Rules For Playing Euchre Card Game

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The object of the hand is to take at least three of the possible five tricks by playing the highest ranked card. The winner of the trick leads the next round. Score a point for each hand your team wins at least three tricks. Euchre Sandbox is the perfect tool for learning the game of Euchre or improving your skills! With this app you can re-create the experience of dealing all the players cards “face-up” and playing all of them yourself - a common practice when first learning the game to learn the rules and develop a sense of strategy.

Euchre
A perfect lone hand for spades trump
OriginEurope, Canada, South Africa, Australia
TypeTrick-taking
Players4
Skills requiredMemory, Tactics
Cards24–32
DeckFrench
PlayClockwise
Card rank (highest first)J (of trumpsuit) J (of same colour) A K Q 10 9, sometimes 8 7
Playing time25 min.
Random chanceMedium[citation needed]
Related games
500, Juckerspiel, Skat, Clabber

Euchre/ˈjuːkər/ or eucre is a trick-takingcard game most commonly played with four people in two partnerships with a deck of 24, 28, or sometimes 32, standard playing cards. It is the game responsible for introducing the joker into modern packs; this was invented around 1860 to act as a top trump or best Bower (from the German word Bauer, 'farmer', denoting also the Jack - see Bester Bube).[1] It is believed to be closely related to the French game Écarté that was popularized in the United States by the Cornish and Pennsylvania Dutch,[2] and to the seventeenth-century game of bad repute Loo. It may be sometimes referred to as Knock Euchre to distinguish it from Bid Euchre.

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Origins[edit]

'Euchered'; lithograph (1884) from the Library of Congress

Euchre appears to have been introduced into the United States by the early German settlers of Pennsylvania,[3] and from that region gradually to have been disseminated throughout the nation. The 1844 Whist Player's Handbook does not discuss its origin,[4] but the 1864 American Hoyle disputes its alleged German heritage, noting that the game is 'unknown in Germany' and tracing its origin to the counties of Lancaster, Berks and Lehigh in Pennsylvania in the 1820s. It goes on to surmise that a 'rich German farmer's daughter' had visited Philadelphia and carried home a confused memory of Ecarté which then developed into Euchre.[5]

It has been more recently theorized that the game and its name derives from an eighteenth-century Alsatian card game named Juckerspiel,[6] a derivative of Triomphe, but there are no sources that pre-date those for Euchre, nor do we have a clear description of Juckerspiel. Also, it may have been introduced by immigrants from Cornwall, UK, where it remains a popular game. It is also played in the neighbouring county of Devon; one theory is that it was introduced by French or American prisoners of war imprisoned in Dartmoor prison during the early 19th century. Ombre is an ancestral form of Euchre.[7]

In the United States the only teaching of the game, except a few paragraphs in the late American editions of Hoyle's Games, and of Bonn's New Hand-Book of Games, is contained in The Game of Euchre; with its Laws, 32mo., Philadelphia, 1850, pp. 32, attributed to a late learned jurist.[8]

The game has declined in popularity since the 19th century, when it was widely regarded as the national card game, but it retains a strong following in some regions like the Midwest; especially the states of Indiana, Iowa, Illinois, Ohio, Michigan, Missouri, and Wisconsin.[9] It is played differently from region to region and even within regions. In Canada, the game is still very popular in Ontario and is commonly seen as a drinking game with tournaments often held by bars and community centres. The United Kingdom, the Channel Islands, Australia and New Zealand all have large followings of the game.

