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Euchre strategy: how to win

Euchre is quick to learn, but good teams win far more often. These are the habits that make the difference, from the bidding to the last trick.

Know what a good hand looks like

There are only 7 trumps in a hand of Euchre: the two bowers and the Ace, King, Queen, 10 and 9. With 5 of the 24 cards in each hand and 4 in the kitty, three trumps is a strong holding, and two can be enough with help.

A common rule of thumb: call trump when you expect to win three tricks between you and your partner. Count a bower or the trump Ace as a likely trick, an off-suit Ace as a likely trick, and expect your partner to take about one.

Ordering up depends on your seat

Where you sit changes the value of the turned card. If the dealer is on your team, ordering it up puts an extra trump in your partner’s hand. If the dealer is an opponent, ordering it up hands them that trump, so you need a stronger hand.

Round 2: calling “next”

When the dealer’s team turns down a suit, they are unlikely to hold a bower of that color. That makes the other suit of the same color, called “next”, a good call for the player to the dealer’s left: the Jack of the turned-down suit becomes their Left Bower, and the opponents probably can’t stop it.

For the dealer’s team the reasoning runs the other way. They often prefer one of the two suits of the other color, sometimes called “crossing” or “reverse next”.

Playing the hand

Count the trumps

Keep track of which of the 7 trumps have been played, and whether the bowers are out. When you know the last trump is gone, your Aces and Kings are winners. When a player fails to follow suit, remember it: they are now void and can trump that suit.

When to go alone

Go alone when your hand can probably take all five tricks without help: for example, the Right Bower, the Left Bower and another high trump, plus an off-suit Ace or a void. A lone hand that takes all five is worth 4 points instead of 2.

Watch the score. If a march would already win the game, there is nothing to gain from going alone. And if your hand needs your partner to take one trick, it isn’t a loner: play it with them.

Defending against a lone hand

Against a loner, you only need one trick to stop the 4 points. Between you and your partner, keep the cards most likely to win a trick: a high trump or an Ace in a suit the lone player may not hold.

Don’t both guard the same suit. If your partner is clearly holding one suit, throw away your cards in it and keep a different one. Leading an off-suit Ace through the lone player is often the best start.

Common mistakes

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