Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Cards Forty-eight cards (double-24) ranking and counting as
fol ows.
A T K Q J 9
traditional 11 10 4 3 2 0
modern
10 10 10 0 0 0
simplified to 1 1 1 0 0 0
Agree beforehand which card-point system to fol ow. The
traditional is now largely restricted to two-handed play.
Melds The fol owing melds apply. When the simplified point-count
system is used, al scores quoted below are divided by 10 (flush
scores 15, etc.).
standard melds in all versions of the game
meld
definition
score
flush
ATKQJ of trumps 150
royal marriage trump KQ
40
plain marriage non-trump KQ
20
Aces around
four Aces, one of each suit
100
Kings around
four Kings, one of each suit 80
Queens around four Queens, one of each suit 60
Jacks around
four Jacks, one of each suit 40
pinochle
Q J
40
dix or deece
trump Nine
10
additional melds used by agreement
double flush
2 × ATKQJ of trumps
1500
double pinochle Q Q J J
300
K & Q flush
ATKKQQJ
230
K or Q flush
ATKKQJ or ATKQQJ
190
grand pinochle
K Q J
60
Note:
Two distinct but identical melds both score.
The royal marriage contained within a flush does not score
separately.
Auction Pinochle for three
Deal fifteen each in batches of 3-(3)-3-3-3-3. The (3) denotes three
dealt face down to the table as a widow.
Object The highest bidder becomes the soloist and aims to make at
least as many points as he bid from (a) melds declared from hand
after taking the widow, (b) card-points taken in tricks, and (c) 10
for winning the last trick. The total available for card-points and
last is 250.
Bidding Each in turn, starting with eldest, either passes or makes a
higher bid than any that has gone before. The minimum bid is 300
(unless agreed otherwise), and subsequent bids must rise in tens. A
player having passed may not come in again. If al pass, the hand is
annul ed and the next in turn deals.
Widow The bidder turns the widow face up and announces trumps.
From the 18 cards now in his possession he shows and scores for as
many melds as possible. If these fulfil his bid, there is no play and
he scores the value of his game. If not, and he doubts he can fulfil it
in play, he may concede immediately for a smal er penalty.
Play The bidder takes al 18 cards into hand and discