I've been playing Euchre for more than 55 years. I've taught many people to play the game. Four people are needed to play regular Euchre. When only three people are available, we play Buck Euchre (also called cut-throat euchre). I have created this page to give new players a better understanding of the rules of Buck Euchre. As with regular euchre, there are many variations of Buck Euchre. These are the rules my family and I have always used. When new players first hear about the rules of the game, the comment "This sounds complicated" is sometimes made. The left and right bowers are usually a point of initial confusion. After a few hands, most people change their opinion of it being complicated. It is simple enough that a conversation can be had while playing. — Steve
1. Game Equipment
A standard 52 card pack should be stripped to make a deck of 24 cards (A, K, Q, J, 10, 9 of each suit). A pen and paper are used to keep score.
2. Object
The game is for three participants, each playing for themselves only (not as partners).
The goal is to take at a minimum, the number of tricks you have bid. It is acceptable and desirable to take more tricks than you have bid.
Each player starts with 15 points. The object is to be the player who first reaches 0 points or less.
3. Rank of cards.
The highest trump is the jack of the trump suit, called the "right bower." The second-highest trump is the jack of the other suit of the same color called the "left bower." (Example: If diamonds are trumps, the right bower is and left bower is .) The remaining trumps rank as follows: A (high), K, Q, 10, 9. The remaining (non-trump) suits, rank as follows: A (high), K, Q, J, 10, 9. A trump card of any value always ranks above a non-trump card.
A participant may also bid "high" or "no trump". In this case the rank of the cards is A (high), K, Q, J, 10, 9.
The "left bower" becomes the suit of the current trump as far as following suit is concerned. For example, if diamonds are trumps, the "left bower " is considered a diamond. If a is lead and a following player has no trump other than the , then that player must follow suit with the .
4. Scoring
Each player starts with 15 points. The object is to be the player who first reaches 0 points or less. One point is subtracted for each trick that you win except a bidder who fails to win at least the number of tricks bid, and any other player who stays in and takes no tricks, must add five points.
Here are some scoring scenarios:
Win the bid and gets at least the number of tricks bid.
Subtract one point for each trick taken.
Example - Bid 3 tricks and take 4 tricks then subtract 4 points.
Win the bid and does NOT get at least the number of tricks bid.
Add 5 points.
Example - Bid 3 tricks and take 2 tricks then add 5 points.
Not win the bid and stays in and get at least 1 trick.
Subtract one point for each trick taken.
Example - Stays in and gets 2 tricks then subtract 2 points.
Not win the bid and stays in and get no tricks.
Add 5 points.
Example - Stays in and gets 0 tricks then add 5 points.
5. Dealing the cards
Shuffling
The dealer must shuffle the cards prior to dealing. The deck must be shuffled a minimum of 3 times. The pack is (optionally) cut by the player to the dealer's right. The cut must not leave less than four cards in each packet.
Dealing
The cards are dealt clockwise, to the left, beginning with the player to the left of the dealer. Each player receives five cards. The dealer may give a round of three at a time, then a round of two at a time, or may give two, then three; but the dealer must adhere to whichever distribution plan he begins with. After the first deal, the deal passes to the player on the dealer's left.
Even though there are only three players, four hands are still dealt, but no card is turned up. Three of the hands belong to the players and the fourth is a spare hand, called the widow. Each player in turn, having looked at their own hand, has an opportunity to exchange it for the face-down widow. The player to dealer's right has the first opportunity to exchange, then the dealer, and finally the player to dealer's left. If no player decides to exchange with the widow, then the widow is set aside and not used.
6. Making the Trump
The bidding starts with the player to the left of the dealer and goes around the table clockwise as many times as necessary. A bid is the number of tricks the player offers to win if allowed to choose trumps, but no suit is mentioned as part of the bid at this time. The lowest possible bid is "one". It is legal to bid more than five as a sacrifice. Each number bid must be higher than the previous one. If you do not wish to bid higher, you may pass. This does not prevent you from bidding in the future if the turn comes around to you again. When two players in succession have passed, the third player (the highest bidder) names the trump suit or announces that there are no trumps. Then each of the other players in turn announces whether they will play or drop out.
Note: A player whose score is five points or less is not allowed to drop out, but must play every hand.
If a player drops out, they cannot add or subtract points from their score for that hand. If a player stays in, they must get at least one trick or they will have 5 points added to their score.
The winning bidder cannot drop out of the hand. If all other players want to drop out of the hand, then the winning bidder gets 5 points subtracted from their score by default.
7. The Play
The opening lead is made by the player who won the bid. If he can, each player must follow suit to a lead. If unable to follow suit, the player may trump or discard any card. A trick is won by the highest card of the suit led, or, if it contains trumps, by the highest trump. The winner of a trick leads next.
8. Reneging
Failure to follow suit when you can do so is called a renege. You must correct a renege before the winner gathers the trick. If another player identifies a renege, the offending player shall add 5 points to their score and drop out of this hand. The winner of the hand shall be determined by ignoring the play by the player who reneged. Normally penalty points are not used if the play can be corrected without affecting who wins the hand.
9. Other Rules
Talking across the table
It is not permitted to give hints of any kind to any player during trump selection or during play. A player can state something like "George has only 2 points and is about to go out" to entice the other player to stay in even though they may not have a great hand. It is also acceptable to discuss the hand after the hand has been completed (all 5 cards played).
Completed Tricks
After a trick has been completed, the player who took the trick must gather the trick and place it face down in front of them. Quitted (completed) tricks can not be turned face up for review with the following exception. The last quitted trick may be turned face up for review if requested by anyone at the table. After review, it must be turned back over before the next trick is played.
10. Strategies
Part of the game lies in memorizing the cards played. You have to think about who may have what cards left to determine what to lead and what to throw away, when you have a choice.
A good first lead is an ace of a non-trump card if you don't have the highest trump.
If you plan to lead a trump, make sure it is high enough to take the trick or it will be wasted.
When one player is about to go out (win the game) because they are near zero, the other two players may want to "gang up" on that player. This may include staying in even though you have little chance of winning a trick or intentionally changing the trump bid by the almost winning player even if it is not good for you. If a player has already bid 5 tricks (the most you can win) then another player can bid 6 tricks as a sacrifice just to change trumps.