QUICK FACTS
Created Jan 0001
Status Verified Sarcastic
Type Existential Dread
pinochle, /ˈpiːnʌkəl/, ace–ten card game, trick-taking, bezique, melds, belote, queen of spades

Pinochle

“One might think the universe has exhausted its capacity for complexity, yet here we are, discussing a card game. This particular distraction, known as Pinochle...”

Contents
  • 1. Overview
  • 2. Etymology
  • 3. Cultural Impact

One might think the universe has exhausted its capacity for complexity, yet here we are, discussing a card game. This particular distraction, known as Pinochle (pronounced with the utterly unremarkable English cadence of /ˈpiːnʌkəl/ ), sometimes inexplicably rendered as pinocle or penuchle, is an ace–ten card game of the trick-taking variety. Typically, it accommodates two to four players, though humanity’s boundless capacity for modification has stretched it to six or even eight. It employs a somewhat peculiar 48-card deck, a double set of specific cards, or an even more absurd 80-card quadruple deck for the truly ambitious.

The game itself is a distant cousin to bezique , another testament to how few truly original ideas exist. Players accrue points through the rather straightforward act of winning tricks, and the more intricate, arguably tedious, process of forming specific card combinations into what are rather optimistically called melds .

Falling under the dubious umbrella of “trick-and-meld” games—a category that also includes the likes of belote —each hand in Pinochle unfolds in three distinct, often agonizing, phases: the initial skirmish of bidding, the ceremonial display of melds, and the actual, grueling combat of trick-taking. The version most commonly inflicted upon players today is known, rather grandly, as “partnership auction pinochle.”

The jack of diamonds and queen of spades are the “pinochle” meld of pinochle. Type: Trick-taking Players: 4 in partnerships or 3 individually; variants exist for 2–6 or 8 players Skills:

  • Strategy
  • Social skills (or the complete lack thereof, depending on your partners)
  • Teamwork (a concept often tested to its breaking point)
  • Card counting (for those who enjoy mathematical torment) Cards: 48 (double 24 card deck) or 80 (quadruple 20 card deck) Deck: French Rank (high→low): A 10 K Q J 9 Play: Clockwise Playing time: 1 to 5 hours (or an eternity, depending on who you’re playing with) Chance: Medium Related games: Bezique , Marjolet , Binokel

History

The origins of Pinochle are, predictably, shrouded in the kind of historical ambiguity that makes one question the very concept of verifiable truth. One theory, accepted with a shrug by some, posits that it’s a direct cousin to Binokel , both supposedly evolving from the venerable game of bezique . This lineage is oft-cited, yet still carries the faint aroma of “verification needed ,” as if history itself requires a second opinion. A second, equally plausible, and frankly, equally unexciting alternative, suggests Pinochle simply developed from the Swiss and later South German game of Binocle or Binokel, which, in a delightful twist of circular logic, is also considered a descendant of bezique . So, either way, bezique is the primordial soup from which these card games crawled. Fascinating.

The very word “pinochle” itself is a linguistic quagmire, offering several potential derivations, each more strained than the last. It might, for instance, be a corruption of the French word binocle, which literally translates to “two eyes,” or “eyeglasses,” or even “binoculars.” This rather whimsical connection supposedly refers to a mythical belief that the German game of Binocle was conceived with a specialized deck, wherein the Queen of Spades and Jack of Diamonds were depicted in profile, each possessing but a single eye. A charming, if entirely unverifiable, anecdote.

Alternatively, some suggest “pinochle” stems from bis (meaning “until”) and Knöchel (meaning “knuckle”), implying that the game originally concluded when a player, perhaps out of sheer frustration, rapped their knuckles on the table. One can only imagine the sheer existential dread that would prompt such a dramatic gesture. Yet another theory links the term to the French word binage, referring to the specific combination of cards known as a “binocle” meld. This latter pronunciation, apparently, was graciously adopted by German speakers, much to the confusion of everyone else.

It was German immigrants, those purveyors of fine card games, who introduced Binokel to America in the twilight years of the 19th century. There, in a classic display of cultural assimilation and phonetic butchery, it was promptly mispronounced and subsequently misspelled as “pinochle.” And so, a new American tradition was born. Pinochle quickly became a cherished pastime for American Jewish and Irish immigrants, offering a brief respite from the relentless grind of their new lives. Curiously, Skat , another German import, remained the preferred cerebral challenge for the majority of German immigrants themselves, perhaps indicating a slight preference for their own, un-butchered traditions. It’s worth noting that Auction Pinochle for three players bears a passing resemblance to Skat , particularly in its strategic depth, though its bidding mechanics lean more towards games like bid whist .

During the brief, yet intensely nationalistic, period of American involvement in World War I , the city of Syracuse, New York , in a remarkable display of civic absurdity, actually outlawed the playing of Pinochle . This was, of course, a direct result of rampant anti-German sentiment . Other US cities, equally prone to knee-jerk reactions, followed suit with temporary bans. One can only imagine the clandestine card games that flourished in defiance. Thankfully, the game eventually clawed its way back into public favor, proving that even wartime hysteria has its limits.

Deck

A standard Pinochle deck, for those who appreciate precision, is a rather specific beast: it comprises two identical copies of the 9, 10, jack , queen , king , and ace cards from all four suits . This totals a tidy 48 cards per deck. Aces, in a refreshing departure from some card games, are always considered the highest, a small mercy. However, Pinochle insists on a nonstandard card ordering, just to keep you on your toes. The complete hierarchy, from highest to lowest, is A, 10, K, Q, J, 9. Of course, for those who find such deviations too taxing, the game can be played with standard ranking, requiring only a minor adjustment to the scoring, which, let’s be honest, is already complicated enough.

