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Pinochle is a trick-taking game typically for two or four player played with a 48 card deck. Derived from the card game Bezique, players score points by trick-taking and also by forming combinations of cards into melds. Each hand is played in three phases: bidding, melds, and tricks.
A Pinochle deck consists of two copies of each of the 9, 10, jack, queen, king, and ace cards of all four suits (spades, hearts, diamonds and clubs).
Aces are always considered high. The complete ordering of rank, from highest to lowest is, A K Q J 10 9.
Variants of pinochle can be played by two, three, four, five or six players. These variations can combine two Pinochle decks called "double deck".
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The basic form of pinochle retains from its predecessor games, all the way back to whist, the fact that four players compete, two against two, until one team has scored 1000 or 1500 points.
The game is played with one Pinochle decks of 48 cards; one player is the dealer.
In Pinochle, after the shuffle, the dealer hands out all the cards clockwise one at a time, starting with his left-hand opponent and ending with himself. The deal rotates clockwise, so the dealer's left-hand opponent will deal next.
The dealer is obligated to open with a first bid of 150, and the bidding continues clockwise until three players in rotation have passed after any bid.
When a player has the turn to bid, he may do any one of the following:
Each bid must supersede the last preceding bid by naming a greater number of points in any denomination.
The auction ends when there have been three passes following a bid. The last bid becomes the contract. The player in the partnership that made this final bid will then declare trump in the suit that is desired.
In order to win the hand, the combined total of "melding" and "trick" points must be equal to or greater than the winning bid. Thus bidding involves anticipating the points that will be accumulated from "Melds" and from the points acumulated from winning tricks. If the bid is higher than this combined score the bidding team is "set", this means that the total bid amount is subtracted from the total game score.
After the bid has been taken and trump declared, the bid winning team exchanges 4 cards. The teammate of the bid winner passes first. The objective of the teammate is either to add to the total points in meld or to pass trick winning cards. After recieving the cards, the bid winner examines what will create the strongest hand and then discards 4 to the teammate.
Melding consists of displaying specific combinations of cards to all four players. Typically this is done by placing the combination of cards face up on the playing surface until all players have had the oppotunity to examine them. All players meld after the bid winner shows meld. Three types of meld exist:
Rank melds must include one card from each of the different suits to be counted in meld. In addition, rank melds can only be made with face cards.(i.e. A, K, Q, J)
If a player holds all eight Aces, Kings, Queens or Jacks it is called a double round. This hand is worth 10 times the value of a single around, for instance, Kings double around is worth 800 points.
A marriage in each suit is worth 240 total points. As a shortcut, this is called a "roundtable" or "the Round House".
Each card may be used in at most one meld of each class. Thus, K♥ K♥ Q♥ only counts as one marriage, while K♠ Q♠ J♦ counts as both a marriage and a pinochle.
When all have displayed their meld the points are tallied. Teams then total their total individual meld scores to form a team score.
As with other trick-taking games, the winner of each trick leads to the next. The high bidder makes the first lead, which must be a trump. Each player must follow suit if possible. Otherwise, each player must trump if possible. When trump is led or played, you must beat the previous card played. So, if the trump king is led, you must play the ten or ace if you are next to play. If you have neither of these cards, you may play any trump you wish, and if out of trump you may play any card you wish. Further, when a previous player has ruffed (played a trump because it was not possible to follow suit) and you also must ruff, you must overruff if possible. So, if player A leads clubs, and player B and C have no clubs, both player B and C must ruff, and player C must overruff player B if possible.
Points are scored based on the play of the hand. There are several ways to count up the points for play, but they add up to 250 points under all methods. The last trick is worth 10 points under all methods.
Aces and Tens are worth 10 points, kings and queens are worth 5 points, jacks and nines are worth zero.
Aces are worth 11, tens are worth 10, kings are worth 4, queens are worth 3, jacks are worth 2, and nines are worth zero. The disadvantage of this method is that it takes much longer to count the score at the end of each hand. The strategy is not much different from method #1
Aces, tens, and kings are worth 10, queens, jacks, and nines are worth 0. This method eliminates much of the strategy of method #1. It is useful in double-deck games where 2×48 = 96 cards are used.
Note that in each method, there are 60 points in each suit, plus 10 points for last, for a total of 4×60+10 = 250 points.
Since all scores are multiples of ten, this method is often further simplified by dropping the (redundant) zero in the units place. Hence, we speak of aces, tens, and kings each being worth one point, 100 aces is worth 10, etc. Note the terms "100 aces", "80 kings", etc, are still used, even though the point values are one-tenth. This method is popular (at least) at Grange (see Grange movement) card parties in the Upstate New York, where Pinochle and Euchre are popular.
Although the concept of combining meld and trick scoring is consistent in all versions of Pinochle, the game's set-up and play varies dramatically depending on the number of players involved.
