Home › Rules › Euchre
How to play Euchre
Euchre is a fast card game for four people in two teams. It uses only 24 cards and is played to ten points. The whole game turns on one strange rule about jacks.
Practice this game. Every Euchre deal starts with one big choice. One card is turned face up, and you either make its suit the strongest suit (called ordering it up) or pass. Try a Euchre hand, with a coach that explains your cards as you decide.
Practice EuchreEuchre at a glance
- Players: Four, in two teams of two that stay the same all game. Partners sit across from each other.
- Cards: A 24-card deck: the 9, 10, jack, queen, king and ace of each suit.
- Dealing: Five cards each, dealt in small packets of two and three. Four cards are left over, and the top one is turned face up.
- Deals: A deal is one dealing of the cards and everything played with it: hand out the cards, pick the strongest suit, play five rounds, then score. A game is several deals in a row.
- Object: One team picks the strongest suit, called trump, and must win at least 3 of the 5 rounds. A round is one card from each player, and the best card wins it.
- The twist: Once trump is picked, two jacks, called bowers, become the highest cards in the game.
- How play goes: The first card in a round sets the starting suit, and you must play that suit if you can. The highest trump card wins. With no trump card, the highest card of the starting suit wins. The winner starts the next round.
- Scoring: The team that picked trump scores 1 point for winning 3 or 4 rounds, and 2 points for all 5. If it wins fewer than 3, it is euchred, and the other team scores 2 instead. The first team to reach 10 points or more wins.
What you need
You need four players in two teams of two, with partners sitting across from each other. Take a standard deck and keep only the 9, 10, jack, queen, king and ace of each suit. That makes 24 cards. Put the rest away.
You also need a way to keep score up to ten. Paper works. So do two spare cards for each team, taken from the cards you put away. A 4 and a 6 are a common pair: they have ten big suit symbols between them. Put the 6 face up and cover it with the 4 face down, so no symbols show: that is 0 points. For each point, move the 4 to uncover one more symbol on the 6 (swing it open around one corner, like opening a fan, to show them one at a time). Once all six symbols on the 6 show, turn the 4 face up and lay it over the 6 for the next points. The symbols showing on both cards add up to the score, so 4 on the 4 and 3 on the 6 is 7, and at 10 all ten symbols show.
If you play Euchre often
You do not need any of this. A standard deck cut down to 24 cards, and the 4-and-6 way of keeping score described above, work fine. If you play often and would rather have cards that are ready to play, there are three things to look at: two Euchre sets and a box of four games.
See the three options
We have not handled any of these ourselves. What we say comes from Bicycle's own store pages, the Amazon listings, other stores' listings, and the few reviews we could find. The Bicycle Euchre set is first because it is the plainest choice, two ready-made decks, and Bicycle's own store page tells us exactly what comes in the box.
Bicycle Euchre Playing Card Deck, 9 through Ace, Double Deck
Best ready-made Euchre cards
Two decks, each with only the 24 cards Euchre uses (the 9 through ace of every suit), so nobody has to take cards out of a standard deck. One deck is light blue and the other dark blue, which Bicycle says makes it easy to switch between them. Four blank score cards come with the set.
Gives up: each deck has only 24 cards, so it is no use for games that need a full deck. One early independent review found the cards rougher than a standard Bicycle deck, and the reviewer had not yet tested how well they last.
Brybelly Euchre Card Game, 2 Pre-Stripped Decks with Custom Bower Jacks
Best if you want the top-ranking jacks easy to spot
Two decks already cut down for Euchre, with custom jacks made for the bowers and blank counter cards for keeping score. Listings for this set say each deck has 33 cards: the 24 used in the usual four-player game, 8 more for a six-player version, and a joker.
Gives up: for the usual four-player game you set the extra nine cards in each deck aside. We could not find an independent review of how well these cards are made, and Brybelly's own website does not list the set, so check availability on the Amazon listing.
Bicycle 4 Playing Card Games in 1: Euchre, Hearts, Spades and Solitaire
Best starter box for a family that also wants to try Hearts and Spades
One box with four game-specific decks, one each for Euchre, Hearts, Spades and Solitaire. Bicycle says each deck comes with instructions and features to help players learn the game. We have written up Hearts, Spades and Solitaire too.
Gives up: it is a starter set with one deck for each game, so a group that plays one of them every week may want a deck of its own. We could not tell whether the Euchre deck comes already cut down to 24 cards.
