Yewker
Promise’s take on the classic card game of Euchre.
Requirements:
- Ages: 13 and up
- Players: 3-6 players
- Time: 15-25 minutes
- Each player must have a legal Promise deck.
How to Play
Setup
Each player must set their Promise deck in front of them, face down.
Draw 5 cards from your personal deck.
Oldest player goes first.
Order of Operations
The first player plays a card. This card may be anything they choose out of their 5-card hand.
The 100’s place value of the card acts as the “suit” for purposes of gameplay. All players who want to take the trick, they must use the same 100’s place value of the card with a higher value of the other digits acting as a 2-digit number.
The next player clockwise will now play a card. They are allowed to play any card they want to, but they must play something.
The next player clockwise will play a card now, continuing the same pattern until all players have placed one card.
At this point, the trick is evaluated and given to whoever has the highest card value of the correct “suit” of the 100’s place.
For example, Player A plays a 289, Player B plays a 392, Player C plays a 241, and Player D plays a 291. 2 is the suit, so any other 100’s place does not count as anything. 392, though higher, does not abide by the suit, so it loses. 241 is lower than 289, so it also loses. 291 is the highest 200 card, so it wins. Player D would take the trick.
The player should make a separate stack for each trick taken for easy counting later on.
Alternatively, someone may keep track of how many tricks were won by each player with a pen and paper.
These previous steps until this point are repeated until all players have exhausted their 5 cards. Players will not draw any cards until this point.
Players will now draw another 5 cards and play another round the same as before.
After that round is over, they will play one more round of 5 cards.
The game ends after 15 tricks in total are taken.
Note: There will still be 5 cards in each player’s draw pile. These cards will not be played. These simply remain here to add some randomness to the possible cards drawn.
The tricks are tallied for each player. If each player did not separate cards, you may simply count each card individually as 1 point and count who has the most cards taken.
Ending the Game
The game ends when all players have played three rounds (15 tricks). Whoever has taken the most tricks wins.
If players did not keep score in a specific way, the backup option is to have each player count the cards they have taken. Whoever has the most wins.
Once the score is finalized and the winner is declared, all players sort out the cards they have and return them to their proper owner.