Pinochle

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Pinochle

The jack of diamonds and the 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 required

Strategy
Social
skills
Teamwork
Card counting

Cards

48 (double 24 card deck) or 80 (quadruple 20 card deck)

Deck

French

Play

Clockwise

Card rank (highest to lowest)

A 10 K Q J 9

Playing time

1 to 5 hours

Random chance

Medium

Related games

Sixty-six,
Bezique, Marjapussi, Skat, Belote

Pinochle or Binocle (sometimes pinocle, or
penuchle) is a trick-taking game
typically for two, three or four players and played with a 48 card deck. Derived
from the card game bezique,
players score points by trick-taking and also by forming combinations of cards
into melds. It is thus
considered part of a "trick-and-meld" category which also includes a cousin, belote. Each hand is played in
three phases: bidding, melds, and tricks. The standard game today is called
"Partnership Auction Pinochle."

Contents

1 History

2 The deck

3 Partnership Auction
Pinochle

3.1 Dealing

3.2 The
auction

3.3 Passing
cards

3.4 Melding

3.5 Playing
tricks

3.6 Scoring
tricks

4 Game variations

4.1 Two-handed
Pinochle

4.2 Three-handed
Pinochle

4.3 Cutthroat
Pinochle

4.4 Four-handed
Pinochle

4.5 Five-handed and larger
Pinochle

4.6 Check
Pinochle

4.7 Double-deck
Pinochle

4.8 Racehorse
Pinochle

4.9 Double-deck Pinochle
for eight players

5 See also

6 References

7 External
links

[edit]
History

Pinochle derives from the game bezique. The French word
"binocle" also meant "eyeglasses".[1]
The word is also possibly derived from the French word, "binage", for the
combination of cards called "binocle".[2]
This latter pronunciation of the game would be adopted by German speakers.
German immigrants brought the game to America, where it was later mispronounced
and misspelled "Pinochle."[3]

Auction pinochle for three players has some similarities with the German game
skat, although the
bidding is more similar to that of bid whist.

During World War I,
the city of Syracuse,
New York outlawed the playing of pinochle in a fit of anti-German
sentiment.[4]
Pinochle was the favorite card game of American Jews and Irish immigrants, while
skat was the preferred game of a majority of German immigrants.

[edit]
The deck

A pinochle deck consists of two copies of each of the 9, 10, jack, queen, king, and ace cards of all four suits,
for 48 cards per deck. Aces are always considered high. Pinochle follows a
nonstandard card ordering. The complete ordering from highest to lowest is
A,10, K, Q, J,9. The game can also be played using standard ranking with
a simple change to scoring.

Originally, the deck had to be composed by combining two poker, piquet or euchre decks and removing
unneeded cards (a piquet deck does not have the 2-6, making it easier to modify,
and a euchre deck is exactly half a pinochle deck), but with the game's
popularity in the United
States in the early 1900s, a single boxed deck with the necessary cards was
marketed, and these specialized pinochle decks are now widely available in
similar styles to common 52-card counterparts. Variants of pinochle can be
played with five, six, eight or more players. These larger variations can
combine two pinochle decks called a "double deck". The double deck can also be
used when playing with 4 players; hand sizes, average scores and minimum bids
are doubled.

[edit]
Partnership Auction
Pinochle

[edit]
Dealing

The game is played with a pinochle deck of 48 cards and 4 players; one player
is the dealer.

After the shuffle, the dealer will offer a
cut to the player on their right, then distribute the cards. All the cards are
dealt in partnership pinochle. In variations for odd numbers of players like
three, a widow's hand' (also called a "kitty", "talon", or "stock") of
cards remain. Traditionally, the deal is done clockwise, dealing a packet of
three or four cards at a time, starting with the player to the left (the eldest
hand) and ending with the dealer. The deal rotates clockwise, so the dealer's
left-hand opponent will deal next.