The deal
Any fair method can pick the first dealer. A common one for Euchre is to deal cards face up around the table until someone gets the jack of spades or the jack of clubs. That player deals first. After each deal, the job of dealer passes to the left. Play always moves clockwise.
- Deal five cards to each player, in small packets of two and three rather than one at a time. For example, give each player two cards, then three.
- Put the four leftover cards face down. Turn the top one face up. This is the face-up card, and its suit is offered as the strongest suit. The other three stay face down, out of play.
If a card is turned face up by mistake while the cards are being dealt, or if anyone ends up with too many or too few cards, the same dealer shuffles and deals again. Nobody loses points. Some tables pass the deal to the next player instead. Count your cards when you pick them up, so a mistake is caught before play starts.
Picking the strongest suit
Now the players pick the strongest suit for this deal, called trump. Any trump card beats any card of another suit. Even a trump 9 beats an ace of another suit.
First go-around. The player to the dealer's left goes first, and the dealer goes last. On your turn, say "pass" or "order it up". To order it up is to accept the face-up card's suit as trump. If you pass, the choice moves to the next player.
If someone orders it up, the dealer picks up the face-up card. The dealer then puts one card from their hand face down, out of play, before the first card is played. The dealer is the only player who ever holds six cards, and only for a moment.
Second go-around. If all four players pass, the face-up card is turned face down and stays out of play. The dealer does not pick it up. Each player in turn, in the same order, may now name any other suit as trump, or pass again. You cannot name the suit that was just turned down. Naming the other suit of the same color as the turned-down card is often called "next".
If everyone passes twice, nobody scores. The standard rule is to gather up the cards, and the next player to the left shuffles and deals. Many groups instead play stick the dealer (also called screw the dealer). In that version, the dealer may not pass in the second go-around and must name a suit other than the one turned down. Agree which before you start.
The player who orders it up, or names a suit, picks trump for their team. That team must win at least 3 of the 5 rounds.
Going alone
A player who picks the strongest suit may say they are going alone. Their partner puts their cards face down and sits out the rest of the deal. The lone player plays against both players on the other team, so each round has three cards.
Going alone earns extra points only if the lone player wins all 5 rounds: 4 points instead of 2. Winning 3 or 4 rounds alone still scores just 1 point. If the lone player is euchred, the other team scores 2 points, as usual. Say "alone" when you pick trump. Once play starts, it is too late.
If the dealer's partner is the one going alone, the dealer is the partner who sits out and puts their cards face down. In Britain, Canada and Australia, a dealer's partner who orders it up must go alone. In the United States, they may play with the dealer as usual.
The bowers — the rule that makes Euchre
Once the strongest suit (trump) is picked, two jacks change their rank. They are called bowers.
- The right bower is the jack of the trump suit. It is the highest card in the game.
- The left bower is the jack of the other suit of the same color. It is the second-highest card. It stops being part of its printed suit and counts as a trump card instead.
Worked example. Say hearts are trump. The order from the top is: J♥ (right bower), J♦ (left bower), then A♥ K♥ Q♥ 10♥ 9♥. The J♦ is now a heart, not a diamond. So:
- If someone starts with a diamond and you hold any other diamond, you must play that diamond, not the jack.
- If you have no other diamonds, you may play the jack, or any other card. As a trump card, the jack can win the round.
- If someone starts with a heart, the jack counts as a heart. If it is your only heart, you must play it.
- If the jack is the first card put down, the starting suit is hearts.
The other suits rank as usual: ace, king, queen, jack, 10, 9. The one exception is the suit that lost its jack to the left bower. It has only five cards: ace, king, queen, 10, 9.
Playing the five rounds
The player to the dealer's left plays first and puts any card face up. Each player to the left then puts down one card. Those cards make one round. If the first player is sitting out because their partner is going alone, the next player clockwise plays first.
The first card put down is the starting card, and its suit is the starting suit. You must play a card of the starting suit if you have one. If you have none, you may play any card, including a trump card. Remember that the left bower counts as a trump card, not as its printed suit.
The highest trump card wins the round. If nobody played a trump card, the highest card of the starting suit wins. A card of any other suit cannot win. The winner collects the cards and plays first in the next round. After five rounds, the deal is over.
If someone plays the wrong suit
Sometimes a player puts down a card of another suit when they had a card of the starting suit. Anyone may point this out until the cards for the next deal have been dealt. After that, it is too late. To check, look at the cards that player still holds, and at the rounds already played.
The standard rule: the deal ends right there and is not scored the usual way. The other team (the team that did not make the mistake) scores 2 points instead, or 4 if one of its players was going alone. If the mistake is found after the deal was already scored, take that score back first. Some groups instead take 2 points off the score of the team that made the mistake, or 4 if the other team's player was going alone. Agree which before you start.
