Euchre Glossary
This glossary defines 49 euchre terms, from the bowers and the kitty to slang like in the barn and house rules like the farmer's hand. Where tables disagree on a meaning, the entry says so, and every house rule notes whether our game uses it.
- Ace no face
- A hand of one Ace and otherwise only 9s and 10s (definitions vary, and some tables allow several Aces), which a house rule lets the holder show for a redeal or a three-card swap with the kitty. Our game does not use this house rule. House rules →
- Assist
- The dealer's partner accepting the up-card's suit as trump in round one, traditionally by saying "I assist". Making trump →
- Benny
- A Joker, or the 2 of spades, used as the highest trump in British euchre, also called the best bower; if it is turned up, the dealer names trump before looking at the hand. Our game uses no Joker. British euchre →
- Bower
- Either Jack that ranks as a top trump, the right bower or the left bower; the word comes from the German Bauer (farmer), also the German name for the Jack. Card rankings →
- Call
- To make trump in either round, by ordering up, picking up, or naming a suit; the caller's side become the makers. Making trump →
- Canadian loner
- A house rule, usual in Canada, Britain, and Australia, under which a dealer's partner who accepts the up-card must go alone. Our game does not use this house rule. House rules →
- Cross, cross-suit
- Naming, in round two, a suit of the opposite color to the turned-down up-card; also called crossing the creek or jumping the fence. Next and reverse next →
- Dealer
- The player who deals 5 cards each, turns up the top card of the kitty, and speaks last in both rounds; the deal passes left after each hand. Seating and dealing →
- Defenders
- The side that did not make trump, which scores 2 points by taking 3 or more tricks and euchring the makers. Euchre scoring →
- Defending alone
- A house rule that lets a defender play without a partner, often only against a loner, scoring 4 points for a euchre. Our game does not use this house rule. House rules →
- Dutchman
- The right bower, left bower, and Ace of trump in one hand, the three highest trumps and 3 sure tricks; also called a Dutchman's point. When to go alone →
- Euchre
- Pronounced YOO-ker, a trick-taking card game for four players in two partnerships; as a verb, to stop the makers from taking 3 tricks or, in everyday speech, to cheat or outwit someone. History of euchre →
- Euchred
- The result when the makers take fewer than 3 tricks, which scores 2 points for the defenders; players also say the makers were set. Euchre scoring →
- Farmer's hand
- A hand of only 9s and 10s, called "no ace, no face" at some tables (definitions vary), which a house rule lets the holder show for a redeal or to go under. Our game does not use this house rule. House rules →
- First seat
- The player on the dealer's left, who speaks first in both rounds of making trump and normally leads the first trick. Know your seat →
- Follow suit
- To play a card of the suit led, which you must do if able; otherwise any card may be played, and the left bower counts as trump. Playing the tricks →
- Going under
- Under a house rule, swapping three low cards from a farmer's hand for the three face-down kitty cards (definitions vary; some tables mean a trailing side swapping a low card for the kitty's top card). Our game does not use this house rule. House rules →
- Green
- Either suit of the opposite color to the turned-down up-card. Example: if the 9 of hearts is turned down, clubs and spades are green. Next and reverse next →
- Guarded left
- The left bower held with another trump, so you can play the smaller trump under the right bower and keep the left, which then outranks every remaining trump. Defense →
- In the barn
- One point from winning, which is 9 points in a game to 10; some players call it the bridge, a term whose definition varies. Playing to the score →
- Kitty
- The 4 undealt cards: the top one is turned up as the up-card, and the other 3 stay face down all hand, joined by the dealer's discard after a pick-up. Seating and dealing →
- Lay-down loner
- A lone hand certain to take all 5 tricks, such as the right bower, left bower, Ace of trump, one more trump, and an off-suit Ace when you lead first. When to go alone →
- Lead
- To play the first card of a trick; first seat normally leads the first trick, and each trick's winner leads the next. Playing the tricks →
- Left bower