Some players use a house rule that if a player receives a hand with an
abundance of nines (variously, "a hand of 6 nines, or 5 nines and no meld", or
"4 nines and no Aces, or 5 nines and only one Ace", for example), they can toss
in their hand and declare a misdeal; the cards are then re-dealt by the same
dealer. An accompanying rule sometimes limit the number of re-deals to
three.

[edit]
The auction

In auction pinochle, players bid for the points they predict their hand could
earn. The highest bidder earns the right to declare the trump suit. One of the players,
usually the player to the left of the dealer, or the dealer themselves, is
obligated to open with a first bid. The size of bids is based on the point scale
and number of decks used; traditionally, points are in multiples of 10, thus a
minimum opening bid might be agreed to be 100[5]
or 250.[3]
However, many alternate scoring rules drop the unnecessary trailing zero; in
that case, bids of 10 and 25, respectively, have the same value. When a player
has the turn to bid, the player may do either of the following:

Make a new bid, or

Pass.

Each bid must be greater than the previous one, and be a multiple of 10 or 25
(if playing without trailing zeroes, the bid must be one or two greater
respectively). When a player passes, they can no longer bid. The auction ends
when all subsequent players in rotation have passed after the last bid. The last
bid becomes the contract. The player that made this final bid will then
declare trump in the suit that is desired. In some house rules, trump cannot be
declared in any suit not containing a run, marriage or dix
meld.

In order for the winning bidder to win the hand, the combined total of
melding and trick points must be equal to or greater than the
winning bid. Thus bidding involves anticipating the points that will be
accumulated from melds and from the points accumulated from winning tricks. If
the combined score is lower than the bid, then the bidding team or player has
been set. This means that the total bid amount is subtracted from the
total game score, often accompanied by losing the points scored in meld for that
hand as well. This can result in a negative score.[5]

A related though different style of bidding is for the players to bid
individually, and partners' bids are then summed. The winning bid only decides
trump; both (or all) teams' bids become their contract, meaning any team can
score or be set. This creates a more balanced game. A house rule often used with
this style of bidding is that a player or partnership must have a minimum number
of meld points (usually 20 or 200 depending on point scales) in order to bid,
and if it is discovered that they do not, a mis-bid is declared and the team's
contract is null, with or without a penalty.

[edit]
Passing cards

In some versions of Pinochle, after the bid has been taken and trump declared
in a partnership game, the bid winning team exchanges cards. It may be two,
three, or four cards, depending on the version of the game. The partner of the
bid winner passes first. The objective of the partner is either to add to the
total points in meld or to pass trick-winning cards. After receiving the cards,
the bid winner examines what will create the strongest hand and then discards an
equal amount of cards back to their partner. A variation is for the bid winner
and partner to exchange the designated number of cards simultaneously, or for no
passing to occur.

[edit]
Melding

Melding consists of displaying specific combinations of cards to all players.
Typically this is done by placing the combination of cards face up on the
playing surface until all players have had the opportunity to examine them. All
players meld after the bid winner shows meld first. The types of melds include
arounds, marriages, flushes and pinochles. These
melds are placed under "headings" where a card which is melded under a
particular heading can be used again under another heading, but cannot be melded
again under the same heading.

{NOTE: trailing zeros in the counting of meld may be done consistent with
the bidding process}

The group melds containing four of the same face cards – ace, king,
queen or jack – must include one card from each of the different suits. They are
scored as follows:

"100 Aces" or "Aces around" - 4 aces of different suits - 100 points

"80 Kings" or "Kings around" - 4 kings of different suits - 80 points

"60 Queens" or "Queens around" - 4 queens of different suits - 60
points

"40 Jacks" or "Jacks around" - 4 jacks of different suits - 40
points

A player holding all eight aces, kings, queens or jacks is called a double
around (or double aces, double kings, etc.). This hand is worth 10 times the
value of a single around. For instance, a kings double around is worth 800
points.

