Euchre Terms Glossary

Every Euchre term explained — from bowers to going alone.

New to the game? These terms all show up in the how to play Euchre guide. The single most important pair to learn is the right bower and left bower — the two jacks that rule every hand.

Bower
One of the two jacks that become the top trump cards when a suit is named. From the German "Bauer" (farmer/jack). The right bower is highest, the left bower second.
Right Bower
The jack of the trump suit — the single highest card in the hand. If hearts are trump, the J♥ is the right bower and beats everything.
Example: Spades trump → the J♠ is the right bower.
Left Bower
The jack of the other suit of the same color as trump. It is the second-highest card and counts as trump, not as its printed suit.
Example: Hearts trump → the J♦ is the left bower and plays as a heart, not a diamond.
Trump
The suit that beats all others for the hand, chosen during bidding. In Euchre trump has 7 cards: the two bowers plus the ace, king, queen, 10, and 9 of the trump suit.
Upcard
The card turned face up from the top of the undealt stub after the deal. Its suit is the proposed trump for round one of bidding.
Order Up
To accept the upcard's suit as trump during round one. If the dealer is ordered up (or orders it up themselves), the dealer takes the upcard into hand and discards one card.
Example: "I'll order it up" makes the upcard suit trump.
Pass
To decline naming trump on your turn during either bidding round. If all four players pass in round one, the upcard is turned down and round two begins.
Maker
The player who names trump (and their partner). The makers are committed to winning at least 3 of the 5 tricks or they get euchred.
Defenders
The team that did not name trump. Their goal is to hold the makers below 3 tricks and score a euchre.
Euchre
The result when the makers fail to take 3 tricks. The defenders score 2 points. This "setting" of the makers is where the game gets its name.
March
Taking all 5 tricks as the makers. A march scores 2 points (or 4 if the maker went alone).
Going Alone / Loner
When the maker plays without their partner, who sits out with cards face down. A successful lone hand that takes all 5 tricks scores 4 points — the biggest single-hand swing in Euchre.
Trick
One round of play in which each active player contributes one card. Five tricks make up a hand. The highest trump wins, or the highest card of the led suit if no trump is played.
Follow Suit
The requirement to play a card of the suit that was led if you hold one. Remember the left bower counts as trump, not as its printed suit, when deciding whether you can follow.
Lead
To play the first card of a trick. The player to the dealer's left leads the first trick; afterward the winner of each trick leads the next.
Eldest Hand
The player to the dealer's left. Eldest bids first and leads the first trick, an advantageous seat.
Stick the Dealer
A popular rule requiring the dealer to name a suit if all other players pass twice — the dealer cannot pass in round two. It keeps every hand in play.
Crossing / Reverse Next
Calling a suit of the opposite color to the turned-down upcard. Generally weaker than Next, so it is reserved for hands genuinely loaded in that off-color suit.
Void
Holding no cards of a particular suit. Being void lets you trump in when that suit is led — a key tool for both makers and defenders.
Off-Suit Ace
An ace in a non-trump suit. It wins a trick only once trump has been pulled, so makers usually cash off-suit aces late in the hand.
Renege
Illegally failing to follow suit when able. A common beginner renege is treating the left bower as its printed suit instead of as trump.

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