Pinochle
The Classic American Trick-Taking Game
What is Pinochle?
Pinochle is a classic American trick-taking game with a devoted following, especially popular among older generations. It combines melding (showing card combinations for points) with trick-taking (winning cards played during the round).
What makes Pinochle unique is its special 48-card deck with two of each card (9 through Ace in each suit). This creates interesting possibilities for melds and strategies!
48 cards: Two each of A, 10, K, Q, J, 9 in all four suits
Card Ranking (High to Low): A, 10, K, Q, J, 9
Note: The 10 ranks SECOND highest, above King!
Setup & Deal
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Form Two TeamsPartners sit across from each other. You and your partner work together against the opposing team.
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Deal the CardsDeal 12 cards to each player (3 at a time, 4 rounds). Place remaining 4 cards face-down as the "kitty" or "widow."
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Sort Your HandOrganize cards by suit and look for potential melds.
The Bidding Phase
Players bid for the right to name trump and take the kitty. Bidding starts at a minimum (usually 15 or 20) and goes up.
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Starting the BidPlayer to dealer's left bids first. Each bid must be higher than the last, or you pass.
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What You're BiddingYour bid represents the TOTAL points (melds + tricks) your team promises to make. If you don't make it, you lose that many points!
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Winning the BidWhen three players pass, the highest bidder wins. They take the kitty, name trump, and may exchange cards.
Count your meld points first, then estimate 10-15 trick points. Your bid should be your meld + expected tricks. Don't overbid!
The Kitty & Trump
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Take the KittyWinning bidder picks up the 4 kitty cards (now has 16 cards).
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Name TrumpDeclare which suit is trump. Usually pick your strongest suit with melds!
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Discard 4 CardsGive 4 cards face-down to your partner OR discard them. These count toward your tricks at the end!
Many versions allow passing 4 cards to your partner instead of discarding. Partner then discards 4. Great for sharing melds!
The Melding Phase
Before playing tricks, ALL players reveal their melds for points!
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Show Your MeldsLay out your meld combinations face-up on the table. Announce each meld and its value.
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Total Meld PointsAdd up points for all valid melds. Team meld totals are combined.
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Pick Up CardsAfter everyone has seen the melds, pick your cards back up. The same cards can be used for multiple different meld types!
A card can be part of melds in different CATEGORIES (one run, one marriage, one pinochle), but not two melds in the same category.
Playing Tricks
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Bidder Leads FirstThe player who won the bid leads the first trick.
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Must Follow SuitYou MUST play a card of the led suit if you have one.
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Must Beat If PossibleIf following suit, you must play HIGHER than the current winning card if you can. If trumping, you must overtrump if possible.
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No Suit? Must TrumpIf you can't follow suit and have trump, you MUST play trump!
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Win the TrickHighest trump wins. If no trump, highest of led suit wins. Winner leads next.
You must play to WIN if you can! This rule makes Pinochle unique - you can't duck or underplay when you're able to win.
Meld Types & Values
Type I: Runs & Marriages
Type II: Pinochles
Type III: Arounds (Four of a Kind)
Type IV: Special
Trick Points (Counters)
Certain cards captured in tricks are worth points:
Queens, Jacks, and 9s are worth 0 points. Only A, 10, K (and last trick) score. Total trick points always = 25.
Final Scoring
Bidding Team
Non-Bidding Team
In most versions, if a team wins NO tricks, their meld points don't count! You must "save your meld" by winning at least one trick.
Winning the Game
First team to reach 150 points wins!
Bidding Strategy
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Count Your Meld FirstKnow exactly how many meld points you have before bidding. This is your guaranteed minimum.
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Estimate Trick PointsWith strong trump and aces, expect 12-15 tricks. Average hands: 8-12. Weak hands: 5-8.
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Don't Overbid!Getting set (losing your bid) is devastating. Better to underbid and make it safely.
You can't see partner's meld, but with experience you learn to estimate. A supporting bid from partner suggests 4-8 meld points.
Trick-Taking Strategy
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Lead Trump Early (As Bidder)Draw out opponents' trump so your side winners are safe. Especially important with a long trump suit.
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Lead Aces in Non-TrumpAces are high! Lead them before opponents can trump in.
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Save Your MeldWin at least ONE trick to keep your meld points. Don't get shut out!
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Remember: 10 is Second HighestIn Pinochle, 10 beats King! A-10 is a powerful combination.
Common Mistakes
The kitty helps, but don't count on miracles. A 4-card kitty rarely adds more than 4-6 meld points.
10 beats King in Pinochle! Don't play King expecting to win when a 10 is out there.
If you win zero tricks, your meld doesn't count! Even as defender, fight for at least one trick.
Popular Variations
Use two 48-card decks (80 cards) for 4 players:
- 20 cards each, no kitty
- Melds can be MUCH larger (triple+ runs!)
- Points often in the hundreds per hand
- Play to 500 points
Play with just 2 players:
- Deal 12 cards each
- After drawing, you may meld
- No bidding - trump is determined by first marriage melded
- Play to 100 points
Faster version with meld exchange:
- After bidding, both partners share melds
- Bidder can give 4 cards to partner
- Partner gives 4 back
- Great for creating bigger melds!
Every player for themselves:
- Use 48-card deck, 15 cards each
- 3 cards in kitty
- No partnerships - all compete
- Bidder plays against both others
Adds bonus "check" points for special melds:
- Run = 1 check
- Aces Around = 1 check
- Double Pinochle = 2 checks
- Each check = bonus points at game end