Dr Pepper Card Game? Top Answer Update

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What is the card game Pepper?

Bid Euchre, Auction Euchre, Pepper, or Hasenpfeffer, is the name given to a group of card games played in North America based on the game Euchre. It introduces an element of bidding in which the trump suit is decided by which player can bid to take the most tricks.

How many cards do you get in pepper?

Cards are dealt one at a time to each player, starting with the player to the dealer’s left. Each player receives six cards.

What’s the difference between Euchre and pepper?

Pepper is a variant of bid Euchre that is popular in Iowa and Southern Minnesota. Pepper uses 24 cards: 9, 10, Jack, Queen, King and Ace of each suit, and is played with four people in two teams. As in Euchre, the two Bowers (Jack of trumps and same color Jack) are the high trumps, followed by Ace, King, etc.

What is pineapple in poker?

Pineapple is a variation of poker that is similar to Texas Hold’em. The main difference is instead of players receiving two cards to start the hand they receive three. What happens to the third card, and when it happens, determines the variation of Pineapple. The game can be played as no limit, pot limit or limit.

Pepper – Card Game Rules

Simple strategy and uncompromising rules from Pineapple Poker

Pineapple is a poker variant similar to Texas Hold’em.

The main difference is that instead of being dealt two cards at the beginning of the hand, players are dealt three. What happens to the third card and when it happens determines the variation of Pineapple. The game can be played as No Limit, Pot Limit or Limit.

Here are the most common forms of pineapple poker.

Common variations of Pineapple Poker

There are two popular versions of Pineapple Poker and a few more that are harder to find.

Simple pineapple

The most common is just called pineapple. When playing this version, each player discards one of their cards before each betting round or the flop. The game then proceeds in exactly the same way as a game of Texas Hold’em.

Crazy pineapple

The other popular version is called Crazy Pineapple. In Crazy Pineapple, players discard their third card after the flop. Otherwise the round is played as described above.

Rotten pineapple

Two other versions are called Lazy Pineapple, also known as Tahoe, and Super Hold’em. When playing Lazy Pineapple, players keep all three hole cards throughout the hand. Players can still only use a maximum of two hole cards to form their best five-card hand.

Super Hold’em

I understand that one could argue that Super Hold’em is a variation of Hold’em, but it’s at least as Pineapple related as Hold’em, so I’ve included it here.

In Super Hold’em, each player keeps all three cards throughout the hand and may use all three to form their final hand. They can use 3, 2, 1 or none of their hole cards.

How to play pineapple poker

If you are unfamiliar with Texas Hold’em, here is a full game round for a Pineapple game.

The dealer position

A player is chosen to be the dealer, usually by a random shuffle and deal. The player who receives the highest card starts as the dealer.

The dealer’s position is denoted by a button and passed to the left after each hand. Note that in poker rooms the player with the dealer button does not actually deal.

The curtains

The player immediately to the left of the dealer button places a forced bet known as the small blind.

The next player to the left places a forced bet called the big blind. The small blind is half the big blind and the size is determined by table limits or bets. For example, in a limit game, the big blind is equal to the smaller limit. In a 10/20 game, the big blind is 10 and the small blind is 5.

In a no-limit game, the blinds are set by the house and are often a percentage of the maximum buy-in. The big blind is often 10 for a buy-in of 1,000, but this is not always the case. Many tables have larger maximum buy-ins or even unlimited buy-ins.

Each player received 3 cards

Once the bets are placed, each player is dealt three cards, one at a time, starting with the small blind. Once all cards have been received, each player discards one of their cards.

The player to the left of the big blind then either folds, calls the big blind, or raises. Play continues on the left until all players have folded or called the last bet.

The flop

The dealer then deals three cards, called the flop, face up in the middle of the table. These are community cards used by all players in combination with their hole cards to form the best possible five-card poker hand.

The first player remaining in the hand to the left of the dealer is the first to act on the next round of betting. He or she can check or bet. The game continues to the left.

The turn and the river

Once the flop betting round is over, the dealer places another card face up next to the flop. This is called the turn card.

Another round of betting is completed and then the last community card, the river, is dealt face up alongside the other four cards. The final round of betting then takes place.

Showdown and how many cards you can use in your hand

After this final round, each player uses any combination of the five community cards and their two hole cards to form their best five-card hand. They can use both hole cards, one hole card, or none of their hole cards, just like in standard hold’em.

It’s important to remember this rule because many players may confuse it with Omaha, where you must use exactly two of your hole cards and exactly three of your community cards to form your hand.

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Basic pineapple winning strategy

Just like Omaha, most players who start playing any of the Pineapple variants are looking for a change from Texas Hold’em.

Most players tend to start pineapple with exactly the same strategy as hold’em, which can quickly get them into trouble.

Here is some basic pineapple strategy advice. There is not enough space on this page for an advanced discussion of pineapple strategy, but this advice will get you started.

Find out the best approach

At regular Pineapple, the same strategy you use to win when playing Texas Hold’em is pretty close to best strategy.

The average winning hand value is higher in Pineapple than in Texas Hold’em, so you need to focus on better-than-average Hold’em hands.

You’ll see more sets and full houses since players are more likely to hold pairs pre-flop than in hold’em.

You must have the nuts more times than Hold’em

There’s a saying in Omaha that after the flop you either have the nuts or you have to hit to the nuts. While this isn’t 100% accurate for Pineapple, it’s not a bad way to think about your hand and what your opponents might be holding.

The truth is that in Omaha it’s not even 100% accurate, but it does help you determine the actual strength of your hand. The advice on the Omaha spell above becomes even more important in the other three variations of pineapple covered here.

The best possible hands are more likely to be out there, and the second and third best hands are even more likely to show up.

If you have a third or fourth best hand, or worse, draw, you must fold the pot. It can even be dangerous to possibly have second best hands or to draw.

The big basic strategy lesson is that, on average, you need a better hand to win Pineapple games than you do to win Texas Hold’em games. As you gain more experience you will pick this up quickly. Just make sure to adjust your game accordingly.

How many people can play pepper?

Pepper is a trick-taking card game for 2 to 4 players. The object of the game is to score 30 points before your opponents.

Pepper – Card Game Rules

PEPPER’S GOAL: Pepper’s goal is to be the first team or player to reach 30 points.

NUMBER OF PLAYERS: 2 to 4 players

MATERIALS: A modified 52-card deck, a way of holding points, and a flat surface.

GAME TYPE: Trick Card Game

TARGET GROUP: Young people and adults

PEPPER AT A GLANCE

Pepper is a trick card game for 2 to 4 players. The aim of the game is to score 30 points ahead of your opponents.

The game varies slightly depending on how many players are playing.

CONFIGURATION

To start, the deck must be modified. A 24-card deck is created by removing all rank 8 and lower cards.

The first dealer is chosen at random and passes clockwise for each new round. The dealer shuffles the deck and deals hands based on the number of players.

In a 4 player game, 6 cards are dealt clockwise to each player individually. Players play in teams of two, partners sit opposite each other.

In a 3-player game, each player in clockwise order is dealt 8 cards. Each player plays for himself.

A 2-player game has the same setup as a 3-player game, with no player being dealt a third hand. These cards remain face down throughout the game and are not used.

Map Ranking

This game has two possible rankings. When a trump suit is in play, the trumps are ranked as the jack of trumps (high), jack of the same suit, ace, king, queen, 10, and 9 (low). All other suits (and if no trumps are involved, all suits) count as ace (high), king, queen, jack, 10, and 9 (low).

