§A Introduction.
In this variant of the Euchre card game, each of seven players is dealt seven cards, explaining the name Seven for Seven, with the inevitable abbreviation 747. It follows that the number of hands played in a session should be a multiple of seven.
More than in most other varieties of Euchre, bidding has a key role in 747.
As with all varieties of Euchre, the game is played out as a series of tricks. In a conspicuous difference from the usual forms of Euchre, 747 uses escalative scoring, meaning that each trick is worth more than the previous. This helps maintain suspense as the hand is played.
In the long run, each player plays for herself with the goal of scoring as many points as possible. However, temporary partnerships will be formed within each hand, and a player's partner in one hand might be an opponent in the next. (Compare Call-Ace Euchre.)
One partnership (the trio) has three players: one captain and two lieutenants. The other partnership (the quartet) has four players, each called a resister. The trio strives to win at least a certain number of points under game conditions selected by the captain, and the resisters try to prevent this.
In §B-C-D-E are several matters that need to be addressed before the actual procedure of play can be explained in §F-G-H-I-J.
§B Players.
The seven participants sit around a table that is circular, or roughly so. For ease of explanation, the players will have the following names, in clockwise order around the table:
Amber, Betty, Cindy, Diana, Ellie, Flora, Greta.
The captain's lieutenants are always the second player on her left, and the second player on her right.
| trio | quartet | |
|---|---|---|
| captain | lieutenants | resisters |
| Amber | Cindy, Flora | Betty, Diana, Ellie, Greta |
| Betty | Diana, Greta | Cindy, Ellie, Flora, Amber |
| Cindy | Ellie, Amber | Diana, Flora, Greta, Betty |
| Diana | Flora, Betty | Ellie, Greta, Amber, Cindy |
| Ellie | Greta, Cindy | Flora, Amber, Betty, Diana |
| Flora | Amber, Diana | Greta, Betty, Cindy, Ellie |
| Greta | Betty, Ellie | Amber, Cindy, Diana, Flora |
§C Required equipment.
§C1. A standard pack of 52 playing cards, plus a Joker. (However, the reader can easily figure out what to do if no Joker is available.)
From high to low, the basic ranking of cards is:
There are 52 cards in a pack, divided into 4 suits, each with a special symbol:
Note that the clubs and spades are displayed not in the expected black but rather in green, an arbitrary color chosen to distinguish the suit and rank symbols from the surrounding text. Hearts and diamonds are still shown in the familiar red. Meanwhile, the brown symbol O (the letter, not the digit) is used for the Joker. Thus ♥Q ♦9 ♣3 ♠A O.
No suit is intrinsically superior to another.
§C2. A means to keep score, such as pencil and paper, or an electronic device.
§D Helpful equipment to prevent mistakes.
§D1. A bidding chart, which can be a piece of cardboard printed thus:
| points to win | trump suit | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | Hearts | |||||
| 8 | 9 | 10 | 11 | 12 | 13 | 14 | Diamonds | |||||
| 15 | 16 | 17 | 18 | 19 | 20 | 21 | Clubs | |||||
| 22 | 23 | 24 | 25 | 26 | 27 | 28 | Spades | |||||
| A | K | Q | J | T | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
| bower rank | ||||||||||||
Also, three small tokens to place on the chart to indicate the current state of bidding.
§D2. Seven ordinary cubic dice, bearing the numbers 1 through 6. These are not rolled to generate random numbers, but used merely to indicate the state of the bidding.
§D3. Scoring markers, seven small pieces of cardboard (perhaps half the size of a playing card) both sides of which bear the legends below. When a player wins a trick, she takes the smallest-numbered of the remaining markers for herself. The markers aid in implementing the rule that the first trick is worth 1 point, the second trick 2 points, the third 3, and continuing to the last trick, which is worth 7 points.
| 1 one |
2 two |
3 three |
4 four |
5 five |
6 six |
7 seven |
§D4. One token with the letter "C" for the captain, two with the letter "L" for the lieutenants, and one with the letter "D" to indicate the dealer of the hand in progress.
§E Trumps and bowers.
