NeuralPlay · Rules & Help

Bid Euchre Help

Learn the game, understand bidding, and explore popular rule variations.

Bid Euchre Rules

These are the standard NeuralPlay Double Deck Bid Euchre rules. You may customize the rules to your liking as described here.

Bid Euchre is a four-player partnership game. You form a team with the player sitting across from you. The standard game uses a 32-card double deck containing two copies of the J, Q, K, and A of each suit. Teams earn points as hands are played. The game ends when either team reaches 52 points or falls to −52 points, and the team with the higher score wins.

Each hand consists of five stages: dealing, bidding, passing, play, and scoring.

Dealing

At the start of the game, the dealer is chosen randomly. The deal then rotates clockwise after each hand. Each player is dealt eight cards.

Bidding

Bidding determines the contract, including the number of tricks required and the trump suit or notrump. It begins with the player to the dealer's left and proceeds clockwise. Each player has one opportunity to bid or pass.

A basic bid names a number from 1 through 8 and a trump suit or notrump. The number is the minimum number of tricks the bidder's team promises to take. For example, a bid of 5 promises at least 5 tricks with hearts as trump. In notrump, there is no trump suit and high cards win.

The standard rules also include three special bids: Call 2, Call 1, and Moon, which means Shoot the Moon. A special bid names a trump suit or notrump and promises to take all eight tricks. The bidder plays alone during the play stage. Before a Call 2 or Call 1 contract is played, the bidder exchanges two cards or one card, respectively, with their partner. A Moon contract has no card exchange.

Each bid must rank higher than the previous bid. Basic bids rank from 1 through 8, followed by Call 2, Call 1, and Moon. The suit or notrump choice does not affect the rank of a bid.

The highest bidder becomes the declarer. If the first three players pass, the dealer must bid.

Passing

For a Call 2 contract, the declarer and partner exchange two cards. For a Call 1 contract, they exchange one card. No cards are exchanged for a basic or Moon contract.

Play

A hand consists of eight tricks. In a basic contract, each trick contains four cards, one from each player. During a Call or Moon contract, the declarer's partner sits out and each trick contains three cards.

Every trick has a leader, a suit led, and a winner. The declarer leads the first trick, and play proceeds clockwise. Each player must follow the suit led when able. A player who cannot follow suit may play any card.

The highest card played in the suit led wins unless a trump is played, in which case the highest trump wins. The winner gathers the trick and leads the next one.

In a notrump contract, cards rank from low to high as follows. There are two copies of each card.

J, Q, K, and A.

In a suit contract, the jack of trump is the right bower and is the highest trump. The jack of the other suit of the same color is the left bower and is the second-highest trump. The left bower belongs to the trump suit, not its printed suit.

For example, when diamonds are trump, the trump ranks from low to high as follows.

Q, K, A, J, and J.

If cards of the same rank are played to a trick, the first one played ranks higher.

Scoring

After all tricks have been played, each team's trick total determines the hand score.

The declaring team makes a basic contract by taking at least the number of tricks they bid. When they make the contract, they score the number of tricks they took. If they take fewer tricks than they bid, they are set and lose points equal to the bid. The defenders score one point for each trick they took.

For example, if the declaring team bids 5 and takes 6 tricks, they score 6 points and the defenders score 2. If the declaring team takes only 4 tricks, they score −5 points and the defenders score 4.

Call 2, Call 1, and Moon require the declarer to take all eight tricks and are worth 12, 18, and 24 points, respectively. When the declaring team makes the contract, they score the bid value. When they are set, they lose points equal to the bid value. The defenders also score one point for each trick they take.

The hand scores are added to the game scores. If neither team has reached 52 points or fallen to −52 points, the deal rotates and another hand begins.

Bid Euchre Terminology

Web Links

Many websites discuss Bid Euchre and its regional variations. Here are a few we found helpful.

