Euchre Rules and Instructions

Euchre is a fun social trick-taking card game where subtle calculation and a little luck can determine the winner.  Euchre is played by four people in two partnerships sitting directly across from each other.  The objective of the game is to be the first partnership to score 10 points.

 

The Euchre Deck

Euchre uses a deck of 24 playing cards consisting of Ace, King, Queen, Jack, 10, and 9 in all four suits.

Euchre Ace of Spades Euchre King of Spades Euchre Queen of Spades Euchre Jack of Spades Euchre 10 of Spades Euchre 9 of Spades
Euchre Ace of Diamonds Euchre King of Diamonds Euchre Queen of Diamonds Euchre Jack of Diamonds Euchre 10 of Diamonds Euchre 9 of Diamonds
Euchre Ace of Clubs Euchre King of Clubs Euchre Queen of Clubs Euchre Jack of Clubs Euchre 10 of Clubs Euchre 9 of Clubs
Euchre Ace of Hearts Euchre King of Hearts Euchre Queen of Hearts Euchre Jack of Hearts Euchre 10 of Hearts Euchre 9 of Hearts

Players

Four players playing in a fixed partnership.

 

Objective

The goal is to win at least three tricks per hand. If the side that fixed the trump fails to get three tricks, it is said to be “euchred.” Be the first partnership to score 10 points wins the match.



Trump Suit and Card Rank

The highest trump is the jack of the trump suit, called the “right bower.” The second-highest trump is the jack of the other suit of the same color called the “left bower.” For example (see table), if spades are trump, the right bower is Jack of spades and left bower is Jack of clubs. The remaining trumps, and also the plain suits, rank as follows: Ace (high), King, Queen, Jack, 10, 9.

 Spades Trump
Clubs
 Hearts 
 Diamonds
Euchre Right Bower Euchre Ace of Clubs Euchre Ace of Hearts Euchre Ace of Diamonds
Euchre Left Bower Euchre King of Clubs Euchre King of Hearts Euchre King of Diamonds
Euchre Ace of Spades Euchre Queen of Clubs Euchre Queen of Hearts Euchre Queen of Diamonds
Euchre King of Spades Euchre 10 of Clubs Euchre Jack of Hearts Euchre Jack of Diamonds
Euchre Queen of Spades Euchre 9 of Clubs Euchre 10 of Hearts Euchre 10 of Diamonds
Euchre 10 of Spades Euchre 9 of Hearts Euchre 9 of Diamonds
Euchre 9 of Spades

 

The Euchre Table and Setup

Partners sit directly across from each other.  In the diagram, North and South are playing against East and West.  Euchre players traditionally keep score by using some of the remaining cards from the deck, typically the 6’s and 4’s.  Each pip represents a point, and one card is used to cover the other so as to expose the number of pips corresponding to the team’s score.  The scorecards are placed at the corners of the table, and one partner is assigned to keep track of the score.

 

Picking a Dealer

Players may randomly select a person to be the first dealer. In subsequent hands, the deal is rotated clockwise. After shuffling the cards, the dealer must offer the player to the right an opportunity to cut the deck. If the dealer fails to offer a cut to the player, the opposing team may call a misdeal as long as the cards are still being dealt or no play on the hand has been made.

 

The Deal

After a dealer has been selected, five cards will be dealt face-down to each player.  The dealer will deal clockwise until all the players received their five cards.  Traditionally, the cards are dealt in pairs of twos and threes. For example:

1st Player 2nd Player 3rd Player 4th Player (Dealer)
First Pass 3 cards 2 cards 3 cards 2 cards
Second Pass 2 cards 3 cards 2 cards 3 cards

The four remaining cards will be placed face-down in front the dealer, this is referred to as the “kitty,” and the top card is turned face up. The card turned face-up is called the upcard.




First Round of Bidding and Making Trump

Play starts to the person sitting to the left of the dealer, and the upcard determines the trump suit for the first round of bidding. Each player will either “pass” or accept the trump suit by telling the dealer to pick up the card. The dealer can turn the card face down signifying that the dealer has passed, or the dealer can pick up the card by accepting the trump suit. If the dealer picks up the card, he will then discard one card from his hand.

