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Editorial
This paper argues that discourses of love in Ghanaian market literature for youth offer a view into complex negotiations of agency and empowerment. Drawing on Deborah Durham's notion of youth as "social `shifters'" and Francis Nyamnjoh's conception of the "interconnectedness" of agency, I take Ghanaian market literature as one specific case of how African literature for youth foregrounds questions of continuity and change as African societies enter into increasingly complex global relations. In this literature for youth, received notions of love, often constructed out of impressions from American pop and hip hop music, carry new notions of agency that compete with existing "domesticated" forms. Authors like Ike Tandoh and Evelyn Tay employ discourses of love to offer youth alternative avenues for empowerment in a context of socio-economic disenfranchizement. In a creative process of "straddling", this writing both reveals and reproduces the contradictions that obtain in youth configurations of agency.

The Laws of Euchre

H >> H. C. Leeds >> The Laws of Euchre

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THE LAWS OF EUCHRE

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.

7. Each game won counts one unless the losing side has failed to score,
in which case the game counts two. Two additional points are taken by
the side winning the rubber. Thus it is possible to win ten points in a
rubber; that is, four double games, and two points for the rubber.


CUTTING.

8. The knave is the highest card, then the ace, king, etc.

9. In all cases every one must cut from the same pack.

10. Should a player expose more than one card, he must cut again.


FORMATION OF THE TABLE.

11. If there are more than four candidates, the players are selected by
cutting; those first in the room having the preference. The four who cut
the highest cards play first, and again cut to decide on partners. The
two highest play against the two lowest. The highest is the dealer, who
has choice of cards, seats, and counters; and having once made his
selection, he must abide by it.

12. When there are more than six candidates, those who cut the fifth and
sixth highest cards belong to the table.


CUTTING CARDS OF EQUAL VALUE.

13. Two players cutting cards of equal value, unless such cards are the
two lowest, or the two highest, cut again.

14. Three players cutting cards of equal value, cut again; should the
fourth (or remaining) card be the highest, the two lowest of the new cut
are partners, and their opponents have the deal. Should the fourth card
be the lowest, the two highest of the new cut are partners, and have the
deal and choice of seats, etc.


CUTTING OUT.

15. At the end of a rubber, should admission be claimed by any one, or
by two candidates, he who has, or they who have, played a greater number
of consecutive rubbers than the others, is or are out. When all have
played the same number, they must cut to decide on the out-goers, the
lowest going out.


ENTRY AND RE-ENTRY.

16. A candidate wishing to enter a table must declare such intention
before any of the players have cut a card, either for the purpose of
commencing a new rubber, or of cutting out.

17. In the formation of fresh tables, those candidates who have neither
belonged to nor played at any other table, have the prior right of
entry; the others decide their right of admission by cutting.

18. Any one quitting a table prior to the conclusion of a rubber may,
with the consent of the other three players, appoint a substitute in his
absence during that rubber.

19. Should a player leave a full table after he has played but one of
the two consecutive rubbers to which he is entitled, the candidate next
in order for entrance to the table takes his place, but must go out at
the end of one rubber, as his predecessor would have done.

20. A player cutting into one table while belonging to another, loses
his right of re-entry into the latter, and takes his chance of cutting
in as if he were a fresh candidate.

21. If any one break up a table, the remaining players have the prior
right to him of entry into any other; and should there not be vacancies
at such other table for all those candidates, they settle their
precedence by cutting.


SHUFFLING.

22. The pack must neither be shuffled below the table, nor so that the
face of any card can be seen.

23. The pack must not be shuffled during the play of a hand.

24. Each player has a right to shuffle once only, except as provided by
Law 27, prior to a deal, after a false cut, or when a new deal has
occurred.

25. The dealer's partner must collect the cards for the ensuing deal,
and he has the first right to shuffle that pack.

26. Each player, after shuffling, must place the cards, properly
collected and face downwards, to the left of the player about to deal.

27. The dealer has always the right to shuffle last; but should a card
or cards be seen during his shuffling or while giving the pack to be
cut, he may be compelled to re-shuffle.


THE DEAL.

28. Each player deals in turn; the right of dealing goes to the left.

29. The player on the dealer's right cuts the pack, and in dividing it
he must not leave fewer than four cards in either packet. If in cutting
or in placing one of the packets on the other, a card be exposed, or if
there be any confusion of the cards, or a doubt as to the exact place
where the pack was divided, there must be a fresh cut.

