Euchre
Also called Écarté (unrelated), Knock Euchre
Twenty-four cards, five tricks, and two Jacks that are not the Jacks you think they are.
drills completed
- Players
- 4 players (two partnerships)
- Time
- 20–30 min
- What you need
- Standard 52-card deck, using only the 9 through Ace — 24 cards
- Difficulty
- Some strategy
Objective
With your partner, win at least three of the five tricks in a hand after one of you has named trump. Name it and fail, and the other side scores instead.
The deck and the deal
Euchre uses a 24-card deck: only the 9, 10, Jack, Queen, King and Ace of each suit. Strip everything from the 2 to the 8 out of a standard pack and set it aside.
- Four players in two partnerships, partners sitting opposite each other.
- Deal five cards to each player, in packets of two and three, going clockwise.
- Place the four remaining cards face down in the middle and turn the top one face up. That card is the up-card, and it proposes a trump suit.
A common way to pick the first dealer is to deal cards around face up until a black Jack appears; whoever gets it deals. After that the deal passes to the left.
The bowers
The one rule that makes Euchre Euchre. Get this wrong and nothing else works.
Once a suit is trump, the two Jacks of that colour become the two highest cards in the game — and the off-suit one changes suit for the whole hand.
- Right bower — the Jack of the trump suit. The highest card in the deck.
- Left bower — the other Jack of the same colour. It becomes a trump card, second only to the right bower, and stops being a member of its printed suit entirely.
| Trump suit | Right bower | Left bower |
|---|---|---|
| Hearts ♥ | J♥ | J♦ |
| Diamonds ♦ | J♦ | J♥ |
| Spades ♠ | J♠ | J♣ |
| Clubs ♣ | J♣ | J♠ |
Trump therefore ranks: right bower, left bower, A, K, Q, 10, 9. Every other suit ranks normally — A, K, Q, J, 10, 9 — except the suit that lost its Jack to the bowers, which is one card short.
Naming trump
Two rounds, and the second one is stricter than the first.
Round one — the up-card. Starting to the dealer's left, each player may order it up (accept the up-card's suit as trump) or pass.
- If someone orders it up, that suit is trump. The dealer picks the up-card into their hand and discards any card face down.
- The dealer's partner ordering it up is called assisting; the dealer accepting it themselves is taking it up.
Round two — anything but that suit. If all four pass, the up-card is turned face down. Going round again from the dealer's left, each player may now name any suit except the up-card's suit, or pass.
If all four pass a second time the hand is dead — throw it in and the next player deals. Many tables instead play stick the dealer, where the dealer is forced to name a suit rather than pass. Agree which before you start.
Going alone
After trump is settled but before the first card is led, the maker may declare they are going alone. Their partner lays their hand face down and sits the hand out entirely.
One player against two, for all five tricks. It is worth doing because the payoff is double — and it is why holding both bowers plus an Ace is worth announcing rather than quietly playing.
Playing the tricks
- The player to the dealer's left leads first, with any card.
- Follow suit if you can. Remember the left bower counts as trump, not as its printed suit.
- If you cannot follow, play anything — including a trump.
- The highest trump wins the trick; if no trump was played, the highest card of the suit led wins. The winner leads the next trick.
Five tricks, and the hand is over. There is no drawing and no discarding after the deal — everything is decided by what you were given and what you name as trump.
Scoring
| Outcome | Points |
|---|---|
| Makers take 3 or 4 tricks | 1 |
| Makers take all 5 (a march) | 2 |
| Lone player takes 3 or 4 tricks | 1 |
| Lone player takes all 5 | 4 |
| Makers take fewer than 3 — they are euchred | 2 to the defenders |
First side to 10 points wins. Being euchred is the thing to avoid: it hands the opposition two points, the same as a march, for the crime of over-estimating your hand.
Card library
Trump ranking, once a suit is named. The bowers are the whole game — everything else behaves normally.
-
J of hearts. Right bowerhighest
The Jack of the trump suit. Beats everything.
-
J of diamonds. Left bower2nd
The other Jack of the same colour. Becomes trump and leaves its printed suit.
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A. Ace of trump3rd
The highest ordinary trump.
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K. King of trump4th
Strong, but both bowers and the Ace beat it.
-
9. Nine of trumplowest trump
Still beats every card in every other suit.
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A. Off-suit Aceside suit
Wins its own suit unless somebody trumps it.
-
9. Off-suit nineside suit
Nearly worthless. Good only for discarding.
No cards match that filter.
Try it
Short drills on the rules people get wrong. Nothing is saved anywhere but this browser.
