Euchre scorekeeper
Two teams, game to 10. Tap what happened each hand; the scorekeeper does the arithmetic and passes the deal.
Tap the result after each hand: the scorekeeper adds the points to the right team and passes the deal to the left. Picking who called is optional; it fills in the hand log. Scores stay on this device, so you can close the page mid-game.
Euchre scoring at a glance
| What happened | Points | To |
|---|---|---|
| Callers take 3 or 4 tricks | 1 | Callers |
| Callers take all 5 tricks (a march) | 2 | Callers |
| Lone caller takes 3 or 4 tricks | 1 | Callers |
| Lone caller takes all 5 (loner march) | 4 | Callers |
| Callers take 2 tricks or fewer (euchred) | 2 | Defenders |
Only one side scores each hand. The first side to 10 wins (some play to 5, 7 or 11). If everyone passes twice, nobody scores and the deal moves on.
The two-card score markers
The traditional way to keep euchre score uses two spare cards from the unused part of the pack: often a 5 and a 6, or a 6 and a 4. One card lies face down over the other, and you slide it so that the number of pips showing equals your score. The scorekeeper above draws each team's markers as the score goes up.
Which pair you use is a local habit. Change it under "Players, game length and table options".
More euchre tools
Scorekeeper
Team score to 10 with one-tap buttons, dealer tracker and undo.
Trump order and trick tool
Pick trumps, see the bowers, find who wins a trick. Plus a quiz.
Progressive euchre kit
Rotation charts and tally cards for 8, 12 or 16 players.
How to play
The deal, two rounds of bidding, going alone, play and scoring.
Cheat sheet
Trump order for every suit, bidding and scoring on one page.
Printable score cards
Score sheets for a game and tally cards for a party.