Pinochle is evidently a game either derived from Bezique or the
other way around. It is a trick-taking card game where points are
scored
with melds of specific combinations of cards, counting points
taken in tricks, scoring dix (sounds like "peace")
and for taking the last trick. Pinochle can be played
with bidding (an "auction"), with different number of players,
in partnerships, with larger decks, invoking penalties and by following
other
"house rules". The basic instructions to a two-player variety follows.
- The deck in Pinochle counts 48 cards
consisting of duplicates of
the cards ace
through 9. Two standard 52-card decks are commonly combined with the
cards 8 and
below removed to make a Pinochle deck.
- Players agree to play to 1000
points or some other determined
number.
Players keep score on paper or with chips by either starting with 1000
chips and removing a chip for each point scored or by players starting
without chips and taking chips from a bank of chips for the points they
score.
- The players determine the dealer by
drawing in turn for the
highest card from the deck. They can draw by either showing the card
under a top portion of the deck or pick from the deck spread on the
table.
- Any player may shuffle before the dealer's shuffle. The
dealer presents the shuffled deck to the player on their right, or pone,
who then cuts the deck by removing a top portion of the deck.
The two portions created from the cut must count five cards or more.
- The dealer deals 12 cards facedown to each player in sets of four.
- The remaining deck, or talon, is placed at the center
of the table.
- The top card of the talon is turned up giving the suit of trump.
- The revealed card is turned sideways and placed underneath the
deck. Revealing a 9, the lowest card in trump, earns the dealer
10
points
for a dix.
- The
player to the left of the dealer leads the first trick
by laying face up any card from their hand at the
center of the table.
- Play continues clockwise with players following by
laying any card, even trump,
with no obligation to follow suit or win the trick.
- The cards rank ace (high), 10, king, queen, jack, 9 (low) in all
suits.
The highest card in trump or else in the suit led wins the trick.
In the case of a tie, the card played first wins.
- The winner of the trick gathers the cards and places them
facedown.
- The trick winner has the option of
announcing one meld
by laying face down one or more cards from
their hand.
- Cards can be combined into different types of melds
with the following rank:
Sequences (highest), marriages, pinochles, and sets of four
(lowest). (See note in step 19 about rules for reusing previous melds.) The types of melds are scored as follows:
- Sequences ("run", "flush", "rope")
- Ace, king, queen, jack and 10 of trump suit -- 150 points.
- Marriages
- King and queen of trump suit ("Royal Marriage") -- 40
points.
- King and queen of other suit -- 20 points.
- Pinochle
- Queen of spades and diamond jack -- 40 points.
- Two queens of spades and two diamond jacks ("Double
Pinochle")
-- 80 points.
- Sets of four ("families", "arounds")
- Four aces (in each suit) -- 100 points.
- Four kings (in each suit) -- 80 points.
- Four queens (in each suit) -- 60 points.
- Four jacks (in each suit) -- 40 points.
- The 9 of trump can be laid face up as a dix for 10
points in addition to any melds. It can be exchanged for
the upturned trump card (or a previously exchanged dix card) under the
talon. The exchanged card is taken into the hand.
- The meld and any dix are scored and remain face up in front of the
player.
- Each player draws a
card from the talon starting with the trick winner and continuing
clockwise.
- The winner of the trick leads the next trick playing a card from
their hand or from
their melded cards. Players follow in the manner described in step 10.
- Melds are announced after each trick by the trick winner. A
player can reuse cards in
their previous melds or dix but only
- Only in a different type of meld,
- a meld of a higher rank (see above for ranks)
- and using one or more cards in the player's hand.
Therefore, a card taken from a meld to be played in a trick cannot be
replaced to rescore the meld, the queen of a marriage cannot be
later used in a pinochle meld, a card from a marriage or pinochle cannot be
used later in a set of four, and a card in a sequence can never be
melded again.
- When the last card in the talon is drawn, the next player takes
the upturned trump card (or dix card).
- Players take their melded cards into their hand.
- In the subsequent tricks, players are required to follow suit
and are obligated to win if able by playing a higher card
or to ruff--playing trump when a player can't follow suit.
Melds are also no longer announced after each trick. The winner of the
previous trick leads with any card.
- When all possible tricks are played,
the points available for the
last trick and cards are as follows:
- Last trick
- Winner of last trick -- 10 points
- Cards scored towards game
- Each ace -- 11 points
- Each Ten -- 10 points
- Each king -- 4 points
- Each queen -- 3 points
- Each jack -- 2 points
- The points from tricks are scored and the deal moves to the left
for another round.
- The winner is the first player judging
they have earned 1000
points and who "knocks" the table, declaring out. Play halts
to
count the knocking player's tricks to verify their claim.
A player knocking with less than 1000 points loses.
If one or more players score 1000 points without knocking before
the tricks are scored, the game continues to 1250 and further increases
by 250 points in subsequent incidents.
Variations of Pinochle
By the end of the 20th century, Pinochle was not a popular card
game in the United States. Other well-known card games, like Poker or
Hearts, were
popularized having previous variations become customary play. Pinochle
exists with more variations and regional flavors
than it has accepted rules. The house rules numerously available
in Pinochle can incite sectarian disagreements between players or
entire households. However, the diversity credits a
card game that handles quick adaptations to a group's
abilities, the party size, personal expectations of game play or
preference in difficulty. The
following are some of those healthy variations.
When the talon is exhausted, some rules
stipulate the recent trick winner must show the last talon card.
Others even play by allowing the trick winner to take either
shown card at their choice.
A Double Pinochle is commonly counted as 300 points.