OFFER

After setup is complete, players bid for an opportunity to call trump.

In a 4 player game, the possible bids and their rank are 1 (low), 2, 3, 4, 5, Little Pepper and Big Pepper (high). For each bid, the number indicates how many tricks you must win in order to score. For Small and Big Pepper you must win all 6 tricks each, but Big Pepper’s payout is doubled.

For a 2 and 3 player game, the possible bids and their rank are 1 (low), 2, 3, 4, 5, 6, 7, Little Pepper and Big Pepper. The requirements for contracts are the same, except that Small and Big Pepper require 8 tricks won.

The bidding begins with the player to the left of the dealer. When it is a player’s turn, they can fold or bid higher than the previous maximum bid. (When playing with 4 players, the teams share a bid, but each can increase the team’s bid when it is their turn.) Bidding continues until all but one player passes, or if the highest possible bid is made became.

The highest bidder chooses a trump suit or may choose not to have a trump suit for the round.

WAY OF PLAY

Starting with the highest bidder, they lead to the first trick. All other players must follow suit if possible. If it is not possible to follow the led suit, a player can play any card.

The highest trump played wins the trick. If no trumps have been played, or if there is no trump suit for the round, the trick is won by the highest played card of the suit originally led.

The winner of the trick takes it into his point pile and leads to the next trick.

THROW

After all tricks have been played and won, the players or teams count their tricks won.

If the bidder has won as many tricks as contractually awarded, he receives one point for each trick won. If they don’t, they lose 6 (8 for 2 and 3 player games) points regardless of the bid made. It is possible for a player or team to have a negative score.

The only exception to the above rule is when a bid is made by Big Pepper. If successful, the winning player/team gets 12 (16 in a 2 or 3 player game) points, but if unsuccessful, they lose 12 (16 in a 2 or 3 player game) points because he does not fulfill his contract.

The non-bidders always get 1 point for each trick won.

The scores are accumulated over several rounds. The game ends when 30 points are reached.

THE END OF THE GAME

The game ends when 30 points are reached. If only one team/or player reaches 30 points, he is the winner. If multiple people reach 30 points in the same round, the team/player with the higher score wins. In the event of a tie, all tied players win.

How do you play the game Salt and pepper?

Loudly announce a series of calls such as “SALT, PEPPER, SALT, SALT…” Immediately upon each call, each person must jump to the correct side. If an individual makes an error, eg jumps to the wrong side of the line, they are eliminated. Each person aims to stay in the game for as long as possible.

Pepper – Card Game Rules

Video Transcript for Salt & Pepper

presented by Mark Collard

This exercise is all about salt and pepper. Andrew, thank you very much. We’re going to play…we’re actually going to end up using these…this is just a create…actually let’s go maybe a little further down…create a line.

I want you to imagine that there is a line between these two points. I want you all to stand in single file between these two boffers. Between the buffers. Maybe I need to give you a little more space. In order. Excellent. In order. It’s good.

Now notice that there is a line you are currently standing on. I want you all to step onto this side with your left hand. It just has to be a small one, that’s fine. OK. And now make a big jump so you land on the other side of that imaginary line. Jump to the right. In order. Perfect here, ok.

So your jumps don’t have to be quite as big, but your only practice in this activity is to move as you did. They are either on the left or on the right. Let me name them.

This side is “salt”. So whenever I say “salt,” you must personally find yourself on that side of the line.

When I say “Pepper” you’re right where you are right now. So either “salt” or “pepper”.

So let’s just test this for a second before I present what actually happens. Are you ready?

Salt.

And the goal is to get there as quickly as possible. Don’t hesitate. As soon as you hear it, you want to move. are you ready for the next one

Pepper!

Okay, now it gets trickier.

There are always only two commands, salt and pepper, but they don’t always come in the same order. For example, I might say two peppers in a row or never say salt for a minute. You always have to be in the right place. Are you ready?

This is Pepper and this is Salt. OK? The object now… I might make this line a little bigger now to accommodate everyone. Very good. OK.

Salt! You want to move it fast. Very good.

Pepper! Salt! Pepper! Pepper!

In order. OK. Notice that there was a bit of reluctance because I thought I was going to say “salt.” So now we’re just going to play a little longer, but when we get to the point where we officially start, if you’re stumbling or moving at the wrong time, we invite you to come over here and join me, have some fun by calling the next “salt” or “pepper”.

Okay, we’re playing for sheep farms now. Folks, this is the real thing. It’s the official start. If you happen to jump when you shouldn’t, or are blatantly reluctant, I invite you to come and join me.

Are you ready? Are you sure you know your salt from your pepper? It would be a disaster at your dinner if you mixed these up. Here we go. Pepper!

(kids play salt & pepper)

Alright, back to me. We’ll see how we continue from here. are you guys ready

Salt! Salt! Salt! Salt! Sss…pepper! Pepper! Sss…salt! Salt! All movements will bring you out now. Well done. Fantastic. Here we go. You can help me here now.

(kids play salt & pepper)

Come a little closer guys. Come a little closer.

(kids play salt & pepper)

Once you’ve moved, you’re out. You know if you’ve moved.

Pepper!

(kids play salt & pepper)

i think you did it you were so good I know it’s a tricky part with balance.

We’re on the last two.

Pepper. Salt. Salt. Salt. Salt. Pepper. Pepper. Sss… I think you’re out. That’s good, Tommy. One hand. Well done.

Good job tommy.

How do you play the game Salt and pepper?

Loudly announce a series of calls such as “SALT, PEPPER, SALT, SALT…” Immediately upon each call, each person must jump to the correct side. If an individual makes an error, eg jumps to the wrong side of the line, they are eliminated. Each person aims to stay in the game for as long as possible.

Pepper – Card Game Rules

Video Transcript for Salt & Pepper

presented by Mark Collard

This exercise is all about salt and pepper. Andrew, thank you very much. We’re going to play…we’re actually going to end up using these…this is just a create…actually let’s go maybe a little further down…create a line.

I want you to imagine that there is a line between these two points. I want you all to stand in single file between these two boffers. Between the buffers. Maybe I need to give you a little more space. In order. Excellent. In order. It’s good.

Now notice that there is a line you are currently standing on. I want you all to step onto this side with your left hand. It just has to be a small one, that’s fine. OK. And now make a big jump so you land on the other side of that imaginary line. Jump to the right. In order. Perfect here, ok.

So your jumps don’t have to be quite as big, but your only practice in this activity is to move as you did. They are either on the left or on the right. Let me name them.

This side is “salt”. So whenever I say “salt,” you must personally find yourself on that side of the line.

When I say “Pepper” you’re right where you are right now. So either “salt” or “pepper”.

So let’s just test this for a second before I present what actually happens. Are you ready?

Salt.

And the goal is to get there as quickly as possible. Don’t hesitate. As soon as you hear it, you want to move. are you ready for the next one

Pepper!

Okay, now it gets trickier.

There are always only two commands, salt and pepper, but they don’t always come in the same order. For example, I might say two peppers in a row or never say salt for a minute. You always have to be in the right place. Are you ready?

This is Pepper and this is Salt. OK? The object now… I might make this line a little bigger now to accommodate everyone. Very good. OK.

Salt! You want to move it fast. Very good.

Pepper! Salt! Pepper! Pepper!