Although the notions of trump suit and bower rank are broadly similar to what is found in traditional Euchre, some differences need to be mentioned. Players bid for the privilege of choosing these; the highest bidder becomes the captain, having indicated trumps and bowers in her bid. The two lieutenants will assist the captain. Meanwhile the four resisters will try to frustrate the captain and lieutenants.
As in traditional Euchre, any suit can serve for trumps. Novel to 747, however, are that any rank can serve for bowers, and that all four cards of that rank are bowers.
The Joker stands as the highest-ranking card of the trump suit; immediately below it are the four cards of the bower rank. All five cards are full-fledged trumps, even though only one of them bears the printed symbol of the trump suit. As a generality:
Here are two full examples:
|
example one Hearts trumps, Eights bowers ranks listed high to low |
|||||||
| trump suit | plain suits | ||||||
|---|---|---|---|---|---|---|---|
| hearts | diamonds | clubs | spades | ||||
| overbower | O | ||||||
| right bower | ♥8 | ||||||
| left bower | ♦8 | ||||||
| underbowers | ♠8 ♣8 | ||||||
| ♥A | ♦A | ♣A | ♠A | ||||
| ♥K | ♦K | ♣K | ♠K | ||||
| ♥Q | ♦Q | ♣Q | ♠Q | ||||
| ♥J | ♦J | ♣J | ♠J | ||||
| ♥T | ♦T | ♣T | ♠T | ||||
| ♥9 | ♦9 | ♣9 | ♠9 | ||||
| ♥7 | ♦7 | ♣7 | ♠7 | ||||
| ♥6 | ♦6 | ♣6 | ♠6 | ||||
| ♥5 | ♦5 | ♣5 | ♠5 | ||||
| ♥4 | ♦4 | ♣4 | ♠4 | ||||
| ♥3 | ♦3 | ♣3 | ♠3 | ||||
| ♥2 | ♦2 | ♣2 | ♠2 | ||||
|
example two Clubs trumps, Queens bowers ranks listed high to low |
|||||||
| trump suit | plain suits | ||||||
|---|---|---|---|---|---|---|---|
| clubs | spades | diamonds | hearts | ||||
| overbower | O | ||||||
| right bower | ♣Q | ||||||
| left bower | ♠Q | ||||||
| underbowers | ♦Q ♥Q | ||||||
| ♣A | ♠A | ♦A | ♥A | ||||
| ♣K | ♠K | ♦K | ♥K | ||||
| ♣J | ♠J | ♦J | ♥J | ||||
| ♣T | ♠T | ♦T | ♥T | ||||
| ♣9 | ♠9 | ♦9 | ♥9 | ||||
| ♣8 | ♠8 | ♦8 | ♥8 | ||||
| ♣7 | ♠7 | ♦7 | ♥7 | ||||
| ♣6 | ♠6 | ♦6 | ♥6 | ||||
| ♥5 | ♠5 | ♦5 | ♥5 | ||||
| ♣4 | ♠4 | ♦4 | ♥4 | ||||
| ♣3 | ♠3 | ♦3 | ♥3 | ||||
| ♣2 | ♠2 | ♦2 | ♥2 | ||||
The result is that there are 17 cards in the trump suit, and 12 cards in each of the others.
Neither of the underbowers outranks the other. If they are played to the same trick, the first has preference to win.
| Now the procedure of the game. |
|---|
§F Preliminaries.
Players agree on who sits where at the table, and who deals the first hand. The deal moves to the left for each successive hand, and the "D" token moves with the progression of the dealer. The player at the immediate left of the dealer is termed eldest hand.
The bidding chart and the scoring markers are placed near the center of the table, as are the "C" and "L" tokens. Each player places one die in front of herself with the "1" side up.
Dealer shuffles the cards, and the player to her right cuts. All cards are dealt face down. Dealer gives:
§G Bidding.
Starting with eldest hand and moving to the left, each player may bid. Bidding can cycle around the table many times. In a player's turn to bid, she may:
A player is always permitted to pass. A player who passes at one stage of the bidding may place a bid later. Bidding ends when seven consecutive players pass. If nobody bids, the cards are gathered up and the same dealer deals again.
