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Players - 4 players, in teams of 2.
Deck - Most commonly, the deck is 24 cards, consisting of the 9, 10, J, Q, K, and A from all 4 suits.
Goal - To become the first pair to score at least 10 points.
Setup - Partners should be seated opposite one another. - A dealer is chosen at random. - Players are each dealt 5 cards. - The remaining 4 cards are placed, face down, in the middle of the table. - Dealer turns the top card face up, and this is the card that sets the trump suit. Card Values - Aces are generally the most valuable, and 9s are the least valuable. -
Two exceptions: the Jack of the trump suit is known as the “right bower” and is the most valuable card; the other Jack of the same color is known as the “left bower” and is the second most valuable card -
A trump suit will contain both bowers.
First Bidding Round Players bid, starting from the left of the dealer and continuing clockwise, on whether or not they want to use the face-up card’s suit as trump. - Player to the dealer’s left may pass or state “I order it up.” If he orders up, no other player can bid. - If the first player passes, the dealer’s partner can pass or say “I assist.” If he assists, no other player can bid. - If both players pass, the next player can pass or say “I order it up.” If he orders up, no other player can bid. - If three players pass, it’s the dealer’s turn. He can pass or say “I accept.”
NOTE: Whether face-up card is ordered up or dealer accepts, the dealer picks up the card and discards one from his hand - If all players pass, the bidding continues.
Second Bidding Round - The face-up card is turned face-down and bidding starts again. - The first player who names a suit has chosen trump. - If no one bids, all of the cards are shuffled together again, and the next player deals a new hand. - The partners that choose the trump are known as the “makers.” The other partners are the “defenders.”
Going Alone - If a player believes they have an outstanding hand, they can choose to “go alone.” - Their partner folds their hand (placing them face-down on the table) and leave the game for a round. - Anyone may announce that they're going alone after trump is selected but before the first card is led.
Winning - The first team to score 10 points wins Gameplay - The player to the left of the dealer leads first by playing any card from his hand. - Players must play the suit of the card led, if possible. If not, they can play any card in their hand. - The highest card played in the lead suit wins the trick, unless one or more trumps were played, in which case the highest trump card wins the trick. - The player who wins the trick leads in the next trick.
Scoring - If all 4 players take part in a hand, the makers score 1 point for taking 3 tricks. They score a bonus point (2 total) for taking all 5 tricks. - If the makers fail to take 3 tricks, they are "euchred" and the defenders are awarded 2 points. - If a maker goes alone and wins all 5 tricks, his partnership scores 4 points. If he wins 3 or 4 tricks, his partnership is awarded only 1 point. - If a defender goes alone and wins 3 or 4 tricks, his partnership is awarded 2 points. If he wins all 5 tricks, his partnership is awarded 4 points.
The above rules apply with the following exceptions:
(1) In addition to the 3 normal hands a dummy hand of 3 cards is dealt, leaving 6 cards in the kitty. (2) Going alone means announcing that intention, then attempting to take 5 tricks without looking at the cards in the dummy.
(3) Unless going alone the maker should use the cards in the dummy to improve his or her hand, discarding any 3 unwanted cards.
(4) If the dealer is also the maker and calls the suit of the up-card, he or she must take the up-card and discard before touching the dummy hand.
(5) There are no partnerships - on a hand-by-hand basis, the defenders cooperate in an attempt to defeat the maker.
(6) If the maker fails to take at least 3 tricks the defenders each score 2 points (or 4 points if the hand was called alone).
NOTE: MANY PLAY WITHOUT LOOKING THE DUMMY HAND – so only the bold above applies
Try these strategies and tips from the experts to improve your Euchre game
Take tricks whenever you can. Don't hold onto a high card in a suit that has already been played.
If it's your lead and you're holding two or more trumps, by all means lead a trump. It might not win, but it will suck most of the remaining trumps out of the other hands. Your other trump cards will become that much more powerful.
This is partnership game so don't play a high trump if your partner has just done so.
Don’t be in a hurry to become the declarer and order up trump. While ordering up trump is a huge advantage, remember that if you can’t take three tricks, your opponents gets two points (that’s called a big troll lurking under the bridge). Euchre is supposed to be a fun game, right? Do you really want to sweat that hard for your third trick? If you only think you can take two tricks, consider passing. Give your opponents an opportunity to do the sweating instead.
So when is your hand good enough to order up trump? Easy answers are a little scarce, but here’s a couple of ideas: your partner will take one trick on average. That means you want an assurance of at least two tricks yourself—and three is better. Takers (winning cards) are aces and the higher trumps (Bowers, ace, king).
Be sure you have an unbeatable hand before opting to play alone. Otherwise, let your partner help you out. Your odds of gaining extra points (for winning five tricks) is much greater with a partner.
Three trumps of any rank form a very powerful hand. You can quickly force out all the highest trumps and subsequently win a couple of tricks.
When weighing trump, always keep in mind which player is the dealer along with a couple of trumps. You and your partner may even take five tricks. Consider how drastically this situation changes if your opponent on the left is dealer. If you order it up in this case, you may still take some tricks, but you won’t take five. By giving up the Right Bower, you’re also giving up at least one trick.
It’s war when play begins. Fight for every trick as if your life depended on it. If you think you can take a trick, do so.
If you play a garbage card, you will lose the trick and may never get the lead back. A non-trump ace is the best option. It’s like firing your derringer—you’ve only got one shot. If you play it now, you can force out all of the that suit and (if you’re not trumped) win the trick.
In the Old West, the fastest gun was always the most feared. The first to trump will often win a given trick. Because there are only five cards in each player’s hand, you won’t have much time to void your suits, so absolutely do not pass up any early trumping opportunities.
Your kings and aces are better with a backer. A backer is a lower card of the same suit.
If your partner calls trump, play your Bowers right away (unless you’d be trumping your teammate’s ace!). This will allow your partner to strategize better and possibly win all five tricks.
As in other trick-taking games, always remember the highest un-played card of each suit
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