Strategy and Tips
The "Standard" Game of Euchre utilizes 24 cards, starting with the nine of each suit (up to the Ace). The trump suit is always ranked Right Bower, Left Bower, Ace, King, Queen, 10, 9 and so on. There are other variations which feature 28 or 32 cards or the use of a Joker. This article references the Standard Game, with 4 persons playing as two opposing partnerships, and a ten point score limit. Euchre is played as a "fresh-deal" game, and there is a random luck factor. As more hands are played, this tends to balance out. An intriguing concept is Duplicate Euchre, in which each team in a multiple table event receives the same cards as their counterparts in the same direction (N/S or E/W) at other tables. This allows scores to be compared and Match-Pointed, as in Bridge. But we'll discuss Duplicate Euchre in a future article.
As in most card games, the skillful player or team will win the vast majority of their games. Each player receives five cards, and the remaining four cards are placed in the center of the table with the first card turned up, and the other three are face-down. Thus, 3/24 or 1/8 of the deck (12.5%) is unknown. On trumps, there are seven trumps in the designated (named or made) suit, and it is logical to assume that one of the trump may be in the three turned down cards. Yes, there could be as many three trumps, or none at all in the middle pile; however, one is a fair estimate. Thus, there is an average of six trumps in play. The maker of trump will usually hold three, leaving approximately one per player. If trump are ordered up, the dealer will have a minimum of two. The odds are slightly greater than 50% that someone will be trumping the first lead of a side suit -- and most likely -- the suit, which has only five cards.
If a player (especially an opponent of the dealer) has two of the top three trump, he/she should take some aggressive action. Holding any three trumps is a strong incentive for ordering up or assisting. Side suit Aces are always a premium, and voids in side suits are most helpful. You should be optimistic and hope your partner can supply at least one trick for your side (in every hand). At the beginning of a game, the dealer has a big advantage, as neither opponent with a borderline or weak hand will want to order it up. Certain scoring situations will necessitate a different approach. If a side is at the "bridge" (has nine points in ten point game), and has lead of 9-7 (or even 9-6), then ordering up is a good idea, in order to protect against a lone hand march. Other low score leads such as 4-2 or 6-3, also dictate a similar strategy. The idea is sacrifice two points for a possible Euchre, instead of 4 points if either opponent names trump and goes alone. The converse holds true. If you are losing by a large score you must also be aggressive and take chances.
This is a fascinating card game, and some very fine books have been written about its strategy and psychology. You may want to try "The Columbus Book of Euchre" by Natty Bumppo. It is very down-to-earth and chock full of information!
- Joe Andrews