In its nascent days, before the game achieved its current, baffling popularity, one had to painstakingly construct a Pinochle deck by combining two existing poker , piquet , or euchre decks and then, with surgical precision, removing the superfluous cards. A piquet deck, notably, conveniently omits the 2-6 cards, making it a slightly less arduous starting point. A euchre deck, in a stroke of sheer luck, is precisely half a Pinochle deck, simplifying the process somewhat. But as the game’s popularity surged in the United States during the early 1900s, the market, ever responsive to human laziness, began offering specialized, pre-packaged Pinochle decks. These are now readily available, often indistinguishable from their common 52-card counterparts, saving countless hours of card-culling.

For those who believe more is always better, Pinochle can be played with five, six, eight, or even more players. These larger variations often necessitate the combination of two Pinochle decks, a monstrous creation dubbed a “double deck.” This double deck is also sometimes employed for four-player games, in which case hand sizes, average scores, and minimum bids are, quite logically, doubled, as if the game wasn’t already enough.

Partnership Auction Pinochle

This is the standard, the baseline, the fundamental torture.

Dealing

The game commences with a 48-card deck and four players, because misery loves company. One unfortunate soul is designated the dealer for the round.

After the ritualistic shuffle , the dealer, in a gesture of false magnanimity, offers a cut to the player seated to their right. Following this, the cards are distributed. In partnership Pinochle , all the cards are dealt, ensuring no one is left wanting. For games with an odd number of players, such as three, a “widow’s hand”—also known by the more evocative terms “kitty,” “talon,” or “stock”—remains, a tantalizing pile of unknown potential. Traditionally, the deal proceeds clockwise, with cards distributed in packets of three or four at a time, starting with the player to the dealer’s left (the esteemed eldest hand ) and concluding with the dealer. The privilege, or burden, of dealing then rotates clockwise, ensuring everyone eventually experiences the joy of shuffling.

Some variations, for reasons known only to their creators, include a peculiar rule: if a player is dealt five nines, it constitutes a misdeal, and the entire process must be restarted. A further, more convoluted, variation stipulates that such a misdeal only occurs if the player with five nines also has no aces, or, even more specifically, if they possess six nines and no more than one ace. One can only imagine the arguments these rules have spawned.

Auction Pinochle

In Auction Pinochle , players engage in a ritualistic dance of prediction, bidding for the number of points they optimistically believe their hand can accrue. The highest bidder, having successfully inflated their own ego, earns the coveted right to declare the trump suit. One player, typically the one to the dealer’s left or the dealer themselves, is saddled with the obligation to initiate the bidding. The magnitude of these bids is dictated by the chosen point scale and the number of decks in play. Conventionally, points are counted in multiples of 10, meaning a sensible minimum opening bid might be set at 100 or, for the truly audacious, 250.

Many modern scoring rules, in a commendable effort to simplify the utterly complex, simply truncate the unnecessary trailing zero. In such enlightened systems, bids of 10 and 25 carry the same weight as their 100 and 250 counterparts. When it’s a player’s turn to bid, they have two options: either raise the stakes with a higher bid or, more prudently, pass.

Each successive bid must, of course, surpass the previous one, and must maintain the established multiple (10 or 25, or 1 or 2 in the simplified system). Once a player passes, they are irrevocably removed from the auction, their dreams of glory extinguished. The auction mercifully concludes when all subsequent players in rotation have passed after the last active bid. This final, triumphant bid then becomes the “contract,” a solemn oath to achieve a certain score. The player who made this winning bid is then granted the power to declare the trump suit, often a pivotal moment. Some house rules, however, impose a rather arbitrary restriction: trump cannot be declared in any suit that doesn’t contain a “run” , “marriage,” or “dix” meld, presumably to prevent truly disastrous declarations.

For the winning bidder to emerge victorious from the hand, their combined tally of melding points and trick points must meet or exceed the value of their winning bid. This means bidding requires a delicate, often misguided, anticipation of both meld potential and the elusive points gained from winning tricks. Should the combined score fall short of the bid, the bidding team or player is declared “set.” This ignominious failure results in the full bid amount being subtracted from their total game score, often compounded by the loss of any meld points scored in that hand. The consequences can be severe, occasionally plunging a player into the abyss of a negative score. It’s a cruel game, this.

A related, yet subtly different, style of bidding allows players to bid individually, with partners’ bids subsequently summed. In this scenario, the winning bid merely determines trump; both (or all) teams’ individual bids then become their respective contracts. This approach, proponents argue, fosters a more balanced game, ensuring that everyone faces their own reckoning.

Passing cards

In certain iterations of Pinochle , after the bid has been secured and trump declared in a partnership game, the bid-winning team engages in a ritualistic exchange of cards. This exchange might involve two, three, or four cards, depending on the specific flavor of the game. The partner of the bid winner initiates this process, passing cards first. The rationale behind these passed cards is typically twofold: either to augment the total points attainable through melds or to contribute powerful, trick-winning cards to the bid winner’s hand.

Upon receiving these offerings, the bid winner meticulously scrutinizes them, aiming to forge the strongest possible hand. They then, with an equal number of cards, return a selection back to their partner. Other variations allow for a simultaneous exchange of the designated number of cards between the bid winner and partner, or, in a simpler, less dramatic fashion, no passing whatsoever, leaving players to sink or swim with their initial draw.

