Euchre HQ

How to play Euchre

A fast, friendly trick-taking game for four — two teams of two, partners sitting across from each other. First team to 10 pointswins. Here's everything you need in five minutes — though most people learn it faster by playing: and Jack will coach you through four quick hands.

1

The deck & the teams

Euchre uses just 24 cards — 9, 10, J, Q, K, A in each suit. You and your partner (across the table) are one team; the other two are the other. Everyone is dealt 5 cards.

2

Trump rules everything

Each hand has a trump suit that beats the other three. The two most powerful cards are the Jacks:

Card ranking when ♥ is trump (high → low)

JJ
J♥ Right
JJ
J♦ Left
A
A
A♥
KK
K♥
QQ
Q♥
10
10
10♥
9
9
9♥
The Right Bower (Jack of trump) is the highest card. The Left Bower (other same-color Jack) is second — and it counts as a trump card, not its printed suit. After the bowers: A, K, Q, 10, 9 of trump, then the other suits.
3

Bidding — round one

After the deal, the top card of the leftover cards is turned face-up. Starting with the player to the dealer's left and going clockwise, each player may:

Order it upOrder it up & go alonePass

Order it up makes the face-up card's suit trump, and the dealer picks it up (taking it into their hand and discarding one). Going alone means your partner sits out for a shot at extra points. If all four pass, the up-card is turned down and bidding goes to round two.

4

Bidding — round two

Starting again with the player to the dealer's left, each player may call any suit as trump (except the suit that was just turned down) or pass. If it comes all the way back around and everyone has passed, the dealer must calla suit — they can't pass ("stick the dealer").

Whoever orders it up or calls trump — and their partner — are the makers. They've committed to winning the hand.
5

Play the tricks

The player to the dealer's left leads. You must follow the led suitif you have it; if you can't, you may play anything — including a trump. Any trump beats any non-trump, no matter the rank (the 9 of trump beats the ace of a plain suit). Otherwise the highest card of the led suit wins. Each of the 5 cards played is one trick.

6

Score the hand

The makers must win at least 3 of the 5 tricks. If they fall short, they're euchred and the other team scores 2.

3–4 tricks ·  1 pointAll 5 (a "march") ·  2 pointsAlone & all 5 ·  4 pointsMakers fall short ("euchred") ·  2 to the other team

Basic strategy

A handful of habits that make you tough to beat.

Count trump before you bid

Order it up with 3+ trump, or 2 strong trump (a bower or two) plus an off-suit ace. Two bowers plus an ace is almost always worth calling.

The dealer gets the up-card

If you're noton the dealer's team, ordering it up hands them a free trump. Only do it when your own hand can win 3 tricks anyway.

Lead trump to pull theirs

If you called, lead a high trumpearly to drag out the opponents' trump (and the left bower), clearing the way for your off-suit aces.

Go alone when you can taste all five

Both bowers plus an ace or two? Go alone — your partner sits out, but a solo march is worth 4 points.

Golden rule: the makers must take 3 tricks. On defense, if you can see 3 tricks in your hand, make them pay — euchring the makers is worth 2 points.