Card

Dealing[edit]

Conventional euchre is a four-player trump game, wherein the players are paired to form two partnerships. Partners face each other from across the table so that the play of the cards in conventional clockwise order alternates between the two partnerships.[10]

Conventional euchre uses a deck of 24 standard playing cards consisting of A, K, Q, J, 10, and 9 of each of the four suits. A 52-card deck can be used, omitting the cards from 2 to 8, or a Pinochle deck may be divided in half to form two euchre decks. Sometimes, a 32-card piquet or skat deck is used, which includes the 8s and 7s.[10]

Each player is dealt five cards (or seven if using the 32-card deck) in clockwise order in two rounds. The cards may be dealt in whatever pattern the dealer chooses, as long as he or she deals at least one card to each player twice. A 'cut' is sometimes offered by the dealer where the player to the right of them is allowed to split the cards into two or more separate decks which are then stacked on top of each other after the shuffling but before dealing has begun. In some variations the cut must be requested and is usually done to make stacking the deck impossible as the dealer is not allowed to shuffle the deck once it has been cut.

The remaining four cards are called the kitty and are placed face down in front of the dealer toward the centre on the table. The top card of the kitty is then turned face up, and bidding begins. (In the 25-card version of the game, if the 'Benny' (a wildcard that trumps all other cards, typically a Joker) is turned up, the dealer calls a suit before anyone looks at their cards and picks it up. However some variations allow a normal bidding process to take place). The dealer asks each of the other players in turn if they would like the suit of the top card to be trump, which they indicate by saying 'pick it up' or 'pass' (knocking on the table is often substituted for vocalizing a pass).[10] If the choice comes around to the dealer, the dealer can either pick the card up or flip it over. If the dealer acquires the top card (either by being ordered to pick it up or choosing to pick it up), the top card becomes part of the dealer's hand, who then discards a card to the kitty face down to return their hand to five cards. If no one orders up the top card and the dealer also chooses not to pick it up, each player is then given the opportunity, in turn, to call a different suit as trump. If no trump is selected, it is a misdeal, and the deal is passed clockwise (unless it was agreed upon to play stick the dealer, an option that involves forcing the dealer to choose a trump).

When a suit is named trump, the Jack in the suit of the same colour as this trump suit becomes a powerful member of this trump suit. Then any card of that (expanded) suit outranks any card of a non-trump suit. The highest-ranking card in euchre is the Jack of the trump suit (called 'The Right Bower' or 'Right') then the other Jack of the same colour, (called 'The Left Bower' or 'Left'). The cards are ranked, in descending order, J (of trump suit), J (same colour as trump suit), A, K, Q, 10, and 9 of the trump suit.[10]

The remaining cards rank in the usual order (the off-colour Jacks are not special) and the cards of those suits rank from high to low as A, K, Q, J, 10, and 9.

Example

Assume a hand is dealt and that spades are named as trump. In this event, the trump cards are as follows, from highest-ranking to lowest:

  1. Jack of spades (right Bower)
  2. Jack of clubs (left Bower)

Rules For Playing Euchre Card Game Online

Here, the Jack of clubs becomes a spade during the playing of this hand. This expands the trump suit to the seven cards named above and reduces the suit of the same colour (sometimes referred to as the next suit) by one card (the Jack is loaned to the trump suit). The same principles are observed for whatever suit is named trump. Remembering this temporary transfer of the next suit's Jack is one of the principal difficulties newcomers have with the game of euchre.

Once the above hand is finished, the Jack of clubs ceases to be a spade and becomes a club again unless spades are again named as trump during the playing of the subsequent hand.

Depending on regional or house rules, a player may steal the deal from the opposing team. To steal the deal, the partner of the previous dealer collects the cards, shuffles and deals as normal. If the opponent team does not notice that they have been skipped before dealing is finished then game play proceeds as normal. If the opponent team notices, they must say something which indicates this, and the deal is returned to the player who would normally deal next in the rotation. Normally there is no penalty for attempting to steal the deal, successful or not, and the next hand is dealt by the player to left of the player who stole the deal. In some variations especially in Canada any player may steal the deal and only if the player who has had the deal stolen from them calls this ruse are the cards returned to them, usually the deal is considered 'stolen' and cannot be returned once the card from the 'kitty' has been flipped face up. Deals may be 'stolen' as many times as possible and in any variation or order whether from your teammate or the opposing team.

