Card Games guide
How to play Euchre: rules, bowers and going alone
Euchre is a fast trick-taking game for four players in two partnerships, played with 24 cards. Each hand, one suit becomes trumps and the side that chose it must win at least three of the five tricks. The Jack of trumps and the other Jack of the same colour, the bowers, are the two highest cards. Hands score 1, 2 or 4 points and the first side to 10 wins.
What you need
Four players, partners opposite each other, and 24 cards: the 9, 10, Jack, Queen, King and Ace of each suit. Score is traditionally kept with spare fives or with a four and a six.
This is the North American game. In Britain, especially Cornwall and Devon, euchre is usually played with an extra card, the Benny (a joker or the two of spades), which outranks even the right bower. The rest of the game is the same.
The bowers and the rank of cards
Once a suit is trumps, the cards rank like this:
| Trumps, highest first | Other suits |
|---|---|
| J♥ (right bower), J♦ (left bower), A♥, K♥, Q♥, 10♥, 9♥ | A, K, Q, J, 10, 9 |
The left bower is the Jack of the other suit of the same colour. It stops belonging to its own suit and becomes a trump for that hand. If hearts are trumps and diamonds are led, you can't follow with the J♦; and if hearts are led and the J♦ is your only trump, you must play it.
Making trumps
Deal five cards each and turn the next card face up. The other three cards are not used.
- First round. Starting on the dealer's left, each player may pass or order up the turned card. If anyone orders it up, its suit is trumps; the dealer picks the card up and discards one card face down.
- Second round. If all four pass, the card is turned face down. Each player in turn may now name any other suit as trumps, or pass.
- All pass again? The cards are thrown in and the next player deals. With the popular stick the dealer rule the dealer is not allowed to pass and must name a suit.
The side that chose trumps are the makers; the other side are the defenders.
Playing a hand
- The player on the dealer's left leads any card.
- Follow suit if you can (remembering that the left bower is a trump). Otherwise play any card.
- The highest trump wins the trick; if no trump is played, the highest card of the suit led wins. The winner leads the next trick.
- Five tricks are played.
Going alone
When you order up or name trumps you may say "alone". Your partner lays their cards face down and sits out the hand, and you play against both defenders. Take all five tricks alone and your side scores 4 points instead of 2.
Go alone with a hand that would probably win five tricks anyway: both bowers, another high trump and an off-suit ace is the classic.
Scoring
| Result | Score |
|---|---|
| Makers win 3 or 4 tricks | 1 point |
| Makers win all 5 tricks (a march) | 2 points |
| Maker alone wins 3 or 4 tricks | 1 point |
| Maker alone wins all 5 tricks | 4 points |
| Makers win 2 or fewer (euchred) | 2 points to the defenders |
The first side to 10 points wins. Shorter games to 5 or 7 are common.
Strategy for beginners
- You need three tricks. Count the right bower, the left bower and the ace of trumps as likely tricks, plus any off-suit ace. Three trumps including a bower is usually enough to call.
- Remember who gets the turned card. If your partner is the dealer, ordering up gives them a trump. If an opponent is the dealer, it gives them one.
- "Next" is often right. If the turned card is passed round, the dealer's side is probably weak in that colour, so the player on the dealer's left often does well calling the other suit of the same colour.
- Makers lead trumps. Pull the defenders' trumps so your off-suit aces win.
- Dealer's discard: throw a low card that leaves you with no cards in a suit, so you can trump it later.
- Count the trumps. There are only seven. Knowing when they are gone tells you whether your ace is safe.
- Trumping a trick your partner is already winning.
- Forgetting the left bower is a trump and trying to follow suit with it.
- Calling on a hand with two small trumps and no aces.
Questions
How many cards are used in Euchre?
Twenty-four: the 9, 10, Jack, Queen, King and Ace of each suit. Each player gets five, one is turned up and three stay unused.
What is the left bower?
The Jack of the suit that is the same colour as trumps. It becomes the second-highest trump for that hand, below the Jack of trumps (the right bower).
What does "order it up" mean?
Telling the dealer to pick up the turned card, which makes that card's suit trumps for the hand.
How do you win at Euchre?
Be the first side to 10 points. You score by taking at least three of the five tricks when your side made trumps, or by stopping the other side doing so.