Bicycle Euchre 2 Playing Card Decks Only $2.73 + Euchre 101 + Free Printable Score Cards

bicycle euchre 2 playing card decks

Bicycle Euchre Playing Cards on SALE!

Amazon has the Bicycle Euchre 2 Playing Card Decks in 1 marked down from $6.95 to only $2.73. That is 61% off retail price!

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PRODUCT DETAILS:

  • SPECIFICALLY MADE FOR EUCHRE – This pack of playing cards includes two decks of playing cards used for the game of Euchre, and specially designed scoring cards.
  • ENOUGH FOR TWO GAMES – Run two games at once! Each pack includes TWO full Euchre decks and FOUR sets of scoring cards.
  • SCORE CARDS INCLUDED – each pack includes four sets of blank scoring cards
  • PRINTED ON BICYCLE THIN CRUSHEDTM CARDSTOCK – for a premium card play experience
  • TRUSTED SINCE 1885 – Bicycle Playing Cards have been the trusted brand for an exceptional playing card experience for over 135 years! CLASSIC AIR-CUSHION FINISH – Superior performance in your hands and on the table using our proprietary finish that provides unmatched playability

How to Play Euchre

euchre 101

Euchre is a card game that is perfect for those rainy days when you’re stuck inside. It’s easy to learn and can be played with two to four players. Here’s how to play:

OBJECT OF THE GAME

The goal is to win at least three tricks. If the side that fixed the trump fails to get three tricks, it is said to be “euchred.” Winning all five tricks is called a “march.”

RANK OF CARDS

The highest trump is the jack of the trump suit, called the “right bower.” The second-highest trump is the jack of the other suit of the same color called the “left bower.” (Example: If diamonds are trumps, the right bower is J♦ and left bower is J♥.) The remaining trumps, and also the plain suits, rank as follows: A (high), K, Q, J, 10, 9, 8, 7. If a joker has been added to the pack, it acts as the highest trump.

CARD VALUES/SCORING

The following shows all scoring situations:

Partnership making trump wins 3 or 4 tricks – 1 point
Partnership making trump wins 5 tricks – 2 points
Lone hand wins 3 or 4 tricks – 1 point
Lone hand wins 5 tricks – 4 points
Partnership or lone hand is euchred, opponents score 2 points

The first player or partnership to score 5, 7 or 10 points, as agreed beforehand, wins the game. In the 5-point game, a side is said to be “at the bridge” when it has scored 4 and the opponents have scored 2 or less.

Keeping Score with Low Card Markers

An elegant and widespread method of keeping score is with cards lower than those used in play. When game is 5 points, each side uses a three-spot and a four-spot as markers. To indicate a score of 1, the four is placed face down on the three, with one pip left exposed. For a score of 2, the three is placed face down on the four, with two pips left exposed. For a score of 3, the three is placed face up on the four. For a score of 4, the four is placed face up on the three.

kid playing cards

RUBBERS

Many Euchre games are scored by rubber points, as in Whist. The first side to win two games wins the rubber. Each game counts for the side winning; 3 rubber points if the losers’ score in that game was 0 or fewer, 2 rubber points if the losers’ score was 1 or 2, and 1 rubber point if the losers scored 3 or more. The winners’ margin in the rubber is 2 points bonus, plus the winners’ rubber points, minus the losers’ rubber points.

THE DRAW

From the shuffled pack spread face down, the players draw cards for partners and first deal. The two players with the two lowest cards play against the two players with the two highest cards. The player with the lowest card deals first. For drawing, the cards rank: K (high), Q, J, 10, 9, 8, 7, A. Players drawing equal cards must draw again. Partners sit opposite each other.

THE SHUFFLE AND CUT

The dealer has the right to shuffle last. The pack is cut by the player to the dealer’s right. The cut must not leave less than four cards in each packet.

THE DEAL

The cards are dealt clockwise, to the left, beginning with the player to the left of the dealer. Each player receives five cards. The dealer may give a round of three at a time, then a round of two at a time, or may give two, then three; but the dealer must adhere to whichever distribution plan he begins with. After the first deal, the deal passes to the player on the dealer’s left.

On completing the deal, the dealer places the rest of the pack in the center of the table and turns the top card face up. Should the card turned up be accepted as trump by any player, the dealer has the right to exchange the turned up card for another card in their hand. In practice, the dealer does not take the turned up card into their hand, but leaves it on the pack until it is played; the dealer signifies this exchange by placing their discard face down underneath the pack.

MAKING THE TRUMP

Beginning with the player to the left of the dealer, each player passes or accepts the turn-up as trump. An opponent of the dealer accepts by saying “I order it up.” The partner of the dealer accepts by saying, “I assist.” The dealer accepts by making their discard, called “taking it up.”

The dealer signifies refusal of the turn-up by removing the card from the top and placing it (face up) partially underneath the pack; this is called “turning it down.”

If all four players pass in the first round, each player in turn, starting with the player to the dealer’s left, has the option of passing again or of naming the trump suit. The rejected suit may not be named. Declaring the other suit of the same color as the reject is called “making it next”; declaring a suit of opposite color is called “crossing it.”

If all four players pass in the second round, the cards are gathered and shuffled, and the next dealer deals. Once the trump is fixed, either by acceptance of the turn-up or by the naming of another suit, the turn-up is rejected, the bidding ends and play begins.

PLAYING ALONE

If the player who fixes the trump suit believes it will be to their side’s advantage to play without the help of their partner’s cards, the player exercises this option by declaring “alone” distinctly at the time of making the trump. This player’s partner then turns their cards face down and does not participate in the play.

THE PLAY

The opening lead is made by the player to the dealer’s left, or if this player’s partner is playing alone, it is made by the player across from the dealer. If possible, each player must follow suit to a lead. If unable to follow suit, the player may trump or discard any card. A trick is won by the highest card of the suit led, or, if it contains trumps, by the highest trump. The winner of a trick leads next.

Rules from the company that made the cards above Bicycle.

Euchre is a fun and easy game to learn – give it a try next time you’re looking for something to do on a rainy day!

Get FREE Printable Euchre Scoring Cards

euchre score cards image

No more fumbling around for a scrap piece of paper to keep score while playing Euchre – now you can print out as many scoring cards as you need, for free! Just click the link below, print them on somep aper and you’re good to go. Never lose track of who’s ahead in the game again!

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