If all four players pass, the second Round of Bidding will begin.

 

Second Round of Bidding

Each player, in turn, can name trump or pass.  The suit named to be trump must be different than the suit of the upcard.  As soon as a trump is named, the play will begin with the person sitting to the dealers left.

If all four players pass in the second round of bidding, then it is a misdeal, and the deal is passed clockwise. In some games, players enforce “screw the dealer” or “stick the dealer”, where the dealer cannot pass and must name a trump suit.

 

Going Alone

The player who chooses the trump suit by either accepting the upcard or declaring the suit in the second round of bidding may call “Going Alone” in order to score more points. This means that their partner sits out of the hand and play continues with only three players.

 

The Play

Once trump is made, the player to the dealer’s left begins play by leading a card. Any card may be led, and each player in clockwise order must follow suit.  If a player cannot follow suit, then that player may play any card from their hand. The trick is won by the highest card in the suit led, or by the highest trump played. Please be aware, the left bower is considered a member of the trump suit and not a member of its native suit.

The player that wins the trick collects the played cards from the table and then leads the next trick.  After all five tricks have been played, the hand is scored. The deal moves clockwise around the table.

 

Scoring in Euchre

The team that makes trump must take three tricks to earn a point. Failure to take at least three tricks is known as getting “euchred”, which earns two points for the defenders.  The first partnership to score 10 points wins the game.

 

 

Scoring in Euchre

Makers

Defenders

Trump Makers in partnership win 3 or 4 tricks 1 point 0
Trump Makers in partnership win 5 tricks 2 points 0
Trump Maker goes alone and wins 3 or 4 tricks 1 point 0
Trump Maker goes alone and wins 5 tricks 4 points 0
Defenders win 3 tricks or more (Euchred) 0 2 points

 

 

Keeping Score in Euchre

Euchre players traditionally keep score by using some of the remaining cards from the deck, typically the 6′s and 4′s. Each pip represents a point, and one card is used to cover the other so as to expose the number of pips corresponding to the team’s score.  The scorecards are placed at the corners of the table, and one partner is assigned to keep track of the score.

Another popular method is to use the 2’s and 3’s to keep score.  Scores zero through 5 are rather self-explanatory. Point tallies for five or greater will be placed in the form of a “V” to represent the Roman numeral five. In any case, it doesn’t really matter how the scores are kept, as long as they are visible for everyone to see.



Variants

Stick the Dealer or Screw the Dealer

Stick the Dealer is a popular variation for euchre players. If all players pass during the second round of bidding, the dealer must name a suit trump. In some variations, the dealer may have the option to bid no-trump.
This variation is intended to speed up the game and encourage players to name call trump during the bidding process.

No-Trump

In this rule variation, a player, during the second round of bidding, may call No-trump.  It is an option in which no suit is made trump, and the cards are ranked Ace high to nine.  The player with the highest ranking card of the suit led wins the trick.  In some variations, this option is only available for the dealer if the table agreed to invoke stick the dealer.

Farmer’s Hand

If a player is dealt a hand which contains three nines or three tens, that play may call out “Farmer’s Hand.” That player is then allowed to show the three cards in question and exchange them for the three unexposed cards in the kitty.  If more than one player calls out Farmer’s Hand then the hand is declared a misdeal.

The purpose of this variation is to ensure a fair deal.  Many euchre enthusiasts do not endorse this variation, because it takes away from the game.  This variation is used as a major deterrent for stacking of the deck and other card cheats.

Ace-No-Face

If a player is dealt a hand which contains an Ace and no face cards, that player has the option to call a misdeal.  The deal is then passed clockwise.

The purpose of this variation is to ensure a fair deal.  Many euchre enthusiasts do not endorse this variation, because it takes away from the game.  This variation is used as a major deterrent for stacking of the deck and other card cheats.

