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PINOCHLE

Pinochle (sometimes Pinocle or Penuchle), is a trick-taking game typically for two or four players and 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, 10, K, Q, J, 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".

Contents

History

The word Pinochle is derived from French Binocle and German Binokel.

The basic form of Pinochle retains from its predecessor games, all the way back to whist, with four players competing, two against two, until one team has scored 1000 or 1500 points.

During World War I, the city of Syracuse, New York outlawed the playing of Pinochle in a fit of anti-German sentiment. [1]

Dealing

The game is played with one Pinochle deck of 48 cards; one player is the dealer.

In Pinochle, after the shuffle, the dealer hands out all the cards clockwise three 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 Auction

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:

  1. Make a new bid
  2. Pass

Each bid must supersede the last 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 most versions of Pinochle, trump cannot be declared in any suit not containing a marriage (see meld below).

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.

Passing Cards

After the bid has been taken and trump declared, the bid winning team exchanges cards. It is typically four cards, but some people allow only three. 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 receiving the cards, the bid winner examines what will create the strongest hand and then discards 4 to the teammate.

Melding

Melding consists of displaying specific combinations of cards to all players. Typically this is done by placing the combination of cards face up on the playing surface until all players have had the opportunity to examine them. All players meld after the bid winner shows meld. The types of melds include arounds, marriages, flushes and pinochles.

The rank melds of four of the same cards must include one card from each of the different suits and are only of face cards -- ace, king, queen and jack. They are scored as follows:

  • "100 Aces" or "Aces around" - 4 aces of different suits - 100 points
  • "80 Kings" or "Kings around" - 4 kings of different suits - 80 points
  • "60 Queens" or "Queens around" - 4 queens of different suits - 60 points
  • "40 Jacks" or "Jacks around" - 4 jacks of different suits - 40 points

A player holding all eight aces, kings, queens or jacks is called a double around. This hand is worth 10 times the value of a single around, for instance, a kings double around is worth 800 points.

The marriages, flush and dix are the suit melds.

  • "Trump Marriage" - king and queen of trump suit - 40 points
  • "Marriage" - king and queen of a suit other than trump - 20 points
  • "Flush", "Family" or "Run" - A 10 K Q J of trump suit - 150 points
  • "Dix" - nine of trump - 10 points

A marriage in each suit is worth 240 total points. As a shortcut, this is called a "roundtable", "marriages around" or a "Round House".

The pinochle is the unique combination that shares the name of the game.

  • "Pinochle" - jack of diamonds and queen of spades - 40 points.
  • "Double pinochle" - both jacks of diamonds and both queens of spades - 300 points.

Each card may be used in at most one meld of each type. Thus, a queen card can be used in one marriage with one king, regardless if the player has more than one king. However, a queen can be used to score a marriage and a pinochle if the player also has the jack.

After the melds are displayed, the points are counted and the teams total their individual meld scores to form a team score.

Playing tricks

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. When duplicate cards result in a tie, the card played first wins the trick.

Scoring tricks

Points are scored based on the tricks won in the hand. There are several ways to count up the points for play, but they always add up to 250 points. The last trick is always worth 10 points. The classic counting is where 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. A simpler method is to count aces and tens for 10 points, kings and queens are worth 5 points, and jacks and nines are worth zero. A streamlined method that avoids any strategy in trick-taking has aces, tens, and kings worth 10, and everything else zero. This method is useful in double-deck games where 96 cards are used.

Since all scores are multiples of ten in this last method, it is often further simplified by dropping the redundant zero in the units place. Aces, tens, and kings won in tricks are worth one point (and thus are known as "counters", while queens and jacks, having no point value, are sometimes referred to as "garbage"), while melds like 100 aces is worth 10. Note the terms "100 aces", "80 kings" and so on are still used, even though the point values are one-tenth. This regime is popularly known, including by the Grange card parties in Upstate New York, where Pinochle and Euchre are also popular.