Scoring
After the fifth round, count the rounds each team won. Then score points like this:
| What happens | Points | Who scores |
|---|---|---|
| The team that picked trump wins 3 or 4 rounds | 1 | That team |
| The team that picked trump wins all 5 rounds | 2 | That team |
| A player going alone wins 3 or 4 rounds | 1 | The lone player's team |
| A player going alone wins all 5 rounds | 4 | The lone player's team |
| The team that picked trump wins fewer than 3 rounds — euchred | 2 | The other team |
| A player going alone wins fewer than 3 rounds — euchred | 2 | The other team |
| A team plays the wrong suit by mistake | 2 (4 if the other team was going alone) | The other team |
Worked example. Spades are trump. The team that picked spades wins the 1st, 2nd, 4th and 5th rounds, and the other team wins only the 3rd. Four rounds is more than the three needed, but it is not all five. So the team scores 1 point, not 2. If it had won only two rounds, it would have been euchred, and the other team would score 2. If it had won all five, it would score 2, or 4 for a player going alone.
Some tables give the other team 4 points, not 2, when a player going alone is euchred. Agree beforehand; the standard is 2.
How the game ends
Keep playing deals. The first team to reach ten points or more wins. You do not have to land on ten exactly: a team on 9 points that scores 2 reaches 11, and wins.
Practice the first Euchre decision
Euchre gives you one decision before anything else happens, and getting it wrong is expensive: order it up with a hand that cannot win three of the five rounds and the other side scores two points. The practice page shows you a hand and the face-up card, and tells you how often your side managed it when our computer players played the hand out.
Free, in your browser, with the rules and the common beginner mistakes beside the table while you play.
Try a Euchre handQuick quiz: test yourself on the rules of Euchre
Seven questions on the rules above. Pick an answer to see whether it is right, and why.
-
Hearts are trump. What is the highest card in the game?
- The ace of hearts
- The jack of hearts
- The jack of diamonds
Show the answer
The jack of hearts. The jack of the trump suit is the right bower, the highest card in the game. The jack of the other suit of the same color, here the jack of diamonds, is the left bower and comes second. The ace of hearts is only third.
-
Hearts are trump and someone starts a round with a diamond. You hold the jack of diamonds and the 9 of diamonds. What must you play?
- The jack of diamonds
- Either one: they are both diamonds
- The 9 of diamonds
Show the answer
The 9 of diamonds. Once hearts are trump, the jack of diamonds is the left bower and counts as a heart, not a diamond. Your only diamond is the 9, and you must play a card of the starting suit if you have one.
-
Your team picked trump and won 4 of the 5 rounds. How many points do you score?
- 1 point
- 2 points
- 4 points
Show the answer
1 point. Winning 3 or 4 rounds scores 1 point. Only winning all 5 scores 2, or 4 for a player going alone.
-
Your team picked trump but won only 2 rounds. What happens?
- Your team scores 1 point
- Nobody scores
- Your team loses 2 points
- The other team scores 2 points
Show the answer
The other team scores 2 points. Picking trump is a promise to win at least 3 of the 5 rounds. Win fewer and your team is euchred: you score nothing, and the other team scores 2.
-
All four players say "pass" on the face-up card. What happens next?
- The dealer must pick up the face-up card
- The face-up card is turned down, and each player may name another suit or pass again
- The cards are gathered up and dealt again
Show the answer
Each player, in the same order, may name another suit or pass again. The face-up card is turned face down, and nobody may name its suit. Only if everyone passes a second time are the cards gathered up, and the next player to the left deals. Many groups play stick the dealer instead, where the dealer may not pass the second time.
-
You pick trump, say "alone", and win all 5 rounds. How many points does your team score?
- 1 point
- 2 points
- 4 points
Show the answer
4 points, instead of the usual 2 for all five rounds. Going alone pays extra only for all five: winning 3 or 4 rounds alone still scores just 1 point, and being euchred alone gives the other team 2.
-
Who plays the first card of the first round?
- The player to the dealer's left
- The player who picked trump
- The dealer
Show the answer
The player to the dealer's left, no matter who picked trump. If that player is sitting out because their partner is going alone, the next player clockwise plays first. After that, whoever wins a round plays first in the next one.
Three things beginners get wrong
Forgetting the left bower has changed suit
This is the most common mistake. It often ends in playing the wrong suit by accident (see If someone plays the wrong suit). If hearts are trump, the jack of diamonds is a heart, not a diamond. Say the trump suit out loud before the first card of every deal.
