EUCHRE RULES Iowa State University

Total Page:16

File Type:pdf, Size:1020Kb

EUCHRE RULES Iowa State University Tournament: Show up with your partner at the Pine Room of the Memorial Union (west side of dining area) on: Thur., Feb. 12 6:30pm or Sun. Feb. 15 1:00pm Try to arrive 5-10 min. prior to starting time. You signed up for either Thursday or Sunday - you may only play on one day. It is okay to change partners after you sign up …just bring him/her to the tournament and give their name to the staff when you check in. All teams will play for a minimum of 1 hour. Finalists: 3 hr. 45 min. Please email or call if something comes up and you need to withdraw from the tournament. Linda Marticke - 294-3234 - [email protected] EUCHRE RULES Intramural Sports Iowa State University PLAYERS: Teams of two. Partners face each other. CARDS: A pack of 24 cards made from a regular pack of 52. Discard all two’s to eight’s inclusive. The highest trump is the jack, called the right bower. The second highest is the other jack of the same color, called the left bower. For example, if spades are trumps, the jack of spades is right bower and the jack of clubs is the left bower. The rest of the trump suit ranks: A (third best), K, Q, 10, 9. In each non-trump suit the rank is: A (high), K, Q, J (if not the left bower), 10, 9. THE DEAL: The first dealer is selected at random. The turn to deal then rotates clockwise throughout the game. The dealer shuffles and the player to the dealer’s right may cut or “bump” - that is, knock the cards to indicate that they should be dealt as they are, without cutting. The dealer deals clockwise, giving each player a packet of two or three cards. Each player receives five cards. The dealer then turns the next card in the pack face up. This “up-card” is used as a basis for selecting the trump suit. The three remaining cards are left face-down and are not used. MAKING: The up-card proposes the trump suit for that deal, but it becomes trump only if a player accepts it. Beginning with the player at the left of the dealer, each player in turn may pass or may accept the suit of the up-card (if it has not been accepted before him/her.) If all four players pass, the up-card is turned face down. Then each in turn to the left of the dealer has a second chance to pass or to name a trump suit (if none has been named ahead of him/her). The named trump suit must be different from the up-card. Dealer must name the suit if no one else does the second time around. Whoever decides the trump suit, by accepting the up-card or naming a trump in the second round, becomes the maker. After the trump suit has been decided, but before the first lead, any player may announce that they are playing alone. The partner of the lone player puts their cards face-down and stays out of play. Either a member of the makers side or a defender may play alone. It is even possible that a maker and a defender choose to play alone, in which case there will be only two active players. A trump suit must be decided by the second round, a new deal is not allowed. We do not play no trump. THE PLAY: If the up-card is accepted, dealer has the right to use it as part of his/her hand, discarding any other card face down. If all four players are in the game, the play begins with the player to the dealer’s left. If one player is playing alone, the person to that player’s left leads first. If two players are playing alone, the defender leads. The hands are played out in five tricks. A player must follow suit to a lead, if able; if unable to follow suit, he may play any card. A trick is won by the highest trump in it, or, if it contains no trump, by the highest card played of the suit led. The winner of a trick leads to the next. SCORING: If all four players are playing then the scores are as follows: * If the makers win 3 or 4 tricks they score one point. * If the makers win all 5 tricks they score two points. * If the makers take fewer than 3 tricks they are said to be euchred, and the defenders score two points. If a maker playing alone wins all 5 tricks, the team scores four points instead of two - otherwise the scores are as above. If a defender playing alone succeeds in winning at least 3 tricks, thereby euchring the makers, the defenders score four points instead of two - otherwise the scores are as above. GAME: The side that has the most points when the time limit is up will win. If there is a tie when time is called, one more hand will be played to determine the winner. NEW DEAL: There must be a new deal by the same dealer if a card is exposed or found faced in the pack during the deal, or if the pack is found to be incorrect. WRONG NUMBER OF CARDS: If, before the first trick is ended, any hand is found to have the wrong number of cards, there must be a new deal by the same dealer; if the error is discovered at a later time, play continues and the offending side may not score for that deal. EXPOSED CARD: If a player (not playing alone) exposes a card from his/her hand except in proper play, he/she must leave it face up on the table and must play it at the first legal chance. REVOKE: Failure to follow suit when able to do so is a revoke. A player may correct his revoke before the trick is gathered; otherwise it stands as established. For established revoke, the opponents of the offender may score 2 points or may deduct 2 from the revoking side (both playing) or 4 from a lone player. .