In order. OK. Notice that there was a bit of reluctance because I thought I was going to say “salt.” So now we’re just going to play a little longer, but when we get to the point where we officially start, if you’re stumbling or moving at the wrong time, we invite you to come over here and join me, have some fun by calling the next “salt” or “pepper”.

Okay, we’re playing for sheep farms now. Folks, this is the real thing. It’s the official start. If you happen to jump when you shouldn’t, or are blatantly reluctant, I invite you to come and join me.

Are you ready? Are you sure you know your salt from your pepper? It would be a disaster at your dinner if you mixed these up. Here we go. Pepper!

(kids play salt & pepper)

Alright, back to me. We’ll see how we continue from here. are you guys ready

Salt! Salt! Salt! Salt! Sss…pepper! Pepper! Sss…salt! Salt! All movements will bring you out now. Well done. Fantastic. Here we go. You can help me here now.

(kids play salt & pepper)

Come a little closer guys. Come a little closer.

(kids play salt & pepper)

Once you’ve moved, you’re out. You know if you’ve moved.

Pepper!

(kids play salt & pepper)

i think you did it you were so good I know it’s a tricky part with balance.

We’re on the last two.

Pepper. Salt. Salt. Salt. Salt. Pepper. Pepper. Sss… I think you’re out. That’s good, Tommy. One hand. Well done.

Good job tommy.

How To Play Pepper

How To Play Pepper
How To Play Pepper


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dr Pepper Rules

dr Pepper is a version of Five Card Draw Poker that uses multiple jokers to make the game more interesting and exciting. Although you won’t find this game in any casino, it’s still a fun game to play at home with your friends. Using so many wild cards results in bigger hands and lots of betting action.

dr Pepper basics

dr Pepper is played with a normal deck of 52 cards, with the twos, fours and tens being wild. This game is best played with three to six players, as many cards in a typical Dr. Pepper can be used.

ante

At the start of each hand, each player must pay a forced bet known as an “ante”. The ante is usually equal to 10% of the minimum bet. In a $5/$10 game by Dr. Pepper the antes would be $0.50.

Act

Each player is dealt five cards face down, one at a time, starting with the player to the left of the dealer and going clockwise around the table. In games that use a constant dealer, the dealer’s position is represented by a small disc known as the “dealer’s button”. The dealer button moves one space to the left at the beginning of each hand.

First betting round

After all players have had a chance to examine their cards, a round of betting begins with the player to the left of the dealer. This player can call, raise or fold. The action then continues clockwise around the table until every player has had a chance to act. If a player raises, the other players at the table must either match that amount or fold.

This betting round is played with the small bet amount. In a $5/$10 game, all bets during that round would be placed in $5 increments.

To draw

After completing the first round of betting, players are now allowed to discard up to three cards from their hands and draw new cards from the deck. Unlike Five Card Draw, three discards are the absolute maximum in this game. There are too many jokers in the deck to allow players to draw more than three cards.

Second betting round

The second round of betting begins with the player sitting across from the dealer. If there is no player directly facing the dealer, betting begins with the player closest to the dealer.

This betting round is played with the larger bet amount. Now, in the same $5/$10 game, all bets would be placed in increments of $10. Betting continues clockwise around the table until all players either match the other players’ bets or pass.

show down

Any players left after the previous round of betting now reveal their cards. The player with the best five-card poker hand wins the pot. Remember; Twos, fours and tens are all wild cards in this game.

Bid Euchre

card game

This article is about the variant of Euchre called pepper or rabbit pepper. For the card game, also known as the Bid Euchre, see Five Hundred (card game)

Bid Euchre Origin United States Alternative Names Hoss, Pfeffer, Indiana Biplane Family Trick Players 2-6 (usually 4) Required Skills Tactics & Strategy Cards 24, 32, 36, 48 (2×24) Deck French Clockwise play Game Time 20 min . (single deck) – 40 min (double deck) Random Low (double deck) – Medium (single deck) Similar games Euchre, 500, Hoss

Bid Euchre, Auction Euchre, Pepper or Hasenpfeffer is the name of a group of card games played in North America and based on the Euchre game. It introduces an element of bidding, where the trump suit is determined by which player can bid to take the most tricks. The variation comes from the number of cards dealt, the lack of undealt cards, the bidding and scoring process, and the addition of a no trump declaration. It is typically a four-player partnership game played with a 24-, 32-, or 36-card deck or two decks of 24 cards each.[1][2]

Single Deck Bid Euchre [ edit ]

General rules[edit]

Maps [edit]

A 24-card pack of 9, 10, J, Q, K, and A in each suit. The rank of cards in the trump suit is: J (of the trump suit, also known as the right arbour; high), J (of the other suit of the same suit as the trump suit, also known as the left arbour), A, K, Q, 10, 9 (low). In the normal suits, the rank is: A (high), K, Q, J, 10, 9 (low). When played without trumps, all four suits follow the ranking of the single suits.

Trade[edit]

Cards are dealt to each player one at a time in clockwise order, starting with the player to the left of the dealer. Each player receives six cards.

Offer [edit]

The bidding is the main way in which the Bid Euchre differs from the standard Euchre. Beginning with the person to the left of the dealer, each player “bids” how many “tricks” he or she thinks possible to get in partnership with his/her partner (who sits across from the table). Players can fold or bid. Common bids are 3, 4, and 5. One is an atypical bid.

There are some variations, but in most traditional games the betting only goes around the table once, with each player betting once. At the end of the bidding, whoever made the highest bid wins and gets to name the suit that becomes trump. Bidding generally does not exceed 5 (6 being the maximum) as there are two special bids.

At a little pepper, also called a “shoot” or “give me your best” or “one best”, the bidder can trade a card with their partner (but they can’t choose or say which card he/she wants… he/she may only say the suit that is trump) and then plays alone against the other two players. The partner also has the option to return the original ticket to the bidder if they so wish. He/she must take all six tricks. If all six tricks are won, the team with the winning little pepper scores 7 points.

A large pepper, also known as a “loner” or “moon”, is like a small pepper, except the bidder takes no cards from his partner and scores 14 points if successful. Players can also call it “Super Moon” when he tries to get all six bids without looking at his hand first and gets no help from his partner. If someone calls One Best, Moon or Super Moon, the dealer may call the same or higher bid and win the bid.

Note: In another variant of this game known as “hawsy” (also short for Hasenpfeffer), the small pepper is known as “hawsy” and there is no big pepper. If a player bids Hawsy, the next player may bid “Double Hawsy” for a 24-point try.

Note: Another variation includes these “pepper” bids, but calls them 12’s and 24’s because these are the points awarded. If a player calls 24, his partner can call 48. A call of 48 would mean that the calling player names the trump suit and his partner has to take all 6 tricks alone without a pass card. This is rare but not impossible. The highest call would be 96, and the calling player must decide which suit is trump before seeing his cards, and then take all 6 tricks. Again, not impossible, but highly unlikely.

“Two” bid[ edit ]

To define a “two” bid, the terminology “a pair” is used; this is due to the special meaning given to the word “two”. If a player has two suited jacks (both “black” jacks or both “red” jacks), he may announce “two” to indicate his partner’s special possession. This gives the partner useful information when placing their bid. The only catch is when you want to bid “two” but someone has already bid “a pair” or “three” or “four”. It was often the case that the player with the “two” bid would promptly say (after the higher bid was made), “Well, that shoots out a two bid!” This technique was successful for a time in getting the partner still to transmit the “two” information; However, this is generally considered to be a reason for a bad deal and is therefore not allowed.