Drill 1 of 2
Find the left bower
CompletedSpades are trump. Which card is the second-highest in the game?
Clubs are the other black suit, so J♣ becomes the left bower — trump, and beaten only by J♠.
The left bower is the Jack of the same colour as trump. Spades are black, so it is the Jack of clubs. J♠ is the right bower, which is higher still.
Drill 2 of 2
Follow suit with a bower
CompletedHearts are trump and a diamond is led. You hold J♦. What can you do with it?
Nothing — it is not a diamond any more. With hearts as trump the J♦ is the left bower, so it cannot follow a diamond lead. Play a real diamond if you hold one.
The J♦ has become a heart for this hand. If you hold any of the other diamonds you must play one of those instead.
House rules & variations
Every table plays a little differently. These are the common variants — agree on them before you deal.
Stick the dealer
If everyone passes twice, the dealer must name a suit rather than throw the hand in. Very widely played — it stops a table passing out three deals in a row, and it makes the dealer position genuinely risky.
Going under / farmer's hand
A player dealt nothing above a 10 may declare it and swap three cards with the four in the kitty. Rare, but it saves a hopeless hand. Agree before dealing, since it changes the odds on a lone call.
Playing to 5 or 11
Ten points is standard in North America. Five makes for a very quick game and 11 a longer one. Some tables play to 15 with a two-point win required.
No trump / notrump
Some groups allow a player to call no trump, where the hand is played with no bowers and Aces high. Not standard, and it changes the bowers rule that defines the game — say so explicitly if you use it.
Three-handed and two-handed Euchre
With three, everyone plays for themselves and the maker takes on both opponents. With two, deal from a reduced pack. Both work, but neither has the partnership signalling that makes the four-player game good.
Strategy hints
Count trumps, not cards. There are only seven trumps in a 24-card deck once the bowers join, so if four have gone, three remain and you can usually work out who has them.
Do not order up a suit just because you hold the right bower. One bower and nothing else is a two-trick hand, and three tricks is the bar.
If your partner has ordered it up, lead trump. They have told you they hold strength in it, and drawing the opponents' trumps protects their Aces.
Holding the left bower and nothing else in trump is worth less than it feels. It wins one trick and then you are void.
As a defender, leading a suit the makers are likely void in is how you force them to burn a trump early.
The dealer sees one extra card and discards one. If you are the dealer, discarding down to a void suit is usually stronger than keeping a lone Ace in it.
Frequently asked
Why only 24 cards?
Euchre is a five-trick game, so a full deck would leave most of it unused and make trump distribution unpredictable. Stripping to 9 through Ace means almost every card dealt matters. Some regions play with 25 cards by adding a Joker as the highest trump.
Is the left bower really trump?
Yes, completely. For the duration of that hand it is a member of the trump suit and nothing else — it cannot follow its printed suit, and it must follow a trump lead. This is the single most-argued point in the game and the answer is not in dispute.
Can I look at the up-card after it is turned down?
No. Once it is turned face down it is out of play and out of the conversation, though everyone is entitled to remember what it was.
What happens if we both reach 10 in the same hand?
Only one side scores in any hand, so it cannot happen. Either the makers score or the defenders do.
Can my partner tell me to go alone?
No. Going alone is your decision and table talk about hand strength is cheating. The signalling in Euchre is all in which cards you lead.
What does "euchred" actually mean?
Your side named trump and then failed to win three tricks. The opponents score 2 points for it. The word predates the card game as a term for being outwitted.
Cheat sheet
Euchre
4 players · 20–30 min · Standard 52-card deck, using only the 9 through Ace — 24 cards
Setup
24 cards (9–A only). Four players, partners opposite. Five cards each, four in the middle, top one turned up.
Your turn
- Round 1: order up the up-card's suit, or pass. Dealer picks it up and discards.
- Round 2: if all pass, name any suit except the up-card's. Or pass again.
- Follow suit if you can. Highest trump wins, else highest card of the suit led.
Key rules
- Trump order: right bower (J of trump), left bower (other J of that colour), then A K Q 10 9.
- The left bower is trump, not its printed suit. It cannot follow that suit.
- The maker's side must win 3 of 5 tricks.
- Going alone: declared before the first lead, partner sits out, all five tricks needed for the bonus.
Scoring
Makers 3–4 tricks 1, all five 2. Alone: 3–4 tricks 1, all five 4. Euchred (makers take fewer than 3): 2 to the defenders. Game to 10.
Score tracker
Highest points wins. First to 10 wins.