Recommended publications
  • Pinochle & Bezique
    Pinochle & Bezique by MeggieSoft Games User Guide Copyright © MeggieSoft Games 1996-2004 Pinochle & Bezique Copyright ® 1996-2005 MeggieSoft Games All rights reserved. No parts of this work may be reproduced in any form or by any means - graphic, electronic, or mechanical, including photocopying, recording, taping, or information storage and retrieval systems - without the written permission of the publisher. Products that are referred to in this document may be either trademarks and/or registered trademarks of the respective owners. The publisher and the author make no claim to these trademarks. While every precaution has been taken in the preparation of this document, the publisher and the author assume no responsibility for errors or omissions, or for damages resulting from the use of information contained in this document or from the use of programs and source code that may accompany it. In no event shall the publisher and the author be liable for any loss of profit or any other commercial damage caused or alleged to have been caused directly or indirectly by this document. Printed: February 2006 Special thanks to: Publisher All the users who contributed to the development of Pinochle & MeggieSoft Games Bezique by making suggestions, requesting features, and pointing out errors. Contents I Table of Contents Part I Introduction 6 1 MeggieSoft.. .Games............ .Software............... .License............. ...................................................................................... 6 2 Other MeggieSoft............ ..Games..........
    [Show full text]
  • Solving an Esoteric Card Game with Reinforcement Learning
    Solving an Esoteric Card Game with Reinforcement Learning Andrew S. Dallas Stanford University, Stanford, CA, 94305 A learning strategy was developed to learn optimal policies for the card game Somerset and to develop a prediction of what score to expect given an initial hand. Somerset is a trick- taking, imperfect information game similar to the game Euchre. The state and action space of the game is intractably large, so an approximation to the state and action space is used. A Q- learning algorithm is used to learn the policies and impact of using eligibility traces on the learning algorithm’s performance is examined. The learning algorithm showed moderate improvement over a random strategy, and the learned Q-values revealed predictions that could be made on the final score based on the opening deal. I. Introduction Somerset is a four-player, trick-taking card game similar to Euchre. The game has a variety of decisions that must be made with imperfect information. This work aims to find an ideal decision-making strategy for the game that can be used to inform and estimate how a player might perform once the cards have been dealt. The rules to the game will be described here briefly to provide context for the methodology employed, and a more detailed set of rules can be found in Ref. [1]. Somerset is played with a custom deck of cards. Instead of traditional suits of hearts and spades, there are numerical suits of 2, 4, 6, 8, 10, and 12. There are n+1 cards of each numerical suit n with unique numerator non-negative integers up to the suit value denominator.
    [Show full text]
  • Copyrighted Material
    37_599100 bindex.qxd 8/31/05 8:21 PM Page 353 Index basics of card games. See Ninety-Nine, 143–148 • A • also card games; cards Oh Hell!, 137–138 Accordion, 22–26 deck of cards, 10 Partnership Auction aces around, 205, 222 etiquette for playing, 17 Pinochle, 220–221 Alexander the Great (La playing a game, 14–17 Setback, 227–228 Belle Lucie), 31–35 preparing to play, 11–14 Spades, 163–169, 171 all pass (in President), 255 ranking card order, 11 big blind (in Poker), 285 allin (in Poker), 287 selecting a game, 17–19 Black Jack (Switch), American Contract Bridge Beggar My Neighbor (Beat 108–110 League (Web site), 185 Your Neighbor Out of Black Maria, 199 American Cribbage Con- Doors), 45–47 Black Peter card, 57 gress (Web site), 252 beggars (in President), 256 Blackjack Animals, 49–50 beginning to play. See basics aces and going high or announcement, 13 of card games low, 276–277 ante, 112, 285, 302 Benny (Best Bower), 154 betting in Casino auction (in Bridge), 13, 185 bets Blackjack, 271–272 Auction Pinochle anteing up (in Poker), 285 betting in Social bidding, 211–212, 213–214, bidding versus, 13 Blackjack, 265–266 218–219 calling (in Poker), 286 card values, 264 conceding your hand, 219 opening (in Poker), Casino Blackjack, 271–277 dealing, 212 294–296 croupiers, shoes, banks, discarding, 214–215 out of turn (in Poker), 288 pit bosses, 271 kitty, 212, 215–216 seeing (in Poker), 286 dealing in Casino Black- melds, 214–215 Bid Whist, 133–134 jack, 272–273 scoring, 216–218 bidding dealing in Social Black- strategies for play, betting versus, 13 jack, 263, 264–265 218–219 blind nil, 164, 167–168 doubling down, 275 Authors, 53–54 defined, 13 five or sixcard tricks, 269 dropping, 214 kibitzer, 271 listening to, 348 naturals, 267, 268 • B • for nil (zero), 164, origin of, 265 166–169, 171 paying players, 268 balanced hands (in COPYRIGHTED MATERIAL overbids, 214 selecting banker/ Spades), 166 safe, 214 dealer, 263 banker (in Blackjack), shooting the moon, Social Blackjack, 263–270 263–264, 266, 268, 271 196–197, 230, 234 splitting cards, 266, banking card games.