Lead and perform tricks[edit]

At the end of the bidding, the highest bidder then makes the opening game and can play any card. The other players each play one card (play clockwise) and must follow suit if possible. If a player cannot draw, he may play any card. There is no rule as to who gets to play trumps first. The trick goes to the highest trump or, if there are no trumps, to the highest card of the suit led. The winner of a trick leads to the next trick.

For example, if spades are trumps, the highest trump is the jack of spades, followed by the jack of clubs (the other jack of the same suit), which counts as spades for that hand, the ace of spades, K, Q, 10, 9. The ranking follows the same pattern for the other suits when they are trumps.

Rating [edit]

The contracting side scores one point for each trick taken if it makes at least its contract, but is discarded (loses) six points if it fails to make its contract, regardless of the value of the contract or tricks actually won. A side is “locked” if it fails to fulfill its contract (the term “fix” also functions as a verb in this game: a defending side “locks” the other side by preventing them from fulfilling their contract). Therefore, a page can have a negative score. If the defending side (i.e. the side not winning the bid) does not take any tricks, it falls back six points. An exception to this are cases of “pepper” bids. If all tricks are taken in this contract, the contracting side wins 14 or 12 points (for the big and small pepper respectively). However, if the contracting side does not take all six tricks, they are thrown back by 14 or 12 points (for large and small, respectively). The opposing side always scores a point for each trick. If the defensive side doesn’t get any tricks on a small or big pepper, they only lose six points.

win [edit]

Although the “magic number” may vary from tradition to tradition, the standard winning number is 42 (32 in “hawsy”). The first team to reach 42 (or more) points wins. However, in order to win, a team must reach (or exceed) 42 on offense, which means a team with a total score close to 42 must win the bid, fulfill their contract, and exceed 42 points to be considered a winner. This also means that a team with 41 points cannot defend and by winning a trick gets 42 and wins (in a hand where the contracting side fulfills their contract). The exception to this rule is when the defensive side “locks” the offense (or contracting side) by scoring or exceeding 42 points. It is possible for a team to have more than 42 points before the end of the game, because only if a team fulfills its contract and reaches (or exceeds) 42 in the process is it a winner. Other variants of the game do not use a winning number, instead allowing players to set a time limit of, say, an hour or two, after which the team with the highest total score wins.

Another variant of the double-deck Euchre is a deck of 48 cards, 12 to each player. Two teams with 2 players each. Bids are made as trump, no trump, and low (where the cards are 9, 10, J, Q, K, A). Minimum bid is 3, maximum bid wins. If the player makes the bid, he scores a point for each trick the team takes. If the team with the highest bid does not submit their bid, they lose a point equal to their bid. Your opponents score a point for each trick they take. The game is won by the first team to score 36 points.

Scoring and No Trump Variations [ edit ]

Sometimes a scoring variant is the “Big Pepper” bid, which is worth 24 points. In these cases, the final count is usually higher than the traditional 42. Another variation is calling high or low instead of a suit. In this variant there are no trump jacks and everything must follow suit and order. If a player cannot redraw (even if he has a lower card), he cannot win the trick.

Progressive Euchre[ edit ]

Progressive Euchre is a Euchre tournament format.

Basics[edit]

The game begins when the leader table rings a bell. The lead table plays 8 hands, the deal rotates left with each hand so each player has dealt twice, then the bell rings again. When the bell rings, players at each table complete their current hand and record their team score on an individual list. The losing team at the main table moves to the end table; Otherwise, the winning team at each table advances to the next table, and a member of the losing team switches seats, so partners in one game are opponents in the next. The game immediately starts the next game without waiting for another signal. After 10 games, players add up their tally sheets to determine the high and low scores for the tournament.

game [edit]

Each four-player table uses a 24-card deck of A K Q J 10 9 in the four suits ♠ ♥ ♣ ♦. Players each bid once clockwise around the table, starting to the left of the dealer. Bids from one to six are made by specifying the number of tricks to be taken. A pass bid is most often indicated by knocking on the table. A player must either bid higher than any previous bid or fold.

A pepper consists of winning all six tricks with a passing card. Typically, a pepper bid is signaled by holding the pass card face down and waving it. If no subsequent player wishes to play a loner, the bidder declares suit by saying “Give me your best heart”, “Give me your best club”, etc. His partner gives the bidder the requested card face down before seeing the passed one bidder’s card and sits out the rest of the hand.

Since bids by loners – who claim that one will win all six tricks unaided – are pre-emptive, they are usually made by declaring suit and leading the first trick.

The highest bidder declares suit when leading the first trick. The winner of each trick takes the next trick.

Only suits can be declared as trumps; No Trump and Low No Trump bids are not allowed.

Rating [edit]

Teams get 1 point for 3 or 4 tricks, 2 points for every 5 tricks and 4 points for a loner. A team that does not reach their number of tricks gets no points for all tricks won, and 2 points goes into the other partner’s score. Euchre sweeps nets 4 points. The deal goes clockwise around the table after each hand.

Strategy and etiquette[edit]

Conversation is welcome in Progressive Euchre as long as it doesn’t slow down the game.

While the lead table is winners versus winners, rarely will anyone who spent the tournament at the lead table have a particularly high score as that table is the first to stop playing in each game.

It’s considered rude to intentionally lose at the lead table, but failure to bid aggressively is simply considered conservative play.

In the team that stays at the table, the one who has been at the table the longest remains seated and the other moves. Players advancing to a table can choose one of the available seats.

Going set repeatedly will tend to make you unpopular, but playing so conservatively that you never go set.

Players who consistently have high scores are allowed to make innocent math mistakes to avoid winning all the time. It is considered unsportsmanlike for those who consistently have low scores to make innocent calculation errors that earn them a higher total.

pepper [edit]

The names pfeffer, hasenpfeffer and double hasenpfeffer (also known as hoss or pepper) come from “Hasenpfeffer”, a German dish of marinated and braised hare ingredients.

Pepper, is a variation of Pepper and is played in the Midwest. The main difference is that if all players before the dealer fold, the dealer is forced to make a 4-Trick bet. This allows for a strategy of forcing teams to bid or beat the dealer. Additionally, there are variations of No Trump Bids that force bidders to reconsider this type of bid.

preliminary round [edit]

All preparations are as described above for Pepper.

Trump bids & naming [ edit ]

Each player, starting to the left of the dealer, can either bid or fold. A bid is the number of tricks a player bets on his team to win, and each bid must be higher than the previous one. Trump bids are the numbers four through six and pepper a/k/a double – pepper (a bid to win all six tricks alone). No Trump bids are the numbers Five, Six and Pepper (a bid to win all six tricks alone).

If three consecutive players fold, the dealer is stuck and may declare any suit trump or no trump. The minimum bid for a dealer is four tricks.

Rank of cards[ edit ]

All card hierarchies are the same as Pepper.

play [edit]

Declarer (the player who wins the bid) declares trumps. In trump bids, the player to the left of the dealer takes the first trick and each player must follow suit if possible, otherwise play any card. The trick is won by the highest card of the suit led, or by the highest trump if one was played. Note: Left Bower does not wear the suit printed on his face, but the trump suit. The winner of each trick leads to the next and play continues until all six tricks have been played. In no trump bids, the player to the right of declarer leads. Note: This is different from most if not all variations of Pepper and Bid Euchre.

