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Games and Entertainment => Games General => Topic started by: Den on 2011-May-15 16:27

Title: [KARA] KARA 5 Lupin / Euchre
Post by: Den on 2011-May-15 16:27
KARA 5 Lupin is a variant of Euchre using a deck consisting of five suits, plus a Wildcard (called Kamilia instead of Joker). Rules are slightly different if the suits are rainbow colored, such as a KARA 5 deck, than a standard playing deck with 2 black and 2 red suits. The official rules for Lupin are based on KARA 5 rainbow deck. (The standard playing deck must be altered to accommodate the fifth suit needed for this game.)

Terminology:
Lupin GameEuchre Game
 Lupin  trump
 ? Lady  bower / jack
 Kamilia  Joker
 Burned  to be set / euchred 


Deck construction:

The deck consists of 31 cards, including a Kamilia (Joker) card. From a KARA 5 deck, they are ?, ?, ?, ?, ?, ? in all five suits.

(In a standard playing deck, they are 10, J, Q, K, A, 2 in all four suits. To make a fifth suit, take the unused diamonds and mark them accordingly. For instance, you could make 3, 4, 5, 6, 7, 8 diamonds as the fifth suit, so that 4 is equivalent to a Jack of a fifth suit. Henceforth, the fifth suit is called the gold suit.)

Lupin and Lady:
The order of the Lupin suit differs from the non-Lupin suits.

The non-Lupin suits are ordered from high to low as ? ? ? ? ? ?.

The Lupin suit is ordered from high to low as follows:
Rainbow DeckStandard Deck
KamiliaJoker
?? True LadyRight bower
?? Major LadyMajor left bower
?? Minor LadyMinor left bower
? Alpha2
? GoddessA
? QueenK
? MistressQ
? 810

The ?? True Lady is always the ? of the same suit as Lupin.

The ?? and ?? (Major and Minor Ladies) are dependent on the Lupin and are determined as follows.
?? Lupin?? Major?? Minor
Blue / ClubBlack / SpadeGold
Black / SpadeBlue / ClubGold
Red / HeartGreen / DiamondGold
Green / DiamondRed / HeartGold
GoldCaller's choiceCaller's choice

If the Lupin is the gold suit, then the caller decides which suits are Major and Minor. See Calling Lupin section below.

(In a standard playing deck, the right Bower is the Jack of the Lupin suit. Then the Major left Bower is the Jack of the same colored suit as the Lupin. So if the Lupin is Spades, the Major is Jack of Clubs; and vice versa. The fifth suit is neither black nor red; it is gold.)

Players and Teams:
Lupin game needs exactly four players, divided into two teams. Each team member sits opposite from er partner. Randomly decide one player to begin as the dealer.

Dealing:
At the beginning of each hand, the dealer shuffles all 31 cards and other players may cut. Then the dealer deals the cards in the following fashion. First, place the top card face down in the middle of the playing field, called the junk pile. Then, starting with the player to the left of the dealer, each player gets 2 cards. Next, put the next card face down on the junk pile. Then, starting with the player to the left of the dealer, each player gets 3 cards. Then, put the next card face up on the junk pile, called the up card. Finally, starting with the player to the left of the dealer, each player gets 2 cards.

Each player should have 7 cards, and there should be 3 cards in the junk pile, one of them face up. Players cannot see the cards in other player's hands.

Calling Lupin:
After the cards are dealt, the process to determine the Lupin / trump suit begins. Start with the player to the left of the dealer and go clockwise until Lupin is called. Players have up to two rounds to call Lupin.

If Lupin is called in the first round, the suit of the up card becomes the Lupin suit. The dealer picks up the up card and discards another card into the junk pile face down.

If no one calls during the first round, the up card is not used and the second round begins. Most importantly, no one can call the same suit as the up card to be Lupin in the second round.

After Lupin is called, players start playing cards from their hands. If no Lupin is called after two rounds, gather all the cards, and the player to the left of the dealer becomes the new dealer and deals a new hand.

If the Lupin is the Gold suit, then the calling player must name two other suits to determine the Major and Minor Ladies. See Lady section above.

One exception is if the Kamilia card is the up card. In this case, the dealer must call Lupin on his turn in the first round, then chooses any suit for Lupin. If e chose gold suit, e also chooses the suits for the Major and Minor Ladies. E picks up the Kamilia card and discards another card.

The calling player may choose to go solo in an attempt to earn more points. See scoring section below.

Playing the cards:
After the Lupin is called, and if necessary Major and Minor Ladies are chosen, move the junk pile away from the center of the field. Now the players may begin to play their cards, starting with the player to the left of the dealer. However, if a player called solo, then the caller plays the first card.

Players take turns, going clockwise, playing one card at a time, by placing a card from er hand onto the center of the field face up. When all players have played a single card, determine the winner of this round. Each round is called a trick.

Players must follow suit if possible. To follow suit is to play a card of the same suit as the first card of that trick, called the lead. If a player doesn't have any cards of the same suit, then e can play any card. Remember that the Kamilia, Major and Minor Ladies are always the Lupin suit.

When every player has played a card for this trick, the winner of this trick takes the trick and leads the next trick. If the lead is not a Lupin, and no Lupin cards were played, then the highest value of the same suit as the lead takes the trick. If a Lupin was played, then the highest Lupin wins.

When everyone has played all their cards, then it's time to count the score for this hand. See scoring section below. After calculating the score, if no team has won the match yet, the player to the left of the dealer becomes the new dealer, and a new hand starts.

If Solo is called, the caller's partner doesn't play any cards this hand. The soloist tries to win as many tricks as e can using only er own cards against the opposing team.

Scoring:
The team that calls Lupin must take at least 4 tricks to earn points. If not, they are burned and the opposing team gets 2 points. If the calling team is successful in taking at least 4 tricks, they earn points according to the following chart.

TricksTeamSolo
  41 pt1 pt
  62 pts5 pts
  74 pts9 pts


The first team to 15 points wins the match.