Play[edit]

Overview, objective and scoring[edit]

In euchre, naming trumps is sometimes referred to as making, calling, or declaring trump. When naming a suit, a player asserts that his or her partnership intends to win the majority of tricks in the hand. A single point is scored when the bid succeeds, and two points are scored if the team that declared trump takes all five tricks (called a 'march'). A failure of the calling partnership to win three tricks is referred to as being euchred, set or 'bumped' and is penalized by giving the opposing partnership two points.[10]

A caller with exceptionally good cards can go alone, or take a lone hand, in which case he or she seeks to win the march without a partner. The partner of a caller in a lone hand does not play, and if the caller achieves the march, the winning team scores 4 points. If only three or four of the tricks are taken while going alone, then only one point is scored. If euchred or set while playing alone, the opposing team still only receives 2 points.

The primary rule to remember when playing euchre is that one is never required to play the trump suit (unless that is the one that is led), but one is required to follow suit if possible to do so: if diamonds are led, a player with diamonds is required to play a diamond.

Calling round (Naming trump)[edit]

Once the cards are dealt and the top card on the kitty is turned over, the upturned card's suit is offered as trump to the players in clockwise order beginning with the player to the left of the dealer (called the 'eldest'). Team members are generally discouraged or explicitly forbidden to discuss their preferred choice(s) of trump, categorized as a part of the rules for no table talk. If a player wishes the proposed suit to be named trump, he orders up the card and the dealer adds that card to his hand. It is usually more advantageous to the dealer's team to select trump in this way, as the dealer necessarily gains one trump card. The dealer must then also discard a card face down from their hand in order to return his hand to a total of five cards. This discard is an important tactical decision, as the dealer can potentially create a 'void' or 'short suit' in their hand, where they lack any cards of a particular suit. That would allow them to play a trump card instead of being forced to follow that voided suit when it is led (see the later section on winning tricks and 'two-suited' in Terminology). If the player instead opts to pass, the option proceeds to the player to the left until either a player orders the card up or all players have passed.[11]

If all players pass, the top card is turned face down and that suit may no longer be chosen as trump. Trump selection proceeds clockwise beginning with the player to the left of the dealer where the player may name a suit different from that of the previous up-card as trump, or they may pass. No card is ordered up in this round. If all players pass again, it is declared a misdeal. The deal passes to the player on the previous dealer's left who reshuffles and deals a new hand. (A variation called 'Stick the Dealer' also referred to as 'hanging' or 'screwing' the dealer is sometimes played, where the dealer is forced to call trump in this situation.)

The team that selects trump is known as the makers for the remainder of the hand, and the opposing team is known as the defenders. The makers must take at least three of the five tricks in the hand in order to avoid being euchred.

Winning tricks[edit]

The player to the dealer's left begins play by leading any card of any suit. The player may lead with trump. Play continues in clockwise order; each player must follow suit if they have a card of the suit led. The left Bower is considered a member of the trump suit and not a member of its native suit.

The player who played the highest card of the suit led wins the trick, unless trump is played, then the highest trump card wins the trick. Players who play neither the suit led nor trump cannot win the trick. The player that won the trick collects the played cards from the table, turns the cards face down, and then leads the next trick.

After all five tricks have been played, the hand is scored. The player to the left of the previous dealer then deals the next hand, and the deal moves clockwise around the table until one partnership scores 10 points and wins the game.

Going alone[edit]

If the player bidding (making trump) has an exceptionally good hand, the player making trump has the option of playing without their partner. If the bidder playing alone wins all five tricks in the hand, the team scores four points.

'Going alone',[12] 'going solo', or 'playing a lone hand' is initiated at the time the bidder orders the upturned card on the kitty to the dealer or names a suit. The bidder signifies their desire to play alone by saying so after bidding. The bidder must make this call before play begins. During a loner or lone hand, the bidder's partner discards their cards, and does not participate in play of the hand. In some regional variants (see below), if the dealer's partner 'calls them up'/'orders it up' (on the turned up card), they are obliged to go alone for that hand.