Points & Wins [ edit ]

In non-pepper bids, the team that declared trump scores a point for each trick if they have taken at least as many tricks as were bid. If the bidder takes all 6 tricks, they get 6 points and the opposing team is “seated”, losing 5 points and getting a hickey. If the declaring team takes less than the number of tricks offered, they are “fixed”, lose 5 points and receive a hickey.

In Pepper Bids, if the bidding team takes all 6 tricks, they score 12 points and the opposing team is “stuck”, losing 5 points and getting a hickey. If the bidder does not take all 6 tricks, they are set, lose 10 points and receive 2 hickeys.

In all cases, the opposing team simply scores a point for each trick they take. The deal then moves clockwise around the table. The game goes to 42 points. If there is a tie on 42, the bidding team wins. Negative scores are allowed and are referred to as being in the hole. For betting purposes, game and sets amounts are determined (note: sets are the total number of hickeys on the losing team’s score sheet), with games generally being double sets. Games ending with the losing team having 0 points or less pay double.

Pepper, Midwest[ edit ]

An alternate Midwest version of Pepper was played in Grinnell, Iowa, USA around 1987. The main difference is that the winner’s partner does not play the hand after exchanging a card. Opponents are allowed to “pass” the hand playfully to avoid penalties.

preliminary round [edit]

Just like pepper.

Offer [edit]

Similar to Pepper, the minimum bid is 4, and the dealer is forced to take a bid of 4 if all other players fold (or choose to take 4 sets to prevent opponents from winning points). Small and large bids (alternatively referred to as 7 or 14 bidding) signify take-all tricks.

The winner of the bid may trade a card with a partner. Can choose not to pass a card and let your partner play the hand. Note that a big bid means no card is passed and partner does not play.

play [edit]

Normal play, except bidder’s partner does not play, placing the hand face down. Exception: played when the bidder has chosen NOT to trade a card. The bidder’s partner never plays in a large bid.

The opponents now decide whether to play the hand. Conversations should be limited to “yes” or “no,” no other table talk (some venues have threatened to remove the ability to consume popcorn if this rule is broken). The bidder may play the first card while this decision is being made, but is not required to.

Rating [edit]

The bidder receives 4.5 or 6 points for bids 4 to 6. Small are 7 points, large are 14 points. Opponents score 1 point for each trick in bids 4-6. If opponents fail to take a single trick, they lose as many points as the highest bidder wins. For example, if the opponents don’t take a trick in a 6-point bid, the bidder gets 6 points and the opponent loses 6 points. Note: If opponents fold and do not play the hand, they are not awarded points and the bidder scores.

If the bidder is set in Small or Big, the opponents win 7 or 14 points and the bidder loses 7 or 14 points. Again, opponents only score if they choose to play the hand.

Hare pepper [ edit ]

Hasenpfeffer, also known as Pepper, is a four-player partnership variant of Euchre played with a 24-card pack plus jokers.

Six cards are dealt in decks of 3 and the rest are placed face down to one side. Bids are made numerically for naming trumps, and declarer may not name a trump in lieu of a single suit. If nobody bids, the holder of the best bower is obliged to bid three, and if the card turns out to be out of play, the deal is canceled. The highest bidder bids trumps before play. Bidder’s side scores 1 point per trick won if not under the bid, otherwise loses 1 point per undertrick. The game goes up to 10 points.

The competition for a call is very intense as there is more to gain than to lose, but this is precisely why bidding is often pushed beyond safety levels.[3]

Buck pepper[ edit ]

A variation and combination of many Biet-Euchre varieties, “BuckenPeffer” or simply “Buck”, involves only one bidding round. Minimum bid is three. If all 3 players fold before the dealer, as in Screw the Dealer, the dealer must bid four tricks. There is no second round of betting and the dealer is then forced to bid four tricks. There is no “Two” bid to inform a partner that the bidder has two Jacks of the same suit. A player may bid high or low as trump, but in this case (unless the player biding trump plays pepper or pepper [goes alone without a partner and must take all six tricks] when the bidder bids high or low , he or she must trade his or her best card (A if called high, 9 if called low) for the worst card (a 9 if called high, A if called low) of the player on the left of the caller There are different scoring and betting rules B. Burns, Double Burns and Triple Burns The scoring differs in that teams and not individuals are scored The points awarded are the number of tricks taken and the game is generally played to 25 or more played Every six tricks after they bid trumps or skunk the other team counts as six plus the number of tricks they bid The skunked team gets the number of the winning trump ebots deducted from his score. This version was definitely played in the Chaska, Minnesota USA area from 1986 to 1988 and also played at local universities attended by graduates of Chaska Senior High School in the late 1980s and early to mid-1990s. In 1988, the principal of Chaska Senior High School permanently banned students from playing the game, basing his action on allegations of gambling and betting and trading large sums of money.

Dirty Clubs[ edit ]

Dirty Clubs, also called Buck Euchre, is a variation of Euchre and 500 card game and is similar to Oh Hell – 500. Like Euchre, these games are trick card games; Unlike Euchre, players must bid on how many tricks they will take.

Rules [edit]

Depending on the variant, Dirty Clubs can be played by 3 to 6 players. The game uses the same cards as Euchre: the 10, J, Q, K, and A of each suit (three players), with lower cards (9, 8, 7, etc.) added for more players as needed. On the first hand, the dealer is chosen at random, then the deal proceeds clockwise.

Any hand, any suit is trump; Trump cards are higher than non-trump cards. The order of cards for trump suit is the same as in Euchre: J of trump suit (right pawn)-J of other suit (left pawn)-A-K-Q-10 etc. The order of cards for non-trump suits is A-K-Q-(J )-10 etc.

; Trump cards are higher than non-trump cards. The order of cards for trump suit is the same as in Euchre: J of trump suit ( )-J of the other suit of the same suit ( )-A-K-Q-10 etc. The order of cards for non-trump suits is A-K-Q-(J)- 10, etc. In each hand, each player is dealt five cards; The rest of the cards are dealt face down (the blinds), except for the top card, which is turned face up. If that up card is a club – this is called a dirty club – there is no bidding and clubs are automatically trumps. Otherwise, each player in clockwise order bids a number of tricks that he thinks he can take. The bid can go a second time, giving players the opportunity to increase their bid. The highest bidder may name trump.

), except for the top card, which is revealed. If that up card is a club – that’s what it’s called – there is no bidding and the club is automatically trump. Otherwise, each player in clockwise order bids a number of tricks that he thinks he can take. The bid can go a second time, giving players the opportunity to increase their bid. The highest bidder may name trump. The game begins with the player to the left of the dealer. That player leads by a single card and play proceeds clockwise. The players must follow suit if possible. The player who takes the trick may lead for the next trick.

Rating [edit]

Each player starts with the same score, which can be 15. The goal is to reach 0. Each player subtracts the number of tricks taken from their score in each hand. However, the highest bidder must take at least the number of tricks he bid. If he doesn’t take that many tricks, he must add 5 to his score instead of subtracting points. Therefore, being the highest bidder is helpful since a player can name trumps, but it is also dangerous since that player is the only one holding the quoted bid.

One variation is that a player who takes no tricks (gets bumped) is penalized 5 points, regardless of his bid. When this rule applies, players usually have the option to fold after trumps have been called. A player who folds cannot be penalized, but cannot take any tricks either.

Another variation is that there is no trump if the call goes all the way around with no bid. Players have no chance to fold.

