Bid Euchre Help
Help is organized in the following sections.
Bid Euchre Rules
There are many variations of Bid Euchre played. The default NeuralPlay Bid Euchre
rules described in this section use a 32 card double deck.
Single deck and triple deck variations are also supported.
You may adjust the rules to your liking with the
rule options
provided.
Bid Euchre is a four player partnership game played with a deck
of 32 playing cards. There are four suits and four cards in each suit. The ranks are
J, Q, K and A. There are two cards of each rank in the deck for a total of 32
cards. The play is broken down into hands. Hands are
played until the game is over. You form a team with the player across
from you and accumulate points from each hand played. The game ends
when a team reaches 52 points and the team with the
highest score wins.
There are five stages to a hand: dealing, bidding, passing, playing, and scoring.
Dealing
At the start of the game the dealer is chosen randomly. From
then on, the deal rotates clockwise until the game ends. Eight
cards are dealt to each of the four players.
Bidding
The bidding begins with the player to the left of the dealer.
The bidding rotates clockwise. Each player is given only one chance to bid and may
choose to bid or pass.
A basic bid consists of a level from 1 to 8 and an indication of
the trump suit or notrump (notrump is indicated by "NT", meaning high cards win).
The level determines
the number of tricks the bidder's team will take during play.
There are three special bids: Call 2, Call 1, and Moon (Moon means "Shoot the
Moon").
Instead of indicating the level the player will declarer the special bid and the
trump suit or notrump
(for example, "Call 2 spades").
When making these bids, the player is contracting to take all tricks and play alone
(without a partner).
The Call 2 and Call 1 bids are special in that before play starts the bidder will
exchange 2 (Call 2) or 1 (Call 1) cards with partner.
Exchanging cards makes these bids easier to make than the Moon bid.
A bid must be higher than any previous bid. A bid's ranking is determined by the
level or special bid.
The ranking is as follows: 1, 2, 3, 4, 5, 6, 7, 8, Call 2, Call 1, and Moon.
If the first three players pass the dealer cannot pass and must make a bid.
The highest bidder is the declarer. If the bid was a Call 2 or Call 1, the declarer
will exchange cards with partner.
The declarer makes the initial lead during the play of the hand.
Passing
If the winning bid was a call bid, the declarer and partner exchange cards.
Two cards are exchanged for a Call 2 bid and one card is exchanged for a Call 1 bid.
Play
The play consists of 8 tricks. Each trick consists of four cards, one card from
each player. For each trick, there is a leader, a suit led, and a
winner. The leader is the player who played the first card. The suit
led is the suit of the card played by the leader. The winner of the trick is
determined by the highest ranking card played of the suit led, however, if a
trump was played on the trick, then the winner is determined by the highest ranking
trump card played.
For notrump contracts the ranking of the cards in all suits is: J, Q, K, A; with the
ace being the highest.
For suit contracts, the trump suit is special. The jack of the trump suit (called
the "right bower") becomes the highest trump rank. The jack of the same
color suit as the trump suit (called the "left bower") becomes the
second highest trump rank.
The left bowers become part of the trump suit and are no longer part of their
original suit.
For example, if diamonds are trump the ranks from low to high in the diamond suit
are:
Q♦, K♦, A♦, J♥, J♦.
If two cards of the same rank are played on the trick, the winner is the first one
played.
The declarer makes the first lead and may lead any card. Play continues clockwise to
the left with each player
playing a card in turn. Players must play the suit led if they have
it. If a player does not have the suit led, any card may be played.
After each player has played a card on the trick, the winning
player takes the trick and places it aside until the scoring stage.
This player is the leader of the next trick. The play stage continues
until players have no cards left in their hands.
Scoring
After the hand has been played out, the number of tricks taken by each team is
counted.
For the basic level bids (1 to 8), if the declaring team made the contract, they
receive the number of tricks taken.
If they failed to make the bid (are set), they receive minus the bid level.
The defending team always receives points equal to the number of tricks captured.
For example, a 5 diamond bid with the declarers capturing 6 tricks will net the
declarers 6 points and the defenders 2 points.
However, a 5 diamond bid with the declarers capturing only 4 tricks will result in
the declarers receiving -5 points and
the defenders will receive 4 points.
For the Call 2, Call 1, and Moon bids; the declarer must take all the tricks. The
bids are valued at 12, 18, and 24 respectively.
For making the bid, the bid value is added to the declarer's score. For failing to
make the bid, the bid value is subtracted from the declarer's score.