The Grand Pinochle is a meld of the king and queen of
spades and a diamond jack that scores 80 points in a single turn. The
meld essentially combines the Royal Marriage and a Pinochle regardless
if spades were trump or not. The Roundhouse is a marriage in
every suit, an around of both queens and of kings.
Since all melds, dix and even the points for last trick in Pinochle
are multiples of 10, some prefer to round up the scores after each
hand from 5, while others only allow rounding from 7. Some avoid
rounding by scoring 10 points for both ten and ace cards and
giving 5
points for any face card. Many simplify scoring further by counting
all points in Pinochle by their factor of 10 by dropping one zero from
all scores.
This scheme makes finishing a game end at 100 instead of 1000 and
requires only counting the ace and ten cards as 1 point for the tricks
taken. In this way, the points from cards and last trick add up to 17
points. This is incompatabile with the 250 poitns available in the
traditional scoring regime. In response, people commonly count the king
as 1 point, bringing the points available from tricks to 25.
The following is a chart of this common scoring system for two-handed
Pinochle.
- Flush: A, K, Q, J, 10 of trump
- 15 points
- Royal Marriage: K, Q of trump
- 4 points
- Marriage: K, Q of same suit
- 2 points
- Pinochle: Q of Spades, J of Diamonds
- 4 points
- 100 aces: Four aces of different suit
- 10 points
- 80 kings: Four kings of different suit
- 8 points
- 60 queens: Four queens of different suit
- 6 points
- 40 jacks: Four jacks of different suit
- 4 points
- Dix: 9 of trump
- 1 point
- Cards from tricks: A, K, 10
- 1 point each
- Last trick
- 1 point
The winner of a game can alternatively be the player with the
highest points at the
end of a hand. This is how Pinochle can be played for money.
Similarly, a winner could be the first to win an agreed number of
games. Some games are played to higher scores, from 1500 to 3550, with
or without knocking. Some knocking rules require a player wins an
additional trick after the knock or worse, the first lead trick. These give other players
a chance to
knock and in the meantime possibly win a trick and earn the win for themself
first.
A larger deck of 64 cards is also played by including the 7 and
8 cards. Players are dealt 16 cards each, and the 7 of trump scores a
"dix". This is the deck used in three player using the same rules
of two-handed.
Pinochle with more players and even with partnerships is the game's
traditional and commonly-known format. Typically, all the cards are
dealt removing any existence of the talon. Trump can be decided by
turning the last card dealt face up. The first
player to the left of the dealer with the dix excahnges for it, and the
dealer takes the dix. Players announce their
melds before the first trick and tricks are played as if the talon was
exhausted in two-handed Pinochle. Melds are sometimes only scored if a
team or player takes a trick in the hand.
With partnerships or even
numbers of players, the privilege is more often determined with
bidding. Bidding
typically starts with some agreed minimum, from 100 to 350, for
the total number of points a player or team can earn for the hand.
Some variations with bidding also deal a widow of cards that the
highest bidder looks at after declaring trump. The bidder must
use the widow to give one card to each player. Some partnership rules
allow the bidding team to exchange 3
cards. A failure to meet the bid results in a deduction of the bid.
Teams can also be required to win a trick to earn the privelege to
score their melds.
In three-handed Auction Pinochle, the bidder plays against the other
two
players. In five-handed, the bidder asks for a desired card to be
lead and played by the player who will be the bidder's partner for the
remainder of the hand. Some play with larger numbers of players by
in-turn skip reducing the number of hands in play. This typically means
one or more
players to the right of the dealer or including the dealer are
removed from play on a hand. The rules used are those known for
the number of hands playing.
"Double-pack" Pinochle is a partnership game using two decks
with the nines removed. The dix becomes the 10 of trump. Large point
bonuses are granted for double,
triple and quadruple melds. Adding a third Pinochle deck is known as
triple-pack and is played similarly, but with partnerships of 3.
Following strict rules of play can provide another ingredient to to
Pinochle games. There are numerous infractions and even more
penalties and resolutions to choose from. These incidents respond
to accidents, but also attempts to cheat. Those wishing to play
friendly matches can resolve such scenarios by ignoring them all
together. The following are some of the laws used in Pinochle.
- Incorrectly scored points or missed points can be claimed by an
opponent who declares the error before the next trick is played.
- A
player who declares a nonexistent meld, can be forced to leave the
cards down and be ruthlessly
forced to play one of the cards in the next trick potentially deterring
the meld.
- A player who draws a card from the talon before melding is unable
to meld that turn.
- The penalty of
forfeiting the points in "cards" can be mercilessly applied to a
player who looks at the cards of any previous trick but the last.
- A player who plays a trick improperly by not following suit or
playing trump when able to or supposed to can be asked to revoke.
The punishment for a revoke varies, but can include the offender having
to forfeit all the points in "cards" or having their cards for the
remaining tricks go to the opponent. Occasionally, a revoke offender
still retains the right to play the remaining tricks to score for the
last trick.
References
Doyle, Deborah. Hoyle's Official Rules of Card Games.
Dingley: Redwood Editions, 2000. ISBN 186515153X. Pages 420-434.
Frey, Richard. According to Hoyle. New York: Fawcett
Books, 1996.
ISBN 044991156-X. Pages 142-160.
Kansil, Joli Quentin. Bicycle Official Rules of Card
Games. 90th Edition. Cincinnati: United States Playing Card
Company, 2004. ISBN 1889752061. Pages 202-217.
Newsgroup participants. Question about Pinochle....
Internet Newsgroup thread: rec.games.playing-cards. Posts from
April 17 to April 21, 1995.