The marriages and flush are the sequence melds:

"Trump Marriage" - king and queen of trump suit - 40 points

"Marriage" - king and queen of a suit other than trump - 20 points

"Flush", "Family", "Rope", "Book", or "Run" - A 10 K Q J of trump
suit only - 150 points. Similar to the arounds, a double run – or two runs in
trump in the same hand – is worth 1500 points.

"Dix" (pronounced "deece") – nine of trump – 10 points

note - A marriage in each suit is worth 240 total points, which is nothing
more than the sum of the marriages, plus kings around and queens around. As a
shortcut, this is called a "roundtable", "marriages around", "Round House", or a
"Round Robin".

The pinochle and dix are the "special melds", the pinochle being the game's
namesake.

"Pinochle" - jack of diamonds and queen of spades - 40 points.

"Double pinochle" - both jacks of diamonds and both queens of spades - 300
points.

"Dix" (pronounced "deece") – nine of trump – 10 points

In the most common form of the game (see variations below), any one card may
be used in only one meld of each type. Thus, a queen card can be used in one
marriage with one king, regardless if the player has the other king of the same
suit. However, a queen can be used to score a marriage and a pinochle if the
player also has the correct jack.

After the melds are displayed, the points are counted and the teams total
their individual meld scores to form a team score. The standard melds are as
follows:[6][7]

Meld Name

Example

Point Value

Run in Trump

(A 10 K Q J)

150

Double Run in Trump

(A A 10 10 K K Q Q J J)

1500

Marriage in Trump

(K Q)

40

Marriage in Non-Trump

(K Q)

20

Hundred Aces

(A♠ A♥ A♦ A♣)

100

Thousand Aces

(A♠ A♠ A♥ A♥ A♦ A♦ A♣
A♣)

1000

Eighty Kings

(K♠ K♥ K♦ K♣)

80

Eight Hundred Kings

(K♠ K♠ K♥ K♥ K♦ K♦ K♣
K♣)

800

Sixty Queens

(Q♠ Q♥ Q♦ Q♣)

60

Six Hundred Queens

(Q♠ Q♠ Q♥ Q♥ Q♦ Q♦ Q♣
Q♣)

600

Forty Jacks

(J♠ J♥ J♦ J♣)

40

Four Hundred Jacks

(J♠ J♠ J♥ J♥ J♦ J♦ J♣
J♣)

400

Pinochle

(J♦ Q♠)

40

Double Pinochle

(J♦ J♦ Q♠ Q♠)

300

Dix in Trump

(9)

10

Because all of these values are multiples of ten, you can arrive at
simplified values by removing the trailing zero from each point total. For
instance, a Pinochle has a simplified score of 4, a double Pinochle would score
30.

[edit]
Playing tricks

In playing cards for tricks, there are strict rules of forced play, which
limit a player's ability to strategically retain high cards: The high bidder
leads the play with the first card, which can be any card in the contract
winner's hand, although some rules require the first card led to be a trump card. Then there
are two variations of following suit depending if you are playing post-1945 or
pre-1945 rules.

Pre-1945 rules: Every player must follow the lead suit if possible. Usually
every player must play a winning card against those played so far, if it is
possible to do so, even when the current player expects a later player to win
the hand with a better card. The only exception is if a player played a trump
card when trump was not the suit led. In that case, those following that player
may play any card of the lead suit, since they must follow the lead suit but are
already losing to the player who played trump. So if a player can play a card in
suit, higher than any played so far, the player must do so, even if the player
expects to lose to a later played card. Likewise, if a player cannot follow
suit, but has trump, they must play trump. Again, if a player does not have any
cards of the lead suit and can play a trump card higher than any other trump
played so far, the player must do so, even if the player expects that a later
player will beat the card. If another trump has already been played that a
player cannot beat, then they can play any trump in their hand, but they still
must play a trump card if they can. Only when a player has no cards in suit, and
has no trump, can the player choose to play any card in their hand.