For example, a Call 1 notrump bid is worth 18 points. If the declarer takes all 8
tricks, the declarer receives 18 points.
If the declarer takes only 7 tricks, the contract is set and 18 points are
subtracted from the declarer's score.
In addition, the defenders will receive 1 point for the trick captured.
The scores for the hand are added to the total game scores.
The game ends when a team reaches 52 points. The team with the highest score wins.
Links
There are many sites on the internet discussing Bid Euchre. Here are a few that we
found helpful.
There is also a book on Indiana Double Deck Bid Euchre:
THE THINK SYSTEM 2nd Edition: A Light-Hearted Guide to Serious
Basic Bidding Strategy
Since each player gets only one chance to bid, a basic bidding strategy is for the
first two players
to bid the number of tricks that they expect to take if playing alone.
The third and forth players will then know the suit that partner prefers for trump
and the approximate number of tricks that partner can take.
As a rough estimate of how high to bid, players three and four may count the tricks
in their hands, add those tricks to partner's and bid accordingly.
For example, consider if the bidding goes: 3 notrump Pass. The next player (3rd to bid)
now knows that partner can make 3 notrump alone. Partner may have 3 aces.
With 4 aces in hand, player three can bid 6 high notrump, counting on taking 3-4
tricks in hand with 2-3 from partner. Similar logic can be used for suit contracts.
The computer AI players use this basic bidding strategy.
Learning Features
NeuralPlay Bid Euchre offers many features to help you learn and
improve your play. These features may be enabled, disabled, and/or adjusted
in settings. The features include the following.
-
Hints. By default the AI will show you a hint when you ask for one.
In settings, you may ask the AI to always show you a hint. Or, you may ask the
AI to check your bid or play and show you a hint only when it differs from
yours.
- AI tricks taken estimate. When enabled, the AI will show an estimate of
the number of tricks that will be taken for each legal play.
This is an estimate of the expected number of tricks for each legal play,
averaged across many simulation results. Note that
the AI suggested play may not be the estimate resulting the most tricks or the play
suggested by the AI. This may be due to strategic considerations or noise.
- Card counter. When enabled, a card counter of the cards that have
been played during play will be shown.
- Analyze bid. When enabled, an "Analyze" button will be shown during
the bidding. Tap the button and enter a bid to get an estimate of the chance
of the bid making. See settings to enable.
Rule Options
Bid Euchre is played with may different options.
The following rule options are offered to customize NeuralPlay's Bid Euchre to your liking.
Dealing
- Deck Size
- 24 card single deck. A single card of each rank A, K, Q, J, 10, 9 in each
suit.
- 28 card single deck. A single card of each rank A, K, Q, J, 10, 9, 8 in each
suit.
- 32 card single deck. A single card of each rank A, K, Q, J, 10, 9, 8, 7 in each
suit.
- 32 card double deck. Two cards of the ranks A, K, Q, J in each suit.
- 40 card double deck. Two cards of the ranks A, K, Q, J, 10 in each suit.
- 48 card double deck. Two cards of the ranks A, K, Q, J, 10, 9 in each suit.
- 60 card triple deck. Three cards of the ranks A, K, Q, J, 10 in each suit.
Bidding
- Rounds
- Single round. Each player gets only one chance to bid.
- Multiple rounds. Bidding continues until all players have passed.
- Two rounds. Bidding continues until all players have bid twice. Players may
pass during the first round and then bid during the second round.
- Notrump bids
- Not allowed, bid with suits only.
- High notrump.
- High notrump, and low notrump. In low notrump, the lowest card on the
trick wins.
With this options, notrump bids will be indicated by "HI" and "LO".
- Minimum bid
- Set the minimum bid from 1 to 6.
- Minimum notrump bid
- Set the minimum notrump bid from 1 to 6.
- Special bids
- None. Only bids for number of tricks to be taken are allowed. No Call or
Moon bids.
- Call 2, Call 1, and Moon. Specify the suit with the bid.
- Call 2, Call 1, and Moon. Choose the suit after winning the bid.
- Call 1 and Moon. Specify the suit with the bid.
- Call 1 and Moon. Choose the suit after winning the bid.
- Call 3 and Moon. Specify the suit with the bid.
- Call 3 and Moon. Choose the suit after winning the bid.
- Little or Big Pepper. Specify the suit with the bid.
- Little or Big Pepper. Choose the suit after winning the bid.
The Little and Big Pepper bids are both bids to take the maximum tricks
possible. The Big Pepper may only be made after a Little Pepper bid has been
made.
