Euchre score counter · Free · No sign-up
Euchre Score Counter
A euchre score counter scores each hand from who called trump and how many tricks they took: 1 point for 3 or 4, 2 for all five, 4 for a lone march, and 2 to the defenders for a euchre. This one makes the house rules that sources disagree on settings, and keeps a progressive euchre tally.
Free, no sign-up, and nothing leaves this browser.
Who called trump?
| Hand | Deals | What happened | Team A | Team B | Score |
|---|---|---|---|---|---|
| No hands scored yet | |||||
After each hand, tap the side that called trump, Maker alone if the caller played alone, and the number of tricks the makers took (or press 0 to 5); Score hand (or Enter) scores it, says why, and passes the deal to the left. All passed throws a hand in. A renege is scored when it is called. Ctrl+Z undoes. Changing a rule re-scores every hand already played. For a party night, switch Keeping to your progressive tally: Us and Them for each round, your running total, and your partners.
This keeps the score; it does not play the cards. It cannot see a renege, a card led out of turn or the trump suit, so it scores what the table agrees. Euchre has no governing body, and the settings above are the points where published rules disagree; your table’s rules win. Not covered: bid euchre (Pepper), three-handed and six-handed scoring, the joker or Benny, and Robson rules.
Euchre scoring fits on a playing card, and that is the trouble: the card you were taught from may not match the table. Is a euchred loner worth 2 or 4? May a defender go alone? This counter scores each hand by the rules you choose, explains every point and keeps the whole sheet.
Euchre is a trick-taking card game for four players in two partnerships, played with the 24 cards from 9 to ace. One side chooses trumps and must take at least three of the five tricks; the jack of trumps and the other jack of the same colour are the two highest cards. A game is usually played to 10 points in North America and 11 in Britain.
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- Works offline
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Key facts
| Detail | Answer |
|---|---|
| Price | Free, no sign-up, no ads |
| Entry | The side that called, alone or not, and the makers’ tricks (0 to 5) |
| Makers take 3 or 4 | 1 point, alone or not |
| March (all 5) | 2 points; 4 for a player alone |
| Euchred (under 3) | 2 to the defenders; 4 by the rules you choose |
| A lone hand euchred | 2 (Bicycle, Pagat) or 4 (1888 Laws) |
| Defending alone | Off, only against a loner, or any hand; a lone defender’s euchre is 4 |
| Renege | +2 to the other side, −2 to the offenders, or 3 (5 lone) by the 1888 Laws |
| All pass twice | Next player deals, same dealer again, or stick the dealer |
| Game | To 10 (or 5, 7, 11, 15, 21); laps and skunks optional |
| Progressive euchre | Your tally: Us and Them a round of 4 or 8 hands, partners and loners |
| Undo | Every tap, every hand and every setting |
| Where data goes | Nowhere. Local storage in this browser only |
How to keep score in euchre with the counter
Agree the house rules before the first deal, then enter each hand when its five tricks are played.
Choose the rules
The game, a euchred loner, defending alone, super-euchre, the renege and what happens when everyone passes.
Name the players
Players 1 and 3 are Team A, 2 and 4 Team B, seated in that order; Player 1 deals first.
Tap who called trump
Team A called or Team B called, and Maker alone if the caller played alone.
Enter the makers’ tricks
Tap 0 to 5, or press the number key: 3 or more makes it, under 3 is a euchre.
Score the hand
Score hand, or Enter, gives the points to the right side, says why and passes the deal left.
Play to the target
The game ends the moment a side reaches it; Next game keeps the games won and the deal.
Where a euchre score counter gets used
Euchre is a kitchen-table, church-hall and bar-league game, and most of it is scored with two spare cards.
Family card nights
One phone keeps the score, the games won and whose deal it is, and nobody nudges the 6 and 4.
Settling a house rule
Change the loner or renege rule and every hand is re-scored, so the table sees what it is worth.
Progressive euchre parties
Each player keeps their own tally across rounds and partners, with the loners counted.
Bar and club leagues
The same rules on every table, set once, with the full sheet to show at the end.
Learning euchre
Each hand is explained in words: who called, whether it was a march or a euchre, and why.
Checking a paper tally
Enter the hands from a score card to find the one put in the wrong column.
