Pinochle
Pinochle is really two games stacked on top of each other. First you score for the combinations sitting in your hand, and then you play twelve tricks to see whether you can back up what you promised.
You are South and North is your partner. Bid, name trump if you win the auction, then play out the twelve tricks.
| Players | 4, in two fixed partnerships |
|---|---|
| Deck | 48 cards — two each of 9, 10, J, Q, K, A in every suit |
| Play time | 30–45 minutes to reach 1500 |
| Difficulty | Demanding — two scoring systems at once |
How to play Pinochle
Pinochle uses a special 48-card deck: two copies each of the nine, ten, jack, queen, king and ace in all four suits. Nothing below the nine exists. Four players sit in partnerships and each receives twelve cards.
The first thing to internalise is the ranking, because it is not the one you know. From high to low the cards run ace, ten, king, queen, jack, nine. The ten sits above the king. Every hand, somebody forgets this and loses a trick to it.
Bidding
Starting left of the dealer, players bid the number of points they believe their side can score across melds and tricks combined. The minimum bid is 250 and raises come in tens or twenties. Pass and you are out of the auction for that hand. The last player still bidding wins the right to name trump, exchange cards with their partner, and lead the first trick.
The exchange
The auction winner names a trump suit. Their partner then passes them exactly four cards, and they pass four back. There is no discussion and no signalling — you choose blind, guessing at what your partner needs. This exchange usually decides whether an ambitious bid was brave or foolish.
Melding
Before any trick is played, both sides lay out their scoring combinations. Melds fall into three classes, and a single card may appear in one meld from each class but not twice within a class. The main ones:
- Run (J-Q-K-10-A of trump) — 150. A double run — 1500.
- Royal marriage (K-Q of trump) — 40; a plain marriage in any other suit — 20.
- Dix (the nine of trump) — 10.
- Pinochle (jack of diamonds with queen of spades) — 40; double pinochle — 300.
- Aces around (one ace of each suit) — 100; kings 80, queens 60, jacks 40. All eight of a rank — 1000, 800, 600, 400 respectively.
Trick play and scoring
The rules of following are stricter than in most trick games. You must follow suit if you can. If you cannot, you must play a trump if you hold one. And you must win the trick if you legally can — even when your own partner is currently winning it. That obligation removes a great deal of choice and makes counting the cards genuinely important.
In the trick phase, every ten, king and ace captured is worth 10 points, plus 10 for taking the final trick — 250 available in total. Add your melds to your trick points. If the bidding side reaches its bid, everything scores. If it falls short it has gone set: it scores nothing that hand and the bid is subtracted from its total. First side to 1500 wins.
Strategy
Pinochle punishes optimism more sharply than almost any other partnership game, because a failed bid does not merely fail to score — it takes points off you.
Add up your meld before you open your mouth
Your bid is a claim about melds plus tricks. Melds you can already see are the certain part; tricks are the hopeful part. If you hold 90 points of meld, a bid of 250 needs only 160 from tricks, which is realistic. If you hold 20 points of meld, the same bid needs 230 of the 250 available, which is close to impossible.
A long trump suit with the jack of diamonds and queen of spades is the dream hand
Those two specific cards are the pinochle meld, worth 40 on their own and 300 as a pair. Combined with trump length they justify aggressive bidding, because they score whether or not the trick play goes well.
Pass strength, not politeness
When your partner wins the auction, send them aces and cards that complete melds in the trump suit they named — not your unwanted low cards. Four well-chosen cards can add 80 points of meld to their hand. Four discards add nothing and lose the hand.
Pull trumps, then cash your counters
Tens, kings and aces are the only cards worth anything in the trick phase. Once trumps are drawn, every ace and ten you hold is 10 points you can collect safely. Leading them before trumps are gone invites an opponent to trump in and take your counters instead.
Know when to throw the hand in
If melding reveals that your side cannot possibly reach its bid — because even all 250 trick points would leave you short — the bid winner may concede the hand immediately. Playing it out anyway is sometimes right, since holding your opponents to zero limits the damage, but recognising a hopeless contract early is a real skill and the calculation is worth doing every time.
Variants
- Two-handed Pinochle — the original form, with a draw pile, melding as you go, and no bidding at all. Much lighter and very quick.
- Double-deck Pinochle — an 80-card deck with the nines removed, four players, bids starting around 500. Popular in American clubs and considerably longer.
- Auction Pinochle — three players, a widow of three cards, and the auction winner playing alone against the other two.
- Racehorse Pinochle — adds a pass of cards back and forth after melding, which changes the value of holding partial combinations.
- Check Pinochle — layers a side-payment system on top of the score for particular melds and achievements.
Where Pinochle came from
Pinochle is a descendant of Bezique, the nineteenth-century French game that first paired a queen and a jack for a bonus, and beyond that of the older German Binokel. The name is a mangling of the French binocle, meaning eyeglasses or "two eyes" — a reference to the queen of spades and jack of diamonds appearing in profile in some old decks, each showing a single eye.
It arrived in the United States with German-speaking immigrants in the middle of the nineteenth century and became enormously popular, particularly in the Midwest and among German-American communities. That association had an odd consequence: during the First World War, anti-German feeling ran high enough that the city of Syracuse, New York is documented as having banned the game outright. David Parlett traces the Bezique lineage in his history of card games, and John McLeod's archive catalogues the many regional scoring tables that make Pinochle one of the most variable games still widely played.
Questions people ask about Pinochle
- Why do tens rank above kings in Pinochle?
- It is inherited from Bezique and the older European games Pinochle descends from, where the ten was promoted to a high card. It also makes the ten a scoring counter worth 10 points, so it is both hard to beat and worth capturing.
- What exactly is a pinochle?
- The jack of diamonds together with the queen of spades, worth 40 points as a meld. Holding both copies of each — a double pinochle — is worth 300. The game is named after this specific combination.
- What does going set mean?
- The bidding side failed to reach its bid. It scores nothing at all for that hand, and the amount it bid is subtracted from its running total, so an over-ambitious bid actively moves you backwards.
- Do I really have to win the trick if I can?
- Yes. If you can legally beat the cards already played, you must — even when your partner is currently winning the trick. This obligation is unusual among trick-taking games and it removes much of the freedom you would have in Hearts or Spades.
- How many points are available in the trick phase?
- 250. Every ten, king and ace is worth 10, and there are eight of each, which makes 240, plus 10 for winning the last trick. That ceiling is why bids much above 350 need very large melds behind them.
- What is the minimum bid?
- 250 points. If everyone passes, the dealer is stuck with a default bid of 250 and must name trump, so no hand goes unplayed.