FREE VERSION

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FREE VERSION

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Introduction:

   The survey is finished, and it turns out that there are 20 intelligent races in the galaxy. The only thing they have in common is that they all play Euchre. It has been decided, therefore, to have a great Galactic Euchre tournament. Which race reigns supreme?

    Doctor Doug's Gigarrific Cosmic Euchre is played like regular euchre (with the stick-the-dealer rule) The difference is that each player gets randomly assigned an alien race. Their race determines which alien power they get to use in the game. (I got the idea from an old game I had as a kid called Cosmic Encounter, and similar ideas occur in games such as Robot Wars)

    One can order the game by clicking here.  You will receive the game's rules, a Euchre deck, and a deck of 20 Alien cards.  Each card has a wonderful illustration of an Alien, along with a description of its powers and history.   This free version is fully playable, and will give you a good feel for the game.

Clarifications:

   One complete “game” of Euchre consists of a series of “hands,” and each hand consists of a series of “tricks.” Each hand starts with each player getting five cards, and the remaining four are called the “kitty.” Unless otherwise specified by an alien power card, after everyone looks at their cards, the top card of the kitty is turned up.

    Each player should get the opportunity to use his or her power at the appropriate time. So, if Bob gets to use his power immediately before the first card is led, the person leading should first ask Bob if he wants to use his power, and then lead.

    Some powers are “optional,” meaning that the player can decide when, or even if, to use it. Others are “mandatory” and must be used, even if the player doesn’t like the idea.  If there are disputes about the timing of powers, read the power descriptions carefully.  If there is still a dispute, resolve it in such a way that each player gets a chance to use his or her power fairly.

Selecting the races:

   If you own a Doctor Doug's Gigariffic Cosmic Euchre deck, deal each player one Alien Power card.  If you don't own one, and nobody loves you enough to buy you one, the races can be selected using the unused cards from the deck. Shuffle the 2-6 of hearts, and the 2-6 of diamonds, and give one to each player:

DIAMONDS HEARTS
2: Abolitionist    power to create equality 2: Pitboss    power to set stakes
3: Anarchist    power of freedom 3: Polevault    power to raise bar
4: Groden    power to audit 4: Rat    power to abandon ship
5: Human    power of natural selection 5: Tivo    power to replay
6: Mysterio    power to create suspense 6: Whiner    power to complain

    You may notice that only 10 of the 18 alien races are listed above.  If you want to play with the remaining eight, might I suggest investing in the quite-good Doctor Doug's Gigariffic Cosmic Euchre deck?  They make great gifts, and they don't cost much.

The Alien Powers:

    Each alien race has a unique power that gives its members an advantage when they play Euchre.  When you have determined the players' races, click on the relevant picture.

 

 

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Abolitionist

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Anarchist

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???

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Groden

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Human

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Mysterio

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???

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Pitboss

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Polevault

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Rat
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???

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???

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???
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Tivo
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???
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???
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Whiner
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???


Click here to buy Doctor Doug's Gigarrific Cosmic Euchre 
Click here to play the free trial version
Click here for the rules to regular euchre
Click here to go back to the introduction page
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Abolitionist

You have the power to create equality

Optional power
When the top-card of the kitty is turned down, and you would ordinarily get to call a suit, you are free to call “No Trump.” In this case, there is no trump suit; all suits are treated equally.

History
The Abolitionists were able to use a combination of force and diplomacy to free all the slaves on their home planet. They believe that all people are created equal in all respects, except for Euchre ability. On this issue they believe their superiority is clear, and seek to prove it in Galactic competition

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Anarchist

You have the power of freedom

Mandatory power
When you are the dealer, you look at the kitty and select which card to turn up. You do this before you look at your hand. If the Human is playing, you first select the top card, and then turn it up after he has used his power.

History
The Anarchist race is one of low fertility, and the Anarchists’ planet is one of large abundance. With such abundance, rules and governments never formed. The Anarchists seek to demonstrate by their Galactic triumph that they are not needed.

