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Auction Pinochle

Card games · Trick-taking

Also Three-Handed Pinochle, Three-Player Pinochle, Brooklyn Pinochle

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Summary — 3 players

Auction Pinochle is the three-handed Pinochle where the bidder must make their bid or pay for missing it; whoever has collected the most wins. The other two share a hand and split what they win off a failed bid. There's no finish line — you play hand after hand and settle up as you go.

Scored by
the bidder's melds plus tricks must reach their bid; making it wins stake units from the table, going set pays them to your two opponents, and the tally runs all evening with no finish line
Origin
The United States, especially the East Coast, through the early and mid twentieth century.

Rules

How to play

Players and equipment

Three players, each for themselves — there are no fixed partnerships, only a bidder and two opponents who pool their tricks together for that one hand. Some tables seat a fourth, who sits out a hand at a time and still shares in that hand's payments. SquareScores seats three, so a fourth player's payments are settled at the table, off the sheet. The deck is 48 cards: two of the ace, ten, king, queen, jack and nine in every suit. Ranking runs ace, ten, king, queen, jack, nine — the ten sits above the king, which catches out almost everybody the first few times.

The deal

Fifteen cards each, dealt clockwise in packets of three starting on the dealer's left. After the first round of threes, deal one more packet of three face down in the middle of the table — the kitty — then keep dealing threes to the players until the deck is used up. The deal passes to the left after every hand.

Play

Starting on the dealer's left, bid for the right to name trumps. The first bid is at least 300; every bid after that is a higher multiple of ten, and a bid ending in 40 or 90 is not allowed. Pass and you are out of the bidding for the rest of the hand. The last player left in is the bidder, committed to the amount of their final bid. If the opening 300 is passed by both others, the opener either plays it at 300 or hands the bid to the dealer at 250.

The bidder turns up the kitty and adds its three cards to their hand, names the trump suit, then buries three cards face down — any three, kitty cards included. A buried card's points still count toward the bid; they are simply out of play for the rest of the hand. The bidder then melds: lays scoring combinations face up, has them counted, and picks them back up. The two opponents do not meld — only the bidder's combinations ever score.

The bidder leads to the first trick, and the winner of each trick leads the next. Follow suit if you can. If you cannot, you must play a trump if you hold one; if you can do neither, play anything you like. If a trump has been led, beat the highest trump played so far to the trick if you are able to. The highest trump wins the trick, or the highest card of the suit led if no trump was played. If two identical cards fall to the same trick, the one played first beats the other. The two opponents' tricks go into one shared pile.

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