Two-handed Pinochle

Two-handed Pinochle is unique among the game's various versions for its method of amassing a hand. In some versions, no cards are initially dealt. Instead, the entire 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 can either keep that card for her or his hand or reject the 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 a discard pile. If the player rejects the first card, the card becomes the first card in the discard pile. The second card drawn from the stock must be kept, regardless of whether she or he preferred the first card. Players alternate turns in this hand-building process until all cards are chosen.

With bidding, the player winning the bid declares trump, then lays all meld face-up on the table. The other player shows her or his melds 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 240 counters per round, plus one counter for winning the final trick.

An alternate version of two-handed Pinochle with bidding involves an initial partial deal, a draw to complete the deal, followed by bidding, meld, trick-taking and tallying.

Twelve cards are dealt to each player, three at a time. The remaining stock is placed face-down, and, with the non-dealer going first, the players complete their hands by alternately drawing from the stock until it is exhausted. Each player draws two cards, one at a time. If a player elects to keep the first card drawn, the second may be looked at, but must be discarded face-down beside the stock pile. If a player elects to discard the first card drawn, the second must be kept. These choices are irrevocable.

After bidding, the player who passes takes possession of the entire discard pile. It may not be viewed at this point, but the point value of all the counters it contains will be added to the counters in that player's trick stock at the end of the hand.

Melding still occurs after bidding except a "Round house", kings and queens of each suit, earns a bonus 10 points awarding a total of 250 points. Play begins with the winning bidder who may lead any card, and the winner of each trick may lead any card for the subsequent trick. Players are also still required to always follow led cards in the traditional manner.

For the tally, each player sums all the counters they earned in tricks--aces, tens and kings. The player who took last trick is awarded a bonus 10 points. The player who did not take the bid adds the point value of the counters in the discard pile to the point count in his or her trick pile.

Two-hand without bidding

The other method has the dealer giving 12 cards to each player in sets of four, leaving a stock of 24 cards.

A player lays down and scores a meld after each trick won of the first 12 tricks. Melded cards can even be used to win tricks. For the last 12 tricks, melds are taken into each player's hand and melds are no longer announced by the player who announces the trick. The traditional trick-taking rules apply only for the last 12 tricks.

Three-handed Pinochle

Each player plays for themself. The dealer deals 15 cards to each player and three cards to a separate pile in the middle (called the "kitty", "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 a meld, he or she is required to open the bidding; otherwise, they may pass or bid. If he or she passes, the obligation to bid passes to the next player, if meld is held. Once a player passes, he or she is out of the auction.

Bidding begins at 300, or 250 for an easier game, and increases in multiples of 10. (In a low point version, similar to the one above where the zero is dropped from the point count, bidding starts at 15.) The highest bidder wins the auction and turns up the three-card widow for all to see. (In the low point version, the cards are placed in the bid winner's hand. The bid winner then declares trump, lays down meld and discards three non-point cards. The kitty and subsequent discards are not shown to other players.) The widow cards are added to their hand and must now discard any three of the 18 cards in their hand and set the discarded cards aside. The winning bidder now names the trump suit and lays any 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 one's 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 highest bidder count toward their counter score for the hand, so there is always a total of 250 points for the trick score among the three players. If the highest bidder fails to make their contract by adding meld points and trick points from the play, then their score is negative the amount of the bid for that hand.

  • After viewing the widow, the highest bidder may concede the hand and take a negative score for the amount of his bid; however, they still must name trumps and the other two players score their meld. Conceding the hand does save the trick points opponents would score playing their hands, although opponents will not have an opportunity to lose their meld by failing to take a trick.
  • A player may not attempt to play the hand for more than 250 points. For example, if the bid is 350 and a player has only 80 points in meld, that player is forced to concede. If a player is about to win, it may have been worthwhile to play the hand and try to deny that player a trick. Remember, the decision to concede a hand must be made before seeing the opponents' meld.
  • A player forced to take the bid for 300 points may choose to concede without viewing the widow. His score is lowered by 300 points, and the opponents score nothing for the hand. This strategy is useful when another player is close to winning.
  • The widow can often salvage a hopeless hand, so it pays to look when nobody is close to winning.

