Learn the Rules of Euchre
Master the classic Midwest trick-taking card game
Overview
Euchre is a trick-taking card game for four players in two partnerships. Partners sit across from each other. The goal is to be the first team to score 10 points by winning tricks.
What makes Euchre unique is its use of a trump suit, which changes each hand based on bidding. The trump suit beats all other suits, and the Jacks become the most powerful cards in the game.
Quick Facts:
- 4 players in 2 teams
- 24 cards (9, 10, J, Q, K, A in each suit)
- 5 cards dealt to each player
- First team to 10 points wins
The Deck
Euchre uses a stripped deck of 24 cards: the 9, 10, Jack, Queen, King, and Ace of each suit. All cards 2-8 are removed from a standard deck.
Cards used in Euchre (one suit shown):
Dealing
Each player is dealt 5 cards in groups of 2 and 3 (or 3 and 2). The remaining 4 cards form the kitty, with the top card turned face-up.
This face-up card is called the turn card and its suit is proposed as trump. Players will bid on whether to make this suit trump or choose a different suit.
Dealing Order:
- Deal 3 cards to each player, then 2 more (or vice versa)
- Place remaining 4 cards in the center (the kitty)
- Turn the top card of the kitty face-up
- This card's suit is the proposed trump
Calling Trump
Bidding happens in two rounds to determine which suit is trump and which team is the makers (the team that called trump).
Round 1: The Turn Card
Starting with the player to the dealer's left, each player may:
- "Order it up" - Accept the turn card's suit as trump. The dealer picks up the turn card and discards one card.
- "Pass" - Decline. Bidding continues to the next player.
Round 2: Naming Trump
If everyone passes in Round 1, the turn card is turned face-down. Each player may now:
- Name a different suit as trump (not the turn card's suit)
- Pass again
Stick the Dealer (Optional Rule)
In this popular variant, if everyone passes twice, the dealer must name trump. This prevents endless redeals and adds strategic pressure to the dealer position.
Card Ranking
Card ranking in Euchre is unique because the Jacks change rank when trump is called. The Jack of trump becomes the highest card in the game, and the Jack of the same color becomes the second highest.
Trump Suit Ranking (Highest to Lowest):
- Right Bower - Jack of trump suit
- Left Bower - Jack of same color as trump
- Ace of trump
- King of trump
- Queen of trump
- 10 of trump
- 9 of trump
Example: Spades is Trump
Trump cards ranked highest to lowest:
Note: The Jack of Clubs becomes a Spade for this hand! It's the Left Bower and the second-highest trump.
Non-Trump Suit Ranking (Highest to Lowest):
A, K, Q, J*, 10, 9
*The Jack only appears if it's not the Left Bower
Same-Color Suit Pairs:
Playing Tricks
The player to the dealer's left leads the first trick. Play proceeds clockwise. Each player plays one card, and the highest card wins the trick.
Following Suit
- You must follow the suit that was led if you can
- If you can't follow suit, you may play any card (including trump)
- Remember: The Left Bower belongs to the trump suit, not its printed suit!
Winning a Trick
- The highest trump card wins (if any trump was played)
- Otherwise, the highest card of the led suit wins
- The trick winner leads the next trick
Example Trick (Hearts is Trump)
Player 1 (leads)
Player 2
Player 3
Player 4
Scoring
After all 5 tricks are played, points are awarded based on how many tricks each team won. The makers (team that called trump) need at least 3 tricks to score.
| Tricks Won | Points | Notes |
|---|---|---|
| Makers win 3-4 tricks | 1 point | Standard win |
| Makers win all 5 tricks | 2 points | "March" |
| Makers win 0-2 tricks | Defenders get 2 points | "Euchred" - big swing! |
| Loner wins all 5 tricks | 4 points | Partner sits out |
| Loner wins 3-4 tricks | 1 point | No bonus for going alone |
Getting Euchred
If the makers fail to win at least 3 tricks, they are euchred. The defending team scores 2 points instead. This is a major setback, so only call trump when you have a strong hand!
Going Alone
When calling trump, a player may declare they are "going alone". Their partner puts their cards face-down and sits out the hand.
Why Go Alone?
- Win all 5 tricks alone = 4 points instead of 2
- High risk, high reward strategy
- Partner cannot accidentally lose a trick
When to Go Alone
Consider going alone when you have:
- Both Bowers (Right and Left Jack)
- 3+ trump cards including the Right Bower
- Off-suit Aces that can win tricks
- A hand where you can reasonably expect to win all 5 tricks
Example loner hand (Spades is trump):
Strategy Tips
Calling Trump
- Count your trump: Generally need 3+ trump or 2 strong trump with off-aces
- Position matters: Being the dealer or dealer's partner is advantageous for calling
- Trust your partner: If your partner orders it up, they likely have a good hand
- Don't get euchred: When in doubt, pass. Giving up 2 points hurts more than gaining 1.
Leading Tricks
- Lead trump if you called it - draw out opponents' trump
- Lead off-suit Aces to secure quick tricks
- Lead through strength: Lead toward your partner, away from strong opponents
Defending
- Count trump: Track which trump have been played
- Save your trump: Don't trump your partner's winning tricks
- Euchre is the goal: Focus on winning 3 tricks to euchre the makers
Dealer Strategy
- Picking up: When ordered to pick up, discard your weakest card
- Discard strategy: Usually discard a singleton or low off-suit card
- Stick the dealer: In this variant, be ready to name your strongest suit
Pro Tips
- "Next" calling: If you pass on the turn card, calling the same-color suit is often strong
- Watch what others pass on - it tells you about their hands
- A lone Ace in an off-suit is often worth a trick
- Going alone is statistically best when you're at 9 points (win the game outright)