There's no single governing body for euchre, so rules vary from kitchen to kitchen and from Michigan to Ontario. What follows is the standard North American game that most clubs, tournaments and online games use. Where groups commonly differ, we say so.
1. Object of the game
Two partnerships compete to be the first to score 10 points. Points are scored by winning at least three of the five tricks in a hand after your side names trump, or by stopping the other side from doing so.
2. Players and cards
- Four players in two partnerships. Partners sit opposite each other.
- A 24-card deck: A, K, Q, J, 10 and 9 in each of the four suits.
- Two extra low cards per team (often a 4 and a 6, or a 5 and a 6) are kept aside as score markers.
3. Rank of cards
Trump suit (7 cards), high to low: right bower (jack of trump), left bower (jack of the other suit of the same color), A, K, Q, 10, 9.
Same-color suit (5 cards): A, K, Q, 10, 9. Its jack has become the left bower.
Other two suits (6 cards each): A, K, Q, J, 10, 9.
The left bower is a trump card for every purpose, including following suit. See Card Ranking & Bowers for charts of every suit.
4. The deal
- To choose the first dealer, deal cards face up one at a time around the table. The first player to receive a black jack deals. (Cutting for high card is also fine.)
- The player to the dealer's right may cut. Many groups skip the cut.
- The dealer deals five cards to each player, clockwise, beginning on their left, in two rounds: three then two, or two then three. The dealer may choose either pattern but should keep it the same for all players in that deal.
- The remaining four cards form the kitty. The top card is turned face up as the upcard.
- After each hand, the deal passes to the left.
5. Making trump
First round
Beginning with the player on the dealer's left, each player may order up the upcard, making its suit trump, or pass. The dealer may pick it up. When the upcard is accepted, the dealer adds it to their hand and discards one card face down onto the kitty. Ordering up is final; the bidding ends at once.
Second round
If all four players pass, the dealer turns the upcard face down. Beginning again on the dealer's left, each player may name any suit except the one turned down, or pass. Naming a suit ends the bidding.
If all four pass a second time, the hand is thrown in and the deal passes left. Under the common house rule stick the dealer, the dealer may not pass in the second round and must name a suit.
The team that chose trump are the makers; the other team are the defenders.
6. Playing alone
- The player who orders up, picks up or names trump may announce alone at that time, before the first card is led. Their partner places their hand face down and does not play.
- If the dealer's partner orders up and goes alone, the dealer sits out and lays their cards face down. Groups differ on whether the dealer still exchanges for the upcard first, so settle that before you play.
- The opening lead is made by the player on the dealer's left. If that player is sitting out, the next player in turn leads. (Some groups have the player on the lone player's left lead instead. Agree before you play.)
- In some games, a defender may also announce alone against the makers. See house rules below.
7. The play
- The player on the dealer's left leads to the first trick.
- Each player in turn, clockwise, plays one card. A player must follow suit if able. A player with no card of the suit led may play any card.
- Because the left bower belongs to the trump suit, it must be played to a trump lead when it's the only trump a player holds, and it cannot be played to follow its printed suit.
- A trick is won by the highest trump played to it, or, if no trump was played, by the highest card of the suit led.
- The winner of each trick leads to the next. Won tricks are kept face down in front of one partner.
8. Scoring
| Result | Points |
|---|---|
| Makers win 3 or 4 tricks | 1 |
| Makers win all 5 tricks (march) | 2 |
| Lone maker wins 3 or 4 tricks | 1 |
| Lone maker wins all 5 tricks | 4 |
| Makers win fewer than 3 tricks (euchred) | 2 to defenders |
| Lone defender euchres the makers (where allowed) | 4 to defenders |
The game is 10 points. Some groups play to 5, 7 or 11; agree in advance. More detail in our scoring guide.
9. Table laws
Irregularities happen. These are widely used ways to handle them. When a rule here differs from your league's rules, your league wins.
Misdeals
- It's a misdeal if a player is dealt the wrong number of cards, if a card is found face up in the deck, or if the dealer exposes a card while dealing. The same dealer reshuffles and deals again.
- A misdeal discovered after the first card is led stands only if the hand can be played out fairly; otherwise it's dealt again by the same dealer.
- Dealing out of turn: if caught before the upcard is turned, the correct dealer deals. Once bidding has started, the deal stands and the rotation continues from the player who dealt.
During the bidding
- A bid out of turn may be cancelled. The offending side may be barred from ordering up or naming trump in that round.
- In the second round, naming the suit that was turned down has no effect. The player must pass or name another suit.
- The dealer's discard is final once the first card has been led.
During the play
- A card led out of turn may be taken back if noticed before everyone has played to it. Once all four cards are played, the trick stands.
- A card exposed by accident is left face up on the table and must be played at the first legal opportunity.
- Renege: failing to follow suit when able. A renege may be corrected before the trick is turned over. If it isn't caught until later, the hand stops and the opponents of the reneging side score as if they had won the hand: 2 points, or 4 if a lone hand was played. Many groups simply award 2 points; agree before you play.
- Table talk, signals and remarks about your hand are not allowed. A team that receives information this way may be penalized, usually by forfeiting the hand.
- A player may look at the last completed trick until the next card is led. Earlier tricks may not be examined.
10. House rules to agree on before you start
- Stick the dealer. If the first three players pass twice, the dealer must name a suit. Very common in Michigan, Ohio and online.
- Farmer's hand. A player dealt nothing but nines and tens (or three nines and two tens) may swap three cards for the three face-down cards of the kitty, or throw the hand in, before bidding starts.
- Defending alone. A defender may announce alone against the makers. Euchring them alone scores 4.
- Canadian loner. If the dealer's partner orders up the upcard, that partner must go alone.
- The Benny. A joker is added as the highest trump of all, above the right bower. See the Benny.
- Game length. 10 points is standard. Some tournaments play to 5 or 7 for speed.