Euchre

Four players, two partnerships, five tricks a hand.

New game

You

This is what everybody else at the table sees, so it is worth changing.

Euchre is four players in two fixed partnerships. You sit in seat 1, and your partner is across the table in seat 3. Playing on your own, the other three seats are computer players.

Game settings

These are remembered, so a new game uses them again unless you change them.

Game settings

Everything here is remembered between games. Changes to pace, speech and appearance take effect straight away; rule changes take effect from the next hand, so a hand in progress is never scored by rules it did not start under.

Rules

Pace and speech

A timed pace is a ceiling, not a wait you are held to: Continue is on screen as well, and taking it drops the pending pause.

Appearance

How to play Euchre

Four players in two fixed partnerships, sitting alternately: seats 1 and 3 are one side, seats 2 and 4 the other. You are in seat 1, so your partner is in seat 3, across the table. First side to ten points wins.

The deck

Twenty-four cards: nine, ten, jack, queen, king and ace in each suit. Everything lower is taken out.

The bowers — the one rule that surprises everybody

Once a suit is trump, the two highest cards in the game are:

So with spades trump the order is: jack of spades, jack of clubs, ace, king, queen, ten, nine of spades — then everything else. Clubs are down to six cards, because their jack has left.

This game marks both bowers in your hand and names them whenever a card is read out, so you never have to work it out under time pressure.

The deal

Five cards each. Four are left over; the top one is turned face up for everybody to see. That is the upcard.

The bidding

First round. Starting to the dealer's left, each player in turn may order it up — making the upcard's suit trump — or pass. Whoever orders it up, the dealer takes the upcard into their hand and puts one card back face down. If the dealer orders it up themselves, that is called taking it up.

Second round. If all four pass, the upcard is turned down and its suit is out for the hand. Starting again to the dealer's left, each player may name any other suit as trump, or pass. If everybody passes again the hand is thrown in and redealt — unless stick the dealer is on, in which case the dealer has to name something.

Whoever settles the trump suit is called the maker, and their side has to take at least three of the five tricks.

Going alone

The maker may play the hand alone. Their partner puts their cards down and sits the hand out, so it is one player against two. It pays four points instead of two if they take all five tricks, and nothing extra otherwise — so it is a bid for a sweep, not a safer way to make three.

The play

The player to the dealer's left leads to the first trick. You must follow the suit that was led if you can — remembering that the left bower counts as trump. If you cannot follow, you may play anything, including trump. Highest trump takes the trick; with no trump in it, the highest card of the suit led. The winner leads to the next one.

Scoring

What a hand is worth
The makers takeScore
Three or four tricks1 point to the makers
All five tricks2 points to the makers
All five, playing alone4 points to the makers
Three or four, playing alone1 point to the makers
Fewer than three — euchred2 points to the other side

Being euchred is the thing to avoid: it hands the other side two points for a hand you asked to play. That is why ordering up on a weak hand is worse than passing on a fair one.

What this game does not do

There is no defending alone, no farmer's hand, no no-trump and no six-handed variant. Those are all real house rules somewhere; they are simply not implemented here.

Accessibility hints

Nothing in this game is conveyed by sight alone. Every card is a real button that says what it is, whether you may play it right now, and why not if you may not. Nothing is marked as an application region, so your screen reader's browse, focus and forms modes all behave normally.

Keys

Single letters are quick navigation keys in a screen reader's browse mode, so they may not reach the page. That is why every one of them is also a button in the toolbar under the table — nothing depends on a shortcut being available, and Tab, Enter and Space alone are enough to play a whole game.

Keyboard
KeyAction
TabMove between controls
Left RightMove card to card within your hand
Home EndFirst / last card
Enter SpacePlay the focused card, or select it to put back
16Jump straight to that card
HYour hand, grouped by trump and suit
TThe current trick
LThe last completed trick
STricks this hand, the game score and games won
PTrump, who made it, who your partner is, who is sitting out
OPlay order for this trick, and where you sit in it
CCounting aid: trump gone, highest cards not yet seen
WWho is at the table, and whether they are still connected
GJump into the game log
EExport the game log
BReport a bug
NAdvance: Continue wherever it is offered, or deal the next hand
RRepeat the last announcement
?This help

Reading your hand while you bid

Pressing H during the bidding tells you what your hand would look like with the suit on offer as trump — which cards would be trump, and which jack would become the left bower. A sighted player works that out at a glance from cards they can see all at once. Having to hold four jacks and a colour rule in your head while a timer runs is a different game, and a harder one, so the program does the mapping and you make the decision.

The game log

A plain focusable list, newest first, and deliberately not a live region — so it is never spoken twice and you can read back through it at your own pace. Press G to jump to the newest entry, then Up and Down to move one entry at a time, Page Up and Page Down for ten, Home and End for the newest and oldest. Number keys are ignored inside the log, so you cannot play a card by accident while reading.

Announcements

A run of computer turns is collected and spoken as one polite message, so nothing is cut off half way through by the next play. Anything you asked to hear jumps ahead of anything the game wanted to say, and the game's message is put back in the queue rather than thrown away. Errors and direct replies to a keypress go to a separate assertive region.

Focus

Focus moves to your cards when it becomes your turn, but never while you are typing in a field, reading this help, or reading back through the log. The announcement still tells you it is your turn. You can turn the behaviour off in Settings.

Playing with other people

At an online table you cannot see the other players, so the game says what silence means: whose turn it is, whether their browser is still answering, and whether the connection to the table is healthy. Press W at any time for the full picture. If your connection drops, the computer plays your seat so the table does not stall, and making any move takes it straight back.

Export the game log

Report a bug

Nothing is sent anywhere on its own. The box at the bottom shows exactly what will be copied, and posting an issue is your own action and needs a GitHub account.