 

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Learn How to Read the Upcard in Euchre – Use Winning Euchre Strategy

In Euchre, it is important to learn how to read the upcard during the bidding process. It will provide you valuable information on which hands to pass or call. With some practice, you should be able to determine if your partner is strong in a particular suit. In fact, if you develop this skill, your opponents will begin to wonder if you are stacking the deck.
There are four components in reading the up card:
  1. Player Position
  2. Color of the Upcard
  3. Rank of the Upcard
  4. Opponent Aggressiveness




Player Position

Euchre is a positional game, perhaps more than other card games. The position is determined by the dealer. The player sitting to the left of the dealer is called the first seat or first base. The dealer’s partner is called the second seat, the player sitting to the right of the dealer is called the third seat. As each player passes during the bidding process, it will reveal the relative strength of each player’s hand.

Color of the Upcard

The color of the upcard helps determine the strength of your opponent’s hand. This idea may seem odd at first, but jacks play in two suits of the same color. If the color the upcard is red, and your opponents pass. You can estimate that their hands are relatively weak in hearts and diamonds.

Rank of the Upcard

The rank of the upcard says a lot in the strength of your opponent’s hand. Players are more likely to call trump if the upcard is an ace rather than a nine or a ten. Thus, if your opponents pass when an ace is showing, you can conclude that they do not have a bower in the color of the upcard.

Opponent Aggressiveness

If your opponents are calling hands very frequently and aggressively, then it is more than likely they are naming trump because they possess one of the bowers. Therefore, if they pass, they do not have a bower in the color of the upcard.





Euchre Position Chart

Reading the Upcard by Position and Bidding

First Round

First Seat

The first seat is a difficult place to call trump. It has the least amount of information to call. It gives the dealer a trump card and the ability for him to create voids. On the other hand, the first seat has the ability to lead the first card, which has an obvious advantage.
If you are going to call from the first seat, you should be holding a strong hand. It is useful to have an extra trump or ace to help you win three tricks. Going alone should be strongly considered.

Second Seat

If you are sitting in the second seat, you should instinctively try to call trump, because it would give your partner a trump card. This advantage enables the second seat to call riskier hands than normal. The only exception to calling a biddable hand from the second seat is when the upcard is a bower. If you know that the dealer will pick up the bower regardless of the strength of his or her hand, you should give the dealer an opportunity to go alone.

Third Seat

Do not call from this seat unless you have three guaranteed tricks. The third seat is the hardest seat to call because you improve the dealer’s hand, and you must rely on your partner to lead trump. If you can call from this position, going alone should be highly considered.

Dealer

If you are the dealer, you should instinctively try to pick up the card. The dealer is technically playing with 6 cards, and thus, the seat has the most flexible hand. You can easily create voids, or discard the least valuable card. Even slightly risky hands should be considered because it doesn’t allow player sitting in the first seat to name trump.




Second Round

First Seat

After the dealer has turned down the upcard, a lot of information has been gained. If you are sitting in the first seat and the dealer has turned down the upcard, you can safely assume that your opponents are weak in the color of the upcard. If your opponents are weak in one color, then they are likely stronger in the color opposite of upcard. Therefore, you should consider calling the “next suit.” If you call trump in a color other than next, do not expect a lot of help from your partner.

Second Seat

The second seat should adopt a “reverse next strategy”. If your partner couldn’t call trump with the upcard, your partner is likely weak in the same color as the upcard. Therefore, you should call trump in color opposite of the upcard, often called “reverse of next” or simply “reverse next”. Calling trump in the next suit can be done, but don’t expect any help from the dealer.

Third Seat

If you are sitting in the third seat, you should adopt a “Second-chance Next Strategy.” In general, your partner wanted to call next, but their hand may have been too weak to call. So the third seat has another opportunity to call next. Your partner will likely have one or two cards in the next suit, and therefore it would make it easier for your partner to lead trump. If you name trump other than next, it is only considered to be slightly risky. Since everyone except the dealer has passed, you can assume that the bowers are buried or spread even around the table. Hence, if you have a biddable hand in any suit, you should name trump.

