EUCHRE, a game of cards said to be of German origin, but now very popular as a social pastime in the United States. Thirty-two cards are used in E., the twos, threes, fours, fives, and sixes being rejected in a complete pack. Before the game is started the players cut for deal, which belongs to him who first draws a knave or the lowest card according to agreement. The non-dealer then cuts to his opponent, who deals five cards to each, by two at a time and three at a time or vice versa. The dealer turns up the top of the undealt cards for trumps. In suits not trumps the cards rank as at whist; in the trump suit the knave (termed the right bower) is the highest trump, and the other knave of the same color, either black or red (termed the left bower) is the next highest, this card being, of course, omitted from the suit to which it would otherwise belong. The other trumps rank as already stated, the queen being next above the ten. The best form of the game is when played by four persons, but two. three, or even more than four persons may play, if the rules be adapted accordingly. In two-handed euchre the non-dealer looks at his hand and decides whether he will play it. If he be satisfied and think he can make three tricks, he " orders up." The dealer then discards his low est and least useful card, and is entitled to take the trump card into his hand; in this case, however, lie must succeed in taking three tricks, or lie is " euchred," and his opponent scores two points. If the non-dealer be not satisfied with his hand, he says "pass." The dealer then has the option of taking up the trump as before, or of pass ing also. If the trump be ordered up or taken up, the play of the hand commences; if both players pass, the dealer places the trump card face upwards underneath the pack, called " turning it down." The non-dealer has then the privilege of naming the suit which shall be trumps, which must be another than that previously turned up. If he "make" a trump, he must succeed in taking three tricks or he is euchred; but if he pass it again, the dealer has the option of making it. If both pass a second time, the band is thrown up, and the other player deals. When the card turned up is red and
the trump is made red, it is called " making it next;" the same with black. If the trump be made of a different color from the turn up, it is called "crossing the suit." If the hand be played, the non-dealer leads; the dealer plays to the card led. He must follow suit if able, otherwise he may play any card he pleases. If the left bower is led, a trump must be played to it. The highest card of the suit led wind the trick; trumps win other suits. The winner of the trick leads to the next. If a player make all five tricks he scores a "march," equal to two points; if he make three or four tricks he scores one point. In three-handed euchre the option of playing or passing goes to each in rotation, beginning with the player to the dealer's left. Three cards, one from each hand, con stitute a trick. The player who orders up, takes up, or makes the trump, plays against the other two, and if they succeed in euchring him, each of them scores two points. This is often termed "cut-throat euchre," because any one of the three players is liable to be opposed by the other two. Four-handed euchre is generally played with partners, who are cut for, and sit opposite each other as at whist; if a player have a strong hand he can decide to " play alone" single-handed against the two adversaries, and his part ner cannot object. Should the lone player succeed in making a march he scores four; if he win three or four tricks he scores one; if be fail to win three tricks the opponents score two. The popularity of euchre in this country is due mainly to its sim plicity and mirth-provoking qualities. It is played in many different ways, as the game s is not bound by any strict set of rules. Sometimes a blank card called " little joker" or "the joker" is added, and is the highest card in the pack, the bowers following; some times it is agreed upon to allow the player who makes more than five points to carry the surplus (called a lap) to the next game; or to allow a " lone player" to call for his partner's best card.