Melding

Melding is the brief, performative interlude where players reveal specific combinations of cards to all present, a moment of fleeting glory before the real work begins. This is typically achieved by placing the relevant cards face up on the playing surface, allowing everyone the chance to inspect them and, presumably, judge their value. All players display their melds after the bid winner, who, having earned the right, goes first.

The categories of melds are diverse, encompassing “arounds,” “marriages,” “flushes,” and the rather self-referential “pinochles.” These melds are organized under distinct “headings,” a crucial distinction. A card that has been melded under one heading can be repurposed and used again under a different heading, but it cannot be melded a second time under the same heading. It’s a system designed to prevent excessive, and frankly, greedy, point accumulation from a single card.

The “group melds” are those that feature four of the same face cards—ace , king , queen , or jack —and crucially, must include one card from each of the different suits. Their scoring is as follows, with the simplified values often used in practice:

  • “100 aces” or “aces around” – four aces of different suits – 100 points (or 10 simplified points).
  • “80 kings” or “kings around” – four kings of different suits – 80 points (or 8 simplified points).
  • “60 queens” or “queens around” – four queens of different suits – 60 points (or 6 simplified points).
  • “40 jacks” or “jacks around” – four jacks of different suits – 40 points (or 4 simplified points).
  • “1000 aces” or “aces abound” – all eight aces – 1,000 points (or 100 simplified points).
  • “800 kings” or “kings abound” – all eight kings – 800 points (or 80 simplified points).
  • “600 queens” or “queens abound” – all eight queens – 600 points (or 60 simplified points).
  • “400 jacks” or “jacks abound” – all eight jacks – 400 points (or 40 simplified points).

The “sequence melds” are where things get a bit more… romantic, with “marriages” and the rather straightforward “flush”:

  • “Trump marriage” – a king and queen of the designated trump suit – 40 points (or 4 simplified points). A double marriage in trump, for those truly blessed, is worth 80 points (or 8 simplified points). In some variations, a double marriage in trump is inexplicably inflated to a staggering 400 points (or 40 simplified points).
  • “Marriage” – a king and queen of any suit other than trump – 20 points (or 2 simplified points). A double marriage here nets 40 points (or 4 simplified points).
  • “Flush,” “family,” “rope,” “book,” “straight,” or “run” – this specific sequence of A, 10, K, Q, and J, but only in the trump suit – 150 points (or 15 simplified points). Much like the arounds, a “double run”—meaning two such runs in trump held within the same hand—is a truly rare and lucrative occurrence, worth a monumental 1,500 points (or 150 simplified points).

A player holding a marriage in each suit, a feat of both luck and strategy, accumulates a total of 240 points (or 24 simplified points). This is simply the sum of the individual marriages, plus the points for “kings around” and “queens around.” As a convenient shorthand, this impressive display is known as a “roundtable,” “marriages around,” “round house,” or a “round robin.”

Finally, we arrive at the “special melds,” the “pinochle” itself and the enigmatic “dix”:

  • “Pinochle” – the distinctive combination of the jack of diamonds and queen of spades – 40 points (or 4 simplified points).
  • “Double pinochle” – possessing both jacks of diamonds and both queens of spades – a substantial 300 points (or 30 simplified points).
  • “Dix” – (pronounced “deece” /diːs/ ) the humble nine of trumps – 10 points (or 1 simplified point) for each one.

In the most prevalent form of this game (though, as always, variations abound), a single card is permitted to be used in only one meld of each specific type. Thus, a queen can form one marriage with one king , irrespective of whether the player holds the other king of the same suit. However, that same queen can be used to score a marriage and a pinochle, provided the player also holds the requisite jack . It’s a subtle distinction, designed, one assumes, to keep players perpetually confused.

Once the melds have been dramatically displayed, the points are tallied, and each player calculates their individual meld scores, adding another layer of arithmetic to the proceedings.

Meld nameExamplePoint valueSimplified
Run in trump( A 10 K Q J )15015
Double run in trump( A A 10 10 K K Q Q J J )1500150
Marriage in trump( K Q )404
Dix in trump( 9 )101
Hundred aces( A♠ A♥ A♦ A♣ )10010
Thousand aces( A♠ A♠ A♥ A♥ A♦ A♦ A♣ A♣ )1000100
Eighty kings( K♠ K♥ K♦ K♣ )808
Eight hundred kings( K♠ K♠ K♥ K♥ K♦ K♦ K♣ K♣ )80080
Sixty queens( Q♠ Q♥ Q♦ Q♣ )606
Six hundred queens( Q♠ Q♠ Q♥ Q♥ Q♦ Q♦ Q♣ Q♣ )60060
Forty jacks( J♠ J♥ J♦ J♣ )404
Four hundred jacks( J♠ J♠ J♥ J♥ J♦ J♦ J♣ J♣ )40040
Marriage in non-trump( K Q )202
Pinochle( J♦ Q♠ )404
Double pinochle( J♦ J♦ Q♠ Q♠ )30030

Given that all these values are, for some inexplicable reason, multiples of ten, a common convention is to simplify the scoring by simply lopping off the trailing zero from each point total. Thus, a basic pinochle, instead of being 40, achieves a simplified score of 4. A double pinochle, similarly, becomes a mere 30. It’s a small concession to sanity in an otherwise numerically dense game.

