Euchre
Euchre is a four-player partnership card game played with 24 cards, nine through ace. Everyone gets five cards and one card is turned up. Players then take turns to make a suit trump or pass, and the side that makes trump has to win at least three of the five tricks. The jack of trump and the other jack of the same colour are the two highest cards. First side to 10 points wins.
Bid first: order the dealer up to make the turned card’s suit trump, or pass; if everyone passes, name another suit or pass again. Switch on Go alone before you bid to play without North. Then tap a raised card, or choose one with the Left and Right arrow keys and press Enter — only legal cards are raised, so you can never fail to follow suit. Stick the dealer, today’s game and the scoring are in the three-dot menu.
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One result per game to 10: a win when you and North get there first. A game abandoned part-way counts as a loss. Kept in this browser only.
Today’s game
Every deal is shuffled from the game number, so today’s game gives everyone the same cards in the same order — what happens to them is down to your bidding and your play.
Keyboard
- Left / Right
- Choose a card in your hand
- Enter
- Play (or discard) the chosen card; deal the next hand
- Tab
- Reach the bidding buttons
- O
- Order it up (pick it up, as dealer)
- P
- Pass
- A
- Go alone on or off, while bidding
- H
- Hint — what the computer would do
- N
- New game
- F
- Full screen
- Players
- 4, in two partnerships
- Deck
- 24 cards, nine to ace
- Hand
- 5 cards, 5 tricks
- Target
- 10 points
How do you play euchre?
You sit opposite your partner, North, with the two opponents either side. The dealer gives everyone five cards in packets of two and three, puts the last four face down as the kitty and turns the top one up. That card is an offer. Starting on the dealer's left, each player can order it up — its suit becomes trump and the dealer takes it into hand, throwing out one card — or pass. If all four pass, the card is turned face down and there is a second round, in which each player may name any other suit as trump, or pass again.
The side that chose trump are the makers, and they have to take at least three of the five tricks. The player to the dealer's left leads, everybody follows suit if they can, and the highest trump — or the highest card of the suit led, if nobody trumped — wins the trick. The deal moves one seat to the left after every hand, and the first side to 10 points wins. If you have played spades or hearts, the trick-taking is the same; the bidding, the short hands and the two jacks are what make euchre its own game.
What are the right and left bowers in euchre?
They are the two jacks of trump's colour, and they outrank everything. The right bower is the jack of the trump suit itself. The left bower is the other jack of the same colour — the jack of diamonds when hearts are trump, the jack of clubs when spades are. The left bower stops belonging to the suit printed on it: it is a trump for every purpose, including following suit. Lead the jack of diamonds with hearts trump and you have led a heart.
| Suit | Highest to lowest | Cards |
|---|---|---|
| Hearts (trump) | J♥, J♦, A♥, K♥, Q♥, 10♥, 9♥ | 7 |
| Diamonds (same colour) | A♦, K♦, Q♦, 10♦, 9♦ | 5 |
| Clubs | A♣, K♣, Q♣, J♣, 10♣, 9♣ | 6 |
| Spades | A♠, K♠, Q♠, J♠, 10♠, 9♠ | 6 |
So the trump suit always has seven cards and its colour-mate only five. The chance that your five cards include at least one of the two bowers of a named suit is exactly 38% — 16,170 of the 42,504 possible hands — and the chance of holding no card at all of that suit, bowers included, is 14.6%. Three or more of them, the hand that usually wants to make it trump, turns up 12.6% of the time.
How does euchre scoring work?
| Result | Points |
|---|---|
| Makers take 3 or 4 tricks | 1 to the makers |
| Makers take all 5 (a march) | 2 to the makers |
| Maker alone takes 3 or 4 | 1 to the makers |
| Maker alone takes all 5 | 4 to the makers |
| Makers take fewer than 3 (euchred) | 2 to the defenders |
Only one side scores in a hand, so the game cannot finish in a tie. Being euchred is the risk that keeps the bidding honest: calling trump on a weak hand does not merely fail to score, it hands the other side two points. At this table the makers are euchred on 16% of hands and march on 17%, and a game to 10 takes 11.6 hands on average.
When should you order it up, and when should you go alone?
Look at where the turned card will end up before you look at how good it is. If you or your partner dealt, ordering it up puts that card in your side's hands; if an opponent dealt, it puts it in theirs, and a turned jack in an opponent's hand is a trick you will not get. So the same cards are worth ordering up from the seat opposite the dealer and not worth it from the dealer's left. The computer seats count exactly that way, and the turned card is taken in round one on 81% of deals here — mostly by the dealer's own side, which makes trump on 78% of hands.