Defending Alone: If a player chooses to make trump, the defending team can choose to go alone. If all five tricks are taken by the defending team, the defending team will receive 4 points. In most Canadian variations this is not allowed and only the team choosing trump may decide to 'go alone'.

The odds of success of a lone hand depend on the lay of the cards and the inactive cards held by the bidder's partner. Nine cards out of twenty-four do not participate in play, making the hand less predictable than otherwise. A hand consisting of the top five cards of the trump suit is mathematically unbeatable from any position; this is sometimes referred to as a lay-down, as a player with such a hand may often simply lay all five cards on the table at once.

Scoring[edit]

Scoring in euchre
EventPoints
Bidding partnership (makers) wins 3 or 4 tricks1
Bidding partnership (makers) wins 5 tricks (march)2
Bidder goes alone and wins 3 or 4 tricks1
Bidder goes alone and wins 5 tricks (march)4
Defenders win 3 or more tricks (Euchred)2
Defender goes alone and wins 3 or more tricks (regional)4

The first team to score 10 (sometimes 5, 7, 11, or 15) points wins the game. Some players choose to play 'win by two' where there is no winner until a team has more than 10 points and 2 points more than the other team. Winning a game 10–0 is known as skunking in the US.

Score keeping[edit]

Scores are kept by using two otherwise unused cards with each team using the pairs of the same colour. When using the four and six cards, scoring begins using one card face up, covered by the other card face down. Upon winning points, the top card is moved to reveal the appropriate number of suit symbols on the bottom card. After all points are revealed on the lower card, the top card is flipped over, showing pips on both cards to indicate the score.[10]

A variation of score keeping in Western New York and Ontario involves using the twos and threes of the same suit. Scoring starts with counting the symbols on the cards, for points 1 to 4; at 5, the cards are turned over and crossed. Crossing the cards indicates 5 points. Points 6 to 9 are counted similarly by counting the number of suit symbols showing and adding them to the 5, if cards are crossed.

In Canada and Michigan, it is common for each team to use two 5s of the same colour to keep score, making one team red and the other black. The 5s are usually referred to as counting cards in this situation. A visual score is kept because euchre is traditionally a game played late at night or by people who have been drinking; henceforth cheating and stealing the deal are not discouraged.

Betting[edit]

When placing bets on a euchre game, betting takes place after the trump is determined, and before the first card is played on that trick. Betting can start with an ante or forced bet. The defenders can either check on the bid and bid nothing, thereby likely losing their ante, call the bid, or if they feel confident that they can euchre - raise the bid. Once a bet has been settled by a call on the bid, the trick plays out, with the winners of the bet adding that bet to their pot. After the game has been won, the winning team then splits the pot between the two winners and the game can end there, or variants can be played over multiple games.

Betting in euchre can also be done on a per trick basis or a per point basis. At the end of the game, the losing team owes the winning team the difference in points based on the monetary value set per point.

Table talk[edit]

Communicating with one's partner to influence their play, called table talk or cross-boarding, is considered cheating, which should be emphasized to new players. This can include code words, secret gestures, or other forms of cooperative play in which one player can inform his partner what he holds in his hand or what the partner should play in a trick or call when choosing trump. Depending on house rules, table talk can result in replaying of a hand or awarding of a point to the team calling out the infraction.

Some variations allow (or at least accept the inevitability of) the minor non-verbal communication in that a player may hesitate before passing on trump selection to signal to his partner that his cards are helpful to the offered trump, but are not sufficient to guarantee a win. Conversely, the player may pass quickly or blatantly to indicate their cards are very poor for the available trump choice (possibly indicating their partner should go alone if they select that trump). This adds an additional element of strategy in that players may bluff a quick pass or hesitation to trick their opponents into calling or declining the offered trump; however, this can naturally backfire by confusing the player's own teammate. Depending on the play group, couples or good friends may be purposely split onto opposing teams because of the perceived advantage they may have reading one another as teammates.