Dealer

If you are the dealer, and the bidding has come back to you for the second time. Primarily, you should adopt a “Second-chance Reverse Next Strategy.” Your partner wanted to call a suit reverse of next, but their hand may have been too weak to call. So you have another opportunity to call reverse next. It also should be noted that the cards are very evenly distributed, and the Aces will likely go around the table without being ruffed. If the dealer is too weak to call a “Second-chance Reverse Next” suit, simply pass, or if you are playing stick the dealer, you should pick trump which maximizes the number of trump cards and non-trump aces.
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Do you know what to Call in Euchre? Learn the 4 Basic Hands

Knowing what hands to call in Euchre can be a rather difficult decision, especially for beginning euchre players. All too often, players pass a biddable hand or calling a hand too thin. In this tutorial, you will learn The 4 Basic Hands in Euchre. By understanding these four hands, you will be able to name trump with confidence.

Each of these hands follows the principle of Euchre’s Basic Strategy, and in conjunction with reading the up-card, you should be able to win a valuable point or two.

 

The Standard Three Trump

Three Trumps with Right Bower

Chance of Works Best
2 Points 1 Points Euchred 2 Suited
High High Low

Whenever you have the Right Bower plus two extra trump cards, it is said you have a Standard Three Trump call. The premise of winning this hand is straightforward. Lead the Right Bower where you clear most of the trump off the table. If your second highest trump card can with the second trick, then play it, otherwise lead a non-trump card. Use your remaining trump cards to ruff any future tricks.

The Standard Three Trump call is a low-risk high reward call. The majority of the time you will win a solid point, and possibly two points if your partner holds an Ace. The chances of getting euchred are relatively low.




Basic Buck

Right Bower with Trump and Ace

Chance of Works Best
2 Points 1 Points Euchred 3 Suited
Medium High Medium

When you hold the Right Bower plus an extra trump card with an Ace kicker, it is sometimes referred to as a basic buck or basic buckeye. Its name is derived from the popular euchre playing state of Ohio, “The Buckeye State”, and from the fact that you usually earn one point or one buck.

The idea behind this hand is to win the first trick by leading the Right Bower. Since the Right Bower will clear most of the trump from the table, the Ace can win easily win the second trick. The third trick can be won by your partner, or by trumping in on the fourth or fifth trick.

The basic buck comes with some risk of being euchred, but it will usually earn you and your partner a point.

 

Boiler Maker

Three Trump with Ace

Chance of Works Best
2 Points 1 Points Euchred 2 Suited
Low High Medium

When you call three trump cards along with an Ace kicker, without holding the right bower, it is known as a Boiler Maker. For a beginner, this hand seems extremely risky, and regardless if you won or lost, it would more than likely make your partner’s blood boil in anger. In actuality, when this hand is played correctly, it can be a solid call for you and your partner.

It is important to lead trump first in order to fish out the bowers, likely losing the first trick. Then your opponent will either lead into your non-trump Ace, or you will be able to ruff the next trick. Depending on how the hand unfolds, you should be able to win at least two more tricks with your remaining cards.

The Boiler Maker hand is an aggressive hand to call, but with some understanding, you should be able to win more points than you lose.




Pocket Rockets

Two Trump with Two Aces

Chance of Works Best
2 Points 1 Points Euchred 3 Suited
Medium Medium High

Calling a hand with two minor trump cards and two non-trump Aces (Pocket Rockets) is the quintessential high-risk high-reward call. This may seem scary for many euchre players, but there is logic in this hand.

Again with any hand you call, you should lead trump and clear the majority of the trump off the table. This will give “strength” to the Aces. Depending on how the hand unfolds, you should be able to win 3 tricks with your remaining trump card, two Aces, and your partner.

Pocket Rockets is a risky hand, and you will be euchred a fair amount. On the other hand, if you can read the up card, you will increase the likelihood that your partner will be holding the right bower. Giving a number of hands where you and your partner will win two points.

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10 Rules of Euchre

1. Do NOT pass a biddable hand.

2. You can count on your partner for at least one trick.

3. Do NOT trump your partner’s ace.

4. Trump your partner’s king.

5. If you called trump, then you should lead trump.

6. If your partner called trump, then you should lead trump

7. If your opponent called trump, then you should NOT lead trump.

8. Do NOT order the right bower into your partner’s hand unless you can go alone.

9. Go alone whenever you can, unless your team has eight or nine points.

10. Do NOT complain about the cards that were dealt to you.

 





10 Rules of Euchre

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Trump Your Partner’s Ace

A very common expression is “never trump your Partner’s Ace”. In fact, it is the Third Commandment in Euchre. But in this lesson, I will teach you an exception to the rule, where in fact you should trump your partner’s Ace.

