Euchre Score Sheet With Partner Rotations for 4 and 8

Type 1, 2 or 4 for the side that scored each hand, or press Print blank sheet for paper.

Partners: first to 10: a column for each team. Totals fill in as scores are typed.
Team 1
Team 2
Euchre hand 11, 2 or 4 to the side that scored, else 0
Euchre hand 2
Euchre hand 3
Euchre hand 4
Euchre hand 5
Euchre hand 6
Euchre hand 7
Euchre hand 8
Euchre hand 9
Euchre hand 10
Euchre hand 11
Euchre hand 12
Euchre hand 13
Euchre hand 14
Euchre hand 15
Euchre hand 16
Euchre hand 17
Euchre hand 18
Euchre hand 19
Game score (first to 10 wins)
Points still needed for 1010 minus the game score

Type a score and the totals fill in. Highest total wins. First to 10 wins.

Scoring key

Makers take 3 or 4 tricks 1
The makers win the hand but not every trick. A loner who takes only 3 or 4 tricks still scores 1.
Makers take all 5 tricks: a march 2
Both partners playing. Also called a sweep.
Going alone and taking all 5 4
The lone player's partner lays their cards face down and sits the hand out. Only all five tricks earns the 4.
Euchred: makers take 2 tricks or fewer 2
The points go to the defenders, not the makers. Naming trump and failing costs twice what making it would have won.
A defender alone euchres the makers 4
Standard in the British game, a regional variant in North America. Agree before the first deal.
Every hand is 1, 2 or 4 to one side
Never to both sides and never 3. The sheet flags a finished hand that does not come to 1, 2 or 4.
Game: 10 in North America, 11 in Britain
Pagat: 10 in Canada and the USA, 11 in Britain. Wikipedia adds games to 5 and 7, and a Cornish league to 21.
Shortest game to 10: 3 hands
Two lone marches and a 2-point hand make 10. The longest runs 19 hands: 9 all after eighteen singles, then one more.
In the barn: one point from winning
Midwest slang for sitting on 9 in a game to 10. The points still needed row shows 1.

How each row scores

Euchre hand
1, 2 or 4 to the side that scored, else 0
Points still needed for 10
10 minus the game score

Names and scores stay in this browser. New game clears the scores.

All 34 lines

Partnership game rows 6

  • British game score (first to 11 wins) Every hand added up. The first side to reach 11 is marked.
  • British hand (25 cards with the Benny) The same 0, 1, 2 or 4 a hand. 21 rows, the longest a game to 11 can run.
  • Euchre hand One numbered row per hand, 19 in all, which is as long as a game to 10 can run. Type 1, 2 or 4 for the side that scored and 0 for the other.
  • Game score (first to 10 wins) Every hand added up. The first side to reach 10 is marked, and the running figure under each hand is the score after that hand.
  • Points still needed to reach 10 Ten minus the game score, and never below 0. At 4 or less a lone march wins the game in one hand.
  • Points still needed to reach 11 Eleven minus the game score, and never below 0.
Show all 34 lines (28 more)

Rotations where partners change 12

  • Four-player total (highest wins) Your three rounds added together.
  • Round 1 of 3: 1+2 v 3+4 The starting partners.
  • Round 1: 1+2 v 3+5, 4+8 v 6+7 Players 1 and 2 start together against 3 and 5 at table one. At table two, 4 and 8 play 6 and 7.
  • Round 2 of 3: 1+3 v 2+4 Players 2 and 3 swap seats.
  • Round 2: 1+3 v 4+6, 2+5 v 7+8 Everyone has a new partner, and player 1 meets 4 and 6 for the first time.
  • Round 3 of 3: 1+4 v 2+3 Players 3 and 4 swap seats. After this round everyone has partnered everyone once.
  • Round 3: 1+4 v 5+7, 2+8 v 3+6 By the end of this round everyone has sat against five of the other seven players.
  • Round 4: 1+5 v 6+8, 2+3 v 4+7 The middle round. Four partners behind you, three to come.
  • Round 5: 1+6 v 2+7, 3+4 v 5+8 Player 1 never changes table, so table one is wherever player 1 sits.
  • Round 6: 1+7 v 3+8, 2+6 v 4+5 One partner left for everyone after this round.
  • Round 7: 1+8 v 2+4, 3+7 v 5+6 The last new partner. Add up and the highest total wins.
  • Tournament total after 7 rounds Your seven rounds added together. Both partners write down the same points each round, so your total is yours alone by the end.

Points for one hand 5

  • A defender alone euchres the makers Standard in the British game, a regional variant in North America. Agree before the first deal.
  • Euchred: makers take 2 tricks or fewer The points go to the defenders, not the makers. Naming trump and failing costs twice what making it would have won.
  • Going alone and taking all 5 The lone player's partner lays their cards face down and sits the hand out. Only all five tricks earns the 4.
  • Makers take 3 or 4 tricks The makers win the hand but not every trick. A loner who takes only 3 or 4 tricks still scores 1.
  • Makers take all 5 tricks: a march Both partners playing. Also called a sweep.