When the special Pepper bids are selected, the maximum bid is replaced by the
Pepper bids.
The Pepper bids are played like the other bids: there is no passing of cards and the declarer does not play alone.
The default Pepper game is played with a 24-card deck. The examples here assume
the 24-card deck.
The 6 bid becomes the Little Pepper bid.
The score for a successful non-Pepper bid is the number of tricks taken. The
score for any unsuccessful non-Pepper bid is -6 points. A Little
Pepper bid receives 6 points on success and -6 points on failure.
A Big Pepper bid receives 12 points on success and -12 points on
failure.
- Trick bids
Choose to either specify the suit with the bid or bid the number of tricks only
and specify the suit after winning the bid.
- Dealer can steal
You may want to allow the dealer to take the bid for the same level as
as the current bid. Choose from the following options.
- Disabled. The dealer cannot bid at the same level as the current bid.
- Any bid. The dealer does not have to bid higher than the last bid. The
dealer may bid at the same level and win.
- Call and Moon bids only. For Call and Moon bids only, the dealer does not
have to bid higher than the last bid. The dealer may bid at the same level
and win.
- Stick the dealer
When enabled, deals may not be passed out. If all other players have passed,
the dealer cannot pass.
- Require a right bower to open in 1st or 2nd seat
When enabled, a player must have a right bower in the suit to bid it in 1st
or 2nd seat. This is not a requirement for notrump bids.
- Notrump bids rank lower than suit bids
When enabled, suit bids of the same level may be made after a notrump bid.
For example after 4 high, a 4 hearts bid can be made.
Playing
- Initial leader
Choose the initial leader to be either the declarer or left of dealer.
Scoring
- Defenders score a point per trick
When enabled, the defenders will score a point per trick taken.
- Declaring team scores overtricks
When enabled, the declaring will receive a point per trick taken in excess
of the contract bid.
- Special bids scoring values
You may configure the scoring values for the Moon, Call 1, and Call 2 bids. The
Call 3 bid, when available, is always valued at 15 points.
Game over
- Game over. Choose whether the game ends at a predetermined
number of points or after a certain number of hands.
- When reaching the game over score
- Highest score wins. Ties are possible.
- Highest score wins. When there is a tie, the team to make the last contract
or set the last contract wins.
- Bidding team wins when both teams reach game over score. The defending team
may win on reaching the game over score if the declarers have not reached
the game over score.
- Must bid to win. The winner must make the last bid in addition to reaching
game over points. The defenders' may surpass the game over score, but this
will not end the game.
- Must bid or set to win. The winner must make the last bid or set the
opponents in addition to reaching game over points. The defenders' may
surpass the game over score, but this will not end the game.
Preset Rule Options
In addition to the NeuralPlay default rules described above, preset rules are
provided for other variations including:
Indiana Double Deck,
The Bid Euchre Project,
and Single Deck. There are lots of variations of Single Deck Bid Euchre. Details are
available
here
and
here.
- Indiana Double Deck
- Deck size: 48 cards
- Bidding rounds: multiple rounds
- Bidding trump choice: suits and high notrump
- Minimum bid: 3
- Special bids: none
- Dealer can steal: no
- Stick the dealer: yes
- Require right bower in 1st or 2nd seat: no
- Notrump bids rank lower than suit bids: yes
- Initial leader: declarer
- Defenders score a point per trick: yes
- Declaring team scores overtricks: no
- Game over at: # of points
- Points to game over: 50
- When reaching game over: highest score wins; when both teams reach game
over, the bidding team wins
- The Bid Euchre Project
- Deck size: 32 cards
- Bidding rounds: single round
- Bidding trump choice: suits and high notrump
- Minimum bid: 1
- Special bids: Call 2, 1, Moon; with suit
- Dealer can steal: no
- Stick the dealer: yes
- Require right bower in 1st or 2nd seat: yes
- Notrump bids rank lower than suit bids: no
- Initial leader: declarer
- Defenders score a point per trick: yes
- Declaring team scores overtricks: yes
- Call 2, Call 1, and Moon bid values: 12, 18, and 24 respectively
- Game over at: # of hands
- Hands to game over: 48
- When reaching game over: highest score wins with possible tie
- Single Deck
- Deck size: 24 cards
- Bidding rounds: single round
- Bidding trump choice: suits only
- Minimum bid: 3
- Special bids: Call 1 and Moon; bid without suit
- Trick bids: Choose the suit after winning the bid
- Dealer can steal: no
- Stick the dealer: yes
- Require right bower in 1st or 2nd seat: no
- Notrump bids rank lower than suit bids: no
- Initial leader: declarer
- Defenders score a point per trick: yes
- Declaring team scores overtricks: yes
- Call 1 and Moon bid values: 12 and 24 respectively
- Game over at: # of points
- Points to game over: 32
- When reaching game over: highest score wins with possible tie
- Single Deck (High/Low). Just like Single Deck but with the high and low notrump
suit choices added.
