Pinochle Deck

2021年4月20日
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Aviator® Pinochle playing cards are a special deck created specifically for the enjoyment of the Pinochle game. Rooted in family tradition for generations, Pinochle is similar to Bridge or Chess in how it rewards the player who takes chances and isn’t afraid of risk. Pinochle is most often played using a deck of 48 cards. These include two of the same cards of each suit in the ranking of ’nine’ to ace, which has the highest value in the game. The rules of the game will be the same whether you have 2, 3 or 4 players (though the number of decks required to accommodate each player will differ).
THE DECK
In Bruce’s 5 card (and 7 card) pinochle you use the standard 48 card pinochle deck. The cards rank as A (highest), 10, K, Q, J, and 9 (lowest). The A, 10, and K count as 1 point each during ’the play’ or ’taking tricks’, and are known as ’counters’. The Q, J, and 9 are known as ’non-counters’ or ’losers’.
THE DEAL
Each player cuts for the right to be the first dealer of the game, highest card wins the deal. If there is a tie, only the tying players cut again, until only 1 player remains.
The dealer shuffles the cards, then the player to the right cuts the deck. Dealer deals 1 card at a time, starting on his left. Each player receives 5 cards in 5 card pinochle, or 7 cards each in 7 card pinochle. After each hand is finished, the next player to the left becomes the dealer for the next hand.
THE BID
Starting with the player immediately to the left of the dealer and going clockwise, each player gets (only) 1 chance to bid. A player can pass if he does not desire to place a bid. A player bid depends on the number of points he thinks he can take from counting meld and taking tricks. Bidding can start as low as 1. The next player must beat the previous bid or pass. A player can bid as high as he desires. The winner of the bid gets to decide which suit will be trump for that hand. If everyone passes (highly unlikely), the dealer wins the bid for 1 point.
If the winning bidder does not make his bid at the end of the hand, he gets the bid subtracted from his score (goes back). He loses any points gained during the hand, either from counting meld or taking tricks. However, he does get to keep any points taken by 9’s of trump that he scored during the meld count.
THE DISCARD AND DRAW
After bidding is finished, the players then must decide which cards to discard, if any. . A player can discard as many cards as he desires, except in 5 card pinochle when there is more than 4 players, and in 7 card pinochle when there is more than 3 players. For example, in 7 card pinochle with 4 players, each player is only allowed to discard up to 5 cards. This is because you only have 48 total cards in the deck.
The dealer starts dealing out the replacement cards after the discard by starting with the player who won the bid, and then works clockwise. Each player receives (draws) the same number of cards as he discarded, so each player ends up with 5 cards when playing 5 card pinochle, and 7 cards if playing 7 card pinochle.
COUNTING MELD
The next step is for each player to count his meld. Each player must lay down his meld on the table for all to see. Here is the meld scoring chart:
4 Aces (different suits)10 points4 Kings (different suits)8 points4 Queens (different suits)6 points4 Jacks (different suits)4 pointsKing & Queen (trump)4 pointsKing & Queen (same suit, not trump)2 pointsA, 10, K, Q, J of trump (’a run’)15 points9 of trump1 point J Diamonds & Q Spades (’pinochle’)4 pointsBoth J Diamonds & both Q Spades (’double pinochle’)30 points
The 15 point run of trump includes the marriage within the run. The same card can be counted more than once for different types of meld, but not for the same type. For example, a single Q of spades can be counted in both a pinochle with the J of diamonds, and again in a marriage with the K of spades, but the same single Q of spades cannot be counted twice in two marriages with 2 K’s of spades, since marriages are of the same type of meld.
For a player to keep his meld, he must take at least 1 point during trick taking. The exception to this rule is the 9’s of trump. A player does not lose any points gained in counting 9’s in meld, even if he does not make his bid at the end of the hand. Thus 9’s of trump should be marked down separately on the score sheet from the rest of the meld.
