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Return to Agora Days '08: Deal me a loner!

Class: Euchre
Teacher: Noel Knox, Daniel McNamara
Time & location: Fifth hour (12-12:50 p.m.), Room 211
Note: This is another in a series of feature articles Gargoyle staff members are writing about this year's Agora classes. The goal of the series is to give readers a sense of the Agora Days experience from a variety of perspectives. Look for more articles in the coming days.


Sophomore Amy Ding gets ready to deal. Gargoyle photo by Maritza Mestre. (Click to create a slideshow)


Sophomore Jasper Maniates-Selvin shows his cards. Gargoyle photo by Maritza Mestre. (Click to create a slideshow)

THE DESKS ARE arranged in a clover, forming a makeshift table where a group of four sophomores play Euchre.

Brittany Scheid chews on a clementine, Ben Suslick sips his Coca-Cola, and Katie Buzard taps her fingers menacingly as she waits for Suslick to deal.

Somebody discovers that a card is missing from the deck.

Everyone searches frantically until we realize it was never in the deck, and we had played a hand without it. The hands that have just been dealt must be returned and dealt again, causing Buzard and Scheid to grumble about losing their near-perfect hands.

This is Euchre class, taught by junior Noel Knox and senior Daniel McNamara.

The 12 students in Room 211 are busy playing three games. The secret language only few still know fills the classroom.

“In the barn!” sophomore Arnav Pamidighantam yells, and fellow sophomore Andrew Weatherhead “milks” Pamidighantam’s thumbs.

The atmosphere is a mix of excitement, nervous decision-making, and sly intentions. We play until a pair gets 10 points, and then we play again, maybe against the same pair, or perhaps against another.

In past years we’ve had a tournament, but this year we just play as many games as we can.

The object of the game is to win 10 points over a series of rounds. Euchre is played with a 24-card deck using only the nines, 10s, jacks, queens, kings, and aces.

For each round there is a different designated dealer. Each player is dealt five cards per round.

The opportunity to name a suit (trump) passes around the table starting with the player left of the dealer until something is called.

It is then the goal of the pair that called the trump to win at least three tricks in order to win that round and the goal of the opposing pair to win three tricks to “Euchre” the other team and win that round.

Euchre is my favorite card game in the world. When I first found out that there was an Agora Days class for Euchre two years ago, I didn’t think it was possible.

Until I came to Uni, I didn’t know anyone outside of my family who knew how to play Euchre. In the 19th century, Euchre was regarded as the national card game of the United States, but since then it has dwindled in its following.

Now one of the only areas where Euchre is still played with a strong following is the Midwest.

The Euchre class during Agora Days at Uni is a perfect place to pick up how to play the game. While at first the unorthodox rules may seem daunting, it is always easier to learn when you are surrounded by a group of other people who can teach you by example.

I would recommend this class to anyone in the future and encourage everyone to learn if they do not already know the unique rules that govern the game of Euchre. For some of the terminology, including the source of this story's headline, see below.

Euchre Terminology

  • Trump: The suit that overpowers any other suit for that round.
  • Right Bauer: The jack of whichever suit is trump. The right Bauer is the highest card.
  • Left Bauer: The jack of the suit that is the same color as the suit that is trump. The left Bauer is the second highest card.
  • Trick: A group of four cards played within each round.
  • Set/Bump/Euchred: When the pair that did not name trump takes three or more tricks.
  • Sweep/March: When one pair or player wins all five tricks.
  • Loner: When a player decides to play without his or her partner for a round (usually with a very good hand that is almost unbeatable).
  • Farmer’s hand: All nines and 10s.
  • Renege: When a player fails to follow suit when he or she is able to.
  • Sprout: Arranging the counters so that the tip of the next point shows.
  • In the barn: When a pair has nine points.
  • Table talk: When partners illegally communicate about the game.
  • Counters: Usually a four and six of the same suit used to count the number of points a pair has.
  • Cut: When the dealer offers the player to his or her right to divide the deck in half to assure the dealer did not stack cards.
  • Pick/Order up: When a player instructs the dealer to pick up a card to make it trump or when the dealer picks it up on their own.
  • Stick the dealer: A version of playing where the dealer must call trump if the opportunity passes around the entire table.
  • Deal jacks: A way to decide who will deal first by dealing out the cards face up in front of each person until a player receives a jack. That player is the first to deal.
  • Blind/Kitty: The four cards that are not used in play. Three of these cards remain unseen throughout the entire round.
  • Lay-down hand: A hand that is unbeatable so that the player may lay it down on the table without playing each trick.


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