Two-handed pinochle is unique among the game's various versions for its method of amassing a hand. In this version, no cards are initially dealt; instead, the deck is placed face-down on the playing surface between the two players to form the stock. One player begins the hand-building process by drawing the top card of the stock. The player now has two choices: 1) either keep that card to build his hand, or 2) reject that card. If the player chooses to hold the initial card, the player then draws a second card from the stock, then places it face-down (without looking at it), creating his discard pile. If the player rejects the first card, he creates his discard pile with the first card. He then must keep the second card he draws from the stock, regardless of whether he liked the first card better.
Players alternate turns in this hand-building process until all cards are chosen. At that time, each player will hold 12 cards in hand, and have 12 cards in discard.
Bidding commences. The player winning the bid calls trumps, then lays all meld face-up on the table. The other player shows his meld as well. Meld points are tallied, and players return meld cards to their hands.
Trick-taking commences and continues until all held cards have been played. When adding counters, cards from each player's discard pile are included in totals for a total of 24 counters per round, plus one counter for winning the final trick.
Each player plays for himself. The dealer delivers 15 cards to each player and three (3) cards to a separate pile in the middle (called the "talon" or "widow").
All players review their cards and silently count meld, determining their bids. The player to the dealer's left initiates the bidding process. If the player has meld (other than 9s), he is required to open the bidding; otherwise, he may pass or bid. If he passes, the obligation to bid passes to the next player, if meld is held. Once a player passes, he is out of the auction.
Bidding begins at 300, or 250 for an easier game, and increases in multiples of 10. The high bidder wins the auction. He turns up the three-card widow for all to see, and then adds the widow cards to his hand. He must now discard any three of the 18 cards in his hand and set them aside. The winning bidder now names the trump suit and lays his meld face-up on the table to be counted. The other two players also lay meld face-up for count. After the appropriate points have been tallied for all three players, meld is returned to each respective player's hand, and the round is played. During the round, a player must take at least one trick to "save his meld", even if the trick contains no points; otherwise, no meld points will be counted for that player during that round.
After all tricks are taken, counters are tallied for each player. The three discards by the high bidder count toward his counter score for the hand, so there is always a total of 250 points for the trick score among the three players. If the high bidder fails to make his contract (meld points + trick points from the play), then his score for that hand is negative the amount of his bid.
The game is won when one player reaches 1000 points. It is possible for two or all three players to go over 1000 on the same hand. There are 3 methods of resolving ties:
Two teams consisting of two players each are formed, with partners seated opposite. Play is to 1000. The opening bid is 150. Each player is dealt 12 cards. There is no talon or widow. All four players may bid. Both the bidder and his partner have their score count towards making the contract. High bidder names trump. Each hand must meld separately. In other words, if your partner has a spade marriage, you may not put down the diamond jack for a pinochle; you must also have a spade queen. As in the three-handed version, the first player is forced to bid when holding meld.
Optional rules
This is a gambling variant. It is the same as to 1000, except that you keep track of "checks". If you are playing $1 stakes, each check you gain means that the other 2 players owe you a dollar. The following events cause a gain/loss of checks.
Double-Deck Pinochle is played with 2 pinochle decks, minus the nines. This makes for a 80 card deck.
Play is similar to regular Pinochle, except 20 cards are delt to each person and minimum bid is increased to 500 points.
Played much as the same as Double-Deck but to 6 hands, the point values are inflated.
Two teams are formed, 20 cards are then delt to each player and 4 cards are dealt to the blind. Bidding commences with the person immediately to the left of the dealer automatically bidding 500. The winner of the bid includes the blind into his hand, calls trump and melds.
| Around (1 of each suit) | Twice Around | 4 of a kind | |
|---|---|---|---|
| Aces | 100 | 1000 | 1000 |
| Kings | 80 | 800 | 800 |
| Queens | 60 | 600 | 600 |
| 10's or 9's | 0 | 0 | 0 |
Note: All Runs, Double, Triple, and Quadruple, Marriages must be in Trump.
| Not Trump | Trump | Double | Triple | Quadruple | |
|---|---|---|---|---|---|
| Marriage | 20 | 40 | 300 | 900 | the game |
| Pinochle | 40 | - | 300 | 900 | the game |
| Run | - | 150 | 300 | 900 | the game |
Standard rules of play follow. When the play is over each team adds up their points in the count Kings, 10's, and Aces are all worth ten points, Queens and Jacks are worth 0. If a teams count plus meld does not equal their bid, they go set. By going set the amount of the bid is subtracted from the teams score and their count is discarded. The other team retains both their meld and their count (provided they took at least 10 points in the count).
In Double-Deck Eight Player Pinochle, two full decks are dealt between eight players forming four teams. Team members placed so that they can't see each other hands and the game is most like played past 5,000. Other than this, the four player rules are used, and any of their variations may also be used. There is a possibility that when one team declares trumps another teem may have an equal set of trumps also, which my lead to an interesting game. There may be an additional rule that says that if a player has a Quadruple Pinochle (four Jacks of Diamonds and four Queens of Spades) in a meld that team may get 1,000 points for it.