Euchre Clubhouse

Euchre’s Global Tournament Master

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More euchre game scenarios

Fifteen more hands, this time dealt at random by a computer. We kept the ones where the choice was close. Look at the hand, make your call, then open the options to see how players differ and what the numbers say.

There's rarely one right answer in euchre. Some players like to do it one way, and some like to do it another. House rules change things too, so check your club's rules. Every hand here is a game to 10 at 0–0, playing stick the dealer, with a loner paying 4 points. Want more? Try the first 15 scenarios.

Calling trump: first round

1. Three trump, but the right goes to the dealer

Your handQ♠9♣Q♣K♣A♥
Turn-upJ♣

You're first to speak.

Order it up or pass?

See the options
  • Some order on three trump and an ace.
  • Others won't hand the other team the highest card in the deck.

Takeaway: count what the turn-up does for the dealer, not only what's in your hand.

By the numbers: about even. Ordering up was euchred about 48% of the time and never took all five. Your team averaged about −0.45 points if you ordered and −0.4 if you passed.

2. The right and a side ace

Your hand9♣A♣9♥J♦K♦
Turn-up9♦

You're first to speak.

Order it up or pass?

See the options
  • Some order, since the right, the king and an off ace is a lot of hand, and the dealer only gets a 9.
  • Others pass with only two trump.

Takeaway: a small turn-up helps the dealer less, but it still gives them a trump.

By the numbers: ordering up was euchred about 46% of the time. Your team averaged about −0.3 points if you ordered, and about even if you passed.

3. Help your partner, or wait for spades?

Your hand10♠J♠K♠Q♣Q♦
Turn-up9♣

You're the dealer's partner, and the player before you passed.

Do you order up your partner?

See the options
  • Some order, because the J♠ is the left in clubs and the 9♣ lands on your team.
  • Others pass and hope to name spades, where that same jack is the right.

Takeaway: your best suit may not be the one that's turned up.

By the numbers: about even. Your team averaged about +0.4 points either way. Ordering up was euchred about 24% of the time.

4. Your partner gets the right

Your hand9♣10♣K♣J♥9♦
Turn-upJ♦

You're the dealer's partner, and the player before you passed.

Do you order up your partner?

See the options
  • Many would, because your partner gets the right and you hold the left and the 9.
  • Others pass and look at clubs, which is their longest suit.
  • In clubs playing the Canadian loner, ordering up your partner means you go alone, so check first.

Takeaway: a big turn-up is worth a lot when it lands on your side.

By the numbers: ordering up was euchred about 11% of the time and took all five about 33%. Your team averaged about +1.0 point if you ordered and +0.7 if you passed. That's with your partner, not as a Canadian loner.

5. Four trump in third seat

Your handK♣9♥10♥Q♥K♥
Turn-upJ♥

You sit to the dealer's right, and your partner has passed.

Order it up or pass?

See the options
  • Some order, because four trump is hard to pass.
  • Others won't give the dealer the right, and they know they hold no ace or bower.

Takeaway: length isn't the same as strength. All four of your trump can lose to the bowers and the ace.

By the numbers: about even. Your team averaged about 0 points either way. Ordering up was euchred about 34% of the time and never took all five.

6. You're the dealer, and your strength is in diamonds

Your hand10♣A♥10♦Q♦K♦
Turn-upK♣

Everyone has passed to you.

Pick it up, or turn it down and hope for diamonds?

See the options
  • Some pick up the king and take two trump and the A♥.
  • Others turn it down, though someone else may then name a suit before it gets back to them.

Takeaway: turning it down gives the other team the first chance to name a suit.

By the numbers: picking up was euchred about 39% of the time. Your team averaged about −0.15 points if you picked up and −0.35 if you turned it down.

7. You're the dealer, holding the left

Your handJ♠10♥Q♥9♦Q♦
Turn-up10♣

Everyone has passed to you.

Pick it up or turn it down?

See the options
  • Some pick up, because the left and the 10 are two trump and they don't want to give the other team the choice.
  • Others turn it down, because there's no ace in the hand.

Takeaway: two trump and nothing else is a thin hand, even with a bower.

By the numbers: picking up was euchred about 50% of the time. Your team averaged about −0.45 points if you picked up and −0.35 if you turned it down, which is close.

Calling trump: second round

8. First to speak with the right

Your hand10♠Q♠J♥Q♥A♦
Turned down9♠

You're first to speak in the second round.

Do you call hearts?

See the options
  • Some call on the right, the queen and an off ace.
  • Others pass, because two trump isn't much, and see what their partner does.

Takeaway: in this seat you've heard the least, so you're deciding with the least to go on.

By the numbers: about even. Your team averaged about 0 points either way. Calling hearts was euchred about 36% of the time.

9. The dealer's partner, with the left

Your handK♣9♥K♥9♦J♦
Turned downQ♠

You're the dealer's partner, and the first player passed again.