Playing tricks

The act of playing cards for tricks in Pinochle is governed by a set of rather unforgiving rules of forced play, which, infuriatingly, restrict a player’s ability to cunningly hoard their most powerful cards. The high bidder, having successfully navigated the treacherous waters of the auction, initiates the play by leading with the first card. This card can be any card from the contract winner’s hand, much like the basic game of Whist , though some particularly stringent rules demand that the very first card led must be a trump card . What follows are two distinct variations of “following suit,” depending on whether one adheres to the quaint, pre-1945 rules or the more… modern, post-1945 interpretations.

Under the venerable pre-1945 rules, every player, without exception, is compelled to follow the lead suit if they possess a card of that suit. Furthermore, and this is where the real pain begins, players are usually required to play a card that beats any cards already played in that trick, assuming it’s possible to do so. This obligation persists even if the current player fully expects a subsequent player to sweep the trick with an even more powerful card. The only brief reprieve from this tyranny occurs if a player, unable to follow suit, has played a trump card when trump was not the suit originally led. In such a scenario, those following that player are permitted to play any card of the lead suit, as they are still bound to follow suit but are already hopelessly losing to the trump player.

Similarly, if a player finds themselves without any cards of the lead suit, but possesses trump, they are obligated to play a trump card. And again, if a player lacks cards in the lead suit, and can play a trump card higher than any other trump already played in the trick, they must do so. This applies even if they foresee a later player snatching the trick with a superior trump. Only if another trump has already been played that a player cannot surpass are they allowed to play any trump card from their hand, but a trump must still be played. It is only when a player is utterly devoid of cards in the lead suit and possesses no trump whatsoever that they are finally granted the freedom to play any card from their hand, a small, sad victory.

However, the post-1945 rules, as found in most contemporary rulebooks, offer a slightly less draconian experience. They assert that unless trump is explicitly led, there is no mandate to attempt to win the trick. The obligation to “head” (win) the trick becomes mandatory only when a trump card is initially led. It’s a distinction that, according to Pagat and Hoyle, is observed in roughly half of all [Pinochle](/Pinochle] circles and tournaments, indicating a persistent schism in the card-playing community.

Should the rare and confusing event of two identical cards being played in the same trick occur, the card that was played first is deemed to outrank the second. A subtle rule, but one that can lead to explosive arguments.

After the first trick has been mercifully resolved, the winner of that trick assumes the mantle of leadership, leading the first card for the subsequent trick. This continues, in a relentless clockwise fashion, until all cards have been played, and the hand is finally, blissfully, over.

Scoring tricks

Points are awarded based on the tricks won during the hand, a seemingly simple concept that, of course, is complicated by multiple counting systems. Regardless of the chosen method, the total points available from tricks always sum up to a round 250. The last trick, in a final flourish of generosity, is always worth an additional 10 points, layered on top of any existing points contained within the cards of that trick.

The classic counting system of Pinochle is a rather granular affair: aces are valued at 11 points, tens at 10, kings at four, queens at three, jacks at two, and nines, predictably, at zero. This method, while precise, is undeniably time-consuming when tallying scores at the conclusion of each hand, a true test of patience.

A simpler method, for those who value efficiency over absolute precision, assigns 10 points to aces and tens, five points to kings and queens , and a flat zero to jacks and nines. A noticeable improvement, one might argue.

An even simpler method, bordering on the minimalist, designates aces , tens, and kings as being worth 10 points each (and thus known as “counters”), while everything else is dismissed as mere “garbage” (worth zero). Given that all points in this third method are multiples of ten, most players, in a pragmatic move, simply omit the redundant zero. So, aces , tens, and [kings](/King_(playing_card)] won in tricks are each worth a single point. This simplification can also be applied to meld scoring, where, for instance, a “1,000 aces” meld becomes a more manageable 100 points. The terms “1,000 aces,” “800 kings,” and so on, persist as a nod to tradition, even when their actual point values are a tenth of that.

Method 1Method 2Method 3Method 4
Aces1110101
Tens1010101
Kings45101
Queens3500
Jacks2000
Nines0000
Last trick1010101

Game variations

The human spirit, ever restless, cannot simply leave a good (or even mediocre) game alone. Thus, Pinochle has spawned a multitude of variations, each adding its own peculiar twist to the fundamental rules.

Two-handed

Two-handed pinochle is, rather surprisingly, the original incarnation of this game. All subsequent partnership, auction, and other variants are mere derivations, lesser forms, if you will. It holds the closest resemblance to the ancestral Bezique game, from which Pinochle itself, via the German game of Binokel , first emerged. The only truly significant divergence in its rules from Bezique lies in the scoring, a detail that, for some, might be the only thing that matters.

The original version of Pinochle for two players begins with a partial deal: twelve cards are dealt to each player in packets of four, leaving a tantalizing stock of 24 cards. A player is permitted to score one meld after each trick won, but only for the first 12 tricks. Crucially, melded cards, once displayed, can even be used to win subsequent tricks, adding a layer of strategic depth. After each trick, players replenish their hands by drawing one card from the stock, with the trick-winning player drawing first. For the final 12 tricks, the melded cards are returned to each player’s hand and are no longer announced, signaling a shift in focus. The traditional, unforgiving trick-taking rules then apply exclusively to these last 12 tricks, bringing the game to a more conventional climax.

In some variations of two-handed play, the initial deal is entirely bypassed, a stark contrast to all other iterations. Instead, the entire deck is placed face-down between the two players, forming the “widow.” One player embarks on the hand-building process by drawing the top card from this widow. This player then has a choice: either keep the card for their hand or, with a dismissive gesture, reject it.

