Should I Order Up?

Enter your hand and where you sit. We play it out thousands of times and tell you what usually happens.

Updated

Your hand0 of 5
Your seat
Bidding round
Score · game to 10
Us0
Them0
Pick your five cards and the up-card, set your seat, then tap Analyze.

How it works

  1. Deal what you can’t see. Your five cards and the up-card are fixed; the other 18 are dealt at random to the three other players and the kitty — 4,000 times.
  2. Play every option on every deal. Order up, go alone, name each suit, pass: each is played to the end of the hand by our Euchre AI, on the same deals, so the comparison is fair.
  3. Count the score. Points you can’t use don’t count, and a loss that ends the game counts double.
  4. Recommend. The option worth the most points wins — except that going alone has to clear the same margin our AI demands before it plays a loner.
Reading the result
“Makes it” is how often your side takes three or more tricks, “sweeps” how often it takes all five, and “gets euchred” how often it falls short. Expected points are the average across all the deals, your side’s points minus theirs.

Want the reasoning behind the numbers? When to order up covers position and hand strength, and when to go alone covers the loner. To test your instincts on ten fresh hands, try the Euchre bidding quiz.

Common questions

How does the calculator decide?

It deals the 18 cards you can’t see at random 4,000 times. On every deal it plays each option you have — order up, go alone, name a suit, pass — out to the end of the hand with our Euchre AI, then compares how they turned out, counting the score toward a game of 10.

Why does it rarely say “go alone”?

It uses the same bar as our AI: a loner is only recommended when it beats playing with your partner by more than half a point a hand. Plenty of hands would make their point alone; the question is whether the chance of 4 is worth giving up your partner’s cards.

Does the score change the answer?

Yes. Points past 10 are worth nothing, so at 9 a loner earns no more than a normal call; and when a euchre would hand the other team the game, that loss counts double.

Is it always right?

No — it tells you what usually happens with the cards you can see. The players in the simulation don’t know your table’s habits, and one hand can always go the other way. Treat it as a second opinion, and learn the reasons in the order-up guide.

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