Round one — the up-card
- From the dealer's left, each player may order up the up-card's suit, or pass.
- The dealer's partner orders it up by saying “assist.”
- The dealer may take it up themselves.
Fast table reference
The fast four-handed trick game built on two Jacks: turn up a card, name the trump, and race your partnership to 10. Bowers, bidding, loners, and where the points go — on one phone-friendly page.
Round flow
The trump suit
When a suit becomes trump, two Jacks jump to the top. The Right Bower is the Jack of the trump suit and beats every other card. The Left Bower is the other Jack of the same color (♥/♦ red, ♣/♠ black); it ranks second and plays as trump, leaving its printed suit behind. Below them, trump runs Ace, King, Queen, Ten, Nine. Here is the order with hearts as trump:







Off-trump suits
Every non-trump suit ranks Ace high down to Nine — except the suit that lost its Jack to the Left Bower, which has no Jack at all. Still using hearts as trump, the other three suits look like this:





J♦ is the Left Bower — it's trump now.












Making trump
When the up-card is ordered up (or taken up), the dealer puts it in hand and buries one card face down, staying at five. Whoever fixed the trump are the makers.
If all four pass, the up-card is turned down and its suit is dead. Again from the left, each player may name any other suit as trump, or pass. If everyone passes again, the hand is thrown in and the deal moves left — unless you play Stick the Dealer.
Whoever fixes the trump promises to take three of the five tricks. Fall short and the makers are euchred — the defending team scores 2.
Loners
A maker may announce “I'll play it alone.” Their partner sets their hand aside, and the lone player takes on both opponents single-handed.
The eldest hand still leads — unless that player is the lone player's partner. Then the lead moves to the next player, so the loner isn't led into by their own (sitting) partner.
A loner who sweeps all five tricks scores 4 instead of 2. Take 3 or 4 and it's the usual 1; get euchred and the defenders take 2 (or 4, with the defending-alone variant).
Scoring
| Result of the hand | Makers | Defenders |
|---|---|---|
| Makers take 3 or 4 tricks | +1 | — |
| Makers take all 5 — a march | +2 | — |
| Lone maker takes all 5 | +4 | — |
| Lone maker takes 3 or 4 | +1 | — |
| Makers euchred (take 0–2) | — | +2 |
House add-ons
If everyone passes both rounds, the dealer can't throw the hand in — they must name a trump and play it. It removes dead hands and puts pressure on the deal. Very common.
Against a lone maker, a defender may also go alone (their partner sits too). If the defenders euchre the lone maker, it's a 4-point swing instead of 2.
A player dealt nothing but low cards — typically three 9s and two 10s, with no Ace, face card, or bower — may declare a farmer's hand and call for a re-deal before bidding begins.
This page plays to 10. Euchre is also commonly played to 7 or to 5 (the older Hoyle target). Pick one before the first deal and keep it for the session.
Edge cases