TAKING TRICKS OR PLAYING OUT THE HAND
The winner of the bid plays the first card. He can lead any card he likes except trump, unless trump is all he has in his hand. Trump must not be led until it is ’broken’. The next player to the left then plays 1 card. Then the next player to the left plays 1 card, and so on, until each player has played a card, and the ’round’ is complete. Each player must follow the suit led, and must beat the card(s) that have been played previously in the round if possible. If he cannot follow suit, then he must play trump. At this point, trump is ’broken’. If he cannot follow suit nor play trump, then he can play any card he desires. He must always try and take the trick if possible. In other words, he must play a higher card in the suit that has been led and have been played, or if a player cannot follow suit, and trump has already been played, then he must try to beat the trump. However, a player must always play the suit that was led, if he has it, even if a previous player has played trump. The ’round’ ends when each player has played 1 card. The ’trick’ is taken by the player who first played the highest ranking card of the suit that has been led, or if trump has been played, the highest trump that was played first takes the trick. The player who takes the ’trick’ then leads in the next ’round’.
To clarify the above paragraph here’s an example. Let’s say there are 4 players, and the winning bidder has declared diamonds as trump for this hand. Trump has not been broken yet, so player 1 who has the lead in this round plays a 10 of clubs. Going clockwise, it is player 2’s turn. Player 2 has a Q and A of clubs. Player 2 has to play his A of clubs, since he must try and take the trick. Player 3 does not have clubs, so he has to play trump, if he has any. Player 3 plays a K of diamonds. It is now player 4’s turn. If player 4 has clubs, he must follow the suit that was led and play clubs. He can play any club he wants at this point, since the trump played by player 3 will take the trick, therefore player 4 can’t beat it. If player 4 has no clubs, then he must play trump. If he can beat player 3’s K of diamonds, he must do so. If player 4 has neither clubs nor diamonds, he can play any card he wants. In this example, player 4 does not have clubs, and only has one trump, the other K of diamonds, so he has to play it. Since player 3 played the first K of diamonds, he wins the round and takes the trick. Player 3 then leads the next round. Player 3 can lead with trump if he desires, because trump has now been broken.
When the rounds end or all cards have been played out, then each player counts his points taken. Only A’s, 10’s, and K’s count as 1 point each. Q’s, J’s, and 9’s have no value when counting up the points from taking tricks. The player who takes the ’last trick’ also receives 1 additional point. The game then continues with the dealing of the next new hand.
ENDING OF THE GAME
The game ends when a player reaches 50 or more points at the end of a hand. If more than 1 player reaches 50 or more points, and 1 of those players was the winning bidder, then the game goes to the winning bidder of that hand, no matter if the other player’s) have more points. This can make bidding quite aggressive near the end of the game. If none of the players with 50 or more points were the winning bidder, then the game goes to the player with the highest points. If there is a tie, then the game continues on only with the tying players until there is a winner.
THE RENEGE
If a player reneges, by drawing a different amount of cards than he discarded, or by not following the rules for taking tricks, then he has reneged, and ruined the hand. For example, if a player does not beat a card that has been played in a round when he could have, or played trump when he didn’t have to, etc, he has reneged. At this point the hand is over. The player who caused the renege loses all points for that hand, including all his meld (9’s of trump too), and goes back whatever the bid was for that hand. All other players get to keep their meld, but not any points taken during the taking of tricks.
Rules of Bruce’s 5 Card Pinochle and 7 Card Pinochle written by
Curtis Lee Hall.
This article is dedicated to the memory of
Bruce Alan Hall (1953 - 1989).
