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Call Ace Euchre
Variation for Five Players

Call Ace Euchre is a variation of Euchre for five or more players. In Call Ace Euchre, there are no fixed partnerships. The distinguishing feature of this variation is that at the beginning of play, the Maker will name an Ace. The holder of that Ace will become the Maker's partner for that hand, and both will win points if they succeed.

The Cards

Take a standard deck of cards and remove all the 6's and down. This will give you a deck of 32 cards with A, K, Q, J, 10, 9, 8, and 7 in each suit.

Cards Rank

In any off-suit, cards rank:
A, K, Q, [J], 10, 9, 8, 7
And in the trump suit, cards rank:
J, J*, A, K, Q, 10, 9, 8, 7
where 'J*' is the "left bower", the second highest trump, the other Jack the same colour as the trump suit. Thus, if Hearts were trumps, for example, then the Jack of Diamonds would be the left bower ranking below the right bower, the Jack of Hearts, and above the Ace.

For a call of 'No-Trumps', cards rank as for the off-suit, A, K, Q, J, 10,9, 8, 7.

The Deal

Each player is dealt 5 cards, in batches of two and three. The next card is turned face up and placed on top of the remaining deck.

Order it Up or Turn it Down

Beginning with the player to the Dealer's left, each player takes it in turn to either pass, or order the Dealer to take up the card. If any player orders the Dealer to pick it up, that player becomes the Maker, and suit of the upturned card becomes trumps. The Dealer picks it up, and discards one of his own face down and play begins.

If no one orders up the card, then the Dealer may either pick it, making that suit trumps, or turn it down. If he turns it down, then the going round the table again, any player may at his turn pass, or announce a suit as trumps. The player may name any suit trumps, except the suit that was turned down. As soon as any player calls trumps, that player becomes the Maker. If no one call trumps, then the hand is thrown in and the deal proceeds to the left.

Calling an Ace

Now, before play begins, the Maker can either elect to play alone, or may name an Ace that is not a trump, and that he does not hold himself. The Holder of the Ace now becomes the Maker's partner, but must say nothing to reveal this. This only becomes apparent in the course of play. If the Ace is not in circulation for that hand, then it will be that the Maker plays alone.

The Play

Left of the Dealer leads first, and thereafter the winner of the trick leads to the next.

The Rules

Standard trick taking rules apply:

  • You must follow suit to the card led, if you possible
  • If you can't follow suit, you can play any card
  • The trick is won by the highest trump played to it. If no trumps are played, then the trick is won by the highest card of the suit led.

Scoring

If the Maker and his/her secret partner win 3 tricks between them, then they are awarded 1 point each.
If the Maker and his/her partner win all 5 tricks, then they are awarded 3 points* each.
If the Maker goes alone, and wins 3 tricks, then he is awarded 2 points.
If the Maker goes alone and wins all 5 tricks, then he is awarded 1 point for as many players there are.

If the Maker(s) fail to win three tricks, each Defending player is awarded 2 points. Note, the Maker is said to have gone alone in both cases where:
1. He intends to go alone and announces so; OR
2. When he calls for an Ace, but no one holds it.

Game

Call Ace Euchre is played over a number of hands to an agreed total of 10 or 11 points.

Variations

*Four Players – when they are four players, the Maker and his partner score just 2 points for a march.

In Call Ace Euchre, the deck is varied for the number of players:
For Four Players — Shorten the deck to 9 and up — 24 Cards
For Five Players — Shorten the Deck to 8 and up — 28 Cards, though you still can play with 32 cards.
For Six Players — Shorten the Deck to 7 and up — 32 Cards
For Seven Players — Shorten the Deck to 6 and up — 36 Cards

The Joker

The Joker can be added, making a deck of 33 cards. The Joker plays the position of 'Best Bower' and ranks above the Right Bower:
Jkr, J, J*, A, K, Q, 10, 9, 8, 7.
If Joker is turned at the deal, then it is customary that the dealer call trumps without first looking at his cards.

Other Variations of Euchre

Euchre — The Standard Rules
RailRoad Euchre — Four players in two fixed partnerships. Greater emphasis is place on going alone, so the scoring moves a lot faster.
Buck Euchre — a variation for four players where each player plays for themselves.
Pepper — Version of bid Euchre. Can be played as a game in two fixed partnerships or where each player plays for themselves.



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