Euchre – Rules
Play Euchre against the computer
1. Overview
| Name | Euchre |
| Type | Fast trick-taking game with trumps and partners |
| Players | 4, two teams, partners opposite |
| Recommended age | 10 and up |
| Playing time | one hand 2–4 minutes; a game to 10 points 20–40 minutes |
| Material | 24 cards (9 to ace), pen and paper |
| Goal | Take at least 3 of 5 tricks as a team and be first to 10 points. |
| Difficulty | easy to medium |
What is it about? Euchre is a folk game in the US Midwest and in Canada. With only five cards per player it's quick. A turned-up card proposes trumps. The special feature: the jacks of the trump suit and of the same-colour suit are the strongest trumps – the “right” and the “left” bower.
2. Cards and material
- Pack: 24 cards: 9, 10, jack, queen, king, ace in four suits.
- Trump ranking (high → low): right bower (jack of trumps), left bower (jack of the same colour), A, K, Q, 10, 9.
- Other suits: A, K, Q, J, 10, 9 (the suit whose jack became the left bower has no jack).
- Same colour: Hearts and diamonds are red, spades and clubs black. If hearts are trumps, the jack of diamonds is the left bower – and counts as a heart.
- Face up and face down: Hand cards concealed, the upcard face up, tricks face down.
3. Preparation and start
- Deal: Everyone gets 5 cards (in packets of 2 and 3).
- Upcard: The next card is turned face up.
- First round: Starting left of the dealer, each says “pass” or “order up” (the dealer says “pick up”). Accepting makes the upcard's suit trumps; the dealer picks it up and discards one card face down.
- Second round: If everyone passes, the upcard is turned down. Now each may name a different suit as trumps. If everyone passes again, redeal.
- Going alone: The player who names trumps may say “alone”; their partner puts their cards away.
- Start: The player left of the dealer leads.
Start example: Player 2 deals and turns up the 9 of hearts. Player 3 passes, Player 4 passes, Player 1 says “order up”: hearts are trumps. Player 2 picks up the 9 of hearts and discards a card.
4. Goal and winning
- A hand: The team that named trumps (makers) needs at least 3 tricks.
- Euchred: If they fail, the opponents score.
- Game: The first team to 10 points wins.
5. Play in detail
A trick.
- The leader plays any card.
- Follow suit if possible. Note: the left bower belongs to the trump suit.
- A player who can't follow may trump or discard.
- The highest trump wins, otherwise the highest card of the suit led.
Example with Players 1 to 4. Hearts are trumps. Players 1 and 3 against Players 2 and 4. Order: Player 3, 4, 1, 2.
- Player 3 leads the ace of diamonds. Player 4 follows with the 10 of diamonds.
- Player 1's only “diamond” is the jack of diamonds – but it's now the left bower and counts as a heart. So he has no diamonds and may trump. He plays it – it's the second-highest trump.
- Player 2 follows with the king of diamonds. Trick to Player 1.
- At the end Players 1 and 3 have 4 tricks: they named trumps and took 3 or 4 tricks – 1 point.
6. Scoring
| Result | Points |
|---|---|
| Makers take 3 or 4 tricks | 1 |
| Makers take all 5 tricks (march) | 2 |
| Alone, 3 or 4 tricks | 1 |
| Alone, all 5 tricks | 4 |
| Makers take fewer than 3 (euchred) | 2 to the opponents |
7. Special rules and situations
- Stick the dealer (variant): If everyone passes in the second round, the dealer must choose a suit.
- Going alone: The player left of the lone player leads.
- Left bower: It always belongs to the trump suit – also when following suit.
- Revoke: Failing to follow when you could gives the opponents 2 points.
- Common mistakes: playing the left bower as a card of its printed suit; discarding a trump as dealer.
8. Variants
Standard in this description: 24 cards, game to 10, the dealer isn't forced to choose.
| Variant | What changes | Suits |
|---|---|---|
| Stick the dealer | The dealer must choose in the second round. | quicker hands |
| 5 points | Shorter game. | little time |
| With joker (benny) | A joker as the highest trump. | a change |
| Bid Euchre | With bidding for tricks. | experienced players |
When playing against the computer on cardgames.zone you play with the player opposite as your partner to 10 or 5 points; “stick the dealer” can be switched on.
9. Tips for beginners
- Count bowers: With both jacks of the matching colour, naming trumps is almost always worth it.
- Three trumps: With three trumps you can usually order up.
- As dealer: The upcard strengthens your hand – which makes “pick up” more attractive.
- Mind your partner: If your partner named trumps, lead trumps for them.
- Off-suit aces: They often bring the third trick.
- Alone only with bombs: Right and left bower plus an ace are a good start.
- Beware the euchre: Ordering up with a weak hand costs 2 points.
10. Summary in 10 steps
- 24 cards (9 to ace), 5 each.
- Turn up an upcard.
- Round 1: “order up” or “pass”.
- Round 2: choose another suit or pass.
- Right bower > left bower > A > K > Q > 10 > 9.
- The left bower belongs to the trump suit.
- Follow suit, else trump or discard.
- Makers need 3 tricks.
- 3–4 tricks: 1, all 5: 2, alone: 4; euchred: 2 to the opponents.
- First to 10 points wins.
11. Frequently asked questions
What are the right and left bowers?
The right bower is the jack of trumps, the left the jack of the same colour. Both are the highest trumps.
Which suit does the left bower belong to?
The trump suit. If hearts are trumps, the jack of diamonds is a heart.
What does “euchred” mean?
The trump team took fewer than 3 tricks. The opponents score 2 points.
What if everyone passes twice?
Redeal – or with “stick the dealer” the dealer must choose.
What does going alone bring?
If you take all 5 tricks alone, your team scores 4 points.
How long does a game take?
To 10 points about 20 to 40 minutes.
Origin & history
Euchre probably came to the USA in the 19th century with Alsatian or German immigrants; it descends from the game Juckerspiel. The joker originated from euchre: it was invented in the 1860s as the highest trump ('Best Bower').