Your goal in this practice: picture playing this hand
again and again, with different cards for the other players each time. Order it up only when
your team would win at least 3 of the 5 rounds more than 2 times out of every 3 (67%).
Otherwise, pass.
What just happened
After you choose, the result and the reasons for it appear here.
About this practice game
Euchre is a card game for four people in two teams. Every deal starts with one
big choice, and this page lets you practice it. You see your five cards and one face-up card.
You can order it up, which means you make the face-up card's suit the
strongest suit for the deal. Or you can pass. The Coach plays your hand out
400 times to show how often ordering it up would work, and why.
Keep going
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How Euchre works
What you are trying to do
Euchre is a game for 4 players in 2 teams. Partners sit across from each other. Your team
wants to be the first to reach 10 points.
Each deal has 5 rounds. In each round, every player plays one card, and the player with
the best card wins all four.
Before play starts, one team picks the strongest suit. That team must then win at least 3
of the 5 rounds.
- Win 3 or 4 rounds: that team scores 1 point.
- Win all 5 rounds: that team scores 2 points.
- Win 2 or fewer rounds: the other team scores 2 points instead.
The other team tries to stop them by winning 3 of the 5 rounds themselves.
What happens, step by step
- Deal. One player is the dealer: the player who shuffles and deals. Use
only 24 cards: the 9, 10, jack, queen, king and ace of each suit. Deal 5 cards to each
player. Four cards are left over. Turn the top one face up. This is the face-up card. The
other three stay face down and out of play.
- Pick the strongest suit. The player to the dealer's left goes first.
Each player in turn says "pass" or "order it up". Ordering it up means the face-up card's
suit becomes trump for this deal. Trump is the strongest suit: any trump
card beats any card of another suit. Even a trump 9 beats an ace of another suit.
Passing means you do not want that suit to be trump, so the choice moves to the next
player.
- When someone orders it up, the dealer picks up the face-up card. That card is always
a trump card, so the dealer gets one more. The dealer then puts one card face down, out of
play, and still has 5 cards.
- The team of the player who ordered it up is the team that must win 3 rounds.
- If all four players pass, a real game lets everyone pick a different suit in a
second go-around. This practice covers only the first choice.
- The two bowers. Once there is a trump suit, two jacks, called
bowers, become the strongest cards in the game. The jack of the trump
suit is the right bower. It is the highest card of all. The jack of the
other suit with the same color is the left bower. It is the second
highest. Example: if hearts are trump, the jack of hearts is the right bower, and the jack
of diamonds is the left bower. The left bower now counts as a heart, not a diamond.
- Play the 5 rounds.
- The player to the dealer's left plays first. Then each player to the left plays
one card.
- You must play the same suit as the first card if you have one. If you have none of
that suit, you may play any card, including a trump card.
- The highest trump card wins the round. If nobody played a trump card, the highest
card of the first suit played wins. A card of any other suit cannot win.
- In the trump suit there are 7 cards, and they go from highest to lowest: right
bower, left bower, ace, king, queen, 10, 9.
- In a suit that is not trump, the cards go from highest to lowest: ace, king, queen,
jack, 10, 9. The one exception is the suit with the same color as trump. Its jack has
become the left bower, so that suit goes: ace, king, queen, 10, 9.
- The winner of a round collects the four cards and plays first in the next
round.
- Score. After the 5 rounds, count how many each team won. Score points
as listed above. The next deal starts, and the player to the left of the dealer becomes
the new dealer.
How it ends
Keep playing deals. The game ends when one team reaches 10 points, and that team
wins.
In this practice you make the choice from step 2. The Coach then plays
the rest of the deal for you 400 times, with different random cards for the other players,
to show how often your team wins at least 3 rounds.
Every practice deal puts you in the same seat: just to the left of the dealer, with the
dealer on the other team. So you always choose first. In a real game the dealer changes
after every deal, so where you sit compared with the dealer changes too.
How to use this page
- Look at your five cards and the face-up card. Cards with a gold outline are trump cards
if you order it up.
- Press Order it up if you think your team would win at least 3 of the
5 rounds more than 2 times out of every 3 (67%), if this hand were played again and
again. Press Pass if you think it would not. Hint shows
you how to count your cards and what the count means.
- Read the result in the Coach box. Then press Next deal for new cards.
Before you choose, the same button says Skip this deal, which moves on
without counting.
What the Coach's numbers mean
- The Coach plays your hand out 400 times. Each time, the other three players get
different random cards, and a computer plays all four hands, yours too. Each time, the
face-up suit is trump and the dealer picks up the face-up card, as if you had ordered it
up. That is true even when you press Pass.
- The percentage is how often your team won at least 3 of the 5 rounds, out of those 400
times. Your team means you and your partner together.
- The Coach compares that percentage with 67%, which is 2 times out of every 3:
- 72% or more: ordering it up was the right choice.
- 62% to 71%: the Coach says "Too close to say". Either choice is
fine, and it does not count as right or wrong.
- 61% or less: passing was the right choice.
- Why 67%? When it works (your team wins at least 3 rounds), your team earns 1 point.