Ordering it up when the dealer is on the other team
When you order it up, the dealer picks up the face-up card. If the dealer is on the other team, you have just given them one more trump card. If that card is a jack, it is the right bower, the best card in the game.
Hoping for three rounds instead of counting on them
Picking trump is a promise to win at least 3 rounds. Being euchred twice gives the other team 4 of the 10 points it needs. But winning 3 or 4 rounds earns you only 1 point. Picture playing your hand again and again, with different cards for the other players each time. Order it up only if your team would win at least 3 rounds more than 2 times out of every 3. That line leaves out the 2 points for winning all five rounds and what the other players might do after a pass, so it is a rough guide. The practice game uses this same test.
A rough guide: count the cards in your hand that would be trump if you ordered it up. They are the cards of the face-up card's suit, plus the left bower if you hold it. The strongest suit has 7 cards in all: both bowers, the ace, king, queen, 10 and 9. If you hold 4 or 5 of them, few are left to beat you, so order it up. With 3 or fewer, ordering it up is risky unless your cards are very strong. Remember that the three rounds come from the two of you together, not from your five cards alone. The practice page gives a simple, tested way to count.
Questions people ask
Can I start a round with a trump card?
Yes, at any time. Some games make you wait until a trump card has been played, but Euchre does not. The right bower is often the best first card for the team that picked trump.
What do people mean by "next"?
In the second go-around, "next" means naming the other suit of the same color as the card turned down. If a heart was turned down, "next" is diamonds. Naming a suit of the opposite color instead is often called "reverse next". Some players call those two suits "green". That is only slang: no suit is really green.
Is Euchre played to a different number anywhere else?
North America usually plays to 10, which is what this page uses throughout. Britain often plays to 11, with a joker added as an extra top trump card called the Benny. See Common variations below.
Why is the deck only 24 cards?
Nobody is sure. The earliest written rules, from 1844, used 32 cards: the 7s through the aces. Today the 24-card deck is the usual one in North America, and some tables still play with 32 cards. Euchre is thought to come from Jucker, an old card game from Alsace, a region on the French-German border, but no full rules of Jucker survive.
Common variations
- Stick the dealer — see Picking the strongest suit above.
- Farmer's hand — a player whose five cards are all 9s and 10s may, before anyone says "pass" or "order it up", show them and swap three of them for the three unseen cards under the face-up card. The swap is called going under. Some tables are looser and allow it with any three cards that are 9s or 10s. Some tables allow a new deal instead.
- Playing to 15 instead of 10, for a longer game. A 4 and a 6 only reach 10, so keep score on paper.
- A 32-card game — add the 7s and 8s back in. They are the lowest cards in each suit, below the 9, so every suit has more weak cards. You still deal five cards each. Twelve cards are left over: the top one is turned face up, and the other eleven stay face down, out of play.
- British Euchre — played to 11 points, and usually with a joker added to the deck as the Benny: an extra top trump card that beats even the right bower. With the joker there are 25 cards, so five are left over: the top one is turned face up, and the other four stay face down. British tables usually keep score with a spare 5 and 6 instead of the 4 and 6: they have eleven suit symbols between them, not ten.
- Who starts when someone goes alone — some tables, including British ones, have the player to the lone player's left start the first round, instead of the player to the dealer's left.
None of these is standard. Settle them before the first deal, not in the middle of an argument.
By most accounts, the joker itself was first made for Euchre in the mid-1800s, to be the top trump card. Other games adopted it later.
Euchre only needs 24 cards, so an old deck works well. See our deck picks if it is time for a fresh one, or the cards made for Euchre further up this page.
Other names you may hear
Card players use these words for some of the plain words on this page.
- round: a trick. A game decided by winning rounds is a trick-taking game.
- play first in a round: to lead. The starting card is the lead, and the starting suit is the suit led.
- play a card of the starting suit: following suit.
- play the wrong suit by mistake: a renege or a revoke.
- face-up card: the upcard.
- the four leftover cards: the kitty.
- the team that picked trump: the makers.
- winning all 5 rounds: a march.
- the dealer's partner orders it up: assisting.
- the dealer orders it up on their own turn: taking it up or picking it up.
- go-around: some rule books call each go-around a round of bidding.
- a mistake in dealing: a misdeal.
- the big suit symbols on a card: the pips.
Our glossary explains these words and more in plain English.
For games we have not written up yet, see the four reference books we recommend.