Euchre is a trick-taking card game for 4 players at a table. This page describes common rules, not an official rulebook. House rules vary, so agree on yours before you start.
4 players at each table, in 2 teams of 2. Partners sit across from each other.
A deck of 24 cards: the 9, 10, jack, queen, king and ace of every suit.
A table number and a pencil. Our tally cards show each player their table, seat and partner for every round.
The goal
Each deal, one side names the trump suit and tries to win at least 3 of the 5 tricks. The other side tries to stop them. Points add up over the round.
How a hand goes
The dealer gives each player 5 cards and turns one card face up.
Starting left of the dealer, each player may order up that suit as trump, or pass. If all pass, a second trip around lets players name a different suit.
The side that picks trump is the makers. The other side is the defenders.
The jack of the trump suit is the strongest card. The other jack of the same color is next. Then ace, king, queen, 10 and 9 of trump.
Players must follow the suit led if they can. The left bower (the other jack of the trump color) counts as a trump card, so it must follow a trump lead, and it is not a card of the suit it shows. The highest trump wins the trick, or the highest card of the suit led if no trump is played.
A player who wins a trick leads the next one. After all tricks are played, score the hand.
Scoring
These are the point values our tally cards use. A normal game goes to 10 points. Many groups play 8 deals a round in a progressive tournament instead, and each player keeps their own total.
Euchre point values
Result of the hand
Score
Makers win 3 or more tricks, but not all 5
1 point
Makers win all 5 tricks (a march)
2 points
A player goes alone and wins all 5 tricks (a loner)
4 points
Makers fail to win 3 tricks (a euchre): defenders score
2 points
Progressive euchre
A common round is 8 deals, so every player deals twice. Then everyone moves to a new table and partner.
Each player writes their own points, wins, loners and euchres on a personal tally card.
If you prefer a race, play each round to 8 or 10 points instead. Rounds then finish at different times.
Common house rules
Stick the dealer: if everyone passes twice, the dealer must name trump.
Farmer's hand: a hand of only 9s and 10s may be shown for a redeal.
Loners: some groups score a loner differently, so write yours under Other rules on the card.
Some groups play without a joker. Others add one as the top trump.
Ending the night and prizes
At the end of the last round, add up each player's points. Common prizes are the highest total, the most loners and a booby prize for the lowest total.
Printable rules card for each table
Two cards print on each sheet, one for each table. Print one sheet for every two tables. Tick your group's house rules on the card. Lines are left blank for rules of your own.
When the makers fail to win 3 tricks, the defenders score 2 points. House rules vary, so check your group.
How do you score a loner?
A player who goes alone and wins all 5 tricks scores 4 points in the common rules our cards use. Some groups score it differently.
What cards do you use for euchre?
A deck of 24 cards: 9, 10, jack, queen, king and ace in all four suits. Each player gets 5 cards.
How many deals are in a progressive euchre round?
Most groups play 8 deals a round, so each of the 4 players deals twice. Then everyone moves to a new table and partner.
What does stick the dealer mean?
If every player passes in both rounds of naming trump, the dealer must name a suit. It stops hands from being thrown in. Not every group plays it, so agree on it first.