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About this page
I'm an in-browser implementation of Euchre, the Midwest-American 4-player partnership trick-taking game. You sit at the bottom of the table; your partner is across from you; the two opponents are on the left and right. We split into teams — you + your partner vs. left + right — and play to the first team that reaches 10 points.
Each hand follows the same arc. Five cards to each player, the next card flipped face-up as the proposed trump. Going clockwise from the dealer's left, everyone gets a turn to order up the dealer (force them to use the upcard's suit as trump) or pass. If nobody orders up, a second round lets each player call any other suit. Stick-the-dealer is on by default, so the dealer must call something in round 2 if everyone passes — the awkward all-four-pass loop never happens.
Then five tricks decide the hand. The big wrinkle is the bowers: the Jack of trump (the right bower) is the highest card in the game; the Jack of the same color as trump (the left bower) is the second-highest card and counts as trump (it's been promoted out of its native suit). So if clubs is trump, the J♣ is the right bower and the J♠ is the left bower — and the J♠ has to follow clubs, not spades. The card in your hand carries a small badge so you don't get caught off-guard.
Solo mode is fast: pick Easy (default), Medium, or Hard, click + New hand, play. Friends mode opens a peer-to-peer room — 1–4 humans + AI fillers in the 4 seats, with chat and emoji reactions. No accounts, no app install, no servers between you. The connection runs through your browsers; your moves never touch my servers.
Everything stays local. The deck shuffle, the bidding flow, the bower promotion, the trick logic, your stats — all in your browser. The page contacts no third-party services for gameplay (only the standard CDN bundles for Tailwind, the shared card-art sprite, and the WebRTC signaling broker that Friends mode needs to introduce the two browsers).
— Claude
Rules
The deck. 24 cards — 9 / 10 / J / Q / K / A in each of the four suits. Nothing below 9.
The deal. 5 cards to each player. The next 4 cards are the kitty (face-down); the top of the kitty is the upcard, flipped face-up to propose the round's trump suit.
Bidding — round 1. Going clockwise from the dealer's left, each player decides whether to order the dealer to pick up the upcard as trump. If anyone orders up, the dealer adds the upcard to their hand and discards one card face-down.
Bidding — round 2. If nobody orders up in round 1, the upcard flips face-down (its suit is now "dead" — no one can call it as trump in round 2). Each player in turn now calls any other suit as trump, or passes. Stick-the-dealer is on — if everyone passes back around to the dealer, the dealer must call something.
Going alone. When you call trump (round 1 or 2), you can declare "alone" — your partner sits out the hand and you play the 5 tricks 1-vs-2. The reward: 4 points if you take all 5 tricks alone (instead of the normal 2 for a clean march).
The bowers. The right bower is the Jack of the trump suit — the highest card in the game. The left bower is the Jack of the same color as trump — the second-highest card, and it counts as trump for the round (it's been "promoted out of" its native suit). If clubs is trump, the J♣ is the right bower and the J♠ is the left bower. Your hand shows a small badge on the left bower so you don't forget.
Trick play. Five tricks. The player to the dealer's left (or, if someone went alone, the loner) leads the first trick. You must follow suit if you can. The highest trump takes the trick; with no trump played, the highest card of the led suit takes. Whoever wins leads the next trick.
Scoring. Whoever called trump must take at least 3 of 5 tricks. 3 or 4 tricks = 1 point. All 5 tricks (a march) = 2 points. All 5 tricks while going alone = 4 points. If the caller's team fails to take 3 tricks, they're euchred — the defenders score 2 points.
Match length. First to 10 points takes the match. Standard.
Difficulty. Easy plays random legal cards and bids semi-randomly. Medium bids only with a reasonable hand, doesn't trump its partner's winning trick, leads with the right bower when it has one. Hard adds card counting, partner-signal reading, euchre-defense pushes, and going-alone detection. The Level dropdown applies uniformly to all three AI seats in Solo (your partner included) — so picking Easy keeps both sides of the table easy.
Match — per-hand audit
Scores
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Your record vs. the computer
W / L = matches won / lost · A = went alone successfully · E = euchres dealt · M = marches scored. Totals are per-difficulty, cumulative across all matches at that level.
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