Download the full rules here: SSC_Euchre_Tournament_Rules.pdf

SSC Official Euchre Tournament Rules


  • The overall objective of Euchre is to win as many hands as possible in any given game. Trump is the highest suit in the deck and wins over all other suits in any given hand.

Getting Started

  • Games are 25 minutes in length.
  • Games start and according to your SSC tournament schedule. 
  • If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:50pm).


Equipment & Game Set-Up

  • A Euchre deck of cards consists of 4 (heart, diamond, spade & club) of the following cards: 9, 10, J, Q, K, A.
  • We recognize different groups of people play Euchre in many different ways. Please understand that game rules vary group by group (ex. Ordering your partner up forces you to go alone; “Order Alone”), and what may seem like an incorrect or wrong rule to you may seem completely normal for others.
  • If both teams agree prior to the start of the game. Any of the following rules may be modified to best fit both teams’ preferences.


  • If a bidding team takes 3 or 4 tricks, they get 1 point.
  • If the bidding team takes 5 tricks (a sweep) they get 2 points.
  • If a team bids alone and takes 5 tricks, they get 4 points. If the team only takes 3 or 4 tricks they get 1 point.
  • If a team fails to take 3 tricks (euchred), the other team gets 2 points. A euchre against an alone call is worth 2 points.
  • The first team to reach 10 points wins.
  • A total of 13 points per game is possible.

Round Robin Scoring & Playoff Positioning

  • Round Robin Game Scoring: Win = 2pts, Tie =1pts, Loss = 0pts.
  • If there is a tie between teams in the number of game points, then the team that won the head-to-head game will be awarded the higher seed.  If teams did not play each other, then points for (+) will determine the winner.  If more than 2 teams are tied, all teams must have played each other to determine head to head, otherwise points for (+) will determine winner.

Getting Started

  • The rank of cards in each non-trump suit: ace (the highest), king, queen, jack, 10, 9 (the lowest).
  • The rank of cards in trumps: the jack of the trump suit (the Right Bower) followed by the jack of the same color (the Left Bower). For example, if hearts are trumps, they would rank as follows: the jack of hearts, jack of diamonds, and then the rest of the hearts. The trump suit always has seven cards; the next suit (same color as the trump suit) has five; and the cross suits (opposite color as the trump) each have six.

The Deal

  • To determine the first deal of the game, cards will be dealt face up until a player receives any Jack. That player then becomes the dealer; from there, the deal rotates clockwise each hand.
  • Five cards are dealt to each player. The pack is placed face-down, with the top card turned face-up. This card determines the trump suit for the deal.
  • Cards may be dealt one at a time, or by 2's and 3's. It is always Dealer's choice as to the preference of deal style; however, that person's deal style must be maintained during the round.


  • The only language which is allowed during the bidding is: "PASS", "PICK IT UP", or ALONE. The bidder may not use descriptive phrases that give clues. A warning is given (for the first time), and then for subsequent offenses, the offending team loses its right to bid and the non offenders are awarded two points.
  • The first player may either pass or accept the turned-up card as trump. If the first player passes, the next player faces the same decision, and so on.
  • If all players pass, the first player then has the right to name the trump suit, or to pass. (If the first player passes, the next player has an opportunity to name a trump suit, and so on.) The suit of the rejected card cannot be used for trumps.
  • Another player may request (order) the dealer to pick up the card. The dealer's partner may tell his/her partner to "Pick it up" and will be required to go alone.
  • As soon as a player accepts the turned-up card as trumps, the dealer discards a card. The discard is placed cross- wise under the un-dealt cards. The turned-up card belongs to the dealer in place of the discard..
  • Count your cards. Misdeals are re-dealt.
  • Bidding starts to left of the dealer after the dealing has ended.



  • The player who declares the trump suit has the right to play “alone”. When a player declares they are going “alone”, his/her partner must place their hand, face down on the table. The partner is not allowed to look at the turned down cards during a loner attempt.
  • "Defensive loners" (bidding a loner of your own against the opponents' loner) are not allowed.

Play of Cards

  • In play, players must follow suit of whatever card is lead (if able). A trick is won by the highest trump or by the highest card of the suit led. The winner of a trick leads the next card.
  • The object is to win at least three tricks (of a possible five). If the side that called trumps fails this, it is euchred.
  • The person winning the trick puts the trick face down in their area. The person that takes the trick must retrieve the trick and store it in front of them.

Irregularities & Penalties

  • Renege - A card laid is a card played; there are no exceptions to the ruling for a renege. If you renege, you loss the bid and the non offenders are awarded two points.
  • Renege against a loner - The side which declares the loner will score four points. If the declaring team reneges, the non offending team is awarded two points.
  • Bid out of turn – Bidding out of turn will result in a loss of bid and the non offenders are awarded two points. The non offending team may void the out of turn bid and play alone if they wish, but do so at their team’s risk.
  • Lead out of turn – Leading out of turn results in a loss of bid and the non offenders are awarded two points. (4 points if on “alone” call)
  • If you find you have laid the wrong suit or have forgotten to lay a card, the hand is over and your opponents will be awarded two points.


Remember… Always have fun!