
YOOKER...How to play
The game is best for (4) four participants, playing two against two as partners. Therefore, the rules for the four-hand version are given first.
THE PACK
Yooker, like Euchre, is played with only 6 cards of each suit/shape, or 24 cards total. However, unlike a standard deck of cards, Yooker uses 1, 2, 3, 4, 5, and 6. The 3 can also become a "Power" card based on what shape is selected as the "Power Shape". 6 is the highest card in standard play, but can be beat by a Power (3) of the Power Shape.
OBJECT OF THE GAME
The goal is to win at least three "tricks" of the total five played per round. If the side that chose the Power Shape fails to get three tricks, it is said to be "Yooked." Winning all five tricks is called a "sprint."
RANK OF CARDS
The highest ranking card is the 3 of the Power Suit, making it the Power Card. Then all cards of the Power Shape beat the other shapes. For example, if Square is the Power Shape, a 4 of Squares beats a 6 of Circles. After that it is a standard 1 through 6, where the highest card wins. See below for a ranking summary where Squares have been called the Power Shape, thus the 3 (power) of Squares becomes the highest ranking card, then the rest of the Squares in order of highest to lowest, then the rest of the cards.
SCORING
The following shows all scoring situations:
Partnership making Power Shape wins 3 or 4 tricks – 1 point
Partnership making Power Shape 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 "Yooked", opponents score 2 points
The first player or partnership to score 10 points wins the game.
Keeping score is easy with the Yooker deck scoring cards. These cards are black and white with 6 or 4 dots. Each team gets a pair, one 6 and one 4. As points are scored, you show only that number of dots using the two cards. For example, for a score of 3 the 6 card would be face up and the 4 face down. The 4 would be moved to only show 3 of the 6 dots on the 6 card. As another point is scored, the face down card is moved to reveal more points. As needed, the face down card goes face up to keep revealing points until 10.
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: 6 (high), 5, 4, 3, 2, 1. Players drawing equal cards must draw again. Partners sit opposite each other. See below for a team setup:
THE SHUFFLE AND CUT
The dealer has the right to shuffle the deck. 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 they begin 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 (4 remaining cards) in the center of the table and turns the top card face up. Should the card turned up be accepted as the Power Shape by any player, the dealer has the right to exchange the turned up card for another card in their hand. The dealer signifies this exchange by placing their discarded card face down underneath the pack.
MAKING THE POWER SHAPE
Beginning with the player to the left of the dealer, each player passes or accepts the turn-up as the Power Shape. The dealer's partner or an opponent of the dealer's team can accept the turn-up as the Power Shape, and does so by saying "Pick it up". The dealer accepts by taking the turn-up card and making their discard.
If all 4 players pass on the turn-up card, it is flipped upside down and the call goes back to the first player to the dealers left.
The rejected shape may not be named trump, but the 3 remaining shapes are open to call. (Example, if Stars was the turn-up shape and passed by all players, the remaining suits of Triangles, Squares, and Circles are available to call the Power Shape)
If all four players pass in the second round, the cards are gathered and shuffled, and the next dealer deals. Once the Power Shape is fixed, either by acceptance of the turn-up or by the naming of another suit, then play begins.
PLAYING ALONE
If the player who fixes the Power Shape 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 "I'm going alone" distinctly at the time of making the Power Shape. 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 shape to a lead. For example, if a Triangle is led, all players must play a Triangle card if they have one in their hand. If unable to follow shape, the player may play a card of the "power shape" or discard any card. A trick is won by the highest card of the shape led, or, if it contains the Power Shape, by the highest Power Shape card. The winner of a trick leads the next round.
EUCHRE...How to play
The game is best for (4) four participants, playing two against two as partners. Therefore, the rules for the four-hand version are given first.
THE PACK
Euchre doesn't use all of a standard 52-card deck. Instead, it's played with only 6 cards of each suit, or 24 cards total. Used in Euchre are A, K, Q, J, 10, and 9. Aces are high and Jacks become the bowers, explained below.
OBJECT OF THE GAME
The goal is to win at least three "tricks" of the total five played per round. If the side that chose 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 ranking card is the jack of the trump suit, called the "right bower." The second-highest ranking card 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♥.). See below for a ranking summary where Spades have been called trump, thus the Jack of Clubs becomes the left bower and becomes the 2nd highest ranking card. Keep in mind, this means the Jack of Clubs is played to follow suit of Spades (not Clubs).
After that, trump cards are the next best in the deck, in ranking order of A, K, Q, 10, and 9. (Example: if diamonds are trump, a 10♦ would beat an K♥ because trump cards beat any card of another suit, excluding the left bower).
The rest of the cards follow a traditional ranking of A, K, Q, J, 10, and 9, with Ace being high.
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 10 points wins the game.
Keeping score is easy with the Yooker deck scoring cards. These cards are black and white with 6 or 4 dots. Each team gets a pair, one 6 and one 4. As points are scored, you show only that number of dots using the two cards. For example, for a score of 3 the 6 card would be face up and the 4 face down. The 4 would be moved to only show 3 of the 6 dots on the 6 card. As another point is scored, the face down card is moved to reveal more points. As needed, the face down card goes face up to keep revealing points until 10.
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: A (high), K, Q, J, 10, 9. Players drawing equal cards must draw again. Partners sit opposite each other.
THE SHUFFLE AND CUT
The dealer has the right to shuffle the deck. 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 (4 remaining cards) 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. The dealer signifies this exchange by placing their discarded card 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. The dealer's partner or an opponent of the dealer's team can accept the turn-up as trump, and does so by saying "Pick it up". The dealer accepts by taking the turn-up card and making their discard.
If all 4 players pass on the turn-up card, it is flipped upside down and the call goes back to the first player to the dealers left.
The rejected suit may not be named trump, but the 3 remaining suits are open to call. (Example, if ♥ was the turn-up suit and passed by all players, the remaining suits of diamonds, spades, and clubs are available to call trump)
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, then 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 the next round.


