PULL UP A CHAIR
How to play euchre.
Euchre is a partnership trick-taking game. Four players sit around a table, with partners opposite. Here, you sit south and Alex is your partner. West and East play together. All three other seats are bots.
Start with five cards
The deck contains 24 cards: 9, 10, jack, queen, king, and ace in each suit. Each player receives five. The next card is turned face up; three cards stay unseen. You do not draw during a hand.
Choose the trump suit
Starting left of the dealer, each player may order up the face-up suit or pass. Ordering up makes that suit trump. The dealer must pick up the upcard and discard one of their six cards face down, even if someone else called it.
If all four pass, the upcard is turned down. Starting left of the dealer again, each player may name any of the other three suits or pass. At this table, if all four pass again, we redeal and move the dealer left. By default we redeal. You can turn on stick-the-dealer before a new game; then the dealer must choose in the second bidding round.
The bowers: two jacks, one trump suit
The jack of trump is the right bower, the strongest card. The jack of the other suit of the same color is the left bower, second strongest. It now belongs to trump for every rule, including following suit.
Trump order is J♥, J♦, A♥, K♥, Q♥, 10♥, 9♥. If diamonds are led, J♦ does not count as a diamond. If hearts are led and J♦ is your only trump, you must play it.
Outside trump, cards rank ace, king, queen, jack, 10, 9. The same-color non-trump suit has no jack, because that jack has become the left bower.
Play a trick
The first active player left of the dealer leads any card. In clockwise order, each other player plays one card. You must follow the effective suit of the led card if you have it. If you cannot, you may play anything, including trump.
The highest trump wins. If no trump is played, the highest card of the led suit wins. The winner leads the next trick. After five tricks, the hand is scored.
Go alone when the hand is strong
While calling trump, select “Go alone” to sit your partner out for that hand. Your team plays with your five cards against the two defenders. The first active player left of the dealer leads. Taking all five tricks alone earns four points. Going alone and taking only three or four still earns one.
Score the hand
| Calling team’s tricks | Points |
|---|---|
| 0, 1, or 2 | Defenders get 2 — a euchre |
| 3 or 4 | Callers get 1 |
| 5, with partner | Callers get 2 — a march |
| 5, alone | Lone caller’s team gets 4 |
The first team to reach 10 wins. Deal moves left each hand. This table uses no joker, no partner card exchange, no defensive loners, and no bonus for winning with a particular card.
How this practice table helps
Bright cards are legal to play; unavailable cards are disabled. Bowers carry a label once trump is named. Ask for a hint for a short explanation. The bots use simple rules and see only their own hand and the cards already played. They are useful practice partners, not expert opponents.
The rules follow the core partnership game described by Bicycle’s euchre guide, with this table’s all-pass redeal convention stated above.
Take my seat →Play with friends in a room
Create a room and share its invite link. Up to four friends join without accounts; pick opposite seats to partner up or adjacent seats to compete. The host deals when everyone is ready, and bots fill the empty seats. After play starts, the host can open an empty bot seat for a replacement. If someone leaves, a bot takes over. The host can replace a player with a bot. Any seated player can collect a completed trick or deal the next hand.
Keep the link among friends: anyone holding it can join an open lobby. Reopen the same link in the same browser to recover your seat. Rooms expire after 24 hours. To move your seat, use the private one-time transfer link inside the room. It expires after 5 minutes; using it revokes the old device. Your solo practice save is separate.
Create a friends’ table →Optional rules and practice tools
Options lets you choose stick-the-dealer and Canadian loner before a new solo game. Canadian loner means ordering up your partner forces you to play alone; the dealer sits out without picking up the card. The host chooses room rules before dealing, and they stay fixed for that table. Daily challenges keep their fixed default rules.
Solo Practice tools offers undo, replay from the same hand, and four exercises. Undo or replay marks the game as assisted; recorded results are not changed. Exercises keep your previous game aside so you can return to it. Optional automatic trick collection gives you 1.4 seconds to see a completed trick before it is collected.
When a friend steps away
After 90 seconds without a connection, a temporary bot covers the player when another connected player checks the table. Reopen the same browser to reclaim the seat with the remaining cards. Leaving explicitly revokes your seat; a bot takes over. If the host leaves, another player receives host controls. The host may close the table or open a vacant seat for someone new.