    [Show full text]
  • The Penguin Book of Card Games
    PENGUIN BOOKS The Penguin Book of Card Games A former language-teacher and technical journalist, David Parlett began freelancing in 1975 as a games inventor and author of books on games, a field in which he has built up an impressive international reputation. He is an accredited consultant on gaming terminology to the Oxford English Dictionary and regularly advises on the staging of card games in films and television productions. His many books include The Oxford History of Board Games, The Oxford History of Card Games, The Penguin Book of Word Games, The Penguin Book of Card Games and the The Penguin Book of Patience. His board game Hare and Tortoise has been in print since 1974, was the first ever winner of the prestigious German Game of the Year Award in 1979, and has recently appeared in a new edition. His website at http://www.davpar.com is a rich source of information about games and other interests. David Parlett is a native of south London, where he still resides with his wife Barbara. The Penguin Book of Card Games David Parlett PENGUIN BOOKS PENGUIN BOOKS Published by the Penguin Group Penguin Books Ltd, 80 Strand, London WC2R 0RL, England Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, USA Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 (a division of Pearson Penguin Canada Inc.) Penguin Ireland, 25 St Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) Penguin Group (Australia) Ltd, 250 Camberwell Road, Camberwell, Victoria 3124, Australia
    [Show full text]
  • Who's for Euchre? by SCOTT CORBETT Some of the Old Card Games Woxdd Baj^E Today ^S Players,, Including Canasta Fanatics
    51 Who's for Euchre? By SCOTT CORBETT Some of the old card games woxdd baj^e today ^s players,, including canasta fanatics T'S been years since I've played any card and cards dealt in batches of two or three fall with Pebbley, Wyo. games except bridge, poker, samba (a form of a plop. First you get poor shuffling because of Sir: I canasta), canasta (a form of stupidity) and too few cards, and then instead of a nice one-card- Just because a smartalec like you does not know Zioncheck. In looking through a book of card at-a-time deal as in bridge you get plop plop, plop anybody who plays euchre does not mean that games, I find that in my time I have played 14 dif­ plop. That's in two-handed euchre, of course. In thousands of intelligent Americans are not playing ferent games, the others being gin rummy with my three-handed euchre you get plop plop plop, plop it and enjoying it every day of their life. Only last' wife, cribbage with a roommate, seven-up with plop plop. week the Pebbley Auction Euchre Club of this three grade-school playmates, Michigan with The only hope I see for euchre is in auction city conducted a Large for which all tickets were neighbors, Russian bank with my mother-in-law, euchre for eight people, which calls for a 60-card sold out well in advance, prizes were donated by montebank, blackjack and faro with two elderly pack with 11 and 12 spots included.
    [Show full text]
  • A Sampling of Card Games
    A Sampling of Card Games Todd W. Neller Introduction • Classifications of Card Games • A small, diverse, simple sample of card games using the standard (“French”) 52-card deck: – Trick-Taking: Oh Hell! – Shedding: President – Collecting: Gin Rummy – Patience/Solitaire: Double Freecell Card Game Classifications • Classification of card games is difficult, but grouping by objective/mechanism clarifies similarities and differences. • Best references: – http://www.pagat.com/ by John McLeod (1800+ games) – “The Penguin Book of Card Games” by David Parlett (250+) Parlett’s Classification • Trick-Taking (or Trick-Avoiding) Games: – Plain-Trick Games: aim for maximum tricks or ≥/= bid tricks • E.g. Bridge, Whist, Solo Whist, Euchre, Hearts*, Piquet – Point-Trick Games: aim for maximum points from cards in won tricks • E.g. Pitch, Skat, Pinochle, Klabberjass, Tarot games *While hearts is more properly a point-trick game, many in its family have plain-trick scoring elements. Piquet is another fusion of scoring involving both tricks and cards. Parlett’s Classification (cont.) • Card-Taking Games – Catch-and-collect Games (e.g. GOPS), Fishing Games (e.g. Scopa) • Adding-Up Games (e.g. Cribbage) • Shedding Games – First-one-out wins (Stops (e.g. Newmarket), Eights (e.g. Crazy 8’s, Uno), Eleusis, Climbing (e.g. President), last-one-in loses (e.g. Durak) • Collecting Games – Forming sets (“melds”) for discarding/going out (e.g. Gin Rummy) or for scoring (e.g. Canasta) • Ordering Games, i.e. Competitive Patience/Solitaire – e.g. Racing Demon (a.k.a. Race/Double Canfield), Poker Squares • Vying Games – Claiming (implicitly via bets) that you have the best hand (e.g.
