♠ Euchre — Guernsey Rules ♥
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Guernsey Euchre — quick rules
Pack:
7–A in four suits plus the Joker (33 cards). 5 cards each; the next card is turned up.
Trump order:
Joker, right bower (J of trumps), left bower (J of same colour), A, K, Q, 10, 9, 8, 7. Other suits: A high to 7.
Bidding:
from the dealer's left, each player passes or accepts the turn-up suit as trump. If all pass, a second round lets each player name any suit
except
the turned-down one. If all pass again, redeal.
You must hold the suit:
a player (or bot) may only order up, pick up or name a suit if they hold at least one card of it in their hand. The Joker and both bowers count as cards of the trump suit. (The dealer's blind call after a turned-up Joker is the one exception.)
Dealer's partner
ordering up in round 1 is
forced to go alone
.
Going alone:
the caller's partner sits out.
Play:
follow suit if you can; highest trump or highest card of the suit led wins. Winner leads.
Scoring:
makers win 3–4 tricks = 1; all 5 = 2; lone hand 3–4 = 1; lone hand all 5 = 4; euchred = opponents get 2. First to 15 wins.
Where the rules didn't say, this game assumes:
When trump is ordered up in round 1, the dealer picks up the turn-up card and discards one (unless the dealer is sitting out).
Joker turned up:
the dealer must name trumps
blind
(before looking at his cards), then looks and chooses to play with help or alone. He must keep the suit he named, then picks up the Joker and discards another card.
No "stick the dealer" — a double pass means a redeal.
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