The selected variant is defined below; agree on changes before dealing.

← On a small screen, scroll the diagram horizontally. →

Four players sit in opposite-seat partnerships with 5 cards each. After trump is accepted, dealer takes the upcard and discards one; undealt leftovers never enter play. Fans and piles are schematic; the rules specify card counts.
Four players sit in opposite-seat partnerships with 5 cards each. After trump is accepted, dealer takes the upcard and discards one; undealt leftovers never enter play. Fans and piles are schematic; the rules specify card counts.

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History and selected rules

Euchre is related to Alsatian Jucker and spread in North America; no precise inventor is claimed. Select an American profile: 4 players, partners opposite, 24 cards (9–10–J–Q–K–A), no joker. Makers aim for at least 3 of 5 tricks. Only the maker may go alone without partner; defenders cannot go alone in this profile.

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Setup and deal

Choose the first dealer randomly, then rotate left. Deal clockwise in packets of 3 then 2, giving 5 each. Expose the next card; the rest are unused. From dealer’s left, pass or accept its suit as trump. First acceptance ends selection: dealer takes the upcard and discards one face down, including when dealer’s partner orders it.

All pass: turn it down and start a second round from left. Name any other suit or pass. All pass again: no score, next player deals. Dealer is not forced to choose. The maker declares going alone before the opening lead; partner sets the hand face down and is skipped.

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Playing a hand

Highest trump is its own jack, then the other same-colour jack, then A–K–Q–10–9. That second jack belongs entirely to trumps, no longer its printed suit. Other suits rank A–K–Q–J–10–9 without the transferred jack.

First active player left of dealer leads anything. Clockwise, follow suit when possible; otherwise play anything, with no compulsory trumping. Account for the second jack’s actual suit. Highest trump wins, otherwise highest led-suit card; winner leads next. Play all 5 tricks even if the outcome is already clear.

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Complete scoring

Makers taking 3 or 4 score 1; all 5 score 2. A lone maker taking 5 scores 4, taking 3 or 4 scores 1. If makers fall short, defenders score 2 whether or not the maker was alone. Defenders earn nothing merely for taking a trick against a successful contract. First partnership to 10 or more wins; only one side scores per deal, so a completed game cannot tie.

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Worked example

Hearts trump: J♦ beats A♥. But against A♦, holding J♦ and no other diamonds does not force you to play the jack: it is trump, not diamond. A trick of J♦–A♥–9♥–J♥ is won by the final J♥.

← On a small screen, scroll the diagram horizontally. →

Hearts are trump. J♦ also belongs to hearts: it is the left bower. A: J♦; B: A♥; C: 9♥; D: J♥. Everyone follows trump. The final J♥ outranks J♦ and wins the trick for D.
Everyone follows trump. The final J♥ outranks J♦ and wins the trick for D.

Common questions

May we choose no trumps?+

Not in this profile; a suit must be chosen.