If the player chooses to retain the initial card, they then draw a second card from the widow, placing it face-down, unexamined, to form a discard pile. If, however, the player rejects the first card, that card immediately becomes the inaugural card of the discard pile. The second card drawn from the widow, regardless of its desirability, must be kept, introducing an element of forced acceptance. Players then alternate turns in this hand-building process until the entire deck has been claimed.

With bidding introduced, the player who wins the bid proudly declares trump, then lays all their melds face-up on the table for all to see. The opposing player, equally compelled, then reveals their own melds. Meld points are meticulously tallied, and players, having showcased their wares, return their meld cards to their hands. Some varieties, in a moment of communal generosity, accept a “round house” (kings and queens of each suit) and award a bonus of 10 points, bringing the total for such a meld to a rather impressive 250 points.

Trick-taking then commences and continues relentlessly until all held cards have been played. One particular variation mercifully removes the “leading” requirement for the bid winner or subsequent trick winner to lead with a specific card; however, the fundamental rules of “following suit” remain strictly enforced.

When counting “counters” (the valuable cards won in tricks), cards from each player’s discard pile are included in the totals, ensuring a consistent 240 counters per round, plus an additional counter for winning the final trick. A variation designed to make life harder for the bid-winning player dictates that the discard pile created during the drawing process is instead used by the non-bidding player to score points towards tricks, a subtle but significant shift in power.

Three-handed

In Three-handed pinochle , played with a single deck, each player is, refreshingly, out for themselves. The dealer distributes 15 cards to each player, and a crucial three cards are set aside for the “kitty”—a separate, tempting pile in the center.

All players, with varying degrees of optimism, review their cards and silently determine their potential bids. The player to the dealer’s left initiates the bidding. If this player holds any meld, they are obligated to open the bidding; otherwise, they may choose to pass or bid. If they pass, the obligation to bid (if meld is held) shifts to the next player. Once a player passes, they are irrevocably out of the auction, their ambitions for that hand extinguished.

Bidding typically commences at 20 points, or as low as 19 if one is the dealer, and escalates in increments of 1. The highest bidder, having won the right to inflict their will, then turns up the three-card kitty for all to scrutinize. These three widow cards are incorporated into the bid winner’s hand. The bid winner then declares trump and, in a moment of triumph, lays down their melds. The other two players, in a display of enforced transparency, also lay their melds face-up for counting.

After the appropriate points have been meticulously tallied, the bid winner must, with a heavy heart, set aside any three cards from their hand that have not been melded. This reduces the bid winner’s hand back to the standard 15 cards. For all three players, melded cards are then returned to their respective hands, and the round of trick-taking commences.

During the trick-taking phase, a player must capture at least one trick to “save one’s meld,” even if that trick contains no points whatsoever. Failure to do so results in the complete forfeiture of all meld points for that player during that round, a harsh lesson in humility.

Once all tricks have been taken, counters are tallied for each player. The three cards discarded by the highest bidder are, conveniently, counted towards their counter score for the hand, ensuring that there is always a grand total of 25 points for the trick score distributed among the three players. If the highest bidder, despite their grand pronouncements, fails to meet their contract (the sum of meld points and trick points), then their score is penalized by the full amount of their bid for that hand, and their meld count is nullified. It’s a brutal reality check.

  • A curious concession: after inspecting the kitty, the highest bidder may, in a moment of despair or strategic surrender, concede the hand. They then incur a negative score equal to their bid. However, they are still obliged to name trump, and the other two players do get to score their meld. Conceding the hand, while painful, does prevent the opponents from scoring any trick points, and, crucially, prevents those opponents from accidentally losing their own meld by failing to take a trick. It’s a lose-lose-lose situation, but with varying degrees of loss.

The game concludes when one player reaches 100 points. However, it is entirely possible for two, or even all three, players to surpass 100 points on the same hand, leading to a glorious, confusing tie. Three methods exist for resolving such an anticlimax:

  • Simply playing another hand, prolonging the agony.
  • The game is extended, becoming a contest to 125 points. If, by some cosmic joke, two players again exceed 125 points on the same hand, the contest further lengthens to 150 points. This rule persists regardless of score fluctuations (players “going minus” and falling below 100 points, only to climb back up).
  • If two players exceed 100 points on the same hand, the high bidder for that round is arbitrarily declared the winner. If two non-bidders exceed 100 points simultaneously, then one of the other two methods must be employed, because life isn’t that simple.

Renege

One might hope for a smooth, error-free game, but then one would be naive. Any time a player inadvertently makes an illegal move during the play portion of the hand, it is, rather dramatically, termed a renege . The forms of such misplays are varied, and each carries its own particular sting:

  • Playing a card of a suit different from the one led, when able to follow suit.
  • “Sloughing” (playing a low, non-winning card) on a trick when holding trump, and thus being obligated to play trump.
  • Playing a card when it is not one’s turn, a cardinal sin of impatience.
  • The egregious failure to discard three cards prior to the trick-taking phase of the hand—this constitutes a renege if the bidder has already led to the first trick.
  • Purposely exposing any part of one’s hand to another player (this applies during the trick-taking phase for all players, and also during the meld portion for non-bidders, with the obvious exception of the meld cards themselves).
  • Failure to “kill” (i.e., not playing a higher-ranking card when required to beat the current highest card in the trick).
  • Any other action, however minor, that disrupts the delicate harmony of the game, a rather broad and subjective category.
  • After play has begun, any discovered misdeal not attributable to a genuine card-fault in the deck constitutes a renege for the dealer and any player on the dealer’s team, a collective punishment.

