Stick the Dealer in Euchre

Stick the dealer is the Euchre rule that says the dealer may not pass in the second round of bidding. If all four players pass on the up-card and the other three pass again, the dealer must name a trump suit, any suit except the one turned down, and the hand is played. It is also called screw the dealer; without it, the hand is thrown in and the deal moves on.

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The rule, step by step

  1. Round one: all four players pass on the up-card.
  2. The dealer turns the up-card face down. Its suit can no longer be trump.
  3. Round two: the three players after the dealer each pass again.
  4. The dealer is stuck: they must name one of the other three suits.
  5. The dealer's side are the makers. Play and scoring are exactly as normal.

Nothing else about the hand changes. The dealer does not pick up a card, because the up-card was turned down, and the player to the dealer's left still leads.

With and without the rule

The traditional rule is that a hand nobody wants is thrown in: no score, and the deal passes to the left. Stick the dealer replaces that one outcome and nothing else.

Traditional ruleStick the dealer
Everyone passes twiceHand thrown in, next player dealsCannot happen: the dealer must name trump
Dealer's round-two optionsName a suit or passName a suit
Hands with no scoreSomeNone
Scoring1 / 2 / 4, euchre 21 / 2 / 4, euchre 2 (unchanged)

It is a variation rather than part of the oldest written rules, but it is one of the most widely played: many clubs and many online Euchre games use it. Ask before the first deal at a new table. The full bidding sequence is on the Euchre rules page.

Why tables play it

  • Every deal counts. A thrown-in hand is a shuffle and a deal for nothing. With the rule on, every hand ends with points on the board and the game finishes sooner.
  • Passing has a price. Without the rule, passing twice is free, so cautious players can wait for a perfect hand. With it, somebody always has to take a risk, and that somebody may be your partner.
  • It balances the deal. The dealer already has the best seat at the table: last to speak and first claim on the up-card. Being stuck now and then is the cost of that advantage.

How it changes your bidding

When you are the dealer

Think one round ahead. If your hand is borderline for picking up the up-card, remember what the alternative may be: naming a suit later without the extra trump the up-card would have given you. A thin pick-up is often better than a thinner forced call. The ordering-up guide has the hand-strength benchmarks.

If you do get stuck, it is less dangerous than it feels. Three players have just declined to name any of those suits, so nobody is sitting on a powerhouse. Pick the suit where you hold the most trump once the bowers are counted (the Jack of the same-color suit is a trump too; see the card ranking), and let an off-suit Ace break a tie. Aim for three tricks with your partner's help and do not go alone.

When you are the dealer's partner

Your second-round pass sticks your own partner. With a playable hand, such as two trumps including a bower plus an outside Ace, calling it yourself is usually better than handing the decision to a partner who has already shown weakness by turning the card down.

When you are an opponent

A stuck dealer is a chance for a euchre, worth 2 points, so there is a case for passing a middling hand and defending. Do not overdo it: if you hold a hand that makes a point most of the time, take the point. Passing a good hand to set a trap gives the dealer's side the choice of suit.

Scoring a stuck hand

There is no discount for being forced. The stuck dealer's side scores 1 point for three or four tricks and 2 for all five; if they take fewer than three they are euchred and the opponents score 2. See Euchre scoring for the whole table.

Stick the dealer on CardCouch

CardCouch's Euchre is the four-player partnership game to 10 points: you and a computer partner against two computer opponents, with going alone supported. Stick the dealer is always on. When you deal and the bidding comes back to you in round two, the Pass button is disabled and reads "Must name trump". A computer dealer in the same spot names its strongest remaining suit, so no hand is ever thrown in. Other house rules, such as the farmer's hand, are not used; the variations guide covers the rest.

Frequently asked questions

What is stick the dealer in Euchre?

Stick the dealer is a rule that stops a hand from being thrown in. If all four players pass on the up-card and the first three players pass again in the second round, the dealer is not allowed to pass: they must name a trump suit, any suit except the one that was turned down. The hand is then played and scored as usual.

Is screw the dealer the same as stick the dealer?

Yes. Screw the dealer, stick the dealer and simply "stuck" are names for the same rule. Which name you hear depends on the table, not on any difference in how it is played.

What happens if everyone passes in Euchre without stick the dealer?

The hand is thrown in. Nobody scores, the cards are gathered, and the deal passes to the next player on the left. That is the traditional rule; stick the dealer replaces it.

Can the dealer name the suit that was turned down?

No. Once the up-card has been turned down its suit is off the table for everyone, including a stuck dealer. The dealer must pick one of the other three suits.

Can a stuck dealer go alone?

The rule does not forbid it, but it is almost never right. A dealer who is stuck has by definition a hand that was not worth calling, so sending your partner's five cards away only makes a euchre more likely.

Does CardCouch use stick the dealer?

Yes, always. When you are the dealer and the bidding comes back to you in round two, the Pass button is replaced by "Must name trump". Computer dealers are bound by the same rule and always name their best remaining suit.

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