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Groden

You have the power to audit

Optional Power
When you are the dealer, after the top card is turned up but before you look at your hand, you may look at the hand of one other person.

History
The Groden’s home planet used to be host to a variety of guilds. The accountant guild was marked by a high degree of fertility, eventually choking out all other professions. The descendants of the original Groden now seek to use Euchre as a medium to confirm the greatness of accountancy.

 

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Human

You have the power of natural selection

Mandatory Power
When one of your opponents is dealing, you get six cards instead of five. You select one card, and put it on the bottom of the kitty before the top is turned up.

History
In the distant past, the Human planet was bombarded by a large amount of solar radiation, causing a large degree of spontaneous mutation. The fittest survived, and now the enterprising Humans wish to adapt their Euchre playing to success on a galactic scale.

 

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Mysterio

You have the power to create suspense

Optional Power
During any trick in which you do not have the lead, you may play your card face down instead of face up. Your card is only revealed after the others are

History
The first mass-produced book on the Mysterio home planet was a tale of suspense. Rather than develop other genres, the Mysterios continued to refine the one, and are hoping to keep all other races guessing to the very end.

 

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Pitboss

You have the power to set the stakes

Optional Power
When you are the dealer, before you deal the cards you can set the stakes to normal (1 pt for making, 2 pts for setting or getting 5 tricks, 4 pts for going alone), double (2 pts, 4 pts, 8 pts), or half (1/2 pt, 1 pt, 2 pts). Your decision lasts until you are the dealer again.

History
Religion never developed on the Pitboss home planet, forcing casinos to fill the void. The Pitboss caste maintains dominance over the Wagerer caste by controlling the possible payouts. They hope to continue to exert their control in their quest for Euchre Dominance

 

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Polevault

You have the power to raise the bar

Optional Power
Once per game, between hands, you may permanently change the amount of points necessary to win from 10 to 11, 12, 13, or 14. You cannot do this after your opponents have reached ten points; you cannot raise the bar after it has already been cleared.

History
The Polevaulters’ home planet used to have an international series of games every four years, called the “Olympics.” As their society modernized, the greedy Olympic committee had the Olympics run every two years, half at a time. Then there were Olympics every year, only one-fourth as long, and then every month, and soon the Olympics were constantly part of society, but no longer interesting. Thoroughly bored with the event that their society destroyed, the Polevaulters have taken up Euchre, and will settle for nothing less than bringing home the Gold.

 

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Rat

You have the power to abandon ship

Mandatory Power
If, after the outcome of a hand is determined, your team is 8 points or more behind, you trade partners with one of your competitors, determined by a coin toss. Your former partner takes his or her point total with him, and your new partner brings his or her point total to you. This power does not apply if your opponents have more than ten points after the hand; you can abandon a sinking ship, but not a one that has already sank.

History
The Rat’s home planet is 95% water, forcing a seafaring civilization to develop. One of the two factions believed that it was noble and honorable to go down with one’s ship. That faction didn’t last very long. The Rat’s have taken that lesson to heart in their quest for Galactic Euchre ascendancy.

 

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Tivo

You have the power to replay

Optional Power
Once per hand, after the outcome of a trick is determined, you can say, "replay." Everyone takes their card back, and the trick is done over. People do not have to play the same cards that they did originally.

History
After the major wars on the Tivo’s planet ended, they became obsessed with professional sports. Competing news agencies developed multiple camera-angles, instant replays, strange camera angles, digitally inserted silly yellow lines, and finally the ultimate replay, where the outcome could actually change. The Tivo’s are used to having a second chance, but will not extend the privilege to their competitors for Galactic Euchre supremacy.

 

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Whiner

You have the power to complain

Optional Power
If your hand contains no Aces or Jacks , you may, before the trump card is turned up, say, “My hand sucks.” You then select three of your cards, and replace them with the bottom three cards in the kitty. You may not use your power if Anarchist is dealing.

History
The most attractive race on their home planet, the Whiners grew used to getting special treatment if they complained long enough. They plan to continue to complain until they win the Galactic Euchre tournament, in which case they may finally be content.

 

 

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