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How to Play Euchre

Everything you need for your first game: the deck, the deal, picking trump, playing tricks and keeping score.

Euchre is a fast trick-taking game for four players in two teams. Partners sit across from each other. Each hand, one team names a trump suit and tries to take at least three of the five tricks. First team to 10 points wins.

The basics in 30 seconds

  • 4 players, 2 teams. Your partner sits across the table.
  • 24 cards. Nines through aces in all four suits.
  • 5 cards each, 5 tricks per hand.
  • One team "makes" trump and needs 3 tricks to score. If they fail, they're euchred and the other team scores.
  • The jack of trump is the highest card, and the other jack of the same color is second.
  • First team to 10 points wins.

The deck

Take a standard deck and keep only the 9, 10, J, Q, K and A of each suit. That's 24 cards. Some tables add a joker (called the Benny) or play with 7s and 8s, but the 24-card game is the standard in North America.

9♠♠
10♠♠
J♠♠
Q♠♠
K♠♠
A♠♠

Any deck works. A nice one makes game night better; we keep a few favorite decks on hand.

The deal

  1. Cut for the first deal. Deal passes one seat to the left after every hand.
  2. The dealer gives each player five cards, clockwise, starting with the player on their left. Cards go out in packets of 3 and then 2 (or 2 then 3).
  3. The four cards left over are the kitty. Turn the top card face up on the kitty. That's the upcard, and its suit is the first choice for trump.

Picking trump

Trump is chosen in up to two rounds of bidding. Bidding starts with the player on the dealer's left and goes clockwise.

Round one: order it up or pass

Each player in turn either passes or tells the dealer to pick it up (also called "ordering it up"). If anyone orders it up, the upcard's suit is trump, the dealer adds the upcard to their hand and discards one card face down, and bidding is over. The dealer gets the card no matter which team ordered it.

The dealer's partner says "I assist" instead of ordering it up. The dealer can pick it up themselves if the other three pass.

Round two: name a suit or pass

If all four pass, the dealer turns the upcard face down. Starting again on the dealer's left, each player may name any other suit as trump, or pass. The suit that was turned down can't be named.

If everyone passes again, the cards are thrown in and the next player deals. Many groups play stick the dealer instead, where the dealer must name a suit.

Makers and defenders. The team that chose trump are the makers. The other team are the defenders. Makers need at least three tricks to score.

The bowers: the twist that trips up new players

Once trump is set, the two jacks of trump's color become the two highest cards:

  • The right bower is the jack of the trump suit. It's the highest card in the game.
  • The left bower is the other jack of the same color. It's the second-highest card, and it counts as a trump card, not as its printed suit.

So if hearts are trump, the jack of diamonds is a heart for the whole hand. That's why trump has seven cards instead of six. Here's the order when hearts are trump:

J♥♥
Right bower
J♦♦
Left bower
A♥♥
K♥♥
Q♥♥
10♥♥
9♥♥

See Card Ranking & Bowers for the full order in every suit.

Playing a hand

  1. The player on the dealer's left leads the first card.
  2. Everyone else plays one card, clockwise. You must follow suit if you can. If you can't, you may play any card, including trump.
  3. The highest trump wins the trick. If no trump was played, the highest card of the suit that was led wins.
  4. Whoever wins the trick leads the next one. Play all five tricks.
Watch the left bower when following suit. If hearts are trump and someone leads a diamond, the jack of diamonds can't follow, because it's a heart. And if hearts are led, you must play the jack of diamonds if it's your only heart.

Going alone

If you think you can take all five tricks without help, announce that you're going alone when trump is set. Your partner lays their cards face down and sits out the hand. Win all five tricks alone and your team scores 4 points instead of 2.

Scoring

What happenedPoints
Makers take 3 or 4 tricks1
Makers take all 5 tricks (a "march")2
Lone maker takes all 5 tricks4
Lone maker takes 3 or 4 tricks1
Makers take fewer than 3 (they're "euchred")2 to the defenders

The first team to 10 points wins. Most players keep score with two leftover cards, a 5 and a 6 (or a 4 and a 6). Our scoring guide shows how.

A sample hand

The upcard is the king of hearts. You sit on the dealer's left and hold the jack of hearts, the jack of diamonds, the ace of spades, the 10 of clubs and the 9 of clubs.

J♥♥
J♦♦
A♠♠
10♣♣
9♣♣

With both bowers and an off-suit ace, you order it up. Hearts are trump and the dealer takes the king. You lead the right bower, which nothing can beat, so anyone holding trump has to play one. Then you lead the left bower and draw out more. Your ace of spades is likely good for a third trick. Three tricks scores your team 1 point, and if your partner wins the last two you march for 2.

Ready for more? Read the official rules, then pick up some strategy.