Common Euchre mistakes
Frequent Euchre errors: left bower, following suit, ordering up, going alone, scoring and dealer rotation.

On this page
The left bower causes most Euchre arguments. This guide follows the four-player, 24-card game on our Euchre rules page. For strategy see the Euchre strategy guide.
Card mistakes
- Following the printed suit of the left bower. The jack of the same colour as trump belongs to the trump suit for that hand. If hearts are trump, J♦ is a heart.
- Ranking the ace above the bowers. The right bower and left bower are the two highest trumps, then ace, king, queen, 10 and 9.
- Forgetting the left bower when you count trump. A hand with three hearts and J♦ has four trump when hearts are trump.
- Playing a card that doesn’t follow suit. You must follow the suit led if you can. Table rules for failing to follow suit vary, so agree the penalty first.
Calling mistakes
- Ordering up on a weak hand. Makers need three tricks of five. A hand without a bower or the ace of trump is a risk.
- Forgetting the dealer picks up the card. When the turned card is ordered up, the dealer takes it and discards one card, so the dealer’s team gets an extra trump.
- Making trump after all four players pass twice. If everyone passes in both rounds, the hand is abandoned and the deal moves on.
- Going alone too easily. A failed lone hand is still a euchre. It scores 2 for the defenders.
Play mistakes
- Leading from the wrong seat. The first active player left of the dealer leads the first trick; skip the partner sitting out a lone hand.
- Trumping your partner’s winning card. If your partner is already winning the trick, save your trump.
- Letting the dealer keep six cards. The dealer picks up the turned card and discards one, ending with five.
Scoring mistakes
- Giving the makers 2 for a normal win. Makers score 1 for three or four tricks and 2 for a march (five tricks).
- Forgetting the lone-hand score. A lone maker who takes all five tricks scores 4.
- Awarding a euchre to the wrong side. If the makers take 0, 1 or 2 tricks, the defenders score 2.
- Ending the game at the wrong point. The first side to reach 10 wins after a completed hand.
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