Gameweave

Euchre

Euchre is a fast partnership trick-taking game for four players in two teams. It is played with a short 24-card deck and is famous for its trump bidding, its two "bower" trump jacks, and the option to go alone for bonus points.

Objective

Be the first partnership to reach 10 points. Partners sit across from one another: Team 1 is players 1 & 3, Team 2 is players 2 & 4.

The Deck

Euchre uses only 24 cards — the 9, 10, Jack, Queen, King, and Ace of each of the four suits. All lower cards are removed.

Setup

•
Each player is dealt 5 cards.
•
The next card is turned face up. Its suit is the candidate trump for the first round of bidding. The three remaining cards form the kitty and are set aside.
•
The deal passes one seat to the left after every hand.

Trump and the Bowers

Once a trump suit is chosen, the two most powerful cards are the bowers:
•
Right bower — the Jack of the trump suit. This is the highest card in the game.
•
Left bower — the Jack of the other suit of the same color. It counts as a trump card (not its printed suit) and is the second-highest card.
For example, if spades is trump, the right bower is the J♠ and the left bower is the J♣. The full trump order, high to low, is:
J (right bower) → J of same color (left bower) → A → K → Q → 10 → 9
In every non-trump suit the order is the normal A → K → Q → (J) → 10 → 9, except that the suit whose Jack has become the left bower is missing that Jack.

Bidding for Trump

Starting to the dealer's left and going clockwise:
1.
Round 1 — order it up. Each player may order up the turned-up suit as trump, or pass. If a player orders it up, the dealer picks up the turned card and discards one card face down, and that suit becomes trump.
2.
Round 2 — name a suit. If all four players pass, the turned card is turned face down. Going around again, each player may name any of the other three suits as trump (not the suit that was turned down), or pass.
3.
Redeal. If everyone passes a second time, the hand is thrown in and redealt by the next dealer.
The partners who set trump are the makers; their opponents are the defenders.

Going Alone

When you set trump, you may declare that you will play alone. Your partner sits out the entire hand — their cards are set aside and their turn is skipped — and you play the five tricks by yourself against both opponents. Going alone risks nothing extra but pays a large bonus for sweeping the hand.

Playing the Tricks

•
The player to the dealer's left leads to the first trick (if that player is sitting out for a loner, the lead passes to the next active player).
•
You must follow the led suit if you can. Remember the left bower counts as trump, not as its printed suit.
•
A trick is won by the highest trump played, or, if no trump is played, by the highest card of the suit that was led.
•
The winner of each trick leads the next one. Five tricks are played per hand.

Scoring

At the end of each hand, count the makers' tricks:
Result
Points
Makers take 3 or 4 tricks
1 to the makers
Makers take all 5 tricks (a "march")
2 to the makers
Makers take all 5 tricks while going alone
4 to the makers
Makers take 3 or 4 tricks while going alone
1 to the makers
Makers take fewer than 3 tricks ("euchred")
2 to the defenders

Winning

The first partnership to reach 10 points wins the game.