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Euchre Scoring

Five outcomes, one target. Here's every way to score in euchre, and the old trick of keeping score with two spare cards.

Points at a glance

Only one team scores on each hand. Either the makers (the team that named trump) score for taking three or more tricks, or the defenders score for stopping them.

ResultWho scoresPoints
Makers take 3 or 4 tricksMakers1
Makers take all 5 tricks (a march, or sweep)Makers2
Lone maker takes 3 or 4 tricksMakers1
Lone maker takes all 5 tricksMakers4
Makers take 0, 1 or 2 tricks (euchred)Defenders2

A euchre is worth more than a normal win on purpose: it punishes calling trump on a weak hand.

Examples

  • You order up spades and your team takes three tricks. Your team scores 1.
  • You order up spades and your team takes all five. Your team scores 2.
  • You go alone in spades and take all five. Your team scores 4.
  • You go alone and take four. Your team scores 1. A lone hand only pays extra for all five.
  • You order up spades and take two tricks. The other team scores 2.

Keeping score with a 5 and a 6

Euchre uses only 24 cards, so every deck has spares. The classic way to keep score is with two of them per team, usually a 5 and a 6 (some use a 4 and a 6). Stack the two cards so that the number of pips you can see equals your score.

The exact layout differs from family to family. One common method: the 6 lies face down covering the 5 at the start; slide it to uncover one pip of the 5 for each point. At 5 points the 5 is fully showing; flip the cards so the 6 is face up and cover it with the 5 to count from 6 to 10. Any method works if both teams can read it at a glance.

Prefer paper? We're adding free printable score sheets soon.

Winning the game

  • The first team to reach 10 points wins. You don't need to land on exactly 10.
  • A typical game takes 15 to 25 minutes and 8 to 12 hands.
  • Tournaments often play to 10 with a time limit, or play a fixed number of hands and total the points.

Scoring variations

  • Defending alone. Where defenders may go alone, a lone defender who euchres the makers scores 4.
  • Super euchre. Some groups give the defenders 4 points if the makers take no tricks at all.
  • Shorter games. Playing to 5 or 7 points speeds things up; the scoring per hand stays the same.
  • Going over 10. A few groups require an exact 10, though it's rare.

Not sure who leads or what beats what? See the official rules and card ranking.