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Pinochle

The Classic American Trick-Taking Game

šŸ‘„ 4 Players (Partners) šŸƒ 48-Card Deck ā±ļø 60-90 Minutes šŸ“Š Hard
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Objective
First to 150 points
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Two Score Types
Meld + Trick Points
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Contract
Must make your bid!
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Unique Feature
Double cards (two of each)

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!

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The Pinochle Deck

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

  1. Form Two Teams
    Partners sit across from each other. You and your partner work together against the opposing team.
  2. Deal the Cards
    Deal 12 cards to each player (3 at a time, 4 rounds). Place remaining 4 cards face-down as the "kitty" or "widow."
  3. Sort Your Hand
    Organize 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.

  1. Starting the Bid
    Player to dealer's left bids first. Each bid must be higher than the last, or you pass.
  2. What You're Bidding
    Your bid represents the TOTAL points (melds + tricks) your team promises to make. If you don't make it, you lose that many points!
  3. Winning the Bid
    When three players pass, the highest bidder wins. They take the kitty, name trump, and may exchange cards.
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Bidding Tip

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

  1. Take the Kitty
    Winning bidder picks up the 4 kitty cards (now has 16 cards).
  2. Name Trump
    Declare which suit is trump. Usually pick your strongest suit with melds!
  3. Discard 4 Cards
    Give 4 cards face-down to your partner OR discard them. These count toward your tricks at the end!
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Passing to Partner

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!

  1. Show Your Melds
    Lay out your meld combinations face-up on the table. Announce each meld and its value.
  2. Total Meld Points
    Add up points for all valid melds. Team meld totals are combined.
  3. Pick Up Cards
    After everyone has seen the melds, pick your cards back up. The same cards can be used for multiple different meld types!
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Meld Rule

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

  1. Bidder Leads First
    The player who won the bid leads the first trick.
  2. Must Follow Suit
    You MUST play a card of the led suit if you have one.
  3. Must Beat If Possible
    If following suit, you must play HIGHER than the current winning card if you can. If trumping, you must overtrump if possible.
  4. No Suit? Must Trump
    If you can't follow suit and have trump, you MUST play trump!
  5. Win the Trick
    Highest trump wins. If no trump, highest of led suit wins. Winner leads next.
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"Must Head" Rule

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

Runs (Sequences in Trump)
Run (A-10-K-Q-J of trump) 15 points
Double Run (both A-10-K-Q-J) 150 points
Royal Marriage (K-Q of trump) 4 points
Common Marriage (K-Q non-trump) 2 points

Type II: Pinochles

Pinochle Combinations
Pinochle (J♦ + Qā™ ) 4 points
Double Pinochle (both J♦ + both Qā™ ) 30 points

Type III: Arounds (Four of a Kind)

Around Melds
Aces Around (one A each suit) 10 points
Kings Around 8 points
Queens Around 6 points
Jacks Around 4 points
Double Around (all 8 of a rank) 10x normal!

Type IV: Special

Special Melds
9 of Trump (Dix) 1 point

Trick Points (Counters)

Certain cards captured in tricks are worth points:

Counter Values
Ace 1 point each
Ten 1 point each
King 1 point each
Last Trick Bonus 1 point
Total Available 25 points
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Simplified Counting

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

If Bid is Made
Meld Points + Trick Points Score the total
If Bid is NOT Made (Set!)
Lose the bid amount -Bid value

Non-Bidding Team

Defenders Score
Always score meld + tricks Full amount
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Must Win a Trick!

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!

Example Hand
Team A bid: 25 —
Team A meld: 18 —
Team A tricks: 14 —
Team A total: 32 (made bid!) +32 points

Bidding Strategy

  1. Count Your Meld First
    Know exactly how many meld points you have before bidding. This is your guaranteed minimum.
  2. Estimate Trick Points
    With strong trump and aces, expect 12-15 tricks. Average hands: 8-12. Weak hands: 5-8.
  3. Don't Overbid!
    Getting set (losing your bid) is devastating. Better to underbid and make it safely.
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Partner's Meld

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

  1. Lead Trump Early (As Bidder)
    Draw out opponents' trump so your side winners are safe. Especially important with a long trump suit.
  2. Lead Aces in Non-Trump
    Aces are high! Lead them before opponents can trump in.
  3. Save Your Meld
    Win at least ONE trick to keep your meld points. Don't get shut out!
  4. Remember: 10 is Second Highest
    In Pinochle, 10 beats King! A-10 is a powerful combination.

Common Mistakes

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Overbidding

The kitty helps, but don't count on miracles. A 4-card kitty rarely adds more than 4-6 meld points.

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Forgetting Card Ranking

10 beats King in Pinochle! Don't play King expecting to win when a 10 is out there.

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Not Saving Meld

If you win zero tricks, your meld doesn't count! Even as defender, fight for at least one trick.

Popular Variations

Double Deck Pinochle ā–¼

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
Two-Handed Pinochle ā–¼

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
Racehorse Pinochle ā–¼

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!
Cut-Throat (3 Players) ā–¼

Every player for themselves:

  • Use 48-card deck, 15 cards each
  • 3 cards in kitty
  • No partnerships - all compete
  • Bidder plays against both others
Check Pinochle ā–¼

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