There is also a book about Indiana Double Deck Bid Euchre: THE THINK SYSTEM 2nd Edition: A Light-Hearted Guide to Serious Bid Euchre.

Basic Bidding Strategy

Because each player has only one opportunity to bid under the standard rules, a basic approach is for the first two players to bid the number of tricks they expect to take if playing alone. The third and fourth players then know the suit their partner prefers and approximately how many tricks their partner expects to take. They may estimate a partnership bid by adding the likely tricks in their own hand to their partner's bid.

For example, suppose the first two bids are 3 notrump and Pass. The third bidder knows that their partner expects to take about three tricks in notrump. If the third bidder expects three additional tricks, the partnership may be able to bid 6 notrump.

The computer players take the bidding and their partners' bids into account.

Preset Game Rules

Bid Euchre is played with many different rule options. NeuralPlay includes the following ready-to-play presets. See Rule Options to customize the rules.

Learning Features

NeuralPlay Bid Euchre offers many features to help you learn and improve your play. These features may be enabled, disabled, or adjusted in Settings and include the following.

Rule Options

NeuralPlay Bid Euchre offers many popular rule options so you can customize the game to your liking.

Dealing

Bidding

Playing

Scoring

Call 3 is worth 15 points. A Call or Moon value is added when the contract is made and subtracted when it is set.

Game Over

Computer Players

NeuralPlay computer players offer six levels of play. Level 1 is reasonably easy and good for beginners. Level 3 should be fun for most players. Level 6 is the most challenging.

The computer players employ different AI methods depending on the level. Levels 1 and 2 use simple methods to provide an introduction for beginners. We will not describe them in detail here.

Level 3 uses a rule-based AI. The AI follows rules such as: "In third seat, do not trump partner's high card" and "In fourth seat, play just high enough to take the trick when an opponent is winning." We find that the rules work quite well and provide good play.

Levels 4 through 6 use Monte Carlo simulation to determine the best play. The AI deals out the unknown cards randomly. It then tries each legal play and plays the deal to the end to get a result. This is repeated for many deals of the unknown cards. The average result for each legal play is computed, and the play with the best average result is chosen.

Levels 4 through 6 differ in how many times the unknown cards are dealt out. In general, the more deals considered, the more accurate the simulation and the better the quality of play. The trade-off is that more deals take more time, so level 6 may play more slowly than level 4 depending on the device.

Since levels 4 through 6 do not use rules for card play, you may observe surprisingly good plays or odd mistakes that do not seem to follow a logical rule. Overall, our tests show that these levels play better than the rule-based level 3. We also find that the randomness makes the computer feel more human-like and fun.

If you prefer a more consistent, logical, and predictable partner or opponent, level 3 may be best.

Whichever level you choose, you may adjust bidding aggressiveness. For individual control, choose Custom, which provides separate settings for North, East, South, and West. For each seat, you may adjust play thinking, bid thinking, and bidding aggressiveness. South's custom settings control the strength of the hints you receive.

We are continuing to research improvements and new computer AI algorithms. We continue to update the computer players as we develop improved algorithms.

Frequently Asked Questions

How do I change the hand sorting?

In Settings, choose Hand Sorting. You can change the rank order and suit order and choose whether to alternate red and black suits.

How do I reset the game settings?

On the main screen, open the menu and choose Reset.

What are North, South, East, and West?

You are always South, and your partner is North. East and West are the opposing team. The letters N, S, E, and W are abbreviations for these seats.

Why did the left bower appear to change suits?

The left bower belongs to the trump suit for the entire hand. For example, when hearts are trump, J is a heart trump, not a diamond. It must be played when hearts are led if you have no other trump, and it cannot be used to follow a diamond lead.

What does claim mean?

A claim means the player expects to take all the remaining tricks. The app checks the claim before ending the hand. If the claim succeeds, the claiming team receives those tricks and the hand is scored.

How do I contact NeuralPlay with suggestions and feedback?

Please email support@neuralplay.com.