Targets, rulings and formats 11

  • A tournament round: eight hands, a suggestion Tournament formats vary and this one is a suggestion. Play eight hands a round, twice around the table, and have both partners write down the points their side scored.
  • The Benny: the joker as top trump 25 cards: A to 9 in four suits and a joker that beats both bowers. If it is turned up, the dealer names trump unseen.
  • Eight players, seven rounds, two tables You partner each of the other seven players exactly once and sit against each of them exactly twice.
  • Every hand is 1, 2 or 4 to one side Never to both sides and never 3. The sheet flags a finished hand that does not come to 1, 2 or 4.
  • Four players, three rounds, one table Three rounds let everyone partner everyone else once. Number the seats 1 to 4 before the first deal and keep the numbers all night.
  • Game: 10 in North America, 11 in Britain Pagat: 10 in Canada and the USA, 11 in Britain. Wikipedia adds games to 5 and 7, and a Cornish league to 21.
  • In the barn: one point from winning Midwest slang for sitting on 9 in a game to 10. The points still needed row shows 1.
  • Revoke: not following suit when able Wikipedia gives the usual penalty as 2 points to the other side, or 2 taken off the offender. Type it as a hand of its own: 2 to one side and 0 to the other.
  • Shortest game to 10: 3 hands Two lone marches and a 2-point hand make 10. The longest runs 19 hands: 9 all after eighteen singles, then one more.
  • Super-euchre: the makers take no tricks Some tables give the defenders 4 for it in place of 2. It is a house rule, so settle it before the first deal.
  • Table markers: two spare low cards During a game each side shows its score in pips on two spare cards: two fives, or a six and a four, for a game to 10, and a five and a six for the British game to 11. Use them at each table and write only the round total on this sheet.

How this list was compiled: Sheet layout, row notes, both partner rotations and the worked figures written for this site in September 2026. The point table (1 for 3 or 4 tricks, 2 for a march, 4 for a lone march, 2 to the defenders for a euchre, 4 for a lone defender), the targets of 10 and 11, the 15 and 21 point games, the marker cards, the Benny, the super-euchre and the phrase in the barn were checked on 2026-09-18 against https://www.pagat.com/euchre/euchre.html. https://en.wikipedia.org/wiki/Euchre was read the same day for the North American scoring table, the targets of 5, 7 and 10, the revoke penalty and the lone defender as a regional variant. The shortest and longest games and the two rotations were worked out and checked here; the eight-hand tournament round is a suggestion, not a rule from either source. Licence: own work

How it works

This free euchre score sheet is a euchre score keeper on screen and a printable sheet on paper. Type 1, 2 or 4 for the side that scored each hand and it adds the game score, shows the points each side still needs and marks the first to 10. Other sheets cover the British game and partner rotations.

Read the full guide

Fill in a hand

Rename the two team headings. After each hand, type what the scoring side earned and 0 for the other. Makers score 1 for 3 or 4 tricks, 2 for all five and 4 for a lone player who takes all five. A euchre gives the defenders 2. The sheet flags a 3, and any hand whose two boxes do not add to 1, 2 or 4.

How long a game to 10 runs

Every hand pays one side only, so the shortest game is 3 hands: two lone marches and any 2. The longest is 19: eighteen single points make it 9 all, then one hand settles it. The sheet prints all 19 rows. Watch the points still needed row: at 4 or fewer, one lone march wins the game, and at 1 you are in the barn.

  • For an 8 person euchre score sheet, pick 8 players: new partner every round in the Sheet list. Everyone partners each other player once and sits against each twice.
  • Print blank sheet there gives a printable euchre tournament score sheet, with both tables' pairings on the rows and the point table underneath.
  • On a rotation sheet, keep the seat number at the front of each name. The pairings use those numbers.

Questions and answers

How do the rotation sheets score a tournament?

Both partners type the points their side scored under their own names. After seven rounds the highest total wins. Formats vary, so the round here is a suggestion: eight hands, twice around the table. With one table, 4 players: partner everyone once does the same in three rounds.

How do two spare cards keep score in euchre?

Each side overlaps two unused low cards so the pips showing equal its score. A game to 10 uses two fives, or a six and a four. The British 11 uses a five and a six. Markers show only the current score. This sheet keeps every hand.

Can I play to 5, 7, 11 or 15 on it?

For 11, pick British game: first to 11 in the Sheet list. It has 21 rows and the Benny in its key. For any other target, use the first sheet and stop at your number. The game score stays right, but the mark and the points still needed row keep counting towards 10.