Post-1945 rules: Most books today say that unless trump is led you need not
try to win the trick. It is only when trump is led that "heading" the trick is
mandatory. In pinochle circles and tournaments the post-1945 rules are played
about 50% of the time according to Pagat and Hoyle.[8]

If two identical cards are played, the first one outranks the second.

After the first trick, the winner of each trick leads the first card for the
next trick, until all the cards are played.

[edit]
Scoring tricks

Points are scored based on the tricks won in the hand. There are several ways
to count up the points for play, but they always add up to 250 points. The last
trick is always worth 10 points. The classic counting system of Pinochle is
where aces are worth 11, tens are worth 10, kings are worth 4, queens are worth
3, jacks are worth 2, and nines are worth zero. This method takes longer to
count the score at the end of each hand. A simpler method is to count aces and
tens for 10 points, kings and queens for 5 points, and jacks and nines are worth
zero.

An even simpler method has aces, tens, and kings worth 10 (and known as
"counters"), and everything else zero ("garbage"). Since all points are
multiples of ten in the third method, most players drop the redundant zero.
Aces, tens, and kings won in tricks are worth one point. The meld scoring can
also avoid the zero in the tenth place. Melds like 1,000 aces are thus worth
100. The terms "1,000 aces", "800 kings" and so on are often used, even though
the point values are one-tenth.

Method 1

Method 2

Method 3

Method 4

Aces (A)

11

10

10

1

Tens (10)

10

10

10

1

Kings (K)

4

5

10

1

Queens (Q)

3

5

0

0

Jacks (J)

2

0

0

0

Nines (9)

0

0

0

0

Last Trick

10

10

10

1

[edit]
Game variations

[edit]
Two-handed Pinochle

Two-handed Pinochle is the original Pinochle game, while partnership,
auction, and all other variants are derivatives from it. It is the game most
similar to the original Bezique game, whence Pinochle
derived. The only significant difference in its rules from Bezique is the scoring.

The original version of Pinochle involves a partial deal of twelve cards to
both players in sets of four, leaving a stock of 24 cards. A player can score
one meld after each trick won of the first 12 tricks. Melded cards can even be
used to win tricks. After each trick, players draw one card from the stock into
their hand starting with the trick-winning player. For the last 12 tricks, melds
are taken into each player's hand and are no longer announced by the player who
wins the trick. The traditional trick-taking rules apply only for these last 12
tricks.

In variations of two-handed play, no cards are initially dealt, a distinction
from all other variations. Instead, the entire deck is placed face-down on the
playing surface between the two players to form the widow. One player begins the
hand-building process by drawing the top card of the widow. The player can
either keep that card for her or his hand or reject the card. If the player
chooses to hold the initial card, the player then draws a second card from the
widow, then places it face-down, without looking at it, creating a discard pile.
If the player rejects the first card, the card becomes the first card in the
discard pile. The second card drawn from the widow must be kept, regardless of
whether she or he preferred the first card. Players alternate turns in this
hand-building process until all cards are chosen.

With bidding, the player winning the bid declares trump, then lays all meld
face-up on the table. The other player shows her or his melds as well. Meld
points are tallied, and players return meld cards to their hands. Some varieties
accept a "Round house", kings and queens of each suit, and earn a bonus 10
points awarding a total of 250 points.

Trick-taking commences and continues until all held cards have been played.
One variation has no "leading" requirement for the bid winner or subsequent
trick winner to lead a specific card, however the rules of "following" are still
observed.

When adding counters, cards from each player's discard pile are included in
totals for a total of 240 counters per round, plus one counter for winning the
final trick. One variation to make it more difficult for the bid-winning player,
the discard pile created by drawing cards is used by the non-bidding player to
score towards tricks.

[edit]
Three-handed
Pinochle

Each player plays for himself. The dealer deals 15 cards to each player and
three cards to the widow—a separate pile in the middle.

