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The Laws of Euchre As adopted by the Somerset Club of Boston, March 1, 1888 By: Herbert Corey Leeds (1855-1930) |
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AS ADOPTED BY THE SOMERSET CLUB
OF BOSTON, MARCH 1, 1888 With Some Suggestions about the Play BY
H. C. LEEDS AND JAMES DWIGHT [Illustration] BOSTON
TICKNOR AND COMPANY
211 Tremont Street
1888 Copyright, 1888,
BY TICKNOR AND COMPANY. All rights reserved. University Press:
JOHN WILSON AND SON, CAMBRIDGE, U. S. A. [Illustration]
PREFACE.
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 at present. 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. [Illustration]
CONTENTS.
PAGE THE LAWS OF EUCHRE 7
The Rubber 7
Scoring 7
Cutting 9
Formation of the Table 9
Cutting Cards of Equal Value 10
Cutting out 11
Entry and Re entry 11
Shuffling 13
The Deal 14
A New Deal 15
A Misdeal 17
Cards liable to be called 18
Cards played in Error 22
The Revoke 24
Calling for New Cards 26
Making the Trump and Playing 27
The Discard 30
The Trump Card 32
Playing alone 32
Etiquette of Euchre 35
Technical Terms used in Euchre 38
GENERAL REMARKS 41
Eldest, or First Hand 43
Second Hand 46
Third Hand 50
The Dealer 52
The Bridge 56
Lone Hands 57
Coups 61
Case I. 63
Case II. 65
Case III. 66
Case IV. 67
Case V. 68
Case VI. 70
Case VII. 72
Case VIII. 73
Case IX. 75 [Illustration]
THE LAWS OF EUCHRE.
THE RUBBER. 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.
SCORING. 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 score four. 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 scoring... Continue reading book >>
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