Euchre Bowl

Souper Euchre Bowl at FUMC
Downtown Social hall
Saturday, February 2, 2019

Come to the church (downtown) for an evening of intergenerational fun hosted by our youth!
– Soup supper and fellowship, 5:00-6:00 pm, $5 per person
– Euchre tournament (optional games for non-euchre playing adults), 6:00 – 8:00 pm, for youth (grades 7 and up) and adults, $10 per person
– Children* are invited to our kid game room, also hosted by youth with adult supervision. $10 per kid
– Proceeds benefit the youth mission trip fund.
*Advance registration required for kid game room so we can plan adequate supervision.

Register here!

All proceeds from this benefit go to Youth mission trip scholarships. All mission trip costs are paid through fundraising and fees paid by youth families.

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Never played Euchre? Here are the rules!

Conventional euchre is a four-player trump game, wherein the players are paired to form two partnerships. Partners face each other from across the table so that the play of the cards in conventional clockwise order alternates between the two partnerships. Conventional euchre uses a deck of 24 standard playing cards consisting of A, K, Q, J, 10, and 9 of each of the four suits.

Deal

To determine the first deal, many players use a first Jack deals or first black Jack deals rule. Using the euchre deck, one player will distribute the cards, face up in front of each player. The player dealt the first jack (or first black jack) becomes the dealer for the first hand. In subsequent hands, the deal is rotated clockwise. Out of courtesy, a cut should be offered by the dealer to the player on the dealer’s right before dealing.

Each player is dealt five cards in clockwise order, in groups of two or three cards each.

No stealing the deal.  No “farmer’s hand.” (If you haven’t heard of these, ask the youth!)

Card Rank

When trump is called, the Jack of that suit becomes the highest ranking card (“right bower”). The Jack of the other suit of the same color becomes the second highest ranking card (“left bower”). The jacks of the alternate color remain between the queen and the ten in rank.

Calling Round (Naming Trump)

Once the cards are dealt and the top card in the pile is turned over, the upturned card’s suit is offered as trump to the players in clockwise order beginning with the player to the left of the dealer. If a player wishes the proposed suit to be named trump, he orders up the dealer and the dealer must add that card to his hand. If all other players pass, the dealer can opt to pick up the card, declaring trump. If the dealer is ordered up or picks up the card, he must discard a card face down in order to return his hand to the appropriate number of cards.

If each player passes in this round, the top card is turned face down and that suit may no longer be chosen as trump. Trump selection proceeds clockwise beginning with the player to the left of the dealer. The dealer is not ordered up in this round.

We are playing “stick the dealer,” which means after the second round of bidding, if no one has called the trump, the dealer is required to choose trump.

Play/Winning Tricks

The player to the dealer’s left begins play by leading a card. Play continues in clockwise order; each player must follow suit if they have a card of the suit led. The left bower is considered a member of the trump suit and not a member of its native suit.

The player who played the highest trump wins the trick. If no trump were played, the highest card of the suit led wins the trick. Players who play neither the suit led nor trump cannot win the trick. The player who won the trick collects the played cards from the table and then leads the next trick. A player may review the most recent trick played, but after the next trick is led, no player may review prior tricks face down on the table.

Renege

If a player does not follow suit when he is able to, it is considered a renege, and the opposing team is rewarded two points for the hand if it is caught in later tricks of the same hand. No other points are scored for the hand. The primary rule to remember when playing euchre is that one is never required to trump, but one is required to follow suit if possible: if diamonds are led, a player with diamonds is required to play a diamond.

Going Alone

If the player bidding (making trump) has an exceptionally good hand, the player making trump has the option of playing without his or her partner. If the bidder playing alone wins all five tricks in the hand, the team scores four points.

Going alone is initiated at the time the bidder orders the upturned card on the kitty to the dealer (on the first round of bidding) or names a suit (during the second round of bidding). The bidder signifies his or her desire to play alone by stating “alone” or (for example) “clubs alone” or “clubs solo” after bidding. The bidder must make this call before play begins. During a loner, the bidder’s partner discards his or her cards facedown, and does not participate in play of the hand.

Changing Tables

At the end of the round (four hands have been played), if you are the team with the most points, you move “up” one table. That is, if you are at table 4, you move to table 3. You must change partners at that table. If your team has fewer points, move “down” one table, from table 4 to table 5 and change partners. If you are the winning team at table 1, just stay there, but still change partners. If you are at the last table, the team with fewer points stays at the table, but changes partners.

Scoring

Bidding partnership (makers) wins 3 or 4 tricks =  1 point

Bidding partnership (makers) wins 5 tricks = 2 points

Bidder goes alone and wins 3 or 4 tricks = 1 point

Bidder goes alone and wins 5 tricks = 4 points

Defenders win 3 or 4 tricks (Euchre) = 2 points