When it fails (your team wins 2 or fewer), the other team scores 2 points. Say you order
it up 3 times, and it works twice. Your team earns 1 + 1 = 2 points, and the other team
earns 2 points for the one failure. You break even. To come out ahead, it has to work more
than 2 times out of every 3. (To keep the math simple, the Coach counts every success as 1
point, even though winning all 5 rounds really scores 2.) A percentage from 62% to 71% is
within 5 percentage points of 67%, so it counts as too close to say.
- At the end of each result, the Coach also shows how many of the 5 rounds your own five
cards won on average, how many your partner's cards won, and the total for your team. An
average is only a guide: the percentage is what counts.
Rule of thumb
Trump means the face-up card's suit. The right bower is the jack of that suit. The left
bower is the other jack of the same color, and it counts as trump too.
Count your trump cards first, and include the left bower. With 4 or 5 trump cards, order
it up. You then hold most of the 7 trump cards, so few are left to beat yours. We tested
this on 240,000 random deals: it was right in 97 of 100 deals and wrong in fewer than 1 of
100.
With 3 or fewer trump cards, add up the strength of your five cards. Strength is a score
for your hand. It is not game points:
- The right bower: 3
- The left bower: 2
- The ace of trump: 2
- Any other trump card: 1
- An ace in another suit: 1
- Every other card: 0
Then decide:
- A strength of 6 or more: order it up. In the same tests, that was
right in 88 of 100 deals and wrong in fewer than 1 of 100. The rest were too close to
say.
- A strength of 5: almost enough, but pass. Passing was right in 57 of
100 deals, too close to say in 32, and wrong in 11.
- A strength of 4 or fewer: pass. Passing was right in more than 99 of
100 deals.
A face-up jack makes ordering it up riskier. That jack would be the right
bower, the highest card in the game. If you order it up, the dealer picks it up. The dealer
is on the other team, so the other team would get the best card in the game. With a
strength of exactly 6 and a face-up jack, ordering it up was right in 71 of 100 deals and
wrong in 18 of 100.
Most deals are passes: in the same tests, passing was right in 90 of 100 deals. Passing
costs no points right away. The choice just moves to the next player, who is on the other
team and may order it up. But if your hand is strong, passing gives up your own chance to
score.
Rules in more detail
- The left bower is a trump card, not a card of its own suit. If hearts
are trump, the jack of diamonds counts as a heart. When someone plays a diamond first, your
jack of diamonds does not count as a diamond. If you hold other diamonds, you must play one
of them, not the jack. When someone plays a heart first, your jack of diamonds counts as a
heart. If it is the only heart you have, you must play it. Because the jack of diamonds now
counts as a heart, only five cards are left in the diamond suit: the 9, 10, queen, king
and ace.
- The dealer's extra card. The dealer picks up the face-up card only
when someone orders it up. The face-up card is always a trump card. If the dealer is on
the other team, you give them that card, so they get one more trump card.
- If all four players pass, the face-up card is turned face down. Each
player in turn may pick any other suit as trump, or pass again. If everyone passes again,
the usual rule is that the cards are gathered up and the next player deals.
- Scoring. The team that picked trump scores 1 point for winning 3 or 4
rounds and 2 points for winning all 5. If it wins 2 or fewer, the other team scores 2
points. Euchre players call that being "euchred". The first team to reach 10 points
wins.
Common beginner mistakes
- Forgetting the left bower. If hearts are trump, the jack of diamonds
counts as a heart. Count it as a trump card.
- Trusting aces in other suits. An ace looks like a sure win. But it
wins its round only if no other player plays a trump card on it, and a player who has none
of that suit can do that. In the rule of thumb, an ace in another suit adds only 1 to your
strength.
- Ordering it up with 2 or fewer trump cards. Even the right bower
alone is not enough. With 0 or 1 trump card, passing was right in more than 99 of 100
deals. With 2 trump cards, passing was right in 89 of 100 deals. A hand with 2 trump cards
is worth ordering up only if its strength adds up to 6 or more, for example both bowers
and an ace in another suit.
- Ordering it up when the face-up card is a jack. That jack is the right
bower, the highest card in the game. It is not in your hand, and the dealer is on the
other team in this practice, so you would give it to them. With 3 trump cards and a
face-up jack, passing was right in 83 of 100 deals. With 4 or 5 trump cards, ordering it
up is still usually right.
- Ordering it up when it would work only about half the time. Your team
earns 1 point when it works (2 if it wins all 5 rounds), but the other team scores 2 when
it fails. So it should work more than 2 times out of every 3.
The full rules page →
Play Euchre at home
Euchre uses only the 9 through ace of each suit. If you would like cards made for it, these are the three we suggest. Nothing here changes what the Coach tells you.
Affiliate disclosure. Links below go to Amazon. As an Amazon Associate, we
earn from qualifying purchases — if you buy through one of these links we receive a
small commission, at no extra cost to you. Picks are not influenced by commission.
How this works.
Bicycle Euchre Playing Card Deck, Double Deck
Two decks with only the 24 cards Euchre uses, so nobody has to take cards out of a standard deck.
Check on Amazon
Brybelly Euchre Card Game, 2 Pre-Stripped Decks
Two decks already cut down for Euchre, with custom jacks made for the bowers.
Check on Amazon
Bicycle 4 Games in 1
One box with a deck each for Euchre, Hearts, Spades and Solitaire. We could not tell whether its Euchre deck is already cut down to 24 cards.
Check on Amazon
More about the decks →