The consequences for a renege are severe, as they should be. If the bidder reneges, they automatically incur a double set, meaning the amount of their bid is subtracted twice from their score. The two opposing players, meanwhile, are granted the small consolation of counting their meld points, and the remainder of the hand is unceremoniously “thrown in,” discarded as if it never happened.

If, however, one of the non-bidding players commits a misplay, the bidder is automatically deemed to have made their bid, a stroke of undeserved luck. The bidder scores the full amount of their bid and meld. The unfortunate player who misplayed loses all their meld and takes a single set, a bitter pill to swallow. The third player, a bystander in this drama, scores only their meld points, a small comfort.

Should it be determined at any point during the melding or play phase that a non-standard deck is being used—perhaps a rogue card from a different game, or an extra queen—any player may declare a “card-fault misdeal.” This results in the complete nullification of the entire hand, including all meld and points previously obtained. It’s as if the hand simply ceased to exist, a clean slate, but only after much wasted effort.

Cutthroat

Cutthroat pinochle , a fittingly named variation, is a straightforward modification of three-handed Pinochle , designed for maximum individualistic aggression. The dealer, with no pretense of a kitty, distributes the entire deck, 16 cards to each player, in packets of four. The bidding then commences with the player to the dealer’s left, once each player has silently, and perhaps malevolently, assessed their meld potential. Play proceeds normally in terms of scoring and trick-taking, but the stakes are personal.

The only path to victory in Cutthroat Pinochle is to “bid and out,” meaning one must not only win the bid but also successfully meet or exceed the predetermined winning score. This creates a scenario where multiple players can, in theory, surpass the winning score simultaneously. However, if none of these high-scoring players were the successful bidder and failed to meet their contract, a win has not occurred, and play continues, dragging on until someone takes the reins. It is, in a cruel twist of fate, entirely possible for a player to finish with the highest score in the game, yet still lose if they did not successfully bid and fulfill a winning contract. A truly demoralizing outcome.

Four-handed

Four-handed pinochle , more commonly known as “partnership pinochle,” is played with two teams, each comprising two players. Partners, in a gesture of tactical separation, are seated directly opposite each other. Each player is dealt 12 cards, a manageable hand. The opening bid is typically set at 150 points, though competitive groups might agree upon a higher, more challenging value.

In this variant, all four players are permitted to bid, fostering a more dynamic auction. Crucially, both the bidder and their partner contribute their scores towards meeting the contract, a true test of teamwork. The high bidder, naturally, names trump. Typically, there is no “kitty” in four-handed play; however, if one is used, the four cards are distributed, one to each player, by the bid winner.

Each hand must declare and count its meld separately, preventing any confusion. As in the three-handed version, the first player to hold meld is compelled to initiate the bidding, lest they be accused of cowardice. Games are often played to a target score of 1,000 points, though this can be extended to 1,500 during particularly drawn-out partnership matches.

Five-handed and larger

When the table fills with more than four players, Pinochle undergoes further transformations. Games with five or more hands typically involve various modifications to the core partnership Pinochle rules. These larger games generally necessitate the use of 1 1/2 or even doubled decks, with extra “dix” cards either added or withheld to ensure an even distribution of cards. With an odd number of players, the bidder takes on the additional task of “asking” for a desired card within the trump suit. The first player to possess this card then becomes the bidder’s partner for that specific hand, creating shifting alliances. Everyone else at the table then plays against this newly formed team. In even larger groups, one or more players might strategically sit out each hand, allowing the remaining players to adhere to the rules appropriate for their reduced number, ensuring the game remains playable.

Check

Check pinochle is a particularly interesting, and often financially perilous, gambling variant of three-hand Pinochle . It follows the same general rules as a game played to 1,000 points, with one significant, wallet-draining difference: players meticulously track “checks.” If, for instance, the stakes are $1 per check, then each check gained means the other two players owe the winner a dollar. The following events trigger a gain or loss of these precious checks:

  • A “flush” or “run” meld: +1 check
  • “Aces around” (100 aces) meld: +1 check
  • A “roundtable” (a marriage in each suit) meld: +2 checks

It’s important to note that checks for meld can be earned by either the bidder or a non-bidder. Crucially, these checks are retained even if the main bid for the hand is ultimately not made, providing a small consolation prize for meld-rich but trick-poor players.

  • Looking at the “talon” (kitty) and losing the hand (either by conceding or playing it out): −1 check.
  • Playing the hand and losing: −1 additional check, compounding the misery.
  • Choosing not to look at the talon and conceding 300 points (often when forced to bid with a terrible hand): – no gain or loss of checks, a rare moment of neutrality.
  • A “double marriage” (two marriages in the same suit) meld: +1 check.
  • A “double pinochle” meld: +1 check.
  • “Double aces,” “double kings,” “double queens,” or “double jacks” melds: +2 checks.
  • Winning the entire game: A substantial +5 or +10 checks, a worthy reward for enduring hours of card-based torment.
  • Holding 7 nines: +5 or +10 checks (this bonus is granted regardless of whether the player wins the bid, acknowledging the sheer unlikelihood of such a hand).

Double-deck

Today, “double-deck” Pinochle is a widely popular and arguably more intense form of the game, exclusively endorsed and played by organizations such as the National Pinochle Association, the American Pinochle Association, the Cambridge Pinochle Association, and even featured in the rather grandly titled “World Series of Pinochle .”