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:

  1. "Highest Score": If there's a tie, play another hand. This is the least desirable method.
  2. "Overtime": The game is extended and is now a contest to 1250 points. If two players exceed 1250 points on the same hand, the contest lengthens to 1500 points. This rule holds regardless of score fluctuations (players "going minus" - failing to reach their bid amounts - and falling below 1000 points.
  3. "Bid and Out": If two players exceed 1000 points on the same hand, then the high bidder for that round automatically is declared the winner. If two non-bidders exceed 1000 points on the same hand (extremely rare), then Method #1 or Method #2 would apply. The advantage of this method is that it very interesting when two or all three players are close to 1000 points.

Four-handed Pinochle

Four-handed Pinochle, or partnership Pinochle is played with two teams consisting of two players each. Partners are seated opposite from eachother. Each player is dealt 12 cards. The opening bid is typically 150, but can be a higher agreed on value. All four players may bid. Both the bidder and his partner have their score count towards making the contract. High bidder names trump. There typically is no kitty. With a kitty, the four cards are distributed, one to each player, by the bid winner. Each hand must meld separately: 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. Play is to 1000.

Optional rules for partnership Pinochle include forcing the dealer to bid 190, or some other agreed amount, if the first 3 players pass initially because they have no meld In another variation, the winning partnership must, before melding, exchange 3 cards from each of their hands. This version is usually played to 1500. A player may announce they will "Shoot the Moon", declaring to all the other players that they are going to attempt to capture all the tricks in the current hand. If so, they earn 1,000 points and win the game. If they do not, they subtract 1,000 points from their score. This must be declared just before the tricks are going to be played out.

Check Pinochle

This is a gambling variant of three-hand. 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.

  • Flush or run +1 check
  • Aces +1 check
  • Roundtable +2 checks (marriage in each suit)
Note that checks for meld can be earned either by the bidder or non-bidder. Checks are kept even if you do not make your bid or "throw it in".
  • Looking at the "talon" and losing the hand (either by conceding or playing) -1 check
  • Playing the hand and losing -1 additional check (optional)
  • Not looking at the talon and conceding 300 points. - no gain or loss of checks (happens when forced to bid)
  • Double marriage (2 marriages in same suit) +1 check (optional)
  • Double pinochle +1 check (optional)
  • Double Aces, Double Kings, Double Queens, or Double Jacks +2 checks (optional)
  • Winning the game +5 checks or +10 checks
  • 7 nines +5 or +10 checks (optional) (do not need to win the bid to get credit)

Double-deck Pinochle

Double-Deck Pinochle is played with 2 Pinochle decks, minus the nines. This makes for an 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. In some variations, bids are made in increments of 10 or more points until 600 is reached, then by 50 points. This version often features "meld bidding", legal signals to all at the table of meld strength. A bid of "510" after an opening bid of "500" by the first bidder signals "aces around" (but only in this specific bid sequence), a bid raise of 20 or more signals the amount of meld in a hand with every ten points of meld equalling the ten points of meld (but not necessarily strength of trick-taking or possible trump), and a passing bid of "by me" signals ten points held. Communicating with other expressions to indicate suits, runs, or other information for possibly influencing trick-taking strategy between partners is called "talking across the table" and is forbidden.

Racehorse Pinochle

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

The game continues with the standard rules of play. When the play is over each team adds up their points in the count with kings, 10s, and aces worth ten points, while queens and jacks are worth zero. If a team 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.

Double-deck Pinochle for eight players

Two full decks are dealt between eight players, forming four teams. Team members are spaced so that they ae not able to see any other hands. The game is usually played to a score of 5,000 or higher. Other than this, the four player rules apply, and any variations may also be used. There is an increased possibility that when one team declares trump another team may have an equal number of trump also, which may lead to an interesting game. An optional scoring rule rewards 1,000 points for a quadruple pinochle--four jacks of diamonds and four queens of spades in a meld.

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