Pokerwiner.comGaming dictionary

GRAND

This is really three games in one, the players having the option in any deal of playing Whist, Hearts, or Euchre. consequently, a player must know all three games.
Requirements

  1. Four players, two against two in partnership.
  1. A regular 52-card deck is used. The cards rank according to the game played.

The Object of Game. A time limit or a certain number of deals are set. The object is to be the first side to reach game of 100 points before the expiration of this period or to be the closest to 100 points of neither side has reached game.
Beginning of the Game. The selection of the dealer, seating positions, changing seats, shuffle, and cut are as provided under the General Rules for Card Games, chapter 1.
The Deal. Each player receives a hand of 13 cards dealt as in Whist.
The Bidding. Beginning at dealer’s left each player receives one chance to make a bid or pass. He mentally decides whether he wishes to play at Whist, Euchre, or Hearts. He makes a numerical bid but does not name the game. The lowest bid is five. If every one passes to dealer, he must make a bid of five. Highest numerical bidder names the game to be played.
When Whist is Named. If the play is at Whist, the highest bidder must specify whether it is to be Partnership whist. In straight whist, the bidder names the trump. Each trick over book counts 5 points, and a grand slam earns a bonus of 30 points, so that it is worth 65 points altogether. There is no score for honors.
If bidder names Grand as the poker game to be played, the play is at no-trump. Each trick over book counts 9, and the bonus for grand slam is 40, so that it is worth 103 points altogether. Making a grand slam wins game without further deals, regardless of the state of the making side’s score.
If the bidding side in either game fails to fulfill its bid, it is set back, that is, the amount of its bid is subtracted from its previous score. Opponents score for any tricks above book that they make.
Any infraction of the whist rules is an irregularity and the penalty is as follows: Offender’s side is set back if it took the bid or cannot defeat the contract if opponents took the bid.
When Euchre Is Named. If the bidder announces Euchre, he names trump, and each player must discard eight cards, leaving a hand of five. No player may keep a trump lower than the eight. The odd trick (“point”) counts 5; four tricks, 10; all five tricks (“match”) made by partners, 20; all five made by a lone hand , 25. If the bid is 25, the bidder must play a lone hand. A lone hand must discard one card, and he gets his partner’s best in exchange. Opponents may do likewise.
If the bidding side is successful, it scores for all tricks it wins. If it fails, the side is set back the amount of its bid plus 20. A lone hand that is defeated at a bid of 20 is set back 40 (20 + 20).
Irregularities are as in regular Partnership Euchre, and the penalty is that offender’s side is set back if it took the bid or cannot defeat the contract if opponents took the bid. A player who holds a lower trump than an eight or holds more than five cards has committed an irregularity. The penalty is as described above.
The Play at Hearts. The highest bidder may announce “Hearts “ only if he has not bid more than 50. If neither he nor partner takes in a heart, they score 50, and opponents are set back 13. If bidder’s side takes in any hearts, it sco0res nothing and is set back the amount of the bid plus 1 for each heart. Opponents are also set back 1 point for each heart they take.
If dealer’s side has a score of 70 or more, the player at the dealer’s left may decide the play at Hearts by simply leading a heart and announcing “Hearts.” Only this player may decide the play at hearts and only when opponents dealer’s side have a score of 70 or more.

If the player at dealer’s left makes no bid when dealer’s side is below 70 in the score, it is considered a conventional indication that he is prepared to play at Hearts but wishes to give partner a chance to put in a higher bid.
Irregularities are as in regular Partnership Hearts, and the penalty is that offender’s side is considered to have taken in all the hearts.
Final Settlement. Set backs are checked on the tally sheet. The lesser number of setbacks are subtracted from the greater number, and the difference is multiplied by ten and credited to the side with the fewer setbacks. The side closer to 100 at the end of play is credited with the difference between opponent’s score and 100. Setbacks and final score difference are then compared to decide which side has the winning margin. Example: Side A finishes with 90 points, side B with 70 points. Side A is credited 30 points (100-70). But Side A has eight setbacks. Side B has six. Side B therefore is credited with 20 points (8-6 x10). Side A has a net winning margin of 10 points (30-20).

YUKON

This game was supposed to have been a great favorite with the gold rushers of the old Klondike days. It still has something of a following.
Requirements

  1. It may be played by two or three but is best for four playing in opposing partnerships.
  1. A regular 52-card deck is used. One deuce is removed if three play.
  2. The four jacks are known as Yukons and rank as the highest cards of the deck. The jack of spades is the grand Yukon and ranks higher than the other three jacks, which are equal in rank. Below the yukons the other cards rank as follows: ace, king, queen, ten, nine, eight, seven, six, five, four, three, two (low). The ace of spades is known as the Yukon digger.

The Deal. Players cut for deal, and the highest cut deals. Each player receives a hand of five cards, dealt one at a time per round, beginning at dealer’s left and going in rotation to the left. The remainder of the deck, known as the stock, is placed face down in the middle of the table. The turn to deal in subsequent hands passes to the left.
The play poker . Player at dealer’s left leads a card to the first trick. Each player in turn must follow suit if he is able to. If a player cannot follow suit, he must then play a Yukon. (There are never any trumps in this game.)
If any player leads a Yukon, each player in turn must follow to the suit of the Yukon if he is able to. If he cannot follow suit to a Yukon, he must play a Yukon if he holds one. Highest card of a suit led wins the trick except when a Yukon is played. A Yukon wins a trick, and if more than one Yukon is played, the first one played wins. But the grand Yukon wins any trick, no matter in which order it is played.
The winner of one trick leads to the next. But before doing so, he draws the top card of the stock into his hand without showing it to the others. Each other player in turn draws a card from the top of the stock. After the stock is exhausted, the hands are played out until there are no more cards.
Scoring. Players then score for any of the following counting cards they won in tricks as follows; grand Yukon, 15 points; each other Yukon, 10; each ten, 10; each ace, 5; each king, 3; each queen, 2. The winner is the first to score a total of 250 points. The deal in which the 250 is scored must be played out to the end. If both sides have 250 or more, the higher score wins; but if the scores are equal , the side winning the ace of spades is the poker winner .