EUCHRE, OR YOUKER.

This game, of German origin, was taken by the Hessian and Alsatian emigrants to the United States, and of late years, thanks to English travellers being indoctrinated with its mode of playing on the Atlantic steamers, and throughout America, has become a little known in London and Liverpool. It is played thus in this country. With every pack of playing cards sold, there is one blank card at the top of the deck, used in America frequently as a marker. But we English make a better use of this whitefaced card. We include it in the suits, making fifty-three to the deck, instead of fifty-two, and to the euchre deck thirty-nine instead of thirty-two cards. This blank card at first was called Louis Napoleon, but that name has been corrupted into the less euphonious title of yerker, ghost, spectre, or phantom. The yerker, then, is the highest ranking card in the euchre deck, having capacity to capture either of the bowers or the ace, so that a player may be euchred with even the ace and bowers. Whenever the yerker is turned up by the dealer, that person has the privilege of making the trump, and can make it to the most advantageous suit in his hand. The game is short and lively, but, like others, is subject to various cheats, such as marking the cards, sometimes stocking, playing by signs, playing two and three secret partners against one, stealing out and retaining cards from one deal to another; besides, a man will often take, when it is his deal, more cards than his proper number, and secrete some of the poorest until a good opportunity for putting them back in the pack arrives. A jack is the most desirable card to retain, as it will be a trump in two suits. In playing four-handed, the game may be played in partnership. If two of the company should be of the card-sharping order, they are certain to beat the other two players; this they will do by signs previously concerted on between them, by which they will tell one another what is in their hands, when to turn the trump down, what to make the trump when it is their turn, how to play when it is the other's lead, as follows: A and 0 are sitting opposite, and are, in secret, partners ; B and D are partners, but not one of the order of thieves; B, who sits to the left of C, has the deal, and plays alone. 0 knows, by marks, what he holds in his hand, and if he has an odd card that is not a trump, C will give a sign to lead that suit if he has it, and if B's card is larger, 0 will trump it, and break his march, and B can then make but one point; when, if A and C had not played by signs, B would have made four points; for even if B should hold ace of the suit which A led he must play it, and C would win it by trumping. Another case in which signs are much used, is this: B may deal, and all the players may pass; B, the dealer, for the want of good cards, turns the trump down; it then becomes A's turn to make the trump; C, his partner, holds a hand sufficient to venture alone; he gives A the sign, and A makes the trump to suit him, and he plays alone, and makes four points, where he might not, but for this artifice, have made anything. Again, by the artifice of signs, they know how to preserve trumps, and not play two when one will answer : B may lead—A will not trump, knowing by signs that 0, his partner, has a high trump. He will play some unimportant card, and let the trick still belong to B; D may trump or leave it B's trick, but C will by all means win it by high trumping, if he must; this artifice saves A's trump for another trick. Then the cheat of so scratching and bending the corners of the aces and jacks, and some other principal cards, that one cut, so that his partner or himself would get them, is often practised by a swindler.

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