All players review their cards and silently count meld, determining their
bids. The player to the dealer's left initiates the bidding process. If the
player has a meld, he or she is required to open the bidding; otherwise, they
may pass or bid. If he or she passes, the obligation to bid passes to the next
player, if meld is held. Once a player passes, he or she is out of the
auction.

Bidding begins at 300, or 250 for an easier game, and increases in multiples
of 10. The highest bidder wins the auction and turns up the three-card widow for
all to see. The three widow cards are placed in the bid winner's hand. The bid
winner then declares trump and lays down meld. The other two players also lay
meld face-up for count. After the appropriate points have been tallied the bid
winner must set aside any three cards that have not been melded, though if not
enough cards remain in the hand they may be taken from melded cards. This will
reduce the bid winner's hand to 15 cards. For all three players, meld is now
returned to each respective player's hand, and the round is played. During the
round, a player must take at least one trick to "save one's meld", even if the
trick contains no points; otherwise, no meld points will be counted for that
player during that round.

After all tricks are taken, counters are tallied for each player. The three
discards by the highest bidder count toward their counter score for the hand, so
there is always a total of 250 points for the trick score among the three
players. If the highest bidder fails to make their contract by adding meld
points and trick points from the play, then their score is negative the amount
of the bid for that hand.

After viewing the widow, the highest bidder may concede the hand and take
a negative score for the amount of his bid; however, they still must name
trumps and the other two players score their meld. Conceding the hand does
save the trick points opponents would score playing their hands, although
opponents will not have an opportunity to lose their meld by failing to take a
trick.

A player may not attempt to play the hand for more than 250 points. For
example, if the bid is 350 and a player has only 80 points in meld, that
player is forced to concede. If a player is about to win, it may have been
worthwhile to play the hand and try to deny that player a trick. Remember, the
decision to concede a hand must be made before seeing the opponents'
meld.

A player forced to take the bid for 300 points may choose to concede
without viewing the widow. His score is lowered by 300 points, and the
opponents score nothing for the hand. This strategy is useful when another
player is close to winning.

The widow can often salvage a hopeless hand, so it pays to look when
nobody is close to winning.

The game is won when one player reaches 1000 points. It is possible for two
or all three players to go over 1000 on the same hand. There are 3 methods of
resolving ties:

"Highest Score": If there's a tie, play another hand. This is the least
desirable method.

"Overtime": The game is extended and is now a contest to 1250 points. If
two players exceed 1250 points on the same hand, the contest lengthens to 1500
points. This rule holds regardless of score fluctuations (players "going
minus" - failing to reach their bid amounts - and falling below 1000
points.

"Bid and Out": If two players exceed 1000 points on the same hand, then
the high bidder for that round automatically is declared the winner. If two
non-bidders exceed 1000 points on the same hand (extremely rare), then Method
#1 or Method #2 would apply. The advantage of this method is that it very
interesting when two or all three players are close to 1000 points.

Renege Any time a player accidentally misplays during the play portion
of the hand, it is called a renege. There are various forms of misplay:

playing out of suit

sloughing on a trick when you hold trump in your hand

playing out of turn

failure to discard 3 cards prior to the play portion of the hand - this
constitutes a renege if bidder has led to the first trick

purposely exposing any portion of your hand to another player (during the
play portion of the game for all players and also during the meld *portion of
the hand for nonbidders with the exception of meld cards)

failure to kill

any other action that disrupts the harmony of the game.

If the bidder reneges, he automatically takes a double set and the amount of
his bid is subtracted from his score. The 2-opposing players get to count their
meld points and the remainder of the hand is thrown in.

If either of the 2 nonbidders accidentally misplay, the bidder automatically
makes his bid. The bidder gets to score the amount of his bid and his meld, the
player that misplayed loses all meld and takes a single set, and the third
player scores only his meld.