Eau Claire Clubs[ edit ]

Eau Claire Clubs (also called Dirrties, Clübbérts or simply Clubs) is similar to Dirty Clubs, with the most notable difference being that it is played with 4 players divided into 2 partnerships, rather than ‘everyone’. It follows the same general bidding, playing and scoring rules as Dirty Clubs with a few exceptions. (e.g. bottoms, ace no face, end of game scoring, terminology, etc.)

history [edit]

Eau Claire clubs became popular in the mid to late 20th century, particularly in the Eau Claire (Wis.) Memorial High School district and particularly among the Eau Claire MHS graduating classes of the late 1990s, as well as among members of the Eau Claire football team University of Wisconsin at the turn of the 21st century. It was known to be played in MHS classrooms and study halls as early as 1996.

Eau Claire Clubs featured prominently in the painting of UW-Eau Claire’s dormitories in the summer of 2000. The game was so popular during this period that Paint crew members would often return home during their lunch break for a quick lunchtime game. and they would even resort to playing Euchre online during coffee breaks. With labor production noticeably declining, university authorities restricted play; and Paintings Superintendent Bill “The Coz” Macosek, along with his enforcer known only as “Randelt”, began patrolling the grounds in a Cushman utility vehicle to track club activity among crew members. Using tactics like the backdoor sneak-in, the double back, the window peep, no-knock locked room entry, and stealth Cushman maneuvers, these Clubs antagonists forced the Paint Crew card games underground, where they nonetheless roamed unabated carried on, prison-style, aided by making crude bootleg decks out of loose-leaf paper.

Maps [edit]

A 24-card deck containing A, K, Q, J, 10, 9 of each suit (spades, hearts, diamonds, clubs)

The ranking of the cards is the same as Euchre:

Trump suit: “Jack” (aka Right Bower), “Jick” (aka Left Bower), A, K, Q, 10, 9

: “Jack” (aka Right Bower), “Jick” (aka Left Bower), A, K, Q, 10, 9 non-trump suits: A, K, Q, J*, 10, 9 *The minor suit of the same suit as the trump suit is missing its jack, which serves as a jick

When playing the hand at Notrump, there are no bowers – all four suits rank A, K, Q, J, 10, 9

Trade[edit]

Each player receives 5 cards. Cards are NOT dealt individually, but usually in groups of 1, 2, 3, or 4 until each player has 5 cards. (E.g. each player could be dealt 2 cards, then 3 more cards next time at the table, for a total of 5 cards.) The first cards go to the player to the left of the dealer, and the dealing continues clockwise around the table. Whichever player is dealing the current hand, the player to their left deals the next hand.

After all cards have been dealt, the dealer places the remaining 4 cards face down and turns the top one over – this is the “up card”. If the upcard is a club, then clubs are trumps for that hand and no bidding takes place. If the revealed card is not a Club, the bidding continues as described in the Bidding section below. A key difference from Euchre is that the revealed card is never “kept”; rather, it stays the whole hand on top of the stack.

Before the first hand of play, one player from each partnership cuts into the deck. The player with the highest cut card deals first hand. (Dies ist wichtig, weil es einen kleinen Vorteil bringt, der Dealer zu sein, da der Dealer zuletzt bietet.) Eine andere Methode, um zu entscheiden, wer zuerst austeilt, besteht darin, die Karten einzeln offen und im Uhrzeigersinn um den Tisch herum auszugeben – der erste Spieler einen Blackjack (oder eine andere vereinbarte Karte) zu erhalten, beginnt als Dealer.

Bieten [ bearbeiten ]

Wenn die aufgedeckte Karte KEIN Kreuz ist: Jeder Spieler erhält ein Gebot, und zwar nur ein Gebot. Der Spieler kann passen oder bieten, dass die Partnerschaft einige Stiche macht.

Der Spieler links vom Dealer eröffnet das Gebot. Das Gebot geht im Uhrzeigersinn um den Tisch herum. Neben „Pass“ hat ein Spieler 7 mögliche Gebote:

2 (Dies ist ein Gebot für die Partnerschaft, 2 Stiche in einer Trumpffarbe zu machen, die später benannt wird)

3

4

5

3 Notrump (auch bekannt als 3NT – dies ist ein Gebot, 3 Stiche bei Notrump zu machen)

4NT

5NT

Nachfolgende Spieler können passen oder den Höchstbietenden bisher überbieten. Ein Spieler kann seinen Partner überbieten, wenn er dies wünscht. Die Regeln für das Überbieten lauten wie folgt:

Jedes höhere Gebot für die Trumpffarbe schlägt jedes niedrigere Gebot für die Trumpffarbe (d. h. 5 schlägt 4 schlägt 3 schlägt 2).

Ein Gebot von 3NT oder 4NT wird von jedem Trumpfanzug-Gebot geschlagen (d. h. 2+ schlägt 3NT oder 4NT)

Ein Gebot von 5NT wird von einem Trumpfanzug-Gebot von 3 oder mehr geschlagen (d. h. 3+ schlägt 5NT)

Nachdem jeder Spieler geboten (oder gepasst) hat, wird der Vertrag an die Partnerschaft mit dem höchsten Gebot vergeben. Wenn das Bieten zum Beispiel „4NT-2-Pass-3“ lautet, dann würde die Partnerschaft des Dealers vertraglich festgelegt, 3 Stiche zu machen.

Nachdem die Gebotsauktion abgeschlossen ist, nennt der Höchstbietende die Trumpffarbe. Im obigen Beispiel würde der Dealer die Trumpffarbe nennen, nachdem er „3“ geboten hat. Der Höchstbietende kann jede Trumpffarbe nennen, unabhängig von der Farbe der aufgedeckten Karte. (Dies ist ein weiterer Unterschied zu Euchre, wo Spieler Trumpf in der Farbe der aufgedeckten Karte nicht nennen können.)

Nachdem der Vertrag vergeben wurde, können die Verteidiger „aussetzen“. In diesem Fall erhält die bietende Partnerschaft Punkte in Höhe ihres Gebots, und die Punktzahl der Verteidiger bleibt gleich. Beispielsweise könnten sich die Verteidiger dafür entscheiden, auszusetzen, wenn sie es für wahrscheinlich halten, dass sie gesetzt werden. Wenn die Verteidiger aussetzen, ist die Hand vorbei, der Punktestand wird angepasst und der Deal geht mit der nächsten Hand weiter.

Es gibt 2 Situationen, in denen es einer Partnerschaft verboten ist, auszusitzen:

Wenn sie die 2 vorherigen Hände ausgesetzt haben (d. h. ein Team kann nicht 3 Hände hintereinander aussetzen)

Wenn ihre Punktzahl 3, 2 oder 1 ist

Wenn die aufgedeckte Karte ein Kreuz ist: Es gibt kein Reizen; Stattdessen wird die Hand mit Clubs als Trumpf gespielt. Beide Partnerschaften müssen spielen – kein Aussetzen. Spieler dürfen Bottoms, Ace No Face oder 4 Of A Kind nicht als Misdeal callen. Der Spieler links vom Dealer führt den Eröffnungsstich aus. Das Kartenspiel wird gemäß den Regeln für eine Trumpffarbe fortgesetzt.

Kartenspiel [ bearbeiten ]

Wenn sich die Gegner dafür entscheiden, die Hand zu spielen (nicht auszusitzen), spielt der Höchstbietende zum Eröffnungsstich aus. Eine gängige Strategie besteht darin, Trumpf auszuspielen und mit dem Ziehen von Trümpfen zu beginnen – aber dies ist keineswegs immer die beste Strategie.

