Why Counting Works in Euchre
Twenty of the 24 cards are dealt, five to each player. The other four are the kitty, out of play for the whole hand, and its top card is turned face up during the bidding. That is why you start knowing six cards rather than five.
Every card is in one of four places: your hand, somebody else's, the tricks already played, or those four out of play. Counting is just moving cards out of the second category as they appear, and one count carries most of the value.
Start by Counting Trump
Seven cards are trump: the right bower, the left bower, and the Ace, King, Queen, 10, and 9 of the suit. The left bower is the Jack of the same-color suit and plays as trump, not as the suit printed on it.
Subtract your own from seven and you have the exact number sitting everywhere else, split between three players and the four cards out of play. Hold the right bower and one small trump and there are five you cannot see.
The up-card usually lets you place one of those before anyone leads. If the dealer picked it up, that card is trump and it is in the dealer's hand. If it was turned down, its suit is barred, with one exception worth watching for: a turned-down Jack becomes the left bower if the same-color suit is called, and it is lying out of play where the whole table saw it.
Track Trump as It Is Played
When trump is led, count what falls. A round in which everyone follows puts four trump on the table, already more than half of them. Two complete rounds cannot happen with all four players in: that would be eight trump and only seven exist. Somebody has to be void by the second round, and spotting who matters more than the arithmetic that predicted it. If you led the right bower and an opponent did not follow, they have no trump for the rest of the hand and everything you hold elsewhere is safe from them.
The lightest way to carry this is one number: trump you cannot see. Start at seven minus your own and subtract one for every trump that appears. Treat it as a ceiling rather than a count of what opponents hold, because trump can be sitting in the four cards out of play, so a number above zero does not mean anyone still has one. Voids tell you that, and they surface the moment a player fails to follow a trump lead.
Where the Bowers Are
The bowers are the only two cards that beat everything else, so placing them is worth more than the rest of the count together. Hold one and watch the other fall, and the one you hold cannot be beaten. The bidding narrows the question:
- A first-seat call is the informative one. First seat commits before anyone has passed, so it should be solid, meaning real trump length. It does not promise a bower.
- A dealer picking up unprompted is the cheapest call at the table, trading their worst card for the up-card. Credit them with the up-card and nothing beyond it.
- A round-two call in the same color as the rejected up-card is going next, and the inference runs opposite to the obvious one. Nobody wanted that suit, which is evidence its Jack is buried rather than held, and that Jack is the left bower of the suit just called. After a next call the left bower is more likely dead than in the caller's hand.
Aces and Kings of the Off Suits
The three off suits are not the same size. The one sharing trump's color is missing its Jack, which is away playing as the left bower, so it holds five: Ace, King, Queen, 10, and 9. The other two have all six. Seven trump, then five, six, and six.
Aces are what to track. An Ace already played cannot beat your King later; an Ace still out is the reason to hold that King back. If clubs opened with the Ace and your partner later threw the King of clubs on a trump lead, the Queen is the best club unaccounted for, and if you hold it you can lead it.
Inference From the Kitty
Four cards are out of play all hand, and how many you can name depends on the bidding. The two cases are not symmetrical.
If the dealer picked up, all four are unknown: the three never dealt, plus whatever the dealer threw away. The compensation is that the up-card moved somewhere you can see it. Dealers discard their weakest card and often discard to make themselves void, so the dealer is the one player who chose which suit to be short in. Expect early off-suit leads to run into a dealer trump.
If the up-card was turned down, one of the four is a card the whole table looked at. That is the most useful card out of play: gone for certain, and you know exactly what it is. Only three are genuinely unknown.
Using the Count
Two things carry the load: trump you cannot see, and whether the bowers have fallen. Add the off-suit Aces once those run by themselves, and count what is gone rather than what is left, because the number you want is a subtraction from seven. The count is only worth carrying if it changes a decision. What it changes, most often:
- No trump outside your hand. Nothing you hold can be trumped, so the off-suit winners you were protecting are safe to lead.
- An opponent is void in trump. They cannot punish an off-suit lead. Check whether the other opponent is void too before committing your Ace.
- An opponent holds the last bower and you do not. Plan to lose that trick, and do not throw an Ace under a bower you have already located.
- A card you were counting on has not appeared. It is either out of play or sitting with somebody who has no reason to throw it. Stop building the hand around it either way.
See Also
First-trick strategy covers applying the count to opening leads, and how to call trump covers the bidding that gives the count its starting point.