is played by 4 players in 2 partnerships sitting across from one another. The first team reaching 10 points wins.
Standard progressive game : Each player deals twice for a total of 8 deals. The highest score at the end wins. Ties go to the first team to make the tying score.
Euchre Deck : The Euchre deck is a twenty-four card deck consisting of the
9, 10, J, Q, K, and A of each of the four suits.
1st seat : is left hand opponent of the dealer (AKA LHO,
eldest or west)
2nd seat : is the dealer's partner (AKA north)
3rd seat : is right hand opponent of the dealer (AKA pone or east
4th seat: is the dealer (AKA south)
Off suit : any suit but trump
Green suits : either of the two suits that are the opposite color of trump
The kitty : the stack of four cards left over after the deal is complete
The Bowers : The Jack of the called trump suit is known as the 'right' bower,
and the Jack of the other suit that is the same color as the trump suit, is known as the 'left' bower. These two cards are, respectively, the highest and second highest cards in any given round
Up-card : The 21st card of the deal, aka the turn card
Hand : The set of four cards played in succession. A hand is won by the highest
trump played in it or, if no trumps are played, by the highest card played in the suit that was led. The winner of each trick leads the first card of the next trick.
Cut card : A card that is not use in play, but is used to cover the card on the bottom
of the deck. A special cut card, or a joker can be used.
Void : Not having holding any cards of one suit in your hand.
IE; holding all hearts means you are void in clubs, spades, and diamonds.
Going alone : Opting to play without your partner on a particular hand. 4 points
are awarded if you take all 5 tricks. One point if 3 or 4 tricks taken. 2 points to other team if less than 3 taken.
Euchre : Taking less than 3 tricks in a hand constitutes a euchre. The opposing
team gets 2 points
Renege : Not following suit when one is able.
Table talk : Any remark made during the game designed to give your partner
information or prevent him from making a possible mistake.