This variant is played with two full Pinochle decks, but notably without the nines, creating a formidable 80-card deck.

The general flow of play mirrors that of regular Pinochle , but with scaled-up numbers. Each player is dealt a generous 20 cards, and the minimum bid is commensurately increased to a daunting 500 points. In some variations, bids progress in increments of 10 or more points until the 600-point threshold is breached, after which they jump to 50-point increments, adding another layer of strategic bidding. This version often incorporates “meld bidding,” a subtle (or not-so-subtle) way for partners to communicate the contents of their hands during the auction. The only permissible communication during bidding, however, should be a numerical value or the word “pass”; any other form of communication is strictly forbidden and known as “talking across the table,” a grave offense.

Occasionally, there are divergent meld values for a “run” and a “pinochle” in double-deck play; a run might be worth 250 or 150 points, and a pinochle 150 or 40 points, adding another layer of memorization for the diligent player. All other fundamental aspects of the game generally remain consistent, preserving the core experience despite the increased scale.

Technical Misdeal

In a rare act of mercy, if a player is dealt 13 or more “non-counters” (cards worth zero points in tricks) and no aces , they may declare a “technical misdeal.” This declaration must be made before the player leads to the first trick. A technical misdeal has the rather dramatic effect of nullifying all points melded by all players, as if the hand were a bad dream. The hand is then redealt by the original dealer, offering a fresh, and hopefully less dismal, start.

Triple-deck, six-handed

This variation, for those who truly embrace chaos, generally adheres to the rules established for double-deck Pinochle , but with a significant increase in scale.

In triple-deck pinochle , six players form two partnerships of three each. Players are arranged such that each person has an opponent to their right and left, creating a constant sense of adversarial pressure. Three Pinochle decks, again without the nines, are thoroughly mixed, resulting in a colossal pack of 120 cards. Each player is dealt 20 cards, mirroring the hand size of double-deck play. The minimum bid is set at a slightly less intimidating 75 points, and the last trick, in a curious anomaly, is worth only 3 points. Interestingly, most of the additional melds made possible by this triple pack do not count for extra points. For example, if a player were to miraculously hold twenty aces —five of each suit—the value would simply be that of “double aces” and “triple aces” combined, not some exponential explosion of points. It seems even in madness, there are limits.

Racehorse

Now, one must be cautious here, for the use of the term “racehorse” in this context is, infuriatingly, inconsistent with its commonly accepted meaning within the broader Pinochle lexicon. As the esteemed Dave LeVasseur succinctly put it, “Racehorse means that, after the winning bidder has named trump, that player’s partner passes cards across the table.” So, bear that in mind as we delve into this specific variant.

This version is played much like “double deck” Pinochle , but extended to six hands, with point values predictably inflated to dizzying heights.

Two teams are formed, and each player is dealt 20 cards. An additional four cards are dealt to the “blind” (kitty). Bidding commences with the player immediately to the left of the dealer, who is automatically obligated to bid a minimum of 500 points, setting a high bar from the outset. The winner of the bid then incorporates the blind cards into their hand, triumphantly declares trump, and displays their melds.

Around (1 of each suit)Twice around4 of a kind
Aces10010001000
Kings80800800
Queens60600600
10s or 9s000

Note: all runs, double, triple, and quadruple, marriages must be in trump. This restriction severely limits the opportunities for non-trump sequence melds.

Not trumpTrumpDoubleTripleQuadruple
Marriage2040300900the game
Pinochle40-300900the game
Run-150300900the game

The game then proceeds with the standard rules of play. Once the trick-taking is concluded, each team meticulously totals their points from the “count,” with kings , 10s, and aces each contributing ten points, while queens and jacks are, rather unceremoniously, worth zero. If a team’s combined count and meld fails to equal or surpass their bid, they “go set.” This punitive outcome results in the full amount of their bid being subtracted from the team’s score, and their trick count for that hand is discarded entirely. The opposing team, however, retains both their meld and their trick count, provided they managed to secure at least 10 points in the count, a small but important threshold.

Eight-player double-deck

For those who find four or six players simply insufficient, the eight-player double-deck pinochle variant emerges, a testament to humanity’s need for ever-larger social gatherings around a card table. Two full decks are dealt among eight players, forming four distinct teams. Team members are strategically spaced to prevent any illicit peeking at other hands. The game is typically played to a rather ambitious score of 5,000 points or even higher, guaranteeing a lengthy engagement. Beyond this, the core rules of four-player Pinochle generally apply, and any local variations may also be incorporated. A fascinating dynamic emerges here: with so many players, there’s an increased probability that when one team boldly declares trump, another team might possess an equally potent number of trump cards, leading to truly unpredictable and engaging gameplay. An optional scoring rule, for the truly extravagant, rewards a colossal 1,000 points for a “quadruple pinochle”—that is, all four jacks of diamonds and all four queens of spades in a single meld, a truly rare and game-changing event.

Alternate end games

The standard victory condition—reaching a certain score—is apparently not enough for some. Thus, alternative end games exist, injecting different dynamics into the final stages of play.