Let’s look at an example of when you use this rule breaking strategy.

North

Up-Card 10

West

 K J
 void
A
 K Q

Euchre Table

East 

 Q
 10 J A
 void
 9

South (Dealer)

 A 9
 K 9
 void
 J

 

After the cards were dealt, West, North, and East passed. South examines his hand, and he sees that he will have 4 trump after he picks up the 10.  He is only two cards away from 4 points. South decides to go alone, and discards the 9.

West leads with A, and East shocks the table by throwing down the Q, trumping his partner’s Ace.

One could only imagine what is going through South’s mind, if never saw this scenario before. Many questions are going through his head like “why would you knowingly waste an Ace and a trump? Does East know how to play Euchre?” South takes the trick with A.

South then plays the J, forcing him to know the location of the Right Bower. West plays Right and East lays off with the 9.

West, keeping track of which trump cards that have been played, plays the K. East plays the 10 and South follows suit with the 9.

West then plays Q, East his J, and South Trumps in with his 10. The score is 2-2.

South plays his last card, the K, and it does not hold since East has the A. South is Euchred.

Since East trumped his partner’s Ace, South was forced to play a card he couldn’t afford, the left bower and A. By disrupting South’s hand, it was impossible for him to win three tricks.

Could have South played better?

The simple answer is no. South was Euchred when East trumped his partner’s Ace.

Even if South gave up all hope of earning 4 points and played the K instead of A, he still could be Euchred. East would likely play his A, and South would play one of his trump cards.

If South trumped with the  9 or 10, West would easily win the trick with his K, and then Euchre South by playing the J.

If South trumped with J or A, West could secure the 2 points, by playing K or Q. Playing one of these cards is not easy to find over the table, but it is not impossible to either.

If South led with 9 or 10, West would easily with the trick with his K, then Euchre South by playing the J.

If South led with left bower, West would trump with right bower, and Euchre South by playing the K. In all cases, South is Euchred with best play.

Conclusion

You should trump your partner’s Ace on two conditions.

1. your opponent goes alone

2. you should only trump with the Queen, King, Ace, or Left Bower.

If you trump your partner’s Ace with the Right Bower, 9 or 10, you won’t likely change the outcome of the hand. Therefore, you should play another card.

This Euchre strategy looks illogical, but if you play this lesson several times at home with a deck of cards, you will quickly learn that East played the only card that allowed his partnership to win.

 

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Working with Doubletons

Beginner Euchre players are only concerned with how many Trumps and Aces they have, because they think those are the only cards that can win tricks. Even as they learn various Euchre strategies, they fail to appreciate the remaining cards in their hand. They simply look at their hand, and think “I have two trump, an Ace, and two cards that are worthless.” They fail to take time and learn how to use doubletons properly.

In this lesson, we will learn how to make the most of your Doubletons. You will learn how to squeeze an extra trick, and to make that last minute stop.

The diagram below displays the 15 Doubletons that exist in a game of Euchre. Instead of naming each one individually, we can group doubletons into 2 different categories, Runners and Protected cards.

Runner ProtectedKing ProtectedQueen ProtectedJack ProtectedTen
Ace-King Doubleton King-Queen Doubleton Queen Jack Doubleton Jack Ten Doubleton Ten-Nine Doubleton/doughboys
Ace-Queen Doubleton King Jack Doubleton Queen Ten Doubleton Jack Nine Doubleton
Ace Jack Doubleton King Ten Doubleton Queen Nine Doubleton
Ace Ten Doubleton King Nine Doubleton
Ace Nine Doubleton

 

Runner

A runner, sometimes referred to as an Ace-Runner, is any set of two cards where one of the cards is an Ace. This doubleton is extremely effective if you or your partner calls trump. You are able to win a trick with the Ace, and then follow it up with the “runner” to win the second trick.

Let’s look at simply example of a runner in action.