Where euchre scoring rules disagree, and one loner scored three ways
Every set of euchre rules agrees on three numbers: the side that calls trump scores 1 for taking 3 or 4 tricks and 2 for all five (a march), and a player who goes alone and takes all five scores 4. If the makers take fewer than three they are euchred and the other side scores 2. Past that the rules part company, and the apps and printable sheets that rank for euchre scoring pick one version without saying so. These are the points that change the score, as each source printed them when checked on 21 October 2026:
| Question | One rule | Another | A third |
|---|---|---|---|
| A player goes alone and is euchred | Defenders score 2: Bicycle (“partnership or lone hand is euchred, opponents score 2 points”), Pagat | Defenders score 4: The Laws of Euchre, Somerset Club of Boston, 1888, Law 3 | – |
| May a defender go alone? | No: some North American tables (Pagat) | Only against a lone maker (Pagat) | Yes, on any hand: British rules (Pagat). A lone defender’s euchre scores 4 |
| The makers take no trick at all | An ordinary euchre, 2 | Super-euchre, 4: “some play” (Pagat) | – |
| A renege (revoke) | The other side scores 2 (Hoyle, as Wikipedia cites it) | The offenders lose 2 (the same source’s alternative) | 3 points, or 5 in a lone hand: 1888 Laws, Law 63 |
| Everyone passes twice | Thrown in; the next player deals: Bicycle, Pagat | Thrown in; the same dealer deals again: a progressive house rule (doeuchre) | Stick the dealer: the dealer must name trump (Pagat, Wikipedia’s “Screw the Dealer”) |
| Game | 10 in North America; Bicycle allows 5, 7 or 10 | 11 in Britain, Australia and New Zealand (Pagat, Wikipedia) | 15 (kept with a 7 and an 8) or 21 at St Austell (Pagat); 5 in the 1888 Laws |
| Points past the game | Not counted: the first side to the target wins (Bicycle, Pagat) | Carried to the next game as a “lap”: 1888 Laws, technical terms | – |
| A game won to nothing | Counts one game, and the losers are “skunked” | Counts two: 1888 Laws, Law 7 (“the game counts two”) | – |
One lone hand, scored three ways
Team B’s dealer orders up, goes alone and takes two tricks. Team B are euchred under every rule; what Team A score depends on the rules your table plays:
| Rules | The hand | Team A score |
|---|---|---|
| Bicycle, Pagat | Lone hand euchred | 2 |
| The Laws of Euchre, 1888 | Lone hand euchred | 4 |
| Defending alone allowed | A Team A player also went alone and euchred the loner | 4 |
| Super-euchre | The loner took no trick at all | 4 |
The extra values never add up: under every rule here, 4 is the most one euchre can score. At 8–7 in a game to 10 that is the difference between the game ending and Team A needing another hand. The counter has each rule as a setting, and because it keeps the hands rather than the totals, changing one after an argument re-scores the whole game the new way.
How to keep euchre score with a 6 and a 4, from 0 to 10
Euchre uses only the 9s to aces, so every pack has spare low cards, and the traditional scoreboard is two of them per team. In Ohio and Indiana it is a 6 and a 4, which add up to 10. Wikipedia describes the method: start with one card face up, covered by the other face down; as you score, slide the top card to uncover that many pips on the bottom card; when every pip of the bottom card is showing, turn the top card face up and count the pips on both. With the 4 on top of the 6, as is traditional:
| Score | The 4 (on top) | Pips of the 6 showing | Count |
|---|---|---|---|
| 0 | Face down | None | 0 |
| 1 | Face down | 1 | 1 |
| 2 | Face down | 2 | 2 |
| 3 | Face down | 3 | 3 |
| 4 | Face down | 4 | 4 |
| 5 | Face down | 5 | 5 |
| 6 | Face down, beside the 6 | All 6 | 6 |
| 7 | Face up | 3 | 4 + 3 |
| 8 | Face up | 4 | 4 + 4 |
| 9 (in the barn) | Face up | 5 | 4 + 5 |
| 10 | Face up, beside the 6 | All 6 | Game |
Tables differ in the details, which card goes on top and which way it slides, but the count is always the pips you can see. Other pairs are used too. Pagat records that “some use a six and a four, some use two fives, and some use a two and a three”. In Western New York and Ontario the 2 and 3 count 1 to 4 by pips and are crossed at 5, with the pips added to 5 from 6 to 9. In Canada, Michigan and Nebraska each team often uses two 5s of one colour. For a game to 15, British players use a 7 and an 8.
The marker cards show the total, not the history, so when someone bumps them mid-argument there is nothing to check against. That is the gap the counter’s score sheet fills: every hand, who called and what it was worth.
