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Pinochle

Card games · Trick-taking

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Summary — 4 players

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.

Scored by
The combined total of melding and trick points must be equal to or greater than the winning bid; play typically continues to 1,000 points
Origin
United States; derived from the German game Binokel, itself descended from the French game Bezique, brought to America b

How it plays

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The deck, and the ten

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.

Rules

How to play

Players and equipment

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.

The deal

Twelve cards each, dealt in threes or fours. The deal passes to the left after every hand.

Play

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.

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