[edit]
Cutthroat Pinochle

Similar to Three-handed Pinochle, Cutthroat is a simple modification. The
dealer deals the entire deck out (16 cards to each player), in packets of 4. The
player to the left of the dealer begins the bidding once meld has been silently
determined by all players. Play continues normally in terms of scoring and trick
taking, according to house rules. The only way to win in Cutthroat Pinochle,
however, is to "Bid and Out," or to have taken the bid and surpassed the
predetermined winning score. It is then possible for multiple players to go over
the winning score, yet if none has taken a bid and met the resulting contract, a
win has not happened and play continues. It is also possible for a person to
lose with the high score if they do not take a winning bid.[citation
needed]

[edit]
Four-handed Pinochle

Four-handed Pinochle, or partnership Pinochle is played with
two teams consisting of two players each. Partners are seated opposite from each
other. Each player is dealt 12 cards. The opening bid is typically 150, but can
be a higher agreed on value. All four players may bid. Both the bidder and his
partner have their score count towards making the contract. High bidder names
trump. There typically is no kitty. With a kitty, the four cards are
distributed, one to each player, by the bid winner. Each hand must meld
separately: If your partner has a spade marriage, you may not put down the
diamond jack for a pinochle; you must also have a spade queen. As in the
three-handed version, the first player is forced to bid when holding meld. Play
is often to 1000 but can increase to 1500 during partnership.

Optional rules for partnership Pinochle include forcing the dealer to bid
190, or some other agreed amount, if the first 3 players pass initially because
they have no meld. In another variation, the winning partnership must, before
melding, exchange 3 or 4 cards from each of their hands. This version is usually
played to 1500. A player may announce they will "Shoot the Moon", declaring to
all the other players that they are going to attempt to capture all the tricks
in the current hand. If so, they earn 1,000 points and win the game. If they do
not, they subtract 1,000 points from their score. This must be declared just
before the tricks are going to be played out. Some versions give the game to a
team which successfully 'shoots the moon', others automatically give 250 points
for this no matter what the bid was.

[edit]
Five-handed and
larger Pinochle

Games with five hands or more typically modify partnership Pinochle in a
variety of ways. With an odd number of players, the bidder asks for a desired
card to be lead and played by the player who will be their partner for that
hand. Everyone else plays against the team. In larger groups, one or more
players can sit out each hand allowing the remaining players to follow the
appropriate rules for the respective number of players.

[edit]
Check Pinochle

This is a gambling variant of three-hand. It is the same as to 1000, except
that you keep track of "checks". If you are playing $1 stakes, each check you
gain means that the other 2 players owe you a dollar. The following events cause
a gain/loss of checks.

Flush or run +1 check

Aces +1 check

Roundtable +2 checks (marriage in each suit)

Note that checks for meld can be earned either by the bidder or
non-bidder. Checks are kept even if you do not make your bid or "throw it
in".

Looking at the "talon" and losing the hand (either by conceding or
playing) -1 check

Playing the hand and losing -1 additional check (optional)

Not looking at the talon and conceding 300 points. - no gain or loss of
checks (happens when forced to bid)

Double marriage (2 marriages in same suit) +1 check (optional)

Double pinochle +1 check (optional)

Double Aces, Double Kings, Double Queens, or Double Jacks +2 checks
(optional)

Winning the game +5 checks or +10 checks

7 nines +5 or +10 checks (optional) (do not need to win the bid to get
credit)

[edit]
Double-deck Pinochle

Double-Deck Pinochle is played with 2 Pinochle decks, minus the nines. This
makes for an 80 card deck.

