My apologies for the late lesson plan post: I was travelling Friday and ended up being without wifi for longer than I anticipated (Ferries, ugh!). Here's the plan:
Goal: Teach students how to play Knock Euchre, a popular and simple partner game. Euchre can be tricky to get the hang of, but provides a great vehicle for learning simple card playing strategy in a trick taking game. It is also very flexible between contexts, from casual games to serious tournaments.
INTRO & SURVEY: 1-2 min
Begin with personal anecdote - I spent all my childhood years going to summer camp and getting to know my cabinmates through mini euchre tournaments. I have great memories of light-hearted competition and banter and am excited to teach new people the game.
Next, survey the students:
- What experience do they have with card games?
- Have they played a trick-taking game before (i.e. hearts, screw your neighbour, bridge)?
- Have they played a game with trump before (i.e. bridge, rook, wizard)?
Based on these answers, the lesson plan will vary. If there is a wide range of experience between students, consider asking experienced students to provide explanations of basic rules elements to keep them engaged.
TEACHING THE PLAY: 3-7 mins (based on student backgrounds)
Then, explain rules. This will be heavily lecture-based, but brief. I cannot think of a way to present this specific technical information through a discovery-based approach. First, the play:
- Euchre is played with only the cards 9-A of each suit (Aces high)
- Euchre is a trick-taking game, which means we each play one card and the highest card wins
- Exception to this is following suit
- Trump is the strongest suit, determined each hand separately
- In Euchre, trump cards follow a slightly different order
Let's play out a hand! I will have constructed an open hand using an applet online (https://playingcards.io/jd7g8d). We can play through to check for understanding of rules of play.
TEACHING THE BIDDING: 5 mins (if time allows)
- After dealing, the dealer turns up a card and players opt to choose that trump or pass
- If they choose this, the dealer keeps the revealed card
- If everyone passes, go around again with any trump option available
- If you declare trump, you and your partner are "on the hook" for 3/5 tricks
- Brief explanation of scoring (<1 min)
- Optional rules: Canadian Loner, Stick the Dealer
Now we put that bidding to practice with another open hand!
If time allows (especially if students are already familiar with rules like trick-taking and trump) we can play some closed hands using the same applet.
REFLECTION:
I addressed this to some degree in my comments below, but I definitely put too much content into the lesson on the assumption that students would have more understanding than they already did. When I ran the timings on my own, I got through everything within 10 minutes, but this relied on an estimation of how much time demonstrations and interactive elements would take. I had originally hoped to test my timings with a group of friends, but unfortunately was unable to coordinate that in time.