Wenn es eine Trumpffarbe gibt, ist das Kartenspiel dasselbe wie in Euchre und den meisten Kartenspielen mit Stichen – Spieler müssen Farbe folgen, wenn sie können, jeder Trumpf ist stärker als jeder Nicht-Trumpf, Spieler können trumpfen oder ablegen, wenn sie nicht folgen können Farbe, der Stichgewinner führt zum nächsten Stich usw.

Wenn die Hand auf Notrump gespielt wird, ist das Kartenspiel dasselbe wie eine Notrump-Hand in einer Bridge – der Kartenrang ist A-K-Q-J-10-9 [keine Lauben], die erste Karte, die zu jedem Stich geführt wird, ist die „Trumpffarbe“ für diesen Stich , die Spieler müssen nachziehen, wenn sie können, der Stichgewinner spielt zur nächsten Farbe aus usw.

Nach dem 5. und letzten Stich der Hand entspricht die „Stichsumme“ der Partnerschaft für diese Hand der Summe der Stiche, die von jedem Partner gemacht wurden.

Set (alias Setpie) [ bearbeiten ]

Eine Partnerschaft wird festgelegt (auch bekannt als „angestoßen“), wenn einer der folgenden Fälle eintritt:

Die Partnerschaft macht während der Hand null Tricks

Als Bieter ist die Stichsumme der Partnerschaft niedriger als ihr Gebot (z. B. sie haben 4 geboten, aber nur 3 Stiche gemacht).

Im Falle eines Satzes (auch bekannt als „Setpie“) wird die Punktzahl der Partnerschaft um 5 bis zu einem Maximum von 20 erhöht. Darüber hinaus können mit einem Satz Wettkonsequenzen verbunden sein – dies hängt von den Einsätzen des jeweiligen Spiels ab fraglich.

Wertung [Bearbeiten]

Das Spiel beginnt mit beiden Partnerschaften bei 15. Die Punktzahl wird nach jeder Hand aktualisiert.

Wenn die Stichsumme der Verteidiger 1 oder höher ist, wird ihre Stichsumme von ihrer Punktzahl abgezogen. Wenn die Stichsumme der Verteidiger null ist, sind sie “gesetzt” und 5 Punkte werden zu ihrer Punktzahl hinzugefügt, bis zu einer maximalen Punktzahl von 20.

If the bidders made their bid, their trick total is subtracted from their score. For example, if a team bids 2 and ends up taking 4 tricks, then 4 is subtracted from their score.

If the bidders took fewer tricks than their bid, they are set, and 5 points are added to their score, up to a maximum of 20.

If the up-card was a club, and one partnership takes all 5 tricks, then 5 points are subtracted from that partnership’s score — meanwhile, the other team is set, and 5 points are added to their score, up to a maximum of 20 points.

Winning [ edit ]

The winning side is the first partnership that achieves a score of zero (or negative).

If both partnerships reach zero on the same hand, then “bidder wins” — i.e., the win goes to whichever partnership were the bidders on the final hand. Thus, the winners are not always the team with the lowest score: For example, if the score were 2–1, and the team with 2 were to bid & make 2, the official score after the hand would be zero to negative-2 — however, because “bidder wins”, the team with zero would win the game.

If both partnerships reach zero on the same hand AND the final hand is played with a club as the up-card (i.e., no official bidder), then the winners are the team with the lower score after the hand. If the scores are tied after the hand, then the winners are the team with the higher trick total on the final hand.

Bottoms [ edit ]

(NOTE: Disallowed if the up-card is a club.)

If a player’s hand contains 3 cards of the same rank (e.g., three 9’s), the player may call “Bottoms”. Then, the player exchanges their 3 of a kind for the 3 cards on the bottom of the pile. The 3 of a kind are shown face-up, for all to see; and then they are placed face-up beneath the up-card.

The player must call Bottoms before he bids/passes. Additionally, the “official” rule is that a player must call Bottoms before anybody else bids/passes — at the table, however, this rule is often loosened to allow judgment calls. (For example, if the player to the left of the dealer were to bid quickly, before the next player had even picked up his hand, and then the player in the 2nd seat were to call Bottoms, it may be allowed.) As with many/most borderline situations in Clubs, close calls are left to the discretion of the players at the table and any respected observers on hand.

Misdeal [ edit ]

In the situation of a misdeal, all cards are returned to the dealer, and the dealer shuffles & deals again. Besides the usual misdeal situations (cards dealt out of order, not all players receiving 5 cards, upturned cards during the deal, missing cards, etc.), there are two special situations where a misdeal may occur :

4 Of A Kind (misdeal): If a player’s hand contains 4 of a kind (e.g., four 9’s), the player may call it a “misdeal”. The official timing rules are the same as for Bottoms (i.e., must be called before anybody has bid/passed.) If the up-card is a club, then 4 Of A Kind misdeal is disallowed.

Ace No Face (misdeal): If a player’s hand contains 1+ aces and no face-cards, the player may call “Ace No Face”. This triggers a misdeal. The official timing rules for Ace No Face are the same as for Bottoms. If the up-card is a club, then Ace No Face is disallowed.

Rules around Ace No Face vary from game to game, and they are perhaps the most hotly debated subject on the Clubs circuit. Often, they depend on the particular geographic location of where the game is played — some places commonly restrict Ace No Face to only the precise holding of A-10-10-9-9 (exactly one ace and no opportunity to call Bottoms); by contrast, other places allow players to call Ace No Face on any hand with no face cards. For example, Clubs games played in the lower Third Ward of Eau Claire, Wis., commonly adhere to the more rigid, “A-10-10-9-9 only” variant — by contrast, games occurring elsewhere (notably, those held in the Memorial High School library during study hall, and also in the Washington Street area of Eau Claire) are often less strict and allow a more liberal interpretation of Ace No Face.

The player’s hand may afford the option to call either misdeal or Bottoms—in this case, the decision is left to the player, who may elect to kill the hand then & there (via misdeal) or test Lady Luck by calling Bottoms.

Betting [ edit ]

Commonly there are stakes associated with winning the game, and also with each set. Around the turn of the 21st Century, the typical stakes were “Buck A Game, Fifty Cents A Set”—i.e., US$1.00 paid to the winners of the game, plus US$0.50 paid for each setpie.

Double Deck Bid Euchre [ edit ]

Indiana Double Deck [ edit ]

This version of Double Deck Bid Euchre is commonly played in the Midwest United States. A complete treatment of the rules and strategy is given in.[1]

Players & Cards [ edit ]

The game is played by 4 players in teams of 2. A deck of 48 cards (a Pinochle Deck which consists of two of each card, 9 to Ace, in all 4 suits) is used.

Dealing [ edit ]

All cards are shuffled and dealt out clockwise. The hand is traditionally dealt out in groups of 2 and/or 3 cards, but this is not required.

Bidding [ edit ]

Starting from the dealer’s left and proceeding clockwise, players can bid to determine the trump suit by naming the number of tricks they think they can take and the suit they want to be trump (e.g., “4 Hearts” or “6 Spades”). The person to the dealer’s left must bid a minimum of 3 of something (either a suit or No-Trump). Subsequent players can pass, bid their own suit, or try to “back” their partner in the partner’s suit by adding to the partner’s bid. If a suit is bid, the next bid must be greater than it. If No-Trump is bid, the next bid can match it if in a suit. If the next bid is in No-Trump also, then it must be greater than the previous No-Trump bid. Players may bid multiple times until there are 3 consecutive passes. A player who has passed may re-enter the bidding on any of the player’s subsequent turns. Once there are 3 consecutive passes, the player who bid last wins the bid for their team.

