Euchre bidding determines which suit becomes trump each hand. It happens in two rounds. Round one: the top kitty card is turned face-up and players in turn may order it up (accepting that suit) or pass. If all pass, round two begins — any player may name any other suit as trump, or pass. If everyone passes in round two, the cards are redealt unless Stick the Dealer is in play, which forces the dealer to name a suit. The player or team that calls trump is the maker and goes on offense.
Bidding is the engine of euchre — it determines which suit is trump each hand and which team is on offense. The rules are straightforward but carry significant strategic weight. This page covers every aspect of how bidding works, from the first look at the turned card to Stick the Dealer.
The Role of Bidding
After the deal, each player holds 5 cards and the remaining 4 form the kitty. The dealer turns the top kitty card face-up — this card proposes a trump suit for the hand.
Bidding proceeds in up to two rounds:
- Round one — Accept the face-up card’s suit as trump, or pass
- Round two — Name any other suit as trump, or pass
The player whose team calls trump becomes the makers — they are on offense and must win at least 3 of the 5 tricks to score. Failing to win 3 tricks is called being euchred, and the defending team earns 2 points instead.
Round One: The Turned Card
The dealer turns the top kitty card face-up in the center of the table. Starting with the player to the dealer’s left, each player has one decision: order it up (accept that suit as trump) or pass.
Ordering Up — Non-Dealer Players
Say “I order it up” to accept the face-up suit as trump. This:
- Forces the dealer to pick up the face-up card and add it to their hand
- Requires the dealer to discard one card face-down to return to 5 cards
- Makes the face-up card’s suit the trump suit for the hand
- Makes the ordering player’s team the makers
Picking It Up — The Dealer
When it is the dealer’s turn in round one (after all others have passed), the dealer may say “I pick it up” to take the card themselves:
- The dealer adds the face-up card to their hand and discards one card
- The face-up card’s suit becomes trump
- The dealer’s team are the makers
Passing in Round One
Any player who does not want that suit as trump says “Pass”. If all four players pass, the dealer turns the face-up card face-down and bidding moves to round two.
The Dealer’s Discard
Whenever the face-up card is ordered up or taken by the dealer, the dealer must:
- Pick up the face-up card (now holding 6 cards)
- Choose one card to discard face-down under the remaining kitty
- The discarded card is completely out of play — opponents cannot examine it
Choosing which card to discard is a key skill. Most players discard a card that leaves them void in an off-suit, giving them the ability to trump in on that suit later.
Round Two: Naming a Suit
If all four players pass in round one, the dealer turns the kitty card face-down. Round two begins, starting again with the player to the dealer’s left.
Each player may:
- Name any suit as trump — except the suit of the card that was turned down in round one
- Pass
In round two, no card exchange occurs — the named suit simply becomes trump. The player who names it (and their partner) are the makers.
Second-Round Suit Names
Players sometimes use shorthand for second-round calls:
| Term | Meaning |
|---|---|
| Next | Call the suit of the same color as the turned-down card |
| Crossing / Reverse | Call a suit of the opposite color to the turned-down card |
Stick the Dealer
Under standard rules, if all four players pass in round two, the hand is redealt. This can feel anticlimactic.
Stick the Dealer is the most popular euchre house rule: if bidding reaches the dealer in round two after all others have passed, the dealer must name a trump suit — they cannot pass.
Benefits:
- Eliminates redeals entirely
- Keeps the game moving at pace
- Creates interesting strategic situations for a weak dealer hand
This rule is so common that many players consider it part of the standard game. See Stick the Dealer for full rules and strategy implications.
Going Alone During Bidding
At any point when you call trump — in round one or round two — you may add “alone” to your declaration to attempt a loner:
- “I order it up alone”
- “I pick it up alone”
- “I call diamonds alone”
Your partner turns their hand face-down and sits out. If you win all 5 tricks alone, your team scores 4 points. See Euchre Loner Rules for the complete rules.
Seat Position and Bidding Order
Your seat position relative to the dealer affects both your information and your strategic options:
| Seat | Order | Bidding Situation |
|---|---|---|
| First (left of dealer) | Bids first | No information from other players; leading orders have maximum effect on dealer |
| Second (dealer’s partner) | Bids second | Ordering up helps dealer (your partner) pick up a guaranteed trump |
| Third (right of dealer) | Bids third | Can order up to prevent dealer from getting a favorable pickup |
| Dealer (fourth) | Bids last | Picks up the card if accepted; has discard advantage; last in round two |
The dealer has a significant advantage in round one because picking up the turned card guarantees them one trump card and gives them an extra discard decision. This often makes the dealer’s team more willing to accept a marginal round-one hand.
Quick Reference: Bidding Rules
| Rule | Standard | Stick the Dealer Variant |
|---|---|---|
| Round one options | Order up / Pass | Same |
| Round two options | Name a suit / Pass | Dealer must call in round two |
| Turned-down suit in round two | Not allowed | Not allowed |
| No one calls in round two | Redeal | Dealer must name a suit |
| Going alone | Declare at any call point | Same |
| Card exchange | Round one only (dealer discard) | Same |
Related Pages
- Bidding Strategy — When to call, pass, or order up
- Euchre Kitty Rules — Dealer pickup and kitty rules in full
- Stick the Dealer — The forced-call variant
- Euchre Loner Rules — Going alone, declared during bidding