Bruce introduced the game of 5 Card Pinochle to our Hall family many years ago. I later introduced the 7 Card Pinochle variation. This increases the possibilities for scoring meld. Both games are a fast paced and exciting way of playing pinochle.Pinochle Rules
Pinochle is a trick-taking and melding game popular in the United States. The game is derived from a variation of Bezaique and was brought to America by German immigrants. The name ’Pinochle’ is a misspelling of the french word ’binochle’ which means ’eyeglasses’ or ’Two-eyes’, referring to the meld ’Pinochle’ which consists of a queen and a jack. Allegedly this refers to the fact that the game was originally played with a deck of cards where the queen of spades and jack of diamonds were depicted in profile, together showing two eyes. There are multiple variations of Pinochle in existence, each with differing rules and traditions, but the one on this site is a single-deck four handed partnership Pinochle. Pinochle is played with 4 players and a deck of 48 cards. The cards have two copies of each card rank and suit of ace (high), tens, king, queen, jack, and nines (low). note that unlike standard card games in Pinochle the tens are a high card, and will outrank the kings, queens, and jacks in trick taking. A single round in Pinochle consists of 6 phases.
*Dealing
*Bidding
*Exchanging
*Melding
*Trick-taking
*ScoringDealing
Pinochle is played in partnerships, with partners sitting opposite each other at the table. The first dealer is chosen at random, but then dealership passes clockwise around the table. At the start of each round every player is dealt 12 cards. The player to the left of the dealer has first bid (see below). Bidding
Once every player has been dealt 12 cards the auction begins. Here players bid the minimum number of points they believe their team can get during that round. The minimum bid is 250 points, and starts with the player to the left of the dealer. A player can either bid 10 or 20 points over the current bid, or pass. Once a player either passses or raises the bid the player on his left bids. A player that has passed on a bid is skipped and the player on his left bids instead. The last player not to pass wins the bid with the amount he last bid. If all players pass without bidding then the dealer makes the default bid of 250 points, and automatically wins the contract.
The winner of the bid has now won the right to:
*Declare the trump of the round
*Exchange 4 cards with his partner
*Lead the first trickWinning the auction
The player who won the auction must declare the trump for that round.
Next, the partner of the winning player must select and pass over exactly 4 cards from his hand to the winning player. The winner must then pass 4 cards back to his partner. There is no restriction on which cards are passed, but partners cannot communicate or consult with each other when selecting cards to pass. Passing cards is not optional, and each player must pass 4 cards. However the winning player can give back the cards his partner passed to him if he so chooses. The team that lost the auction cannot exchange any cards that round. Melding
All players will form melds from their hand for points. There are three classes of melds. A single card can be part of multiple melds in different classes, but can only be a member of a single meld in a given class. For example a queen of hearts can be a member of a ’Hearts marriage’ (Class 1 meld), and a member of ’Queens around’ (Class 3 meld), but cannot also be a member of ’Run’ (Class 1 meld) since it already appears in the hearts marriage. The points for the melds presented are tallied up and added to the score of that team for the round. The game will automatically form the highest scoring combination of melds from your hand and present those. Valid Melds
Betshop. The following are valid melds in Pinochle, and their respective point values: Class 1 melds:
*Run: Ten to Ace, all 5 cards in the current trump suit (H11 H12 H13 H10 H14). Worth 150 points.
*Run + King: A run with an extra king in the trump suit. (H11 H12 H13 H13 H10 H14). Worth 190 points.
*Run + Queen: A run with an extra queen in the trump suit. (H11 H12 H12 H13 H10 H14). Worth 190 points.
*Run + Marriage: A run with an extra royal marriage. (H11 H12 H12 H13 H13 H10 H14). Worth 230 points.
*Double run: Two runs in the trump suit. (H11 H11 H12 H12 H13 H13 H10 H10 H14 H14). Worth 1500 points.
*Dix: The nine of a trump. (H9). Worth 10 points.
*Royal marriage: King and queen of the trump suit. (H12 H13). Worth 40 points.
*Common marriage (or [suit] marriage): King and queen out of trump. (S12 S13). Worth 20 points. Double Deck Pinochle With BotsClass 2 melds:
*Pinochle: Jack of diamonds and queen of spades. (D11 S12). Worth 40 points.
*Double pinochle: Both jacks of diamonds and both queens of spades. (D11 D11 S12 S12). Worth 300 points. Class 3 melds:
*Aces around: One ace of each suit. (H14 S14 D14 C14). Worth 100 points.