North

K
Q
K 10
 Q

Up-Card 10

West

 Q
A K
A
 10

Euchre Table

East (Dealer)

 A J
void
Q 9
K

South

void
J 9
J
A 9

 

South tells the dealer to pick up the 10, and says that he is going alone.

South leads both his bowers and West play both his trumps, and East discards the 10 and J.

South realizes that nearly all the trump have been played, except for the outstanding Q.  South plays the A. West plays the 10 and East the K.

South has earned one point, but now is going for 4 points. Since he played his Ace, it cleared most of the clubs out of play, He then “runs” with the 9 squeezing out an extra trick. East and West are powerless to stop South, because they don’t have any trump nor clubs that can beat that once lowly nine. South then played the 9 earning the 4 points.

The key to working with any Runner is to play the Ace, and only then play the “runner” at a time when it has an excellent chance of winning a trick. Obviously, this was a very simple example given, but if you learn to apply the technique of using a runner to more complex hands, you will start to notice that you will win that extra trick.

 

Protected King, Queen, Jack, Ten

All of the “Protected” Cards are played in a very similar fashion. When the first time the suit is led, you want to play the lower ranked card, in order to use it as a sacrificial lamb. Then when you regain the right to lead, you want lead the “Protected” card. Given that nearly all of the trump have been played, it will be the highest ranked card. Allowing you to win that necessary trick.

Let’s modify the above example. I have swapped two clubs around giving North the A, East the Q and the South has the K.

North

K
Q
K 10
 A

Up-Card 10

West

 Q
A K
A
 10

Euchre Table

East (Dealer)

 A J
void
Q 9
 Q

South

void
J 9
J
 K 9

 

 

This time south does not go alone, but still tells the dealer to pick up the 10. Again,  South leads both his bowers, forcing West to play his hearts. North plays Q and K East gives up his 10 and Q.

South then leads the 9 , knowing two outcomes can happen. Either North will have the Ace and win the trick, or it will force his opponents to play the Ace. After South led the 9, everyone followed suit, and North wins the trick. The point is made, but North and South are going for more.

North then leads his 10,  East plays his J, and South trumps it his 9. West plays the A.

Since South led his 9, and all of the trump have been played. South leads the K, knowing that nobody can touch it. Given North and South two points.

 

Defending

North and South have been having all the fun. Now let’s change the same example slightly again, and lets see how East and West can stop North and South from making 2 points. The example below has now given K to East and South now has a “Protected Jack”. North has the A.  West now has a “Protected Queen”, and he will use this to Queen to stop North and South from earning 2 points.

North

K
Q
K 10
 A

Up-Card 10

West

 void
A K
A
 Q 9

Euchre Table

East (Dealer)

 A J
void
Q 9
 K

South

void
J 9
J
 J 10

 

 

 

South again tells the dealer to pick up the dealer to pick up the 10, and he leads both bowers.

West follows suit, and North give ups the Q and K. East plays the 10 and J.

South then leads the 10 in order to draw out the other clubs, in hopes of “running” with the J.

West plays 9. Notice how West avoided the trap of playing the Q. The queen will not likely win the trick, so West should play this card “Second Hand Low“. North dumps off is A. East follows suit.

North leads the 10 and East follows suit. South trumps with the 9 and West plays the A.

South then plays his last card the JWest plays the Q, and stops North and South from earning that extra point.

It may seem like pure luck that West was able to stop South, but this is not the case. East was able to recognize very quickly that the 9 should be played because North or South could eventually lead the J. One card may not seem like a big deal, but in this case, it was the difference of an entire point.

Using doubletons in order to stop your opponent from gaining their 5th or even 3rd trick is not a rarity, in fact it happens quite often. The important part to remember is that each card led, especially by the maker, has meaning and a purpose. In order to make these point saving stops, remember which suits was led by your opponents. It is likely they have a “runner” or a “protected card” with them. Also, you should discard suits your opponents are void in. If your opponents don’t have any clubs, for example, then you should be void in clubs as well. You should protect cards in your hand that your opponents are likely to have. This will increase your chances of stopping your opponents. Best of luck to you, in using your doubletons.

 

 

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