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How to Play Euchre: Rules, Bowers and Bidding

Euchre is a fast partnership game played with only 24 cards. A hand takes about two minutes. The rule that catches every newcomer is the bowers: when a suit becomes trump, two Jacks jump above the Ace, and one of them changes suit entirely.

Last updated: September 2026

The Euchre deal: North and South partnered against East and West, five cards each from a 24-card deck, a four-card kitty with the Jack of hearts turned up, and the trump order showing the Jack of hearts as right bower and the Jack of diamonds as left bower above the Ace
With hearts as trump, the Jack of diamonds leaves its own suit and becomes the second-highest heart. Diamonds is down to five cards for the rest of the hand.

On this page

The deck, the deal and the kitty

Euchre uses a stripped deck: the 9, 10, Jack, Queen, King and Ace of each suit, and nothing else. That is 24 cards. Four players sit in two partnerships, each player opposite their partner.

Every player gets five cards. The remaining four form the kitty, and the top card of the kitty is turned face up. That single upturned card drives the whole auction, because it is the suit on offer in the first round of bidding, and everyone can see it.

The bowers: the rule that defines Euchre

Once a suit is named as trump, the ranking inside that suit changes:

RankCard, with hearts as trumpName
1 (highest)Jack of heartsRight bower
2Jack of diamondsLeft bower
3Ace of hearts
4King of hearts
5Queen of hearts
610 of hearts
7 (lowest)9 of hearts

The left bower is the part people get wrong. The Jack of diamonds is no longer a diamond. If someone leads diamonds, you do not have to play it, and you cannot, unless you have no other diamond. It follows hearts instead, for the whole hand.

This also means the trump suit has seven cards while every other suit has five, and the suit of the same colour is down to four.

Bidding: ordering up, naming trump, stick the dealer

Bidding runs in two rounds, starting with the player to the dealer's left.

Round one: order it up, or pass

The turned card's suit is the only option. Saying "I order it up" makes that suit trump. The dealer then takes the turned card into their hand and discards one card face down. The player who ordered it up becomes the maker, and their side owes three tricks.

Note who benefits. If you order up and the dealer is your opponent, you have just handed them a guaranteed trump card. Ordering up from the dealer's left is a bid you should be able to justify.

Round two: name any other suit

If all four players pass, the turned card is set aside and a second round begins. Now each player may name any suit except the one that was turned down. Naming the suit of the same colour is called going "next", and it is often the strongest choice, because a turned-down suit being weak makes its colour-partner more likely to be strong.

What is stick the dealer?

In the version played here, the dealer cannot pass in the second round. If it reaches them, they must name a suit. This is called stick the dealer. It prevents hands being thrown in over and over, and it regularly forces the dealer into a contract they will be euchred on.

Playing the five tricks

The player to the dealer's left leads first. After that, whoever wins a trick leads the next one.

Five tricks is not many. A single wasted trump usually decides the hand, which is why counting matters more here than in longer games.

Scoring, and what being euchred costs

Result for the makersScoreWho gets it
Three or four tricks1 pointThe makers
All five (a march)2 pointsThe makers
All five, playing alone4 pointsThe makers
Two tricks or fewer — euchred2 pointsThe defenders

The first side to 10 points wins. Look at the shape of that table: making your contract usually earns 1, but failing it hands the opponents 2. A marginal bid is a losing bid, and passing costs you nothing except the chance that the other side bids badly instead.

Going alone

After naming trump, the maker may declare they are playing alone. Their partner puts their cards down and sits out the hand. Three players contest the five tricks.

The reward is 4 points for taking all five instead of 2, usually enough to decide the game. The risk is that you have given up five cards of help. Three or four tricks alone still scores only 1 point, exactly what you would have got with your partner.

The honest test: can you name the five tricks before you play? A hand with both bowers and the Ace of trump has three, and needs two more from a side Ace or a fourth trump. Anything less than that and you should keep your partner.

Five habits that win more hands

  1. Count the trump suit as seven cards, not six. The left bower is one of them. Players who forget it lead into a trump they did not know existed.
  2. Think about who gets the turned card. Ordering up when the dealer is an opponent gives them a trump for free. It needs a stronger hand than ordering up to your own partner.
  3. Go next when the first round dies. Everyone passing on the turned suit is evidence that suit is thin. The same colour is then the most likely place for strength.
  4. Lead trump when you are the maker. Draw the defenders' trumps out early so your side Ace survives to trick four.
  5. Pass more than feels comfortable. Being euchred gives away 2 points. Over a game to 10, two bad bids are the whole margin.

Playing Euchre on this site

The Euchre game here follows the rules on this page: a 24-card deck, five cards each, a four-card kitty with the top card turned, both bowers, two bidding rounds with stick the dealer, going alone, and scoring of 1, 2 or 4 for the makers with 2 to the defenders on a euchre. The first side to 10 wins.

Three computer opponents fill the other seats at easy, medium or hard. It runs in the browser with no download and no sign-up, and you can install it as an app from your browser menu to play offline.

Play Euchre now

Common questions

What are the bowers in Euchre?

The right bower is the Jack of the trump suit and is the highest card in the deck. The left bower is the Jack of the other suit of the same colour. It becomes a trump for the whole hand and outranks the Ace of trump.

How many cards do you use in Euchre?

Twenty-four: the 9, 10, Jack, Queen, King and Ace of each suit. Everything from the 2 to the 8 is removed. Each player receives five cards and the four left over form the kitty.

What does ordering up mean in Euchre?

Ordering up means accepting the turned card's suit as trump in the first bidding round. The dealer then picks that card into their hand and discards another. If you are the dealer's partner, you are giving the dealer a known trump card.

What is stick the dealer?

If all four players pass twice, the dealer is not allowed to pass again and must name a trump suit. It stops hands being thrown in repeatedly and forces a weak dealer into a contract they would rather avoid.

What does it mean to be euchred?

The side that named trump has to win at least three of the five tricks. Taking two or fewer means they are euchred, and the defending side scores 2 points. It is the reason a marginal hand is usually worth passing on.

Is it worth going alone in Euchre?

Only with a hand that can take all five tricks by itself, which usually means both bowers and the Ace of trump. Going alone scores 4 points for a march instead of 2, but you lose your partner's cards, so three tricks still earns just 1.

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