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Table style

Euchre

Trumps
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Tricks
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Us
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Them
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All gamesKeys: P pass, H hint, S scores, N new game

How to play Euchre

Euchre is a quick trick-taking game for four players in two partnerships. Here you and Otto, across the table, play against Mabel on your left and June on your right. Each hand is only five tricks: the side that chooses trumps has to win at least three of them. The first side to 10 points wins.

The cards

Euchre uses 24 cards: the 9, 10, jack, queen, king and ace of each suit. Each player is dealt five. Of the four cards left over, one is turned face up and the other three are not used.

The trump suit has two special cards, the bowers:

So trumps rank right bower, left bower, ace, king, queen, 10, 9. The other suits rank ace, king, queen, jack, 10, 9. Once trumps are known, your hand is sorted with the trumps together on the right, strongest last.

Choosing trumps

Starting with the player to the dealer’s left, each player in turn may accept the suit of the turned-up card as trumps or pass.

The side that chose trumps are the makers for that hand. The word beside each name tells you that player’s part in the hand: dealer, pass, called, alone or sits out. The deal moves to the left each hand.

Going alone

If your hand is very strong, switch on Alone before you order up or name a suit. Your partner then puts their cards down and sits the hand out, and you play the two opponents by yourself for a bigger prize. The computer players can go alone too; when Otto does, you sit out. If the player sitting out is the dealer, the turned-up card stays on the table and nobody picks it up.

Playing a trick

When it is your turn, the cards you may not play are dimmed. With a mouse, click a card to play it or drag it onto the table. On a touch screen the first tap lifts the card and a second tap plays it.

Scoring

Result of the handPoints
Makers take three or four tricks1 to the makers
Makers take all five tricks2 to the makers
A maker playing alone takes all five4 to the makers
A maker playing alone takes three or four1 to the makers
Makers take fewer than three (they are “euchred”)2 to the other side

The game ends as soon as a side reaches 10 points.

Tips for winning more often

How good are the computer players?

Mabel, Otto and June all play the same sensible game. They weigh their hand before ordering up, draw trumps when their side made them, lead aces when defending and leave a trick alone when their partner already has it. They see only what you would see in their seat. They do not signal to each other, and Otto does not know your hand.