This game currently has one published named variant. The comparison will show differences when another variant is published.
North American four-player partnership Euchre
North America · revision 1
- Players
- 4 (2v2)
- Deck
- 24 cards: 9, 10, J, Q, K, A of each suit.
- Teams
- Two fixed partnerships, partners seated opposite.
Setup and the deal
Cut for partners, then seat partners opposite. The dealer deals five cards to each player in packets, then turns the next card face up as the proposed trump. Deal rotates clockwise each hand.
Choosing trump
The player to the dealer's left is first asked. In the first round a player may order the up-card suit into trump or pass. If all four pass, the up card is turned down and a second round lets a player name any other suit or pass. If all pass again, the deal passes on.
Play, following suit and playing alone
The player to the dealer's left leads. You must follow suit if you can; if you cannot, you may play any card, including trump. The highest trump wins, otherwise the highest card of the led suit. A maker may play alone (partner sits out) if declared before the first lead.
Scoring a hand
The makers must take at least three of five tricks. Three or four tricks score 1; all five score 2; a lone maker taking all five scores 4. Fewer than three tricks means the makers are euchred and the defenders score 2.
Ending the game
The game ends when a partnership reaches ten points.
House-rule choices
Groups differ on whether a lone maker taking three or four tricks scores 1, the defender-alone award, whether a makers' march scores 2 or 4, and 'stick the dealer'. Record the choice on your score sheet.
Read full rules
North American four-player partnership Euchre
North America · revision 1
- Players
- 4 (2v2)
- Deck
- 24 cards: 9, 10, J, Q, K, A of each suit.
- Teams
- Two fixed partnerships, partners seated opposite.
Setup and the deal
Cut for partners, then seat partners opposite. The dealer deals five cards to each player in packets, then turns the next card face up as the proposed trump. Deal rotates clockwise each hand.
Choosing trump
The player to the dealer's left is first asked. In the first round a player may order the up-card suit into trump or pass. If all four pass, the up card is turned down and a second round lets a player name any other suit or pass. If all pass again, the deal passes on.
Play, following suit and playing alone
The player to the dealer's left leads. You must follow suit if you can; if you cannot, you may play any card, including trump. The highest trump wins, otherwise the highest card of the led suit. A maker may play alone (partner sits out) if declared before the first lead.
Scoring a hand
The makers must take at least three of five tricks. Three or four tricks score 1; all five score 2; a lone maker taking all five scores 4. Fewer than three tricks means the makers are euchred and the defenders score 2.
Ending the game
The game ends when a partnership reaches ten points.
House-rule choices
Groups differ on whether a lone maker taking three or four tricks scores 1, the defender-alone award, whether a makers' march scores 2 or 4, and 'stick the dealer'. Record the choice on your score sheet.
Read full rules