One such variation allows a team or individual to achieve instant victory, regardless of their current score, by taking all the tricks in a single hand. To pull off such a feat, the winning player or team must execute a flawless display of skill, meticulously preventing their opponents from capturing even a single, lowly (perhaps even zero-point) trick. This absolute victory is known as “pinochling,” a term that suggests a certain finality. Intriguingly, a player or team can pursue this “pinochling” victory even if they were not the highest bidder for the hand. They can also attempt it even if their bid, combined with the maximum possible trick points, could not normally be made. The only way for the highest bidding player or team to thwart such an audacious attempt by opponents is to “throw in” the hand before the first card is played, effectively conceding rather than risking an embarrassing sweep.

Another version of this, dramatically dubbed “shooting the moon,” can only be declared by the highest bidder before melding even begins. In this high-stakes variation, neither team lays down their melds, and, perhaps most strikingly, the partner of the high bidder does not participate in trick-taking, leaving the bidder entirely alone. If the high bidder miraculously succeeds in capturing every single trick, they have successfully “shot the moon,” and the game concludes immediately in their favor. However, if they fail to take even one trick, this is known as a “miss,” and the ambitious team instantly loses the entire game, a devastating and immediate consequence. A slightly less brutal variation assigns a point value of 1,000 or 100 for successfully shooting the moon, and an equal negative penalty for missing, allowing the game to continue, albeit with significant score changes.

When playing under “bid-out” rules, a team can, somewhat ironically, win without having to win a bid themselves. This occurs if their score reaches (and maintains itself above) the agreed-upon game-ending score, while their opponents fail to make their bid three times. This rather passive-aggressive victory is known as a “slide-out.” Not all versions, however, require the opponents to fail their bid three times for this threshold victory to occur.

Some versions include an “out backwards” contingency, a truly grim path to defeat. If a team’s score plummets into the negative equivalent of what the game-winning score is (e.g., -100 if the winning score is 100), they immediately lose the game, serving as a powerful deterrent against catastrophic bidding failures.

See also

For those with an insatiable curiosity for card games, or perhaps a masochistic desire for more rules and variations, consider exploring these related diversions:

Citations

One might assume that facts, especially those concerning card games, would be self-evident. Apparently not. This article, like so many others, has found itself in the perpetual state of needing “additional citations for verification .” One is encouraged to “help improve this article by adding citations to reliable sources ,” lest “unsourced material be challenged and removed .” The existential burden of proof, it seems, extends even to the trivial. (June 2018) (Learn how and when to remove this message )

Find sources: “Pinochle” – news · newspapers · books · scholar · JSTOR (June 2018) (Learn how and when to remove this message )

  • ^ Parlett 2008, p. 295.
  • ^ a b Morehead, Albert (1991). The New Complete Hoyle Revised. Doubleday. p. 329.
  • ^ Parlett 2008, pp. 295 & 303.
  • ^ Mozin 1820, p. 93. sfn error: no target: CITEREFMozin1820 (help )
  • ^ a b “History of Pinochle” in
  • Roya, Will (2021). Card Night: Classic Games, Classic Decks, and the History Behind Them. Black Dog & Leventhal Publishers. p. 145. ISBN 9780762473519.
  • ^ “Points about pinochle”. New York Sun . 11 February 1900. p. 28.
  • ^ Deborah Doyle (edited). Hoyle’s Official Rules of Card Games. Redwood: Dingley. 2000. Page 420.
  • ^ Pennycook (1982), p. 426.
  • ^ a b John Scarne , Scarne on Cards. Signet: New York. 1965.
  • ^ “Pinochle the New York craze”. St. Louis Post-Dispatch. 27 January 1889. p. 14.
  • ^ “Pinochle: Built on older card games”. Retrieved 10 January 2019.
  • ^ Powers, Madelon (1999). Faces Along the Bar. University of Chicago Press. p. 151. ISBN 978-0226677699.
  • ^ “Skat: Germany’s national card game”. Retrieved 10 January 2019.
  • ^ Rensselaer County Historical Society . Online Exhibitions: “Grüß Gott” in Rensselaer County: The Twentieth Century. 17 October 2002. Downloaded 12 February 2007.
  • ^ a b Joli Kansil. Bicycle Official Rules of Card Games. 90th Edition. Cincinnati: US Playing Card Company. 2004. Page 208.
  • ^ “Pinochle” in
  • 50 Card Games: 50 Popular Card Games for Hours of Fun. Igloo Books. 2018. p. 56. ISBN 9781784409852.
  • ^ McLeod, John. “Card Games”. www.pagat.com .
  • ^ a b c d e f Morehead, Albert; Frey, Richard; Mott-Smith, Geoffrey (17 September 1991). “Pinochle”. The New Complete Hoyle Revised (5th ed.). Doubleday. pp. 327–361. ISBN 0-385-24962-4.
  • ^ Grand Prix Tournaments
  • ^ Bicycle Official Rules of Card Games. 60th Edition. Cincinnati: US Playing Card Company. 1966.
  • ^ LeVasseur, Dave (12 August 2001). “Pinochle Rules, Six Card Racehorse”. Archived from the original on 24 June 2015.

General and cited references

  • Mozin, Dominique Joseph (1820). Nouveau Dictionnaire de Poche Allemand-Français et Français-Allemand, Volume 2. Stuttgart/Tübingen: Cotta.
  • Parlett, David (2008). The Penguin Book of Card Games. London: Penguin Books. ISBN 978-0-141-03787-5. OCLC 229463734.
  • Pennycook, Andrew (1982). The Book of Card Games. London; New York; Sydney; Ontario; and Auckland: Granada. ISBN 0-583-12910-2.

Wikisource has the text of the 1911 Encyclopædia Britannica article “Pinochle”.

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