EUCHER (fi'ker), the most generally played parlor game after whist in the United States. The pack of cards con sists of 32, being an ordinary "deck," minus the deuce, trey, four, five, and six spots of each suit. The game is usu ally played by two, three, or four per sons, the most interesting party being four, two playing on each side as part ners. When choice of partners and first dealer shall have been decided (as at whist, or in any other mode agreed on), five cards are dealt, usually two at once, then three, or the contrary. In throw ing around for partners and dealers the holder of the best cards deals. The cards rank in value as follows: The best eucher card is the knave of trumps; the second best is the knave of the suit of the same color as the trump. The former card is called the "right bower," the latter the "left bower." After the right and left bowers the cards rank as at whist, the knaves of the color not turned as trumps falling into their regu lar place as at whist. The object of the game is to take tricks. The score is five
points, unless otherwise agreed. The non-dealer may "pass," or "order up" the trump. Should he nnss. then the Healer may take up the trump and dis card. In that case the dealer must make three tricks or be "euchered," which counts two points for the adversary, but if he makes the .three tricks (or four), he counts one point. Should he make all five tricks, it is termed "a march," and counts him two on the score. The non dealer has the first lead, after which he who takes the trick leads. Should the non-dealer "order up" the trump he must make three tricks or be "euchered," which counts two for his opponent; if he win three tricks (or four), having or dered up the trump, he scores one point. Should he make "a march," he scores two. If both players pass (the dealer turning down the trump), and then both decline to make a trump, there must be a new deal. Either party naming a new suit for trump must make the three tricks or be "euchered."