    [Show full text]
  • Learning to Play Euchre with Model-Free Reinforcement Learning
    Learning to Play Euchre With Model-Free Reinforcement Learning Eli Pugh Stanford University Mathematics & Computer Science [email protected] Abstract 2 Related Work Reinforcement learning has seen significant suc- Euchre is a card game between two teams of cess in game-playing problems from Atari games partners compete in rounds. While once a pop- to Poker. Some games with smaller state spaces ular card game, it has declined in popularity, can be learned analytically with model-based re- and thus there haven’t been any significant at- tempts to use modern reinforcement learning inforcement learning methods such as optimizing methods to solve it. In this paper, we ex- over maximum likelihood or using Bayesian meth- plore different methods for learning to play ods (Ghavamzadeh et al., 2016). Euchre has a Euchre, including Deep Q-Networks (DQN) massive state space (further discussed in Section (Mnih et al., 2013) and Neural Fictitious Self- 3) and thus model-based methods are intractable, Play (NFSP) (Heinrich and Silver, 2016). We as they require too much storage and training ex- find that while these methods often perform amples to work well. much better than random, they only beat smart Games with significantly larger state-spaces of- rule-based agents just over 50% of the time, even with a large amount of training and clever ten turn to Q-learning (Watkins, 1989) or Sarsa augmentation. This might suggest that tree (Rummery and Niranjan, 1994). These methods search methods will likely perform better on can often be very slow, and thus benefit from eli- games like this, or possibly extensions made to gibility traces (Sutton, 1988).
    [Show full text]
  • Euchre Rules
    Euchre Rules Activity Format: This will be a one night, single event. In Scoring: Points are distributed as follows: order to participate in this event, all participants must come to • 4 points for a lone hand (1 person winning all tricks) the playing area before the scheduled time of play. • 2 points for all the tricks (both players win all tricks) • 2 points for euchring your opponents (getting 3 Policy Information: For additional information please review tricks when the opposing team calls) the Intramural Sports Handbook online at: • 1 point for three or four tricks (1 person or both) www.butler.edu/intramurals Equipment The Game: • A very popular game, Euchre is best suited to four- Cards: Cards will be provided by the Intramural Sports staff. handed play, with two teams of partners. A 24-card pack, running from Aces down to Nines is used in Game Regulations this game, which is played as follows: Players: Two (2) people make a team. Choosing The Dealer: • The dealer is usually chosen by way of a person Game Length: All games will be played simultaneously shuffling the cards and dealing them one at a time to beginning at the designated start time. Each round will last 20 each individual until a JACK is turned up. The minutes. Each team will play four rounds of 12 hands each. player who receives the JACK is the leading dealer. One team from each table will rotate after each round to the next opponent. The tournament is over when every team has The Deal: played four rounds, and a winner is determined by overall • The dealer deals clockwise, usually in a pattern, score.
    [Show full text]
  • The Mathematics Behind Euchre
    The Mathematics Behind Euchre An Honors Thesis (HONRS 499) by Jonathon J. Wright Thesis Advisor .- Ball State University Muncie, Indiana May 4, 2001 Expected Date of Graduation May 2001 - Acknowledgements The author would like to thank several people who have assisted in the completion of this honors thesis. Special thanks go out to Professor John Emert for his support and guidance throughout the completion of this project and also his proof reading efforts. Gratitude also goes to Dr. Kerry Jones for his direction concerning the Monte Carlo system used to model the playing out of the hands of Euchre. Without your help and assistance this thesis would never have become a reality. ,- Abstract This thesis delves into the complex card game of euchre in an effort to display the mathematics behind the game. There are two major elements of euchre where the mathematics will be explored. The first is the shuffling of the 24 cards in the euchre deck. This will entail using normal distribution along with the random number generator and matrix multiplication. The final aspect will be to model how a given hand will be played out assuming the players understand how to play. This will be done using a Monte Carlo system, as there are too many possible ways to play to feasibly model them all. Therefore, the Monte Carlo system will allow the modeling using the random function and one hundred thousand iterations, without contemplating theoretically every possible combination of how the hands could be played. Table of Contents I. The History of Euchre .......................................................... 1. II.
