Euchre scoring: euchres, marches and going alone
How points work in Euchre: makers, defenders, marches, lone hands and reaching 10.

On this page
Points in Euchre depend on who chose trump and how many tricks they took. This guide uses the 10-point game on our Euchre rules page.
The scoring table
| Result | Points |
|---|---|
| Makers take 3 or 4 tricks | Makers score 1 |
| Makers take all 5 tricks (a march) | Makers score 2 |
| Lone maker takes 3 or 4 tricks | Makers score 1 |
| Lone maker takes all 5 tricks | Makers score 4 |
| Makers take 0, 1 or 2 tricks (a euchre) | Defenders score 2 |
The first partnership to reach 10 points after a completed hand wins.
Makers and defenders
The makers are the partnership that chose trump. If the dealer picks up the turned card because someone ordered it up, the partnership of the player who ordered it up is still the makers. The other side are the defenders.
A euchre is worth 2 points to the defenders. That is more than the 1 point makers get for a plain win, which is why a poor call is costly.
Going alone
A maker declares they are going alone when they make trump, before play starts. The partner puts their cards face down. The lone player needs three tricks for 1 point and all five for 4 points. A failed lone hand is still an ordinary euchre worth 2 to the defenders.
Example
Team A has 6 points. Team B has 7.
- Team A orders up trump and takes 4 tricks: Team A moves to 7.
- Team B then makes trump and is euchred: Team A scores 2 and moves to 9.
- Next hand, Team A goes alone and takes all five tricks: 4 points, for 13, and Team A wins.
Variants
Some tables use a target of 5 or 7, and the stick-the-dealer house rule, a joker, or a 28- or 32-card deck. Check them before play, because they change the game length or who can call trump. The scoring for a single hand stays the same unless the house rule says otherwise.
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