30. When a player has once separated a pack he cannot alter his
intention; he can neither re-shuffle nor re-cut the cards.

31. When the pack is cut, should the dealer re-shuffle he loses the
deal.

32. After dealing, the dealer should put the pack at his right hand.


A NEW DEAL.

33. There must be a new deal by the same dealer if during the deal or
during the play of the hand the pack be found to be incorrect or
imperfect; but all points scored on previous hands stand.

34. If any card be found faced in the pack before a lead is made, there
must be a new deal.

35. If, while dealing, a card be exposed by the dealer or his partner,
the adversaries can call for a new deal, provided that neither of them
has touched the cards. A card exposed by either adversary gives that
claim to the dealer, provided that his partner has not touched the
cards. If a new deal does not take place, the exposed card cannot be
called.

36. If, during the deal, a player touch any of his cards, the
adversaries may do the same without losing their privilege of claiming a
new deal, should chance give them such option.

37. If, in dealing, one of the last cards be exposed, and the dealer
turn up the trump before there is reasonable time for his adversaries to
decide as to a fresh deal, they do not thereby lose their privilege.

38. A deal made with the adversaries' cards is good, provided that the
trump card has been turned. If not, a new deal may be claimed. The
players thus losing their cards may reclaim them at the end of the
deal.

39. Should the dealer, in turning the trump card, expose any other card
of the pack, there must be a new deal.

40. A deal out of turn can be stopped, if the error be discovered before
the trump card is turned; otherwise the deal stands.


A MISDEAL.

41. A misdeal loses the deal.

42. It is a misdeal,--

I. Unless five cards are dealt to each player.

II. Unless the dealer begin by giving two cards to each player in turn
in the first round of the deal, and three in the second, or _vice
versa_.

43. A misdeal does not lose the deal if during the dealing either of the
adversaries touch the cards prior to the dealer's partner having done
so. Should the latter have first interfered with the cards,
notwithstanding either or both of the adversaries have subsequently done
the same, the deal is lost.

44. If the adversaries interrupt a dealer while dealing, either by
questioning the score or asserting that it is not his deal, and fail to
establish such claim, should a misdeal occur he may deal again.

45. Should a player take his partner's deal and misdeal, the latter is
liable to the usual penalties, and the adversary next in rotation to the
player who ought to have dealt, then deals.


CARDS LIABLE TO BE CALLED.

46. All exposed cards are liable to be called, and must be left on the
table; but a card is not an exposed card when dropped on the floor or
elsewhere below the table.

The following are exposed cards:--

I. Two or more cards played at once.

II. Any card dropped face upwards, or in any way exposed on or above the
table, even though snatched up so quickly that no one can name it.

III. The trump card if lifted from the pack.

47. If any one play to an imperfect trick the highest card on the table,
or lead one which is a winning card against his adversaries, and then
lead again, or play several such winning cards one after the other,
without waiting for his partner to play, the latter may be called on to
win, if he can, the first or any other of those tricks, and the other
cards thus improperly played are exposed cards.

48. If a player or players, under the impression that the game is lost
or won, or for other reasons, throw his or their cards on the table face
upwards, such cards are exposed, and can be called, each player's by the
adversary; but should one player retain his hand, he cannot be forced to
abandon it.

49. If all four players throw their cards on the table face upwards, the
hands are abandoned, and no one can again take up his cards. Should it
then be proved that the game could have been saved or won, no such claim
can be entertained unless a revoke be established.

50. In a lone hand, should either adversary abandon his hand by laying
it face upwards on the table, or by failing to play to every trick, the
party playing alone scores five points.

51. A card detached from the rest of the hand is liable to be called if
either of the adversaries can name it; but should an adversary name a
wrong card, he is liable to have a suit called when he or his partner
next lead.

52. If any player lead out of turn, the adversaries may either call the
card erroneously led, or may call a suit from him or his partner when it
is next the turn of either to lead.

53. If any player lead out of turn, and the other three have followed
him, the trick is complete, and the error cannot be rectified; but if
only the second, or the second and third, have played to the false lead,
their cards, on discovery of the mistake, are taken back, and there is
no penalty against any one except the original offender.

54. If a player who has rendered himself liable to have his highest or
lowest called, fail to play as desired, or if when called on to lead one
suit, lead another, having in his hand one or more cards of the suit
demanded, he incurs the penalty of a revoke.

