Play Pinochle

Double deck Pinochle is a 4 player card game. There are two teams of two players, with partners sitting across from each other. Points are scored in two ways: via 'melding' and 'trick taking'. After cards are dealt, players combine their cards into particular patterns - called 'meld' - to earn points. Pinochle has several unique elements not found in other trick taking games: - Before playing the hands, players form melds (runs, marriages, pinochle, sets) which are added to their score. Played with a double (and sometimes quadruple) deck of cards: A 10 K Q J 9 - Players are required trump when void and over trump if they can. Pinochle is one of the popular card games to note. It is fun to play with when you are bored or want to socialize with other people. On the other note, it can be played for money, be it the small or big stakes. This game uses a 48-card pack and the ultimate goal is to win tricks. Here is a tutorial on how to play pinochle using the website: fun brainteasers and IQ puzzles: https://www.PuzzleMaster.ca?. Join Pinochle groups Related topics: Card Games; Double Deck Partnership Pinochle; Pinochle: Friendly Players Only; Playing Cards; Cards; More Pinochle; pinochole; Game Night; Learning to play Pinochle; Spades.

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  3. Play Pinochle Ok
  4. Play Pinochle Online With Other People

Welcome to our beginner’s guide to the family-fun card game “Pinochle” (Fletcher style). This version of Pinochle described is a nearly traditional form of four-handed Pinochle. I wanted to create a simple beginner’s guide to help first-timers learn to play.

Pinochle is a card game of bidding and playing for tricks, with team members. Points are awarded for melds and wining point-cards. It’s a race between teams to a point count of 250.

A Pinochle deck can be built from two sets of standard poker decks, only using cards of 9, J, Q, K, 10, and Aces. This means there are two of each card, for example, you’ll find two 9, two A♠, etc. Another quick note about this 48-card deck – the order of power goes (lowest to highest) 9, J, Q, K, 10, A. I know you’ll be saying “why is the 10 out of place?” Not sure where that comes from, it’s just the way it is – something to make life interesting I guess. Pinochle consists of three major phases:

Bidding -> Melding -> Trick Play

BiddingMeldingTrick Play
Estimating Meld PointsBid-winner declares Trump suitBid winner plays first
Bid for TrumpThen, bid-winner’s partner passes 4 cardsHere’s where you fight for tricks/point cards
– Where Trump is the chosen POWER suitBid-winner passes 4 cards backTrump suit beats other suits
all members lay down meld combosFollow suit, then trump, else any other card
Partners try to send point cards
Point cards – equally 1 point (K, 10, A)

When you want to bid – There are general guidelines when you would/or would not bid. Generally, you count (estimate) the meld points in your hand, add that to the potential trick points you think you could pull and that is the maximum bid you should go to. There is a nice feature that the bid-winning team gets to pass 4 cards from supporting member to the bid-winner, then the bid winner passes four back. This can dramatically help develop power in your trump and additional meld points. Certainly, there is strategy but much in chance.

Bidding –A very important phase allowing each team the opportunity to wager on the Trump suit, gaining a significant advantage in getting more points in melds and trick play. Starting with the person to the left of the dealer, each player can Pass, Bid-or-Bunch, or Open (opening starts the bid at 25). If no player opens, then the cards are re-delt. If at least one player opens, the opposing team is allowed to counter by sequentially increasing the bid until one team gives in a Passes. The winner of the bid get the honor of choosing the Trump suit.

Melding –Meld are points you acquire before the trick play begins. Meld and trick play points are added together. If that sum is greater than or equal to your bid, your team wins that hand and the points are added to your total. Same goes for the non-bid-winning team, albeit the numbers are generally much smaller. During the meld phase, all players lay down their melds for review and counting. Below are the meld combinations to look for during the bidding and melding phase.

Meld Point Combinations

Simplified
Meld NameExamplePoint Value
Family(A 10 K Q J)15
Double Family(A A 10 10 K K Q Q J J)150
Marriage in Trump(K Q)4
Dix in Trump-91
Hundred Aces(A♠ A A A♣)10
Thousand Aces(A♠ A♠ A A A A A♣ A♣)100
Eighty Kings(K♠ K K K♣)8
Eight Hundred Kings(K♠ K♠ K K K K K♣ K♣)80
Sixty Queens(Q♠ Q Q Q♣)6
Six Hundred Queens(Q♠ Q♠ Q Q Q♦ Q♦ Q♣ Q♣)60
Forty Jacks(J♠ J J J♣)4
Four Hundred Jacks(J♠ J♠ J J J J J♣ J♣)40
Marriage in Non-Trump(K Q)2
Pinochle(J Q♠)4
Double Pinochle(J J Q♠ Q♠)30

Trick Play – After all melds are displayed, counted, and picked up, the bid-winner leads the first card. Each team is fighting for the most tricks/point cards. A trick consists of one round of each player playing a card, clockwise from the player that starts the trick. General notes:

  • point cards are K, 10, and Ace (1 point each). These are totaled at the end of trick play.
  • Total points available are 25. There are 24 point cards and last trick gets 1 point
  • Trump suit always beats non-trump cards, regardless of card value
  • each player must follow suit from the first card led
  • if no cards left in led suit, you must play a trump
  • if neither above, then you can play any remaining card
  • a team partner wants to pass point cards to their partner’s winning card
  • if you have a card that can win the hand, you must play it

Additional Notes – there are many subtleties around this fun game, most can be learned from more experienced players (or in more detailed instructions online) 🙂

Shooting the Moon = if you’ve bid up, but failed to get meld points you expected, you can say “I’m gonna shoot-the-moon!” This implies you (bid winner) will take every trick. You do not show any melds, opposing team does. If you shoot the moon, you can earn 50 points!!!

