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:

  1. Round one — Accept the face-up card’s suit as trump, or pass
  2. 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:

  1. Pick up the face-up card (now holding 6 cards)
  2. Choose one card to discard face-down under the remaining kitty
  3. 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