Progressive euchre: how the tally works and how the formats differ
Progressive euchre is the party and fundraiser format: several tables, a fixed number of hands a round rather than a race to 10, and partners split up every round so you play with most of the room. The scoring is the usual euchre scoring, but what you record is personal. In the euchre.cards host’s guide, “a player’s score for a round equals the points their team earned” in that round, and it is “NOT team scoring”: your tally is the sum of your sides’ points across every round, with every partner. The highest tally at the end wins.
| Point | euchre.cards (host’s guide) | doeuchre (tournament guide) |
|---|---|---|
| Hands a round | 4, so each player deals once (about 15 minutes) | 8, each player deals twice |
| What you record | Your team’s points in the round, on your own card | Each player keeps their own score, hand by hand |
| After the round | One winner moves up a table, one stays; one loser moves down, one stays | Winners move up one table; losers stay, one moving to the next seat |
| Partners | A new partner every round | Two players who have partnered should not partner again |
| A tied round | Any tie-break you like: the last hand’s winner, or a coin | – |
| Loners | Optional stars on the card, with a prize for the most | – |
Switch the counter’s Keeping setting to My progressive tally and it becomes your card. Us and Them replace the teams, each hand is scored as usual, and after 4 or 8 hands (or when you press End round at the bell) it closes the round: your points added to your tally, the round won, lost or tied, and the loners your side made. Name each partner and it tells you if one comes round again. It does not move you between tables; follow the host’s rule for that.
How to keep a euchre score sheet, and what the barn and loner range mean
A euchre score sheet needs one line a hand: who dealt, which side called, whether anyone went alone, the tricks the makers took, and the points. The total alone, which is all the marker cards show, cannot be checked. Ten hands of a game to 10 under the default rules, as the counter records them:
| Hand | What happened | Points | Score (A–B) |
|---|---|---|---|
| 1 | A called, 3 tricks | A +1 | 1–0 |
| 2 | B called, 5 tricks: a march | B +2 | 1–2 |
| 3 | A called, 2 tricks: euchred | B +2 | 1–4 |
| 4 | B called alone, 5 tricks | B +4 | 1–8 |
| 5 | A called, 4 tricks | A +1 | 2–8 |
| 6 | B called, 3 tricks | B +1 | 2–9 |
| 7 | A called, 5 tricks: a march | A +2 | 4–9 |
| 8 | B called, 1 trick: euchred | A +2 | 6–9 |
| 9 | A called, 4 tricks | A +1 | 7–9 |
| 10 | A called alone, 5 tricks | A +4 | 11–9, game to A |
After hand 6 Team B are in the barn, one point from game, and from hand 8 Team A are in loner range: between 6 and 9, where a single lone march (4) wins. That is why hand 10 was played alone. Team A finish on 11, one past the target; under the 1888 “laps” rule that point would start the next game. Hand 3 shows why the sheet matters: a euchre scores for the side that did not call, which is the entry most often put in the wrong column.
Online counter vs a clicker, an app, paper and a spreadsheet
Every counting method trades something away. This is what each one actually costs you.
| Feature | This online counter | Handheld clicker | Counter phone app | Pen and paper | Spreadsheet |
|---|---|---|---|---|---|
| Cost | Free | $5–$15 | Free with ads, or paid | Cost of paper | Subscription |
| Anything to install | No | Buy the device | App store download | No | Yes, or a web login |
| Several counts at once | Unlimited | One per device | Usually limited | Yes, messy | Yes |
| Fix a miscount | Undo and redo | Start over | Sometimes | Cross it out | Edit the cell |
| Counts by more than one | Any step size | One at a time | Sometimes | Manual maths | Yes |
| Below zero | Yes | No | Rarely | Yes | Yes |
| Keeps the count if you close it | Saves automatically | Until you reset the dial | Yes | If you keep the paper | Yes |
| Works with no signal | Yes, after first load | Yes | Yes | Yes | Often not |
| Keyboard and shortcuts | Full | None | None | None | Partial |
| Sends your data anywhere | Never | Never | Often, for accounts and ads | Never | Yes, to the cloud |
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Frequently asked questions
How do you score euchre?
The side that chose trumps, the makers, scores 1 point for taking 3 or 4 of the five tricks and 2 for all five, a march. A player who goes alone and takes all five scores 4. If the makers take fewer than three they are euchred and the other side scores 2. The first side to 10 points usually wins.
What happens if you get euchred on a loner?