Pinochle

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Bid-or-bunch = this is a bidding option that says, “I don’t really like my cards and want a re-deal, but if someone else bids, I’ll bid.” If all players say either pass or bid-or-bunch, then the cards will be re-dealt. This is a pass-cheat… 🙂

Card Passing = after your bid winner chooses trump, you can be thoughtful of your passing cards. If trump is spades, you might assume they have queens and might want to pass any Q♠ and J (you just might make a double Pinochle for 30 points), otherwise pass the obvious trump cards and Aces 🙂

5/6 Nines = if you are dealt five nines (and no meld points) or six nines, you are able to toss in your cards and force a re-deal 🙂

Free Pinochle With Computer Only

Have fun and good luck!

Computer

Written by Bryan Fletcher

For all three difficulty levels the cards are dealt completely at random to you and to the computer players. Computer players are not given any special advantage and they do not know what cards are in your hand or in any of the other players' hands. The difference between the easy, standard, and pro players is their memory of what cards have been played and their strategies used to choose their plays. If you are finding that the computer is beating you, you will likely benefit from understanding how the computer chooses its next move.
Bidding:Generate a maximum willing bid by picking a random number. Increment the bid until it is above the maximum willing bid, then pass.
Declaring Trump:Declare trump suit with whichever suit has the highest sum of card values.
Passing Cards To Declarer:Pass a random set of cards.
Passing Cards As The Declarer:Pass a random set of cards.
Trick-Taking:Play a random legal card.

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Standard Computer Strategy
Bidding:Simulate many rounds with cards randomly dealt to standard strategy players. Set the maximum willing bid at the round score achieved in more than 83% of the simulations.
Declaring Trump:Simulate many rounds with cards randomly dealt to standard strategy players. Pick the trump suit that resulted in the highest willing bid.
Passing Cards To Declarer:First prefer not to pass any cards that result in a meld score for your hand. Then, prefer to first pass highest trump cards. Then prefer highest non-trump cards.
Passing Cards As The Declarer:First prefer not to pass any cards that result in a meld score for our hand. Then, prefer to first pass non-ace cards that would make us void in a suit, then prefer non-trump kings, then non-trump queens, then jack of diamonds (except if just received from partner), then lowest non-trump cards, then lowest trump cards. Finally, if necessary, we would choose to pass the cards that contribute the least amount of points to our meld score.
Trick-Taking When Leading:Remembering what has been played and what was shown during passing and melding, play the highest trump card that is guaranteed to take the trick. Otherwise, play the highest non trump card.
Trick-Taking When Following Lead:If we don't have a play that can beat what is currently in the trick pile, then if our partner played the current highest trick card then we play our lowest counter. Otherwise we play our lowest card. If we do have play options that could beat what is currently in the trick pile, then we play our highest winning card unless we are playing last. If we are playing last and we can take the trick then we play our lowest card that can take the trick.

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Bidding:Simulate many rounds with cards randomly dealt to standard strategy players. Set the maximum willing bid at the round score achieved in more than 75% of the simulations.
Declaring Trump:Simulate many rounds with cards randomly dealt to standard strategy players. Pick the trump suit that resulted in the highest willing bid.
Passing Cards To Declarer:First prefer not to pass any cards that result in a meld score for your hand. Then, prefer to pass highest trump cards (except 9's of trump). Then prefer aces. Then prefer 9s of trump. Then prefer queen of spades or jack of diamonds. Then prefer jacks. Then prefer nines. Then pass the cards that contribute the least amount of points to our meld score.
Passing Cards As The Declarer:First prefer not to pass any cards that result in a meld score for our hand. Then prefer non-trump kings, then non-trump queens, then jack of diamonds (except if just received from partner), then lowest non-trump cards, then lowest trump cards. Finally, if necessary, we would choose to pass the cards that contribute the least amount of points to our meld score.
Trick-Taking When Leading:First remove bad options: For each legal play, simulate the rest of the round 200 times with random deals of the unseen cards. If any play results in an average round score that is more than half a point lower than the highest average play, then remove it from the options considered.
Remembering what has been played and what was shown during passing and melding, play the highest trump card that is guaranteed to take the trick. Otherwise, play the highest non trump card that is guaranteed to take the trick. Otherwise, play the lowest card.
Trick-Taking When Following Lead:First remove bad options: For each legal play, simulate the rest of the round 200 times with random deals of the unseen cards. If any play results in an average round score that is more than half a point lower than the highest average play, then remove it from the options considered.
If we don't have a play that can beat what is currently in the trick pile, then if our partner played the current highest trick card then we play our lowest counter. Otherwise we play our lowest card. If we do have play options that could beat what is currently in the trick pile, then we play our highest winning card unless we are playing the last trick card. If we are playing last and we can take the trick then we play our lowest card that can take the trick.