- Pepper
The Pepper game is played with a 24-card deck.
The Little Pepper bid replaces the 6 bid. The Big Pepper bid is also a bid to take 6 tricks, but may be made only after a Little Pepper bid has been made.
The Pepper bids are played like the other bids: there is no passing of cards and the declarer does not play alone.
The score for a successful non-Pepper bid is the number of tricks taken. The
score for any unsuccessful non-Pepper bid is -6 points. A Little
Pepper bid receives 6 points on success and -6 points on failure.
A Big Pepper bid receives 12 points on success and -12 points on
failure.
The defenders always receive a point per trick taken.
- Deck size: 24 cards
- Bidding rounds: multiple rounds
- Bidding trump choice: suits and high notrump
- Minimum bid: 1
- Special bids: big and little pepper; bid without suit
- Trick bids: Choose the suit after winning the bid
- Dealer can steal: no
- Stick the dealer: no
- Require right bower in 1st or 2nd seat: no
- Notrump bids rank lower than suit bids: no
- Initial leader: declarer
- Defenders score a point per trick: yes
- Declaring team scores overtricks: yes
- Game over at: # of points
- Points to game over: 30
- When reaching game over: highest score wins with possible tie
- Triple Deck
- Deck size: 60 cards
- Bidding rounds: multiple rounds
- Bidding trump choice: suits and high/low notrump
- Minimum bid: 3
- Special bids: Call 3 and Moon; with suit
- Dealer can steal: no
- Stick the dealer: yes
- Require right bower in 1st or 2nd seat: no
- Notrump bids rank lower than suit bids: no
- Initial leader: declarer
- Defenders score a point per trick: yes
- Declaring team scores overtricks: yes
- Call 3 and Moon bid values: 15 and 30 respectively
- Game over at: # of hands
- Hands to game over: 8
- Highest score wins, the last team to make a bid wins when there is a tie.
Computer Players
NeuralPlay computer players offer 6 levels of play.
Play at level 1 is reasonably easy and
good for beginners. Play at level 3 should be fun for most
players. Play at level 6 will be the most challenging.
The AI bots employ different AI methods depending on the level.
Levels 1 and 2 use simple methods to provide an introduction to beginners.
We will not describe them in detail here.
Level 3 uses a rule-based AI. The AI consists of rules such as: "In 3rd seat, do not
trump partner's high card" and "In 4th seat, play just high enough to take it when an
opponent is winning", etc. We find the rules work quite well and can provide good play.
Levels 4+ use Monte Carlo Simulation to determine the best play. Basically, the AI will
deal out the unknown cards randomly. The AI will then try each legal play and play 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 legal play with the best
average result is chosen.
Levels 4+ differ in how many times the unknown cards are dealt out. In general, the more
deals the more accurate the simulation. This results in better quality plays.
The trade-off is that more deals take more time, play may be slower on level 6 than
level 4 depending on the device.
Since levels 4+ do not use rules, you may observe either surprisingly good plays or odd
mistakes that may seem not to follow any logical rules. Overall, our tests show that the levels
are better than the rule-based level 3. We also find the randomness makes the
computer feel a bit more human-like and fun.
If you prefer a more consistent, logical, and predictable partner AI and/or opponent AI,
then level 3 may be best.
We are continuing to research improvements and new computer AI algorithms. We continue to
update
the bots as we develop improved algorithms.
Frequently Asked Questions
How do I change the hand sorting?
See Settings -> Hand Sorting. You can change the rank order, suit order, and choose to
alternate red and black suits.
How do I reset my game settings back to the original game
settings?
Go to the Main Screen and choose Menu -> Reset.
What are North, South, East and West (and N, S, E, and W)?
These terms are used in bridge games. You are always South and
your partner is always North. The terms You and South are used
interchangeably.
What does claim mean?
Claim means you will take the remaining tricks. When your hand is clearly high, you
may claim the remaining tricks to speed up play. If the claim is successful (the AI
will check), you will receive the remaining tricks and the hand will end.
How do I contact NeuralPlay with suggestions and feedback?
Please contact us at
support@neuralplay.com.