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Euchre Score Keeper

One tap per hand: pick the team that called trump and what happened, and the points land on the right side.

Us

0

10 to go

Them

0

10 to go

Hand 1: tap what happened

Us called trump

Them called trump

Enter exact tricks instead
Who called trump?
Tricks the callers took
3

Called trump, took 3: made it, +1

Team names
Scoring rules (house rules)

Changing a rule rescores every hand already entered.

How Euchre scoring works

Euchre is played by two partnerships with five tricks in every hand. One team names trump (by ordering up the turned card or naming a suit later) and becomes the makers. From then on the scoring depends on just one question: how many of the five tricks did the makers win?

What happenedWho scoresPoints
Makers take 3 or 4 tricksMakers1
Makers take all 5 (a march)Makers2
Lone maker takes 3 or 4Makers1
Lone maker takes all 5Makers4
Makers take 2 or fewer (euchred)Defenders2

Exactly one team scores in every hand, and the first to 10 wins. That is why the scorekeeper above only needs one tap: choose the row for the team that called trump, tick The caller went alone first if they did, and press Made it, March or Euchred. If you would rather record the exact number of tricks, open Enter exact tricks instead and use the stepper.

A worked example

Two teams, Us and Them, playing to 10.

  1. Us order up hearts and take 3 tricks. Us score 1. Score: 1–0.
  2. Them call spades and one player goes alone, winning all five tricks. That is a loner march: Them score 4. Score: 1–4.
  3. Us call clubs but only win 2 tricks. Us are euchred, so Them score 2. Score: 1–6.
  4. Us call diamonds and win all five. A march with a partner is worth 2. Score: 3–6.

Notice that hand three gave nothing to the team that called trump. Calling on a weak hand costs you two points on the other side of the board, which is why players hesitate to order up with only one or two trump.

House rules you can set

Euchre is played a little differently from region to region. Open Scoring rules to match your table; changing a rule rescores the hands already entered.

  • Game to: 10 is standard. Pick 5 or 7 for a fast game, 11 or 15 for a longer one.
  • Loner march value: 4 is the usual reward for taking all five alone. If your group values it differently, set 3 or 5 here.
  • Defending alone: a variant in which one defender can drop their partner and play alone against the makers. Euchring the makers that way scores 4 rather than 2. It is off unless you turn it on.

Rules about bidding, such as stick the dealer or whether a player can go alone after their partner ordered up, change how a hand is played but not how it is scored, so they need no setting here.

Keeping score with cards or on paper

The traditional way to keep Euchre score is with a 5 and a 6 per team, one card covering the other so that the pips showing count up to 10. It works, until someone knocks the cards. The dots under each team's score mimic those markers, the game is saved in your browser after every hand, and Undo last hand fixes a mis-tap.

For a table without phones, Print blank score sheetgives a sheet with columns for who called, whether they went alone, tricks taken, and each team's points and total. Playing Spades next? Try the Spades score keeper, or see every scorekeeper on the game night page.

Frequently asked questions

How many points is a euchre worth?

Two. When the team that called trump wins fewer than three tricks, they have been euchred and the other team scores 2 points. The calling team scores nothing that hand.

What is a march in Euchre?

Winning all five tricks. A team that calls trump and takes every trick scores 2 points instead of 1. If the caller played alone and took all five, it is a loner march, worth 4.

Does going alone score 4 if you only take 3 or 4 tricks?

No. A lone hand that takes three or four tricks scores 1, the same as a normal made bid. The 4-point bonus is only for taking all five tricks alone. A lone caller who is euchred gives the defenders 2.

How many points do you play to in Euchre?

Ten is the standard game. Some groups play to 5 for a quick game, or to 11 or 15 for a longer one. Choose the target in the scoring rules; only one team scores each hand, so there is never a tie at the finish.

What is defending alone?

A house rule, not part of standard Euchre: one defender may choose to play alone against the makers, and if they euchre them that way their team scores 4 instead of 2. Turn it on in the scoring rules if your table plays it.

How do you keep Euchre score with the 5 and 6 cards?

Each team takes a 5 and a 6 from outside the deck in play. One card lies face down over the other, and sliding it to show more pips counts the points from 1 to 10. The dots under each team's score above stand in for those cards.

Will it keep my score if I close the tab?

Yes. The game is saved in this browser after every hand. New game clears the scores but keeps your team names, and the last 10 finished games are listed below the scorekeeper.