55. In no case can a player be compelled to play a card which would
oblige him to revoke.

56. The call for an exposed card can be repeated until such card has
been played.

57. If a player called on to lead a suit have none of it, the penalty is
paid.


CARDS PLAYED IN ERROR.

58. Should the third hand play before the second, the fourth may play
before his partner.

59. Should the third hand not have played, and the fourth hand play
before his partner, the latter may be called on to win or lose the
trick.

60. Should any one have omitted playing to a former trick, and such
error be not discovered till he has played to the next, the adversaries
may claim a new deal. Should they decide that the deal stand good, the
surplus card at the end of the hand is considered to have been played to
the imperfect trick, but does not constitute a revoke therein.

61. If any one play two cards to the same trick, or mix his trump or
other card with a trick to which it does not properly belong, and the
mistake is not discovered till the hand is played out, he is answerable
for all the consequent revokes he may have made.

If during the play of the hand the error be detected, the tricks may be
counted face downwards, to ascertain if there be among them a card too
many; should this be the case, the trick may be searched, and the card
restored. The player is, however, liable for all the revokes he may have
meanwhile made.


THE REVOKE.

62. Is when a player, holding one or more cards of the suit led, plays a
card of a different suit.

63. The penalty of a revoke is three points, except in the case of a
lone hand, when it is five; and the penalty may be claimed as often as
the revoke is repeated in the hand.

64. A revoke is established if the trick in which it occurs be turned
and quitted; or if the revoking player or his partner, whether in his
right turn or otherwise, lead or play to the following trick.

65. A player may ask his partner whether he has not a card of the suit
renounced. Should the question be asked before the trick be turned and
quitted, subsequent turning and quitting does not establish the revoke,
and the error may be corrected, unless the question be answered in the
negative, or unless the revoking player or his partner have led or
played to the following trick.

66. At the end of the hand the claimants of a revoke may search all the
tricks.

67. Should a revoke be claimed, and the accused player or his partner
mix the cards before they have been sufficiently examined by the
adversaries, the revoke is established.

68. A revoke cannot be claimed after the cards are cut for the next
deal.

69. If a player discover his mistake in time to save a revoke, the
adversaries may call the card played in error. Any player or players who
have played after him, except his partner, may withdraw their cards and
substitute others; the cards so withdrawn are not liable to be called.

70. A revoking player and his partner may require the hand on which the
revoke occurred to be played out.

71. An equal number of revokes on different sides cancel each other.


CALLING FOR NEW CARDS.

72. Any player (on paying for them) before, but not after, the pack is
cut for the deal, may call for fresh cards. He must call for two new
packs, of which the dealer has the choice.

73. A card or cards torn or marked must be replaced by agreement, or new
cards called for at the expense of the table.


MAKING THE TRUMP AND PLAYING.

74. The trump card having been turned, the eldest hand may pass, order
up, or play alone; in either of the last two cases the third hand may
take it from him and play alone.

75. Should the eldest hand pass, the second hand may pass, assist, or
play alone; in either of the last two cases the dealer may take it from
him and play alone.

76. Should the second hand pass, the third hand can pass, order up, or
play alone; and after him the dealer must pass, take up the trump, or
play alone.

77. Should all four players pass, the trump is turned down, and the
first hand can name a suit, or pass; and so on in turn around the table.
Should all pass again, the deal is at an end, and the next player deals.

78. Should the player entitled to make a trump name a suit, he cannot
change; and should he name the suit turned down, he is considered to
have passed.

79. Should the player, after naming the suit turned down, or passing,
mention the suit he intended to make trumps, his partner also must pass.

80. Should a player pass, and then attempt to assist, or order up the
trump, his partner also must pass. The adversaries, however, may elect
that it shall be played.

81. Should a player make a declaration, and his partner not hear it and
pass, the declaration is not invalidated.

82. No player can take away another's right by passing, ordering up, or
assisting, out of turn; but should the dealer turn down the trump card,
or on the second round throw his cards on the table, such action is
binding on his partner.

83. If any one, prior to his partner's playing, should call attention to
the trick either by saying that it is or is not his, or by naming his
card or by drawing it without being asked to do so, or call on his
partner to take or not to take the trick, the adversaries may require
that opponent's partner to play his highest or lowest of the suit led,
or to win or lose the trick.

84. A player has no right to ask who played a particular card, but at
any time during the play of a trick, or after the four cards are played,
but before they are touched for the purpose of gathering them together,
may demand that the cards be placed before their respective players.