Play is similar to regular Pinochle, except 20 cards are dealt to each person
and minimum bid is increased to 500 points. In some variations, bids are made in
increments of 10 or more points until 600 is reached, then by 50 points. This
version often features "meld bidding", a bid to your partner letting them know
what you have in your hand. This can be any numerical bid, and it is advised
that you talk to your partner before the game so you have a better understanding
of what their bids mean. For instance, a bid of "510" after an opening bid of
"500" by the first bidder could signal "aces around" (but ONLY in this specific
bid sequence). Alternatively, this could mean that the bidder is asking for meld
from their partner (anytime a player bids 10 more than the player before them).
A bid raise of 20 or more is to let your partner know what you have in your
hand. Remember, it is best for all to talk to your partner before the game
begins. You may not use a passing bid of "by me" to signal ten points held. The
only communication during bidding should be a numerical number or "pass". Any
other way of communicating is called "talking across the table" and is
forbidden.

[edit]
Racehorse Pinochle

Note that this use of the term "racehorse" is inconsistent with the
commonly understood meaning of the term when applied to Pinochle. As aptly
summarized by Dave LeVasseur: "Racehorse means that, after the winning bidder
has named trump, that player's partner passes cards across the table"[9]

Played much as the same as "double deck" but to 6 hands, the point values are
inflated.

Two teams are formed, 20 cards are then dealt to each player and 4 cards are
dealt to the blind. Bidding commences with the person immediately to the left of
the dealer automatically bidding 500. The winner of the bid includes the blind
into his hand, calls trump and melds.

Around (1 of each suit)

Twice Around

4 of a kind

Aces

100

1000

1000

Kings

80

800

800

Queens

60

600

600

10's or 9's

0

0

0

Note: All Runs, Double, Triple, and Quadruple, Marriages must be in
Trump.

Not Trump

Trump

Double

Triple

Quadruple

Marriage

20

40

300

900

the game

Pinochle

40

-

300

900

the game

Run

-

150

300

900

the game

The game continues with the standard rules of play. When the play is over
each team adds up their points in the count with kings, 10s, and aces
worth ten points, while queens and jacks are worth zero. If a team count plus
meld does not equal their bid, they "go set". By going set the amount of the bid
is subtracted from the teams score and their count is discarded. The other team
retains both their meld and their count provided they took at least 10 points in
the count.

[edit]
Double-deck
Pinochle for eight players

Two full decks are dealt between eight players, forming four teams. Team
members are spaced so that they are not able to see any other hands. The game is
usually played to a score of 5,000 or higher. Other than this, the four player
rules apply, and any variations may also be used. There is an increased
possibility that when one team declares trump another team may have an equal
number of trump also, which may lead to an interesting game. An optional scoring
rule rewards 1,000 points for a quadruple pinochle--four jacks of
diamonds and four queens of spades in a meld.

[edit]
See also

Belote

Bezique

Marjolet

[edit]
References

^ French wiktionary entry for
"binocle"

^ Deborah
Doyle (edited). Hoyle's Official Rules of Card Games. Redwood: Dingley.
2000. Page 420.

^ a
b
John Scarne. Scarne
on Cards. Signet: New York. 1965. Pages 310-311.

^ Rensselaer
County Historical Society. Online Exhibitions: "Grüß Gott" in
Rensselaer County: The Twentieth Century. 17 October 2002. Downloaded 12
February 2007.[1]

^ a
b
Joli Kansil. Bicycle Official Rules of Card Games. 90th Edition.
Cincinnati: US Playing Card Company. 2004. Page 208.

^ Morehead, Albert (1991). The New Complete Hoyle
Revised. pp. 329–361.

^ "Partnership Pinochle Rules". Bicycle Playing Card
Company. http://www.bicyclecards.com/game-rules-results-pages-32.php?browse_by_type=Pinochle&pid=210. Retrieved 2011-01-10.

^
Card
Games

^ Pinochle Rules, Six Card Racehorse

[edit]
External links

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

American Pinochle Association

National Pinochle Association

Comprehensive Pinochle Documentation

Detailed Pinochle Rules and Free computer game

Retrieved from "http://en.wikipedia.org/wiki/Pinochle"

Categories: Ace-ten card
games | Anglo-American
playing card games

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