§G1 Basic bid.
The player who makes the basic bid is proposing to become the captain, and takes the "C" token. The proposed lieutenants, determined by where they sit at the table, take the "L" tokens.
The basic bid specifies a trump suit, a bower rank, and a minimum number of points for the trio to earn from capturing tricks. The minimum biddable point total is 1, and the maximum is 28 (= 1 + 2 + 3 + 4 + 5 + 6 + 7). A basic bid must specify a higher point total than any previous basic bid, but the trump suit and bower rank are unrestricted. The proposing captain places three tokens on the bidding chart: one on the trump suit, one on the bower rank, and one on the point total. All players turn the "1" side up on their respective dice.
A basic bid cancels all previous basic and factor bids, no matter who made them or what they were.
The last player to make a basic bid becomes the (permanent) captain, establishing the lieutenants and resisters. This final basic bid is now known as the contract.
§G2 Factor bid.
Once a basic bid has been made, the bidding continues. Each player in turn may announce a factor such as double or triple that will increase her own score if her side is successful, but reduce her score if not. One player's factor bid has no effect on the score of any other player.
Immediately after a basic bid is made, every player's factor is single, signified by each die's "1" spot being turned up.
In her turn, a player may increase her factor from single to double, turning the "2" spot on her die face up; from double to triple, turning the "3" spot up; and so forth. However, she can increase only one factor at a time.
No matter what factors have been bid, any player is still free to place a basic bid, which replaces any previous basic bid and reduces all factors to single.
§H Drawing.
Once bidding is complete, the captain draws two cards from the kitty and adds them to her hand; each lieutenant draws one. The captain then discards any two of her cards face down to the kitty, and each lieutenant one. The discards might or might not be the card(s) that the player drew, however she chooses. Each of the seven players now has seven cards.
No card is ever transferred from one player to another.
§I Trick play.
After the drawing phase, the captain either leads to the first trick, or selects another player by name to do so. The lead to any trick may be any card. Each player in turn (clockwise, as always) adds a card to the trick, but must play a card of the same suit, if she holds one. This is called "following suit". Otherwise, she may play any card.
Here, in detail, is what following suit means:
The winner of a trick is the player who contributed the highest trump, if any were played; otherwise the player who contributed the highest card of the suit led. The trick winner takes the smallest-numbered of the remaining scoring markers, and leads to the next trick.
Once the winner of a trick is determined, its cards are not used further, and can be placed in a common waste pile. The scoring marker taken by the player who won the trick is sufficient for calculating scores later.
§J Scoring.
Once all seven tricks have been played, scores are calculated. The trio succeeds if they combine to take at least as many trick points as the captain bid. Otherwise, they fail.
The trump suit and bower rank have no effect on the scoring.
Three examples of scoring, with Betty as captain:
| example one Captain bids 13 trick points, trio earns 16. |
|||||||
| players | factor | tricks won |
basic score |
factor score |
total score |
||
|---|---|---|---|---|---|---|---|
| trio | Betty | double | 1st, 7th | 1 + 2 + 6 + 7 = 16 | 2 × 13 = 26 | 16 + 26 = +42 | |
| Diana | single | 2nd, 6th | 1 × 13 = 13 | 16 + 13 = +29 | |||
| Greta | single | none | 1 × 13 = 13 | 16 + 13 = +29 | |||
| quartet | Cindy | single | none | 3 + 4 + 5 = 12 | 1 × 13 = 13 | 12 − 13 =  −1 | |
| Ellie | double | 3rd, 4th | 2 × 13 = 26 | 12 − 26 = −14 | |||
| Flora | triple | none | 3 × 13 = 39 | 12 − 39 = −27 | |||
| Amber | single | 5th | 1 × 13 = 13 | 12 − 13 =  −1 | |||