*Aces abound: All 8 aces. (H14 H14 S14 S14 D14 D14 C14 C14). Worth 1000 points.
*Kings around: One king of each suit. (H13 S13 D13 C13). Worth 80 points.
*Kings abound: All 8 kings. (H13 H13 S13 S13 D13 D13 C13 C13). Worth 800 points.
*Queens around: One queen of each suit. (H12 S12 D12 C12). Worth 60 points.
*Queens abound: All 8 queens. (H12 H12 S12 S12 D12 D12 C12 C12). Worth 600 points.
*Jacks around: One jack of each suit. (H11 S11 D11 C11). Worth 40 points.
*Jacks abound: All 8 jacks. (H11 H11 S11 S11 D11 D11 C11 C11). Worth 400 points. Trick taking
Once melding concludes trick taking starts. The player who won the auction leads the first trick, and then the winner of each trick leads the next one. The player leading the trick can play any card they wish, but other players must follow the restrictions below:
*You must play a card in the same suit as the lead card.
*If you cannot play a card in suit, you must play a trump.
*If you can neither follow suit or play a trump then you can play any card you wish
*You must take the trick if doing so does not violate the above rules.Example: The trump is spades. Bill leads the trick with the queen of hearts H12. Lisa has neither hearts nor spades and so can play any card from her hand. You have the ace of hearts and ten of hearts H9 H10 H14. You must play either the Ten of hearts or the ace of hearts as they are both in suit and can beat the queen of hearts. Note that you must take the trick if you can even if your partner is currently winning the trick. Mike has no hearts but has a queen of spades S12. He must trump if able and thus takes the trick with his queen.
The round ends when all 12 tricks have been taken. What Is A Pinochle DeckScoring
At the end of the round the players tally up their scores. Every ten (10), king, and ace collected as part of tricks is worth 10 points, as well as the last trick of the round. Thus a team can get a maximum of 250 points in the trick taking phase by getting all 8 tens, all 8 kings, all 8 aces, and the last trick of the round.
If a team is unable to get any points during the trick taking phase then they get no points that round, regardless of how many points they earned during melding. If the non bidding team gets at least 10 points (any ten, ace, king, or the last trick) during trick taking then their meld points and trick points are addded to their total score from previous rounds.
If the bidding team earns enough points from their melds and trick taking to match or exceed their bid then all their points are added to the total score. If they fail to meet their bid then they have ’gone set’ and earn no points that round. In addition their bid is subtracted from their total score. Voluntarily going set
If, after melding, the bidding team’s bid is more than 250 points higher than their combined score they have gone set. The player who won the bid can at this moment throw in the hand. Doing this will cause them to go set, have their bid subtracted from their total score, the opposing team gets their melds added to their score, and the next round begins. The bidding team however can also choose to play the hand in the hopes of getting all 250 points avalible and causing their opponents to get 0 points for the round, somewhat lessening the damage. Teams can not throw in the hand under other conditions, if their bid is 250 points higher than their score or less they must play the hand.
Example:Bill won the bid at 330 points. After melding it is revealed that you and Bill only managed to get a combined 60 points. Since you can only get 250 points from the trick taking phase your team can never meet the 330 point bid, falling just short at 310 even if you get all the tricks. Bill decides that you cannot get all possible 250 points and throws in the hand. Your team loses 330 points and Mike and Lisa get whatever their melds are worth added to their total. The next round then begins. If Bill had so preferred he could have led the first trick and the round would have continued as normal. Winning the game
The game is won when either team has a total score of 1500 or greater at the end of a round. If both teams cross the finish line in the same round then the team who currently holds the bid wins regardless of the actual point values. Pinochle Scoring
Example 1: You and Bill end the round with 1500 points, while Mike and Lisa only have 1200 points. You and Bill win the game. Double Deck Partner Pinochle
Example 2: You and Bill end the round with 1700 points, while Mike and Lisa have 1600 points. Mike is the bidding player this round. Mike and Lisa thus win the game.
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