High, Low, Jack, and the Game — the four points of America’s barroom bidding classic, printed on a pad that handles both the partnership game and cutthroat. Set bids go in the hole; the sheet has room for the circles.
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| Hand | Bid | P1 | P2 | P3 | P4 |
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Six cards each, one round of bidding — two, three, or four — and the winning bidder pitches: their first card names trump for the hand. Follow suit or trump as you like (the classic rule: you may always play a trump), and hunt the four points: High, Low, Jack and Game. Make your bid and score everything you took; fall short and you're set — the bid comes straight off your score, circled on the pad the way generations have marked the hole.
Game is the tiebreaker point and the beginner-trap: total the card points captured in your tricks — every ten is worth 10, aces 4, kings 3, queens 2, jacks 1 — and most points takes it. A hand of pretty trumps that bleeds tens to the other side gives away the fourth point; guarding tens is half the craft of Pitch.
Partnership on the left, cutthroat on the right — bid column beside each hand so sets are provable afterward. First to eleven wins, bidder counting out first when it's close. Regional versions (five and ten point, Smudge) score on the same grid; just note your extra points in the margin. If bidding games are your table's dialect, Euchre and 500 pads are one click away.
Can the Jack point just not happen? Yes — if the trump jack wasn’t dealt, only three points are out. Bidding four is bidding on the jack being findable.
Who gets Low? The older rule gives Low to whoever was dealt it; many modern tables award it to whoever wins it in play. The sheet flags it — agree before the first pitch.