Play [ edit ]

Once a bid is won, the person who won the bid leads first. Play proceeds clockwise. Players must follow suit if possible and may trump if they are void in a suit, or throw off (play a non-trump card in a suit that was not led). The highest card played of the suit that is led first wins the trick unless a trump is played. In this case, the highest trump played wins the trick. If 2 of the same cards are played on a trick (e.g., two Aces of Hearts), the first one played beats the second one played. The player who wins the trick leads the next trick.

Scoring [ edit ]

If the team that won the bid got the number of tricks they bid on or more, they get points equal to their bid. For example, if the winning bid is 8 Hearts but the team actually takes 10 tricks, they only get 8 points. If the team that wins the bid takes fewer tricks than the number they bid, they are “set” or “euchred” and their score is reduced by the number they bid. For example, if after taking an 8 Hearts bid the team only gets 7 tricks, they would lose 8 points from their score. The team that does not take the bid gets 1 point for every trick taken, whether or not the opponents make their bid.

Winning [ edit ]

The deal continues clockwise around the table until one team gets 50 or more points. If both teams get 50 or more points on the same hand, the team that took the bid is the winner.

A five-handed variation played in Florida with two decks with nines removed. Each player competes against all the others. This variation can also be played by six, seven or more players, following the same rules. For each player above five, eight cards must be added to the deck. If six play, eight nines are added, four from each of the two decks; for seven players, add the nines and eights from both decks.

Dealing [ edit ]

Unlike standard Euchre in which each player receives five cards, each player receives eight cards. The cards are dealt clockwise starting with the player sitting to the left of the dealer until all cards are dealt; there are no remaining cards and hence, no kitty. By tradition, cards are dealt in groups of two or three to each player.

Bidding [ edit ]

Bidding begins with the player seated clockwise next to the dealer. Each player, in turn, bids on the number of tricks they believe they can win. Each bid must be a “pass” or a higher number of tricks than already bid. The minimum bid is one trick and the maximum is eight tricks. Bidding proceeds once around the table and ends with the dealer. The player who has bid the highest number of tricks wins the bid and becomes the bidding player.

The bidding player then names the trump suit and selects their partner by naming a card. The player who is the first to play the selected card becomes the bidder’s partner for the hand, and if the card is not played, there is no partner. Players, including the bidder, are unaware of the partner’s identity until the selected card is played. The remaining players become the opposition, sometimes called the defence. Once around the players for bid is given and if no one bids the dealer must accept a bid of six for his hand.

Playing the hand [ edit ]

Each hand consists of eight tricks. The hand starts with a lead from the bidding player. Following the lead, each player must follow suit if possible. If a suit can not be followed, the player may play any card. A player with the card selected by the bidder must play it at the earliest opportunity in the hand (typically, on the first trick) unless it has already been played by another player. After all, players have played a card, the player who played the highest-ranking card is declared the trick winner and the trick is cleared faced down. The highest-ranking card is determined as: the highest-ranking trump played, if no trump was played then the highest-ranking card in the suit initially lead. If there are two highest-ranking cards on a trick (because a double-deck is used), the first one played wins the trick. The trick winner then leads a card for the next trick. Players may ask to see the last trick played.

Scoring the hand [ edit ]

Since teams shift from one hand to the next, each player maintains an individual score. Each player on the bidding team (bidder plus partner) receives one point for each trick taken, unless the team takes fewer than the number of tricks bid. In that case, the bidding team is “euchred” and the number of tricks bid is subtracted from their score. Each player on the defense receives one point for each trick taken by the defence, that is, the number of tricks not taken by the bidding team. Each player’s score is calculated at the completion of each hand.

The game ends when the deal has passed around the table twice, that is, ten hands have been played. The player with the highest number of points is declared the winner. Another way of ending the game is by specifying the number of points, mutually agreed upon before the game started. Twenty-one is a common game-winning score.

Strategy [ edit ]

Avoid helping the player in the lead (or any other player for that matter). During bidding, a player should usually only bid one trick for each jack or ace of trump in their hand. If a player has at least one jack of each suit, he or she may decide to “pass” during bidding, because it is more advantageous to become the bidder’s partner. Most of the time, when making trump, a player will ask for the highest trump card not in his or her hand as their partner. The bidder usually names a trump in which they have the right bower. If the bidder has only one right bower, it is good to ask for the right bower and then lead a small trump on the first trick. The partner will then take the trick with the right bower, allowing the bidder to save their right bower for later in the hand. The defense should work together to take tricks. It is generally not a good strategy to overtake a trick on which the defence already has the highest-ranking card. If a player taunts their opponent into bidding their partner’s best and he or she loses, it’s best not to do that a second time in the same evening and risk losing the entire night and earning a partner’s sighs of disapproval!

Double Hasenpfeffer [ edit ]

A variant for either 4 or 6 players divided into two teams and using the 48-card pinochle pack. Double Hasenpfeffer, or Double Pepper, may be played without bowers, so all cards rank A K Q J 10 9 in each suit, and there are no bids of Little and/or Big Pepper. All cards are dealt out and bidding goes around the table only once, the minimum bid is 6. If all pass, the dealer names trump at a minimum bid of 6 tricks. In a 4-player game, a high bidder may opt to play alone and exchange any two cards with his or her partner and then play solo against the opposing team. Scoring is as 24-card pepper above, with a forced declaration by the dealer losing only half (rounding up) if not made. Playing alone scores double, positive if bid is made, or negative if not.

See also[edit]

Pepper – Card Game Rules

The package

24 cards each containing 9, 10, J, Q, K and A in each suit.

rank of cards

J (of the trump suit or “the right bower”; high), J (of the other suit of the same suit as the trump suit or “the left bower”), A, K, Q, 10, 9.

Act

Cards are dealt to each player individually, starting with the player to the left of the dealer. Each player receives six cards.

Offer

Starting with the player to the left of the dealer, any player can bid or fold. A bid specifies the number of tricks a player will win (with the help of his partner) if he is allowed to choose either the trump suit or no trump. The possible bids are the numbers from one to five; over five is Little Pepper, which is a bid to take six tricks, and the highest bid of all is Big Pepper, which is also a bid to take six tricks, but the bets on that hand are effectively doubled .

Each player, in turn, must either bid higher than the previous bid or fold. The auction continues for as many rounds as necessary until a bid has been accepted by all three other players. The highest bidder then either names a trump suit or chooses “no trump”. This fixes the trump suit, if any, for that hand.

The game

The highest bidder then performs the opening game and may play any card. The other players each play one card (play clockwise) and must follow suit if possible. If a player cannot follow the suit, he can play any card. The trick goes to the highest trump or, if there are no trumps, to the highest card of the suit led. The winner of a trick leads to the next trick.

How to keep points

Teams score one point for each trick taken if they make at least their contract, but lose six points if they fail their contract, regardless of the value of the contract.

A team can have a negative score. An exception to this is the “Big Pepper” bid. If all tricks are taken in this contract, the contracting side wins 12 points. However, if the contracting side does not take all six tricks, they are thrown back 12 points. The opposing side always scores a point for each trick.

The first team to score 30 or more points wins. If both sides reach 30 or more points with the same hand, the side with the higher score wins. In the event of a tie, the game is a draw.

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