Do you call hearts?

See the options
  • Some call, because the J♦ makes three hearts, led by the left.
  • Others pass, since the dealer has to name a suit anyway.

Takeaway: count the left as part of its new suit when you size up a hand.

By the numbers: calling hearts was euchred about 25% of the time. Your team averaged about +0.35 points if you called, and about even if you passed.

10. Save the dealer, or leave them stuck?

Your hand9♠A♠K♥10♦K♦
Turned downA♦

You sit to the dealer's right. Your partner and the other opponent have passed again.

Do you call spades, or pass and stick the dealer?

See the options
  • Some call on the ace, to take the choice away from the dealer.
  • Others pass and make the dealer call a suit they've already turned down.

Takeaway: with stick the dealer on, passing in this seat puts the pressure on the other team.

By the numbers: calling spades was euchred about 60% of the time. Your team averaged about −0.75 points if you called and −0.4 if you passed.

11. Stuck with nothing

Your handK♠10♣10♥A♥Q♦
Turned down9♣

Everyone has passed twice, and you're the dealer, so you must call.

Which suit do you name?

See the options
  • Most take hearts, for the two cards and the ace.
  • Some take spades, because it's the same color as the turned-down club, even with just the king.
  • A few take diamonds, though the queen is the only one they hold.

Takeaway: two trump beats one, even when nothing feels good.

By the numbers: hearts was euchred about 59% of the time and averaged about −0.75 points. Spades was euchred about 67%, averaging −1.0. Diamonds was euchred about 71%, averaging −1.1.

Going alone

12. Strong, but with a jack that won't win

Your handA♠J♣J♦Q♦A♦
Turned downK♥

You're first to speak in the second round, and you call diamonds.

Do you go alone?

See the options
  • Some go, for the right, the ace and the queen, and the first lead.
  • Others look at the J♣, which isn't a bower here and has little chance of winning a trick. They keep their partner.

Takeaway: a jack only counts if it's a bower.

By the numbers: about even, at about +1.1 points either way. Alone, you took all five about 10% of the time and were euchred about 6%. With your partner, it was 25% and 3%.

13. Two side cards and no lead

Your handK♠A♣10♥J♥A♥
Turned downJ♣

You sit to the dealer's right. Your partner and the other opponent have passed again, and you call hearts.

Do you go alone?

See the options
  • Some go, for the right, the ace, and the A♣.
  • Others keep their partner, because someone else leads first and the K♠ needs help.

Takeaway: going alone earns more when it works, and costs more when it doesn't.

By the numbers: alone averaged about +1.25 points, with your partner about +1.05. Alone, you took all five about 20% of the time and were euchred about 12%. With your partner, it was 22% and 5%.

Leading against a call

14. You hold the right against the dealer

Your hand10♠J♣10♥J♦A♦
Dealer picked up10♣

You sit to the dealer's left, so you lead first. Clubs are trump.

What do you lead?

See the options
  • Some lead the J♣ and take out a trump from the dealer.
  • Others lead the A♦ for a sure trick, and save the right for later.
  • Some lead a low card, hoping their partner can win it.
  • Some lead the J♦ and keep the A♦ for a later trick.

Takeaway: the callers can't take all five while you hold the right. What's left to decide is how many tricks you take.

By the numbers: all close. The callers averaged about 0.65 points after the J♣, 0.7 after either 10, and 0.75 after the A♦ or the J♦. They were euchred 8% to 12% of the time.

15. One trump, one ace and three diamonds

Your handK♠A♣9♦J♦Q♦
Dealer picked up10♠

You sit to the dealer's left, so you lead first. Spades are trump.

Do you lead the trump, the ace or a diamond?

See the options
  • Some cash the ace while it's there.
  • Some lead a diamond, their long suit, because the callers are likely short in it.
  • Some lead their lone trump to draw out the callers' trump.

Takeaway: your king of trump can win later, so leading it away gives up your best chance to stop them.

By the numbers: the callers averaged about 1.0 point after a diamond, 1.1 after the A♣ and 1.2 after the K♠. They took all five about 25% of the time after a diamond, and about 31% to 33% after the other two.

About the numbers

A computer dealt these hands at random, and we kept hands where the choices came out close, so they're more interesting than a typical deal. Each choice was then simulated about 200,000 times, with the unseen cards dealt at random and all four players following simple, sensible rules. Deals that didn't fit what had already happened, such as someone calling who was shown as passing, were thrown out.

Average points are for your team, with the other team's points counted as a minus and a euchre worth 2, unless a line says it's the callers'. Read them as estimates. Simulated players can't read a risky caller or a partner's habits, and differences of a few tenths of a point are best read as about even. These are from a different simulation from the first 15 scenarios, so compare within a page, not across pages. For more odds, read euchre statistics and odds.

Your club's rules in Euchre Clubhouse

Write your club's rules into the app once, and players can read them on their phones. Watch it run or try the sandbox.