Reneging[edit]

If a player does not follow suit when he is able to (usually by playing a trump card instead), it is considered a renege and cheating, and the opposing team is rewarded two points if it is caught in later tricks of the same hand. However reneges can also be unintentional, where a player misreads some of his/her cards, most commonly by misinterpreting the left Bower as being of its native suit, but are still callable by opponents as reneging. In some variants reneging when a player or his opponent is going alone may result in a penalty of four points in order to equalize the potential values of a hand. Usually reneging on purpose is considered cheating and is strongly discouraged among communities that consider cheating and/or lying to be unethical. Players caught repeatedly reneging on purpose are often ostracized from future card playing events.The four point penalty for reneging should apply equally for the maker of trump and the opposing team.

Variations[edit]

Euchre is a game with a large number of variant versions. They include versions for two to nine players, as well as changes in cards used, bidding, play, and scoring.

Shows three men, Jack the black packer, 'Harry my friend' the digger and Ah Sin the Chinese fossicker playing euchre. Ah Sin won.

No Trump: After the first round (once the kitty's top card has been turned down), 'No trump' may be called. The first card played for each trick establishes that trick's suit, with normal deck order (ace high) taking precedence.

Stick The Dealer/Screw The Dealer: The dealer must call trump at the end of the second round and is unable to declare a misdeal. This variation is often used to keep the game moving quickly.

Going Under/Bottoms/Farmer's Hand: A player having a hand with at least three 9 or 10 cards of any suit, can exchange three of these cards with the three unknown cards in the kitty. This must be performed before trump has been selected.

Another variant of the 'farmer's hand' rules states that if a player receives all nines and tens, they may call for a redeal. The dealer may not exercise this option (because they pick up the card from the kitty).

In some variations a player may not call trump solely with a Jack and must have another card of the same suit if they wish to call it, sometimes this only applies to the dealer. If a player is caught doing this it is often treated as a renege.

Robson Rules: When a team wins all five tricks (normally or via alone hand), they may choose to reduce the opposing team's score (by 2 or 4, respectively) instead of adding to their own score. Additionally, if the dealer turns up a Jack on the kitty, they may elect to go alone without seeing the rest of their hand. If all tricks are won via this 'blind loner' hand, 5 points are awarded instead of the usual 4, but a failure to win all tricks earns the defenders 1 point. This rule set was named for 4-time Northern Michigan regional tournament runner-up champion James Robson.

No ace no face no trump: If a player is dealt a hand which once trump is called contains no aces, face cards, or the suit which is trump they may reveal their hand before cards have been played stating no ace no face no trump and all players must throw their cards in and the hand is re-dealt.

Three-Handed Euchre (Euchre for three players): Three-Handed Euchre is played like 24 - card Euchre, with the following changes:

  • Players play alone, rather than in teams.
  • Each player plays to ten points, and keeps their own score (use four and six cards)
  • Seven cards are dealt to each player, leaving three in the kitty (Top card is still turned up).
  • The person who makes trump is the 'maker'. Both other players are 'defenders', but still compete for tricks.
  • If the 'maker' takes 4 tricks, they receive 1 point. If the maker takes 6 tricks, they receives 2 points. Taking all 7 tricks gives the maker 4 points.
  • If the maker does not take 4 tricks, they are euchred (set). The defender who took the most tricks will then receive two points. If both defenders took an equal number of tricks, they each take one point.

Ace no face: if someone is dealt a hand that contains any number of aces but has no face cards they may lay their cards on the table and call “Ace no face”. This is considered a miss-deal and all the cards are gathered and re-dealt.