Going alone doubles a march from 2 points to 4 and changes nothing else: a lone hand that takes three or four tricks still scores 1, and one that is euchred still gives away 2. So it is right when your own five cards can take all five tricks — the right bower, two more trumps and aces or trumps beside them — and wrong on a hand of loose aces, however many there are. The computer players go alone on about one hand in nine, and 42% of those lone hands march.
What is stick the dealer?
A popular house rule for the moment everybody has passed twice. Played straight, the cards are thrown in and the next player deals. With stick the dealer, the dealer is not allowed to pass in round two and must name a suit — any suit but the one turned down — whatever their hand looks like. It speeds the game up and punishes a dealer's side that passed too often in round one.
It is an option in the menu above the board, and your choice is remembered. It matters less than it sounds: with it switched off, 18% of deals here are decided in round two and only 7 deals in 1,000 are thrown in at all.
How good are the computer players?
They play the way a careful club player does, and they never look at a card they could not see at a real table: their own hand, the cards already played, the turned card and who has shown out of which suit. With that they draw trumps when their side made it, cash off-suit aces before they can be trumped, win each trick as cheaply as it can be won, never trump a partner's winning card, and throw away their least useful card when they cannot win.
Their bidding was tuned against itself in duplicate — the same deals played twice with the two partnerships' settings swapped, so the luck of the cards cancels out — until moving any threshold either way cost points. A partnership of them beats a partnership playing random legal cards in 97 games out of 100, which is the floor, not the boast: it is what shows the card play is doing real work.
How do you get better at euchre?
- Ask who gets the turned card before you order it upOrdering up your partner puts that card in your side's hand; ordering up an opponent gives it to them. The same hand can be an order from one seat and a pass from another, and a turned jack is the clearest case.
- Lead trump when your side made itDrawing the opponents' trumps protects every ace you hold. Lead the right bower if you have it, and if your partner made trump, lead one back to them — they chose the suit, so they are the one holding it.
- Cash off-suit aces earlyWith only five cards each, somebody runs out of a side suit within a round or two, and an ace that gets trumped is a trick thrown away. The shorter your holding in that suit, the safer the ace is to lead.
- Never trump your partner's winning trickIf your partner is already winning, the trick is yours either way. Throw your least useful card and keep your trumps for the tricks the opponents are winning.
- Go alone on control, not on acesA lone hand needs the right bower and at least two more trumps, so that nobody can stop the march. A handful of off-suit aces without the top trumps is how a four-point march turns into a two-point euchre.
Euchre questions people ask
- Is the left bower a trump or part of its own suit?
- It is a trump for every purpose. With hearts trump the jack of diamonds follows a heart lead, cannot be played to a diamond lead by someone who holds another diamond, and leading it counts as leading trump.
- Can the dealer discard the card they just picked up?
- Yes. The dealer takes the turned card into hand and then discards any one of the six, face down. Throwing the turned card straight back is legal, though it is rarely right, since its suit is trump.
- What happens if everybody passes in euchre?
- The turned card is turned face down and a second round begins, in which each player may name any other suit. If all four pass again, the hand is thrown in and the next player deals — unless you have switched on stick the dealer, which makes the dealer name a suit.
- Who leads first in euchre?
- The player to the dealer's left. If that player is sitting out because their partner went alone, the lead passes to the next player round the table.
- How many points is going alone worth?
- Four if the lone player takes all five tricks, and the ordinary one point for three or four. If the lone player is euchred, the defenders score two, exactly as against a partnership.
- Does the same game number give the same deals?
- Yes. Every deal is shuffled from the game number and the number of deals so far, so a game replays card for card on any device, and everyone who opens the daily game gets the same deals in the same order.
The rules in six lines
- 1Deal five cards eachUse the 24 cards from nine to ace. Deal five to each player in packets of two and three, leave the last four face down as the kitty and turn the top one face up.
- 2Make trump in two roundsStarting left of the dealer, each player may order the dealer to pick up the turned card, making its suit trump, or pass. If all four pass, each may name any other suit, or pass again.
- 3Rank the two bowers highestThe jack of trump is the highest card and the other jack of the same colour the second highest — and it counts as a trump. Below them trump runs ace, king, queen, ten, nine.
- 4Follow suit and win tricksThe player left of the dealer leads. Follow the suit led if you can; otherwise play anything. The highest trump wins the trick, or the highest card of the suit led if nobody trumped.
- 5Go alone if you can take all fiveWhoever makes trump may play without their partner, whose cards stay face down for the hand. Taking all five tricks alone scores four points instead of two.
- 6Score the hand and play to 10The makers score 1 for three or four tricks and 2 for all five. Fewer than three and they are euchred: the other side scores 2. The deal passes left, and the first side to 10 wins.
The long version, with worked examples and the questions beginners actually ask, is on how to play euchre.
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