Euchre score sheet
Two columns, sixteen hands and a finish at ten. The helper turns the only question that ever comes up — how many tricks did the makers take, and was anyone playing alone — into the right number of points for the right side.
Keep score in the browser
The grid below is the sheet. Type into it and the totals, bonuses and thresholds are applied as you go; press Print at any point and the paper version comes out with whatever is in the boxes.
Two partnerships, a column each.
Names and scores stay in this browser and nothing is uploaded. Where a game has competing conventions the sheet says which one it applies. Check this before you rely on it. This score sheet and scorekeeper is provided free and without warranty, and its results are not professional advice.
Euchre score sheet
Date ____________
| Score | Player 1 | Player 2 |
|---|---|---|
| Hand 1 | ||
| Hand 2 | ||
| Hand 3 | ||
| Hand 4 | ||
| Hand 5 | ||
| Hand 6 | ||
| Hand 7 | ||
| Hand 8 | ||
| Hand 9 | ||
| Hand 10 | ||
| Hand 11 | ||
| Hand 12 | ||
| Hand 13 | ||
| Hand 14 | ||
| Hand 15 | ||
| Hand 16 | ||
| Total |
One point for the makers, two for a march, two for a euchre and four for a lone hand that sweeps.
Who scored what
How many tricks the makers took, and whether one of them played alone. Those two facts settle every hand in the game, and the answer names the side as well as the number.
A worked example
Three hands: a lone hand that took all five, a maker held to two, and a maker who scraped three.
| What happened | Points |
|---|---|
| Lone hand, all five — makers | 4 |
| Held to two — defenders | 2 |
| Took three — makers | 1 |
| Total | 5 |
Five outcomes, and only one of them is one point
The side that named trumps needs three tricks. Three or four gives them a single point. All five is a march and gives two. If they are held to two or fewer they have been euchred, and the other side takes two instead. A player going it alone who sweeps all five collects four, and the same player taking three or four still gets only one.
Five outcomes, and the interesting thing about them is that going alone risks nothing extra — the penalty for failing is the same two points the other side would have taken anyway. That asymmetry is why a lone hand is called more often than a cautious player expects, and it is the first thing to notice when the pad shows one side pulling away.
Ten points, reached from either end
Games run to ten, which usually takes eight to twelve hands. The traditional way of keeping score is a pair of low cards from the deck arranged to show a number, and it works perfectly until somebody nudges the table. A written column is a better record, particularly across several games, and takes a fraction of the space.
The running total is marked as it approaches ten, and the keeper flags the point at which a side has arrived rather than leaving it to be noticed. It is a short game, and games this short are the ones most often played one hand past their actual end.
What the pad does not decide for you
Whether the jack of the same colour counts as a trump, whether a defender may also go alone, whether a stick-the-dealer rule is in force: all of these vary from town to town and none of them change the arithmetic on this page. They change how often each outcome happens, not what an outcome is worth.
One convention does touch the sheet. Some tables score a defending side that goes alone and takes all five at four points rather than two. It is a minority reading, and if you play it the box takes a four as readily as a two — the helper says which convention it applied so nobody has to guess afterwards.
Common questions
How many people does this need?
Four, in two partnerships, which is why the pad has two columns rather than four. Three-handed and two-handed variants exist and score the same way per side; give each player a column and the totals still work.
What does going alone actually pay?
Four points for taking all five tricks alone, and one point for taking three or four. Failing costs the same two points to the other side as a euchre would have, so the downside is unchanged by playing alone.
Can the defending side score points?
Yes — that is a euchre, worth two, and it happens whenever the makers fail to reach three tricks. It is the fastest way to swing a short game and the reason a marginal call is a real risk.
Is the game always to ten?
Ten is standard. Five makes a quick game and fifteen a longer one, both of which are played. The pad has sixteen rows, which is enough for a ten-point game with room to spare.
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