| example two Captain bids 18 trick points, trio earns 16. |
|||||||
| players | factor | tricks won |
basic score |
factor score |
total score |
||
|---|---|---|---|---|---|---|---|
| trio | Betty | double | 1st, 7th | 1 + 2 + 6 + 7 = 16 | 2 × 18 = 36 | 16 − 36 = −20 | |
| Diana | single | 2nd, 6th | 1 × 18 = 18 | 16 − 18 =  −2 | |||
| Greta | single | none | 1 × 18 = 18 | 16 − 18 =  −2 | |||
| quartet | Cindy | single | none | 3 + 4 + 5 = 12 | 1 × 18 = 18 | 12 + 18 = +30 | |
| Ellie | double | 3rd, 4th | 2 × 18 = 36 | 12 + 36 = +48 | |||
| Flora | triple | none | 3 × 18 = 54 | 12 + 54 = +66 | |||
| Amber | single | 5th | 1 × 18 = 18 | 12 + 18 = +30 | |||
| example three Captain bids 5 trick points, trio earns 8. |
|||||||
| players | factor | tricks won |
basic score |
factor score |
total score |
||
|---|---|---|---|---|---|---|---|
| trio | Betty | double | 1st | 1 + 3 + 4 = 8 | 2 × 5 = 10 |  8 + 10 = +18 | |
| Diana | single | 3rd, 4th | 1 × 5 =  5 |  8 +  5 = +13 | |||
| Greta | single | none | 1 × 5 =  5 |  8 +  5 = +13 | |||
| quartet | Cindy | single | none | 2 + 5 + 6 + 7 = 20 | 1 × 5 =  5 | 20 −  5 = +15 | |
| Ellie | double | 3rd, 4th | 2 × 5 = 10 | 20 − 10 = +10 | |||
| Flora | triple | none | 3 × 5 = 15 | 20 − 15 =  +5 | |||
| Amber | single | 5th | 1 × 5 =  5 | 20 −  5 = +15 | |||
In example three, some members of the quartet earned higher scores than some members of the trio, even though the trio fulfilled its contract.
§K Comments.
1. This is one of the very few card games designed for specifically 7 players, and it is not easy to gracefully adapt for other numbers.
2. Although the trio has fewer players than the quartet, the trio has a number of advantages to offset this: the captain selected the contract; members of the trio draw cards; and the captain specifies who leads to the first trick.
3. Bidding:
4. Some players might feel that allowing any rank to serve as bowers is too liberal. A more conservative rule would limit bowers to the ranks Jack, Queen, or King — the picture cards. Even with this, there is a good chance that at least one player will have a hand worth a basic bid.
5. Escalative scoring means that most of the time, the outcome of a hand will not be clear until the last few tricks.
6. The factor score is not based on the number of points taken, but the number of points bid. The factor score is often a larger part of a player's total score than the basic bid; therefore players should bid as high as prudent, whether making a basic bid or a factor bid.
7. The Joker:
8. Most Euchre is played with a 24 or 25 card pack, using 2 or 3 bowers. The 53-card pack of 747 suggests a larger number of bowers to maintain the proportion, and that is why there are 5 bowers here.
9. The author acknowledges an orthographical inconsistency: "overbower" and "underbower" are written without a space, while "right bower" and "left bower" are.
§L Watten.
Some aspects of Seven for Seven are similar to those of Watten, a game attested by the late nineteenth century. Euchre was attested a few decades earlier; unclear is whether the two games might have any kind of common origin.
Although Watten is usually played with German playing cards, this report converts Watten's suits and ranks to their Anglo-French equivalents. Players can use a 32-card pack with the usual four suits and eight ranks (A-K-Q-J-T-9-8-7)
Four players form two partnerships, partners sitting opposite. Eldest hand, representing one partnership, selects a striker rank, similar to the bower rank of 747. Dealer, representing the other partnership, selects a trump suit, similar to the trump suit of 747.
In Watten, the following three cards (the "criticals") are always the top trumps, no matter the trump suit or striker rank. From high to low:
The "chief striker" is the card of both the trump suit and striker rank, unless that card would also be a critical, in which case there is no chief striker. The remaining strikers are of equal rank among themselves, similarly to the two underbowers of 747.
Within the trump suit, cards rank: