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EUCHRE
GAME RULES
Overview
Euchre is a partnership trick-taking card game played over a series of Hands, with the aim of being the first partnership to reach 10 pts.
The game consists of 4 players in 2 partnerships seated opposite each other - East/West versus North/South. You play in the South seat.
The Deck
Euchre is played with a 24 card deck: Ace, King, Queen, Jack, 10, 9.
These are generally ranked in the above order but the trump suit (decided after dealing at the start of each Hand) has a different order:
Right Bower: Jack of the trump suit
Left Bower: Jack of the same colour as the trump suit
Ace of trump suit
King of trump suit
Queen of trump suit
10 of trump suit
9 of trump suit
During the Hand, Left Bower is part of the trump suit, not its own suit.
The Deal
At the start of each Hand, the deck is stuffled and 5 cards are dealt to each player.
The next deck card is then laid face up and is referred to as the Face-Up card.
The 3 remaining cards are discarded face down.
Making Trump / Calling Round
The player to the Dealer's left must either "Pass" or "Accept" the Face-Up card 's suit ad trump.
If they pass, the same choice moves clockwise to the next player.
In the event that all 4 players pass, the Face-Up card is turned face down and there is another round with the option to pass again or same any suit as trump.
If the suit was accepted in the first round, the Face-Up card suit is trump.
If in the second round, the suit named becomes trump.
However if both rounds have 4 passes, the cards are reshuffled and the deal moves clockwise.
An alternative, under Rule Settings, is that the Dealer is forced to name trumps if the first three players pass on the second round.
The Trump-making process ends once someone accepts a suit as trump.
They then add the Face-Up card to their own cards and discard a card face-down.
A Rule Settings alternative is to order the dealer to pick-up and discard the Face-Up card.
The player who made trumps and their partner are the Makers for this Hand and the other partnership are Defenders.
Makers aim to take 3 or more tricks in the Hand, Defenders are trying to stop them.
Going Alone
During the Trump-Making round players can choose to play alone which means that their partner must place their own cards face down and not play this Hand.
Therefore a Hand may be played by 4, 3 or, if both partnerships have someone playing alone, 2 players.
First Trick
If 4 players, the player to Dealer's left plays first.
If 3 players, the player to left of the player going alone begins.
If only 2 players, the lone Defender goes first.
Playing Trick
A trick consists of each player playing one card in turn onto the table and whoever plays the highest card wins that trick.
The four cards are then cleared from the table and the number of tricks won recorded at the top of the screen under "Our Score"/"Their Score".
The first player to play a card in a trick is called the lead player.
The lead player in a trick can play any card in their Hand.
Once a card has been led in the trick, play then proceeds clockwise around the table.
The other non-lead players must meet the following rules when playing their card:
1. If the player has a card of the same suit to that which was led, they must play a card of that suit (any rank is fine).
2. If the player does not have a card of the lead suit, they can play any card, including a card of the trumps suit.
Resolving Trick Winner
Once all players have placed a card, and there are four cards on the table, the player with the highest card wins the trick.
The winning card is determined as follows:
1. If a trump has been played, the highest ranked trump wins the trick.
2. If no trump has been played, the highest rank of the lead card suit wins the trick.
Play then proceeds onto the next trick, with the previous trick winner playing the lead card.
Once all 5 tricks have been played, and the players have no cards left, the Hand is over and can be scored.
Basic Scoring
The basic scoring works as follows:
1. In a Hand where all four players are playing
(i) if the Makers win 3 or 4 tricks they score 1 point).
(ii) if the Makers win all 5 tricks they score 2 points.
(iii) if the Makers win less than 3 tricks, they are "euchred" or "bumped" and the Defenders score 2 point.
2. In a Hand where a Maker plays alone and wins 5 tricks, they score 4 points.
3. In a Hand where a Defender plays alone and wins 3 or more tricks, they score 4 points.
End of Game
The game continues with new Hands until one partnership reaches 10 points.
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