    [Show full text]
  • Sida Zhiyezi Playing Cards
    Sida Zhiyezi Playing Cards Copyright Vasey Corporation Pty Ltd Introduction Sida Zhiyezi brings the centuries old tradition of four suit card decks into the 21st Century through several innovations. It augments the existing four suits - Hearts, Diamonds, Clubs, Spades with a fifth suit, replaces the joker cards with Yin Yan cards which increases the number of cards in the pack. While five suit decks have been around for nearly a century, Sida Zhiyezi is a more fundamental modification to traditional playing cards; changes that reflect more accurately the modern world of mystery and containment. The Pack The pack has been increased from 52 to 62 Cards consisting of five suits called Elements – Fire, Earth, Metal, Wood and Water and Yin Yan cards. Each Element has 12 Animal cards – Dog, Dragon, Goat, Horse, Monkey, Ox, Boar, Rabbit, Rat, Rooster, Snake, Tiger. Face Values The face values of Sida Zhiyezi are determined by the game being played. For popular conventional games such as 500, Poker, Black Jack, and Gin Rummy, the order follows the Calendar. Because there is no Ace, the Rat could be substituted. Bowers / Energies In games that require bowers the Rooster cards are used. There are middle, right and left bowers as shown, called Energies. The middle energy is the highest followed by left then right. Middle Energy is the same as the Trump Element. If Wood is Trumps then the Wood Rooster is the Middle Energy, Earth Rooster is Left Energy and Metal Rooster is Right Energy. The Elements and Estates No More Short Decks A 60 card pack reduces the incidence of short decks because games with one, two, three, four, five or six players where every card is dealt produces an even number.
    [Show full text]
  • GENERAL RULES for EUCHRE the GAME Euchre Is a Simplified
    GENERAL RULES FOR EUCHRE THE GAME Euchre is a simplified, quick form of Bid Whist. Two person teams will play against each other until one team achieves ten points to win that game. The game format will be Round Robin with teams playing one game against each other. THE DECK The deck will consist of 24 cards, from nine to ace in all four suits. THE DEAL To select the first dealer, deal out one card face up to each player in turn and the first Jack will decide the dealer. After the first hand, the deal goes to the left around the table in turn. The dealer deals out five cards to each player, starting to the left, one card at a time. The remaining four cards are placed in a pile in front of the dealer with the top card turned up which is designated as the proposed trump. THE ORDER OF TRUMP Right Bower (Jack of Trump) Left Bower (Jack of same color suit as Trump) Ace, King, Queen, Ten, and Nine of Trump THE BIDDING The team winning the bid must be able to take at least three tricks out of the five possible tricks in order to score points. If the opposing team takes three or more tricks, then the bidding team has been “Euchred”. The player to the left of the dealer has the first option to take the bid with the turn-up as the trump suit. If that player passes the bid, it goes around the table with the dealer having the last opportunity to bid.
    [Show full text]
  • EUCHRE RULES Intramural Sports Iowa State University
    EUCHRE RULES Intramural Sports Iowa State University PLAYERS: Teams of two. Partners face each other. CARDS: A pack of 24 cards made from a regular pack of 52. Discard all two’s to eight’s inclusive. The highest trump is the jack, called the right bower. The second highest is the other jack of the same color, called the left bower. For example, if spades are trumps, the jack of spades is right bower and the jack of clubs is the left bower. The rest of the trump suit ranks: A (third best), K, Q, 10, 9. In each non-trump suit the rank is: A (high), K, Q, J (if not the left bower), 10, 9. THE DEAL: The first dealer is selected at random. The turn to deal then rotates clockwise throughout the game. The dealer shuffles and the player to the dealer’s right may cut or “bump” - that is, knock the cards to indicate that they should be dealt as they are, without cutting. The dealer deals clockwise, giving each player a packet of two or three cards. Each player receives five cards. The dealer then turns the next card in the pack face up. This “up-card” is used as a basis for selecting the trump suit. The three remaining cards are left face-down and are not used. MAKING: The up-card proposes the trump suit for that deal, but it becomes trump only if a player accepts it. Beginning with the player at the left of the dealer, each player in turn may pass or may accept the suit of the up-card (if it has not been accepted before him/her.) If all four players pass, the up-card is turned face down.
    [Show full text]