85. When a player and his partner have an option of exacting from their
adversaries one of two penalties, they should agree who is to make the
election, but must not consult with one another which of the two
penalties it is advisable to exact. If they do so consult, they lose
their right; and if either of them, with or without the consent of his
partner, demand a penalty to which he is entitled, such decision is
final.


THE DISCARD.

86. Should the card turned up be made the trump, the dealer must at once
discard one card from his hand. The discard is not complete until the
dealer has placed the card under the pack and quitted it; after which he
cannot change.

87. Should the eldest hand lead before the discard is completed, the
lead stands, and the dealer can change his discard if he wishes.

88. The trump card cannot be discarded.

89. Should the third hand play alone, and the second player lead before
the dealer has discarded, the latter can be called on to play his
highest or lowest of the suit led, or to win or lose the trick.

90. Should any player have more or less than five cards, or the dealer
neglect to discard before playing, the deal holds good, and the party so
offending forfeits two if all four are playing, and four if a lone hand
is played. They also are not entitled to score any point or points they
may have made on that hand.


THE TRUMP CARD.

91. The trump card must be left in view till played, and if removed or
lifted from the pack, becomes an exposed card.

92. After the trump card has been played, no player has a right to ask
what card was turned up, but can at any time ask what is the trump suit.


PLAYING ALONE.

93. A player may play alone when he orders up, assists, adopts, or makes
the trump, or when his partner does so, provided that he himself has not
already passed.

94. If a player declares to play alone, his partner may take it from
him, subject to the previous rule; in which case the form of declaration
must be, "I take it from you."

95. A player cannot play alone when he or his partner is ordered up, or
when his adversaries adopt or make the trump, or if before making his
declaration he exposes a card.

96. The dealer must announce his intention to play alone before quitting
his discard.

97. A player must announce his intention to play alone before naming the
trump, otherwise he can be required to play the hand with his partner.

98. In all cases a single declaration must be made. It is not permitted
to say, "I order it up and play it alone," or "I make it hearts and play
it alone." The declaration must be, "I play alone at hearts," or, "Alone
at hearts." Any other declaration precludes a lone hand.

99. Should the partner of the player playing alone offer to take it
from him after a lead has been made, or after he has himself passed,
neither can play alone.

100. Should a player announce that he will play alone, and his partner
play upon the first lead, the player loses his right to play the hand
alone, and must play it with his partner, unless his adversaries elect
that he play it alone.

101. Should a player announce that he will play alone, his partner must
place his own cards on the table face downwards, and not again take them
up. He shall have the right to gather and quit his partner's tricks, and
his action is binding on his partner.

102. Should a player expose the face of any of his cards, his partner
can score only two points, should he take every trick; but in case of a
euchre the adversaries score four.

103. After the partner of the lone player has placed his hand on the
table, either adversary may count the hand, to see if it contains more
or less than five cards.

104. A player playing alone is liable to no penalty for simply exposing
a card; but should he lead out of turn, the card is an exposed card, and
can be called.

105. Should an adversary play out of turn to the lead of a lone hand,
both opposing hands must be laid on the table, and can be called by the
player playing alone.


ETIQUETTE OF EUCHRE.

106. The following rules belong to the established Etiquette of Euchre.
They are not called "Laws," as it is difficult, and in some cases
impossible, to apply any penalty to their infraction, and the only
remedy is to cease to play with the players who habitually disregard
them.

107. Two packs of cards of different colors are invariably used at
Clubs, and this should be adhered to if possible.

108. A player having the lead and another winning card to play, should
not draw the second card out of his hand till his partner has played to
the first trick, such act being a distinct intimation that the former
has played a winning card.

109. No intimation whatever by word or gesture should be given by a
player as to the state of the hand or the game after the trump card is
turned.

110. A player who desires the cards to be placed, or demands to see the
last trick, should do so for his own information only, and not to
attract the attention of his partner.

111. No player should object to refer to a bystander who professes
himself uninterested in the game and able to decide any disputed
question of fact.

112. It is unfair to revoke purposely; and having made a revoke, a
player is not justified in making a second to conceal the first.

113. Until the players have made such bets as they wish, bets should not
be made with the bystanders.

114. Bystanders should make no remark, nor should they, by word or
gesture, give any intimation of the state of the game until concluded
and scored, nor should they walk around the table to look at the
different hands.

115. No one should look over the hand of a player against whom he is
betting.

116. Players should pass, assist, order up, etc., with as nearly as
possible the same manner at all times, and should be careful not to give
information by unusual quickness or delay.

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