Many of these variations are specific to a particular region. In Australia and New Zealand, playing to 11 rather than 10 points is common. In south western England, Cornwall and Guernsey, variations with a joker as highest trump are played. In Ontario and parts of New Zealand and in the British and Australian version of the game, after the dealer turns up the top card on the kitty if the first player to the left passes and the dealer's partner would like to order up the dealer, the dealer's partner must play alone.[13]

Terminology[edit]

Euchre terminology varies greatly from region to region, and is highly colloquial. Some examples include:

  • Bump/Getting 'Euchred' or 'Set': Occurs when the opposing team wins more tricks than the team who called the suit.
  • Farmer's Hand/Poor Man's Hand/Bottom Hand/Grandma's Hand: Certain weak hands (usually those containing no face cards, either three 10 cards or three 9 cards) are designated as 'farmer's hands' or 'bottoms'. After inspecting the hand dealt, a player may call out 'farmer's hand' and is then allowed to show the three cards in question and exchange them for the three unexposed cards in the kitty (also called 'going under' or 'under the table').
  • Ace No Face: Similar to 'farmers hand'. In ace no face the player must have one ace and all nines and tens in his hand. The player then call 'ace no face' and exchange three of his cards for the bottom three (must be called before the first card of the beginning trick has been laid).
  • Euchre Bustle: Name for a tournament of Euchre (used in USA Northern mid-West).
  • Lay-Down: A hand that will automatically win all five tricks if played in the correct order; ex. a Dutchman (both Bowers and Ace of trump) plus, the King and Queen of that suit, any other two trump cards, or one more trump card and an off-trump ace (when that player has the lead). Also called a Loner, or Lone Wolf, because a player with such a hand will typically opt to go alone. May also refer to any set of cards that are often played simultaneously when the player knows he will win all the tricks he lays for. This however may only be done within the same suit without giving up a slight advantage to the other players.
  • Screw the Dealer or Stick the Dealer: An optional rule that states that if trump is failed to be called it must be called by the dealer, who is last to act. Mainly used as a method to speed up the game, as it eliminates throw-in hands.
  • Trump the Partner: Refers to a situation where the last player plays the card that wins a trick that his partner would have otherwise won. Usually refers to a situation where the partner has an Ace that follows suit and the player plays a trump card, but playing a higher trump or non-trump than the partner's qualifies. It is generally accepted strategy to throw a low off-suit card rather than a trump when the partner is guaranteed to win the trick otherwise.
  • Loner Range: When a team reaches 6 points they are referred to as 'In Loner Range' because they need 4 or less points (A successful loner is worth 4 points) to reach 10 points and secure the victory. Alternatively, it can also be used to describe being 4 points away from the opposing team. For example, when it is 4 to 8, the losing team is in 'Loner Range' from the winning team.
  • Throwing in: Due to there being no reward for winning four of the five hands it is often customary for the leading player of the offensive team to throw the remainder of their cards into the centre once three tricks have been assured but five is impossible because one trick has already been won by the opposing team or they are certain that all the tricks cannot be won.(e.g. a right Bower was ordered up but has not been played once three tricks have been won), the cards are thrown face up to show the opposing team the inevitability of their winning three tricks or the impossibility of winning all.

See also[edit]

References[edit]