- The other Jack of the same color as trump and the second-highest trump, which counts as trump, not as its printed suit. Example: when hearts are trump, the Jack of diamonds is the left bower. Card rankings →
- Loner (going alone)
- A hand the maker plays without a partner, declared when making trump, or a hand strong enough for it; the partner sits out, and a march scores 4 points instead of 2. Going alone →
- Loner range
- The scores from which a 4-point loner march wins a game to 10, usually 6 or 7 points (definitions vary; some count 6 through 9). Playing to the score →
- Makers
- The side that made trump; they need at least 3 tricks to score, or they are euchred. Euchre scoring →
- March
- Taking all 5 tricks, which scores 2 points for the makers, or 4 for a player going alone; also called a sweep. Euchre scoring →
- Milk the cow
- A table gesture made by partners in the barn: one laces the fingers with the thumbs pointing down like udders, and the other "milks" the thumbs. Euchre FAQ →
- Next
- The other suit of the same color as the turned-down up-card, and the round-two call expected from first seat. Example: if the Queen of hearts is turned down, next is diamonds. Next and reverse next →
- Order up
- To accept the up-card's suit as trump in round one as any player but the dealer, who then takes the up-card and discards. Making trump →
- Partner's best
- A house rule, also called call for best, in which a player going alone swaps a discard for the partner's best card, sight unseen. Our game does not use this house rule. House rules →
- Pass
- To decline to make trump in either round, leaving the choice to the next player; under stick the dealer, the dealer cannot pass in round two. Making trump →
- Pick up
- The dealer taking the up-card into hand, by choice or because another player ordered it up, and discarding one card face down. Playing the dealer →
- Renege
- Failing to follow suit when able (a revoke), which at a table usually costs 2 points, or 4 against a loner; our game allows only legal cards, so you cannot renege here. Misdeals and reneges →
- Reverse next
- A round-two call of a green suit by the dealer's partner after the dealer turns down the up-card. Next and reverse next →
- Right bower
- The Jack of the trump suit, the highest card in the 24-card game. Example: when clubs are trump, the Jack of clubs is the right bower. Card rankings →
- Sandbagging
- Passing a strong hand in the hope that the opponents make trump and get euchred; also called bushing or passing dirty. Defense →
- Second seat
- The dealer's partner, whose order-up (an assist) puts the up-card in their own partner's hand; some players call it the power seat. Know your seat →
- Send a boy to the mill
- Trumping low when an opponent can over-trump and a higher trump would have held the trick; the saying warns players to trump high enough. Mistakes to avoid →
- Skunk
- A game in which the losers fail to score a point, such as 10 to 0; British players say that side was whitewashed. Scoring rules →
- Stealing the deal
- Dealing out of turn to give your side the up-card, a tolerated cheat at some tables that some leagues allow unless it is caught before the up-card is turned. Our game deals automatically, so the deal cannot be stolen. Seating and dealing →
- Stick the dealer
- A common house rule under which the dealer may not pass in round two and must name trump; also called screw the dealer. Our game always sticks the dealer. Making trump →
- Super-euchre
- A house rule that gives the defenders 4 points instead of 2 when the makers take no tricks at all. Our game does not use this house rule. House rules →
- Third seat
- The player on the dealer's right, partner of first seat, often called the weakest seat for ordering up because the dealer plays after it and can over-trump. Know your seat →
- Trick
- One card from each player, won by the highest trump or else the highest card of the suit led; a hand has 5 tricks, of 3 cards each when someone goes alone. Playing the tricks →
- Trump
- The suit chosen for the hand, whose cards beat all others; it has 7 cards: right bower, left bower, Ace, King, Queen, 10, 9. The cards and their ranking →
- Turn down
- The dealer's refusal of the up-card after the other three pass in round one; the card goes face down (face up under the kitty at some tables), and its suit is barred in round two. Making trump →
- Up-card
- The top card of the kitty, turned face up after the deal, whose suit players may accept as trump in round one. Seating and dealing →
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