Lower Euchre
A game using the 26 cards left over from a 52-card pack with two jokers when the AKQJT9 are used for Euchre and the 5's for scoring. Contributed by David Longhurst of the 'Lower Euchre Council' (founders: Andrew Douglas, Scott
Guppy, David Longhurst; others: Luke Allen, Adam
Kropf).
Note -
words in italics can be found in the glossary at the bottom.
THE
CARDS
2,3,4,6,7,8 of diamonds, hearts, spades, and clubs with two
Jokers. One Joker is called Horse, or Right Bower and the other
Maverick, or Left Bower.
THE PEOPLE
3 players, every man for
himself.
THE DEAL
Deal 7 cards to each player and flip the top
card of the kitty face up.
If a Joker is turned up, the dealer
must name a suit for it to represent before looking at his/her
cards.
THE ORDER
The order of the cards highest to lowest
is: Horse, Maverick, Eight - two of trump, and then all other cards
Eight - two.
THE OBJECT
You try to take the majority of tricks in the hand.
THE PLAY
You start by dealing the cards.
Then each player either “passes” or “orders up” the turned-up card.
If the card is “ordered up”, then the suit it represented is now
trump. If no one orders it up and the dealer doesn’t want it then
they go around once more. Each person either “passes” or “makes
trump”. A dealer is allowed to throw in the cards to re-deal a
maximum of 3 times during the game. After that, Stick the dealer rules are strictly enforced. Then the person to the left of the
dealer leads any card they want to. Each player must play according to
suit and cannot renege. If a player does not have any of the suit
led then they must trump the trick. The player with the highest card
in the trick wins it.
SCORING
You score up points based on what
tricks you took.
* Points directly equal the number of tricks taken.
* Maker of trump MUST numerically defeat both opponents.
* If
euchred, maker loses points = number of tricks taken by opponents.
(Example: Johnny [the maker] takes 3 tricks, Marty takes 3 tricks, Betty
takes 1 trick, Johnny did not beat Marty, so Johnny loses 4 points, the
total points that Marty and Betty received.)
If all 7
tricks are taken, 14 points is recorded by that player.
Important note: If Johnny (the maker) takes 3 tricks, Marty takes 2
tricks, and Betty takes 2 tricks, Johnny beats both Marty and Betty.
Johnny is not euchred.
Game ends at 70 points. If 2
or more players are tied at 70 or above, game continues until one player
is the clear winner.
GLOSSARY
Here is a list of
terms
Kitty - remaining 5 cards after 7 cards are dealt to each
person. The top card must be flipped face up.
Horse, or Right
Bower - Highest trump card
Maverick, or Left Bower - 2nd highest trump
card
Trump - Cards that are played when you can’t follow suit.
Trump beat everything except a higher trump.
Tricks - The 3 cards
played each turn (one from each player)
Hand - The 7 tricks. After the
hand, the points are tabulated.
Lead - To start a trick
Renege - Not
playing according to suit when you could have
Let - Chances for the
dealer to pass a second time in a hand. Occurs a maximum of 3 times
for each player.
Stick the Dealer - Dealer is forced to make
trump.
Horse Shyte - Called when a player has both bowers.
The
Whole Stable - Called when a player has both bowers, and the 8 and 7 of
trump.
Split the Vote - The situation described above where the
opposing players fail to euchre the maker, but get a majority of the
tricks (3-2-2). (Canadian Electoral first-past-the-post
reference)
Split the Boat - The same as above, a 3-2-2 hand. The
term is a result of an auditory misunderstanding.