  1. ^Oxford Dictionary of Card Games, David Parlett, p. 104
  2. ^The Everything Card Games Book: A Complete Guide to Over 50 Games, p. 128, Nikki Katz, ISBN1-59337-130-6
  3. ^Notes and Queries: A Medium of Inter-communication for Literary Men, Artists, Antiquaries, Genealogists, Etc. 1. Bell and Daldy. 31 May 1862. p. 427.
  4. ^Matthews 1844, p. 92.
  5. ^'Trumps' 1864, p. 57.
  6. ^Parlett's Historic Card Games: Euchre
  7. ^Oxford Dictionary of Card Games, David Parlett, pg. 124 ISBN0-19-869173-4
  8. ^The law and practice of the games of euchre, p. 26, Charles Henry Wharton Meehan - Peterson & Brothers, 1862
  9. ^Schossow, Breann (February 21, 2014). 'Wisconsin's Passion For Euchre'. Wisconsin Life. Wisconsin Public Radio. Retrieved June 27, 2017.
  10. ^ abcdefHow to Play Euchre: A Beginner’s Guide to Learning the Euchre Card Game Instructions, Scoring & Strategies to Win at Playing Euchre. 46 pag. (2018). ISBN1976880068, ISBN978-1976880063
  11. ^Euchre Explained. Nick Buzzy. 52 pag. ASIN: B004KAB9QU
  12. ^Safire's political dictionary, p. 283, William Safire - Oxford University Press ISBN978-0-19-534334-2
    American politicians have been either proud of themselves or critical of others for 'going it alone' since about 1850, when card players began using this phrase to designate a player's decision to take in his tricks without the help of his partner. It may only be called by the person declaring trump, not their partner.
  13. ^An introduction into the way we play Euchre in our league. Penryn, Falmouth & District Euchre League 2014. 'This player will pass or order up the dealer, in the case of the first player passing the second player (dealers Partner) may do like wise, but if they order the dealer they will go alone.'
  • Phillips, Hubert & Westall, B. C. (1939) The Complete Book of Card Games. London: Witherby (Under the name Five hundred, pp. 172–175)

Literature[edit]

  • Matthews, Thomas (1844). The Whist Player's Hand Book, Isaac M. Moss, Philadelphia.
  • 'Trumps' (1864). The American Hoyle, or, Gentlemen's hand-book of games, 4th edn. Dick & Fitzgerald, New York.

External links[edit]

Wikisource has the text of the 1911 Encyclopædia Britannica article Euchre.
  • Euchre at Gamerules.org
  • Euchre at Pagat.com
  • The Laws of Euchre, as adopted by the Somerset Club of Boston, March 1, 1888 at Project Gutenberg
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Euchre&oldid=919756991'

What is Euchre?

Euchre is a classic trick-taking card game originating from the Pennsylvanian settlements in the United States. This game is commonly cited as the reason for the existence of Joker cards in modern sets. One might find similarities with the French card game of Écarté in Euchre. Other common ways of spelling the name are: Yuker, Uker, and Euker.

Play euchre online free

How to Play Euchre?

Euchre is designed to be played by 4 players split into 2 teams of two. All you need to play Euchre is a standard 52-card deck. To form the standard Euchre deck, all cards of rank 2-8 are removed, leaving the 24 cards of ranks 9 to Aces.

Dealing and Shuffling

Each team’s players sit opposite to each other.

The dealer will deal 5 cards to each player in clockwise order. The remaining 4 cards are set aside, and the top card of the remaining 4 is flipped over, revealing the card’s rank and suit.

Turn order then begins with the player to the left of the dealer, proceeding in clockwise order.

Determining Trump Suit

Before the main game begins, the trump suit is determined. Following turn order, each player gets to call the revealed top card’s suit as the trump suit.

For example, if the revealed top card is 9♣, the trump suit is if called.

Each player can either call or pass the revealed suit. Once a player calls the trump suit, the game begins. The dealer then takes the revealed top card and replaces one card from their hand with the top card.

If all players pass on the revealed top card’s suit, the top card is removed from the game, and each player can choose to call a suit of their choosing as the trump suit. At this stage, the card replacement phase is skipped.

If all players pass, the dealer, last in turn order, must choose a trump suit.

The team calling the trump suit then becomes the attackers, whereas the other team becomes the defenders for the round.

Card Ranks

Card ranks in the Euchre card game for all suits follow standard ranks, with Aces being the highest card and 9s being the lowest card.

For the trump suit, the Jack becomes the highest ranked card, and the off-suit Jack (Jack of the same color as the trump suit) becomes the second highest ranked card.

For example, if the trump suit is ♣, the ♣ suit’s card rankings are: J ♣, J ♤, A ♣, K ♣, Q ♣, 10 ♣, 9 ♣.

Note that for the round, the J ♤ is considered to be a ♣-suited card.

Trick-taking

The game begins with the player to the left of the dealer leading the first trick. Each player must follow suit if possible, and can only play cards from other suits (including cards from the trump suit) if they are unable to follow suit.

If no cards of the trump suit are played, the player with the highest ranked card wins the trick.

If a trump suited cards are played, the player with the highest trump suited card wins the trick.

An example of a trick is shown in the Example Plays section of the guide.

The player who wins each trick leads the next.

How to Win?

Each round ends when 5 tricks have been played out. This is called a “march.” The goal is to win as many tricks as possible, or at least three. Failing to get three tricks is also know as being “euchred.” The first team to reach 10 points wins the game.

Scoring is visualized more precisely in the scoring section of the guide.

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Euchre Going Under

When a player calls the trump suit before the round begins, they can choose to play the round without his/her partner by going under.

The round plays out as usual, but with 3 players instead. Going alone results in a potential point increase if the team manages to win all tricks despite the disadvantage.

Farmer’s Hand

If a player gets a hand consisting solely of 9s and 10s, they can show their hand. This forces a reshuffling of the deck as a misdeal.

Rules

The Euchre rules and instructions are:

  • Each player is dealt 5 cards each, the remaining 4 cards are set aside and the top card is flipped up.
  • Trump suits are determined to either be the top card or a suit of the players’ choosing.
  • The team calling the trump suit becomes the attackers, and the other team becomes the defenders for the round.
  • The player to the left of the dealer leads the first trick. The player winning each trick leads the next.
  • Each player must follow the lead suit if possible during tricks.
  • Each round ends once all 5 tricks are played out.

Scoring Point System

Euchre scoring is based on the number of tricks taken and on the team’s status. The Euchre point system is shown in the table below:

Euchre Scoring System
3-4 Tricks Won5 Tricks Won
Attackers12
Defenders24
Attackers (Going Under)14
Defenders (Going Under)24

The Play

The following is an example round of Euchre, with Players A and C being the attackers, and Players B and D being the defenders.

In this round, Hearts are trump. Player A leads the trick.

Player A: J♥ 10♥ Q♦ 9♦
Player B: K♥ J♦ 10♣ 9♣
Player C: 9♥ K♦ 10♦ J♣
Player D: J109Q

Player A obviously wants to win the trick, so he plays the J♥.
Player B must follow suit, and plays the K♥.
Player C must follow suit, and plays 9♥.
Player D cannot follow suit, and plays 9♦.

Player A wins the trick, and leads the next trick with 10♥.
Player B must follow suit, and plays the off-trump-suit J♦.
Player C cannot follow suit, and plays the 10♦.
Player D cannot follow suit, and plays the 10♦.

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Player B wins the trick and leads the next.

Strategy & Tips

The following are some Euchre strategy tips:

  • Control the attacker/defender title.
  • Calling a trump suit is risky if you can’t judge your teammate’s cards.
  • Going Under is very risky, and is rarely done during play.
  • Play low cards when possible if your teammate has the guaranteed win.
  • Remember that tricks taken are counted as a team.
  • Play low cards if you know you can’t win the round.

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Frequently Asked Questions

Euchre Rules Printable

What does go under mean in Euchre?

Going under means the attackers play with only 1 team member, potentially getting a higher score if they win all tricks.

Where does Euchre originate from?

Euchre originates from the German settlers in Pennsylvania in the late 1800s.

Can you play Euchre online for free?

Yes. There are online simulators for Euchre, available for PC, Android and iOS, and allow for play with other people across the globe.

Can you play the game with 3 people?

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Euchre cannot be played with 3 people except when the attackers go alone. If you want to play a related card game with three, Skat could a good alternative.

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