Card games · Trick-taking
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Pinochle is a partnership card game for four, played with a 48-card pack, in which you bid for trumps, lay scoring melds and win counters in tricks. The pack holds two each of the nine, ten, jack, queen, king and ace in every suit. The bidding side adds its melds to what it takes in tricks and must reach its bid or lose the whole amount; first side to the target, commonly 1,500, wins.
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Forty-eight cards: two each of ace, ten, king, queen, jack and nine in every suit. The ranking inside a suit is ace, then ten, then king — the ten sits above the king, and that single fact catches somebody out at every table at least once a night.
Four players in two partnerships. Other versions exist — two-handed and three-handed auction pinochle are games in their own right, with their own rules — but the partnership game is the one meant here. The deck is 48 cards: two each of A, 10, K, Q, J and 9 in every suit. Within a suit the ranking is ace, ten, king, queen, jack, nine — the ten sits above the king, which catches everybody out at first.
Twelve cards each, dealt in threes or fours. The deal passes to the left after every hand.
Starting to the dealer's left, players bid for the right to name trumps, each bid higher than the last, until three players have passed. A bid is the number of points your side promises to make between its melds and its tricks. At most tables the bidding opens at 250 and rises by ten at a time, and if the first three players pass the dealer must take the bid at the minimum. The high bidder names the trump suit; their partner then passes four cards across, choosing them freely and without any discussion, and the bidder passes four back.
Melds — the scoring groups listed under Scoring — are then laid face up and counted, and picked back up. Twelve tricks are played, the bidder leading to the first: follow suit if you can, and you must head the trick if you can, which means playing a higher card than any yet on it. If you cannot follow suit you must trump, if you have a trump. A trump beats any plain card, and between two identical cards the first one played wins. The winner of a trick leads to the next.
Melds, in the common partnership values:
The king and queen inside a run are part of the 150 and are not scored again as a royal marriage. A card may sit in more than one meld as long as they are of different kinds — the king of trumps in the run and in four kings, the queen of spades in a pinochle and in four queens — but never in two of the same kind. The two partners' melds are added together for the side.
In the play:
That puts 250 points in the tricks. The bidding side adds its melds to what it takes in tricks. If that total does not reach the bid, the whole bid is subtracted from its score instead, and its melds count for nothing that hand. The other side scores its melds and its counters as they stand; at most tables a side that takes no trick at all loses its meld.
Alice and Cara are partners against Ben and Dev. Alice wins the bidding at 320 and names spades. Cara passes her four cards across and Alice passes four back, then both sides show their melds.
Alice's side needs 320. Its melds are 260, so it has to find 60 in the tricks, and it takes 160: 260 and 160 is 420, the bid is made, and 420 goes on its score. Ben and Dev enter their 80 in melds and 90 in counters, 170. The two sides' trick points, 160 and 90, come to 250, which is a useful check every hand.
Had Alice's side taken only five counters, its total would have been 260 and 50, which is 310 — ten short of 320. The side is set: it loses 320, and its 260 in melds is thrown away with it. Ben and Dev would have had nineteen counters and the last trick for 200, plus their 80 in melds, 280.
First side to an agreed total — commonly 1,500 — wins. If both cross on the same deal, the bidding side is counted first. Some tables play to 1,000. Keeping score on SquareScores, the host sets the target when launching the game and the app closes the match at the line.
Count the meld you can see in your own hand and add the tricks you expect, at a rough 10 for every ace and a little more for a long trump suit. Your partner's four cards may improve both, but bid on what is in front of you and treat the pass as a bonus. Remember that a set costs the whole bid and your melds with it: a side at 310 with a bid of 320 is worse off than a side that never bid at all. When the other side holds the bid, keep bidding only while you believe you can make it yourself — bidding them up is a fine way to be set.
The partner of the bidder passes what the bidder needs: trumps first, then aces, then any card that finishes a meld the bidder is likely to hold — a queen of spades or a jack of diamonds if you have a spare, a king or queen of trumps for the run. Never pass a card that breaks a meld of your own worth more than the help it gives. The bidder passes back low cards in plain suits, keeping every counter and every trump, so that the partner is left with cards that can be thrown away safely under the bidder's winning tricks.
The bidder usually leads trumps to pull the other side's out while the aces in the plain suits are still safe. When your partner is winning a trick, put a counter on it — a ten or a king that would otherwise fall to the other side later — and when the other side is winning it, throw the nine or the jack. Count the trumps as they go: there are twelve, and once they are out your remaining aces are certain tricks.
Defending, the arithmetic is public: you can see the bid and the melds, so you know how many counters the bidding side needs. Work out how many you must hold them to and play for exactly that, saving your aces to take the tricks that carry counters and letting empty tricks go. The last trick is 10 on its own and often carries a counter or two, so keep one trump back for it when you can: at a table where every point has been counted, it is the trick that decides make or set.
The original game and Bezique's closest cousin. Twelve cards each, the rest a stock with the trump turned beneath it, and no bidding: while the stock lasts you play any card to any trick, the winner melds one group and draws first, and when the stock runs out the last twelve tricks are played strictly. The same meld table applies, and a dix may be exchanged for the turned-up trump.
Three players, each for themselves, with fifteen cards each and three dealt face down as a widow. The bidding is as in the partnership game; the high bidder takes the widow, names trumps, melds and then buries three cards face down, which count as a trick already won. The bidder plays alone against the other two, who pool their tricks to set the bid.
Eighty cards — four of each ace, ten, king, queen and jack, no nines — and twenty cards each. The melds drop their final zero: a run is 15, four aces 10, four kings 8, four queens 6, four jacks 4, a pinochle 4 and a royal marriage 4, and a double run or double set scores far more. Counters are one point each and the last trick two, so 50 points are in the play, the bidding opens at 50, and game is 500.
Three or four players with no partners, each bidding and scoring alone. The bidder plays against everybody else, and everybody else plays only to set the bid.
Yes. Within a suit the order is ace, ten, king, queen, jack, nine, so a ten beats a king, a queen and a jack. It matters twice, because the ten is also a counter worth 10 when taken in a trick.
The jack of diamonds and the queen of spades together, which meld for 40. Both jacks of diamonds with both queens of spades are a double pinochle for 300. The game is named after the meld.
The bidding side is set when its melds and its trick points together fall short of its bid. The whole bid is then subtracted from its score and its melds count for nothing that hand, while the other side scores everything it made.
Two hundred and fifty: eight aces, eight tens and eight kings at 10 each make 240, and the last trick is 10 more. Add both sides' trick points at the end of every hand and they should come to 250; if they do not, somebody has miscounted.
The nine of trumps, said like the French word for ten. Each one melds for 10, and as there are two nines in every suit a side can hold both. In the two-hand game a dix may also be exchanged for the turned-up trump card.
Yes, and two-hand Pinochle is the original form: twelve cards each, a stock to draw from after every trick, one meld at a time as in Bezique, and no bidding.
At most tables the dealer cannot pass out the hand: if the other three pass, the dealer must take the bid at the minimum and name trumps. Some tables instead throw the hand in and deal again.