Under Bicycle’s rules and Pagat’s, a lone player who takes fewer than three tricks is euchred like any maker, and the opponents score 2. The 1888 Laws of Euchre give the opponents 4 instead, and so do tables that let a defender go alone and euchre the loner. A lone player who takes 3 or 4 tricks scores 1.
What is the traditional way to keep score in euchre?
With two spare low cards per team, usually a 6 and a 4. One card covers the other, face down, and is slid along to show as many pips as the score; once every pip of the lower card shows, the top card is turned face up and both are counted, up to 10. Some tables use two 5s, or a 2 and a 3 crossed at 5.
How do you keep score in euchre with a 6 and a 4?
Lay the 4 face down on the face-up 6. For 1 to 6 points, slide the 4 to uncover that many pips of the 6. For 7, 8 and 9, turn the 4 face up and let it cover all but 3, 4 or 5 pips of the 6, counting its own 4 pips too. At 10 both cards lie side by side, face up. The count is always the pips you can see.
What does in the barn mean in euchre?
In the barn means a side has 9 points in a game to 10, one point from winning. It is Midwestern slang, from Indiana and Ohio. A side with 6 to 9 points is said to be in loner range, because a single lone march, worth 4, would win the game. Losing without scoring a point at all is being skunked.
What happens if everyone passes in euchre?
If all four players pass twice, once on the turned-up card and once on naming another suit, the hand is thrown in. Under Bicycle’s and Pagat’s rules the next player then deals; some groups have the same dealer deal again. Many tables play stick the dealer instead: the dealer may not pass the second time and must name trumps.
What is the penalty for reneging in euchre?
A renege, or revoke, is failing to follow suit when you could. Wikipedia, citing Hoyle, gives the other side 2 points or takes 2 from the offenders; the 1888 Laws of Euchre gave 3, or 5 in a lone hand. Tables differ on whether the hand is then abandoned or played out, so the counter scores the penalty when it is called.
How is progressive euchre scored?
Each player keeps their own tally. A round is a fixed number of hands, often 4 or 8, and your score for the round is the points your side made in it; your tally is the sum across all rounds, whatever partner you had. Winners move up a table and partners are split. The highest tally at the end of the night wins.
Can a defender go alone in euchre?
It depends on the table. British rules let a defender play alone on any hand; some North American groups allow it only against a lone maker, and some not at all, according to Pagat. A lone defender who euchres the makers scores 4 instead of 2. If the makers still take three tricks, they score as usual.
Is this an official euchre scorer?
No. Euchre has no governing body, so there is no official scoring, only published rules that agree on 1, 2 and 4 and differ on the rest. This counter scores the hands your table agrees, by the rules you choose, and keeps everything in this browser. It cannot see the cards, check a renege or settle a dispute.
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The running score, team fouls, time-outs and the new 2026 foul marks, DI, FL and the circled T.
- Rules
Futsal rule changes 2025-26
Penalty-kick fouls stop counting, the dropped ball follows possession, and the 8-second rule is not futsal's.
- Rules
Futsal timekeeper and third referee
The stopped clock, the fifth-foul sign, the time-out slip, the two-minute entry slip and the eight signals from the table.
- Scorekeeping
How to write a GAA match report
The result line, the scorers line with 2pt, f and 45, what the brackets mean, team lists and subs, and how to check the sums.
- Rules
Handball timekeeper and scorekeeper
The clock, the suspension cards, the green card, the whistle that stops play, and the three attacks after an injury.
- Rules
Hockey rule changes from 1 November 2026
No second green or yellow, coaches' cards that cost a player, and what is not new since March.
- Rules
Netball scorer and timekeeper
The quarter and interval timetable, goals and missed shots, the centre pass column, holding time and the suspension clock.
- Training
Reps and sets explained
What 10 reps and 3x10 mean, where 3 sets of 10 came from, and what the 2026 ACSM review changed.
- Rules
Roundnet rule changes 2025-26
Equal serving, the bigger ball, a boundary at last and three touches on the serve, edition by edition.
- Rules
How to fill out a volleyball score sheet
The X in box 1, checkmarks and exit scores, time-outs, subs, the libero triangle, penalty points and the T-bar.
- Rules
Water polo table officials
Who runs which clock, the 18-second exclusions, the four flags, the third personal foul and the 45-second whistle.
- Rules
How to keep score in wrestling
T3 not T2, near falls by the second, riding time, the circled first points and how a result is written.