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Euchre

Euchre is played with barely half a deck and lasts five tricks a hand, which makes it the fastest serious trump game in common use. It also has the strangest trump hierarchy in card games.

You are South and North is your partner. Decide whether to order up trump, then play a card each trick.

Players4, in two fixed partnerships
Deck24 cards — nine, ten, jack, queen, king, ace of each suit
Play time10–20 minutes to reach 10 points
DifficultyQuick to learn, subtle to bid well

How to play Euchre

Euchre uses a shortened deck: the nine, ten, jack, queen, king and ace of each suit, twenty-four cards in all. Four players form two partnerships and each is dealt five cards, usually in bursts of two and three. The next card is turned face up on the table, and that card proposes a trump suit.

Naming trump

Starting to the dealer's left, each player either passes or orders it up, accepting the turned card's suit as trump. If someone orders it up, the dealer picks that card into their hand and discards something, and play begins immediately. The side that chose trump are the makers and must win at least three of the five tricks.

If all four pass, there is a second round in which players may name any suit except the one just rejected. If everyone passes again the dealer is forced to choose — the stick-the-dealer rule, now near-universal. Nobody escapes; somebody always ends up committed to a contract.

The bowers

This is the part that catches everyone out. Within the trump suit, the ranking is not ace-high. The highest trump is the jack of the trump suit — the right bower. The second highest is the other jack of the same colour — the left bower — and that jack stops being a member of its printed suit entirely. If hearts are trump, the jack of diamonds is a heart for the rest of the hand: it cannot be played on a diamond lead as a diamond, and it beats the ace of hearts. Below the two bowers, trumps run ace, king, queen, ten, nine.

Playing and scoring

The player left of the dealer leads. Follow suit if you can, remembering that the left bower counts as trump. Highest trump wins the trick; with no trump played, the highest card of the led suit wins. The winner leads next.

Makers who take three or four tricks score 1 point; all five earns 2. If the makers fail to reach three they are euchred and the opposing side scores 2. A maker may also declare they are going alone, setting their partner's cards aside: three or four tricks alone still scores 1, but all five scores 4. First side to 10 points wins.

Strategy

With only five cards each and five tricks to play, Euchre gives you almost no room to recover from a bad call. The bidding is the game.

Count trumps, then count on exactly three tricks

The working rule is that you need three near-certain tricks to order up. Both bowers is two of them. A bower plus the ace of trump plus a side ace is a comfortable call. One middling trump and an off-suit king is not a hand, however tempting the turn-up looks.

Remember which jack has changed sides

The single most common beginner error is treating the left bower as its printed suit. Players hold the jack of clubs when spades are trump, see a club lead, and dutifully play it — throwing a top trump away on a trick they did not need to win, and revealing their trump strength for nothing. Before the first card is played, mentally move that jack into the trump suit.

Ordering up to the dealer gives them a card

When you order up, the dealer takes the turn-up into their hand. If the dealer is an opponent, you have just improved their hand — so ordering up from the seat before the dealer needs a better holding than ordering up when your partner is dealing. Conversely, ordering up your partner's deal is one of the cheapest good plays in Euchre.

Go alone only with the top of the trump suit

Four points ends a game, so the temptation is constant. The honest requirement is both bowers and the ace of trump, or both bowers and a void with a side ace. Anything less and you have thrown away your partner's five cards for a hand that scores the same single point you would have got anyway.

Lead trump when you called it, lead your side ace when you did not

As a maker, pulling trump protects your remaining winners and stops the defenders trumping your side suits. As a defender, doing the opposite — leading a suit you are strong in — keeps the makers from establishing control and is the usual route to a euchre.

Variants

Where Euchre came from

Euchre reached the United States in the early nineteenth century, most likely through German-speaking immigrants in Pennsylvania playing a game called Juckerspiel — a name that survives directly in the words "euchre" and "bower", the latter from Bauer, German for farmer, which is what the jack is called in German decks.

For much of the nineteenth century it was the dominant card game in America, and it left a permanent mark on the deck itself: the joker was invented in the 1860s specifically as an extra top trump for Euchre, which is why it appears in standard packs at all. David Parlett documents this origin in his history of card games, and the United States Playing Card Company's rule books tracked the game's shifting conventions through the period when it was slowly displaced by Bridge. It remains strongly regional today, thickest on the ground in the American Midwest, Ontario, and parts of Australia and New Zealand.

Questions people ask about Euchre

What are the right and left bower?
The right bower is the jack of the trump suit and it is the highest card in the game. The left bower is the other jack of the same colour, and it counts as a trump for the whole hand rather than as a card of its printed suit.
Why does Euchre only use 24 cards?
Removing everything below the nine leaves a deck where every card can plausibly win a trick, which keeps five-card hands tense. It also means suits run out quickly, so trumping happens constantly.
What does it mean to be euchred?
The side that named trump has failed to win three of the five tricks. Their opponents score 2 points instead, which is why calling trump on a thin hand is expensive rather than merely unlucky.
What is stick-the-dealer?
If all four players pass twice, the dealer is required to name a trump suit rather than throwing the hand in. It guarantees every deal is played and puts real pressure on the dealer seat.
Is going alone worth it?
Only with a commanding hand. Taking all five tricks alone scores 4 points, but taking three or four scores the same single point you would have earned with your partner — so a failed loner has cost you nothing but gained you nothing either, while an unsuccessful one hands the opposition 2.
How long does a game of Euchre take?
A full game to 10 points usually runs ten to twenty minutes, since each hand is only five tricks. That speed is much of the appeal — it is a game built to be played in rounds rather than as a single long sitting.

If you like Euchre