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Mar. 24 2019 - 7:46pm
@Den Just finished 2nd playthrough and testing session. I really like the edits I have made. Going to take another week to look over things !!
Mar. 11 2019 - 7:04pm
@Den Hey, thanks for all of the support. Finished with the changes and currently playing through the game !!
Feb. 25 2019 - 7:31pm
@Den Yo, finishing up the bosses and will do some more testing before the big release !!
Feb. 18 2019 - 10:42pm
@Den Hey, got the main bosses edited and working on the treasure chests. Getting close to finished my edits !!
Feb. 10 2019 - 9:11pm
@Den Yo, got the shops edited now and will start work on the treasure edits. I bit confused on monster chests ATM...
Jan. 29 2019 - 6:56pm
@Den Hey, really making progress with my Hex-Editing. Replied to my topic...a bit stuck again
Jan. 23 2019 - 11:42pm
@Den  Yo, I am really getting the hang of this HEX editing stuff !! Working on figuring out the growth rate formula !!
Jan. 17 2019 - 8:31pm
@Den I am starting get more understanding about Hex editing.  Thanks for taking time out for me !

Author Topic: [KARA] KARA 5 Lupin / Euchre  (Read 2595 times)


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[KARA] KARA 5 Lupin / Euchre
« on: 2011-May-15 19:27 »
KARA 5 Lupin is a variant of Euchre using a deck consisting of five suits, plus a Joker. Rules are slightly different if the suits are rainbow colored, such as a KARA 5 deck, than a standard deck with 2 black and 2 red suits. The standard rules are based on KARA 5 rainbow deck. This deck doesn't have a card value 10, and the standard face cards J Q K are replaced with P Q G, respectively. Also, Aces and 10s are not used in KARA 5 Euchre.

Lupin = trump
Princess = bower / jack
Queen = queen
Goddess = king
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 7, 8, 9, P, Q, G in all five suits.

In a standard playing deck, they are 7, 8, 9, J, Q, K in all four suits. To make a fifth suit, take the unused diamonds and mark them accordingly. For instance, you could make 4, 5, 6, A, 2, 3 diamonds as the fifth suit, so that Ace is equivalent to a Jack of a fifth suit. This is nice because the Ace is always a trump and there is only one Ace in the deck. Henceforth, the fifth suit is called the gold suit.

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

The non-Lupin suits are ordered from high to low as G, Q, P, 9, 8, 7.

The Lupin suit is ordered from high to low as follows:
True PrincessRight bower
Major PrincessMajor left bower
Minor PrincessMinor left bower
The True Princess is always the P of the same suit as Lupin.

The Major and Minor Princesses are dependent on the Lupin and are determined as follows.
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 deck, the Major is the same colored suit as the Lupin. So if the Lupin is Spades, the Major is Clubs; and vice versa. The fifth suit is neither black nor red; it is gold.

The dealer rotates clockwise for each hand. After the deck is shuffled and cut, the dealer deals the cards in the following fashion. First, place the top card face down in the middle, 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.

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 dealer picks up the up card and discards another card into the junk pile. If no one calls during the first round, the up card is not used and the second round begins. Furthermore, no one can call the same suit as the up card to be Lupin in the second round.

As soon as Lupin is called, players start playing cards from their hands. If no Lupin is called after two rounds, gather the cards and the next player to the left of the dealer becomes the 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 Princesses. See Princess section above.

One exception is if the Kamilia card is the up card. In this case, the dealer must call Lupin, then choose any suit for Lupin. If e chose gold suit, e also chooses the suits for the Major and Minor Princesses. 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 Princesses are chosen, the players then begin to play their cards, starting with the player to the left of the dealer. However, if that player's partner chose to go solo, then the dealer's partner plays the first card.

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 he can play any card. Remember that the Kamilia, Major and Minor Princesses are always the Lupin suit.

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.

The winner of a trick leads the next trick. When everyone has played all their cards, then it's time to count the score for this hand. See scoring section below.

The team that calls Lupin must make 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 making at least 4 tricks, they earn points according to the following chart.

41 pt1 pt
62 pts5 pts
74 pts9 pts

The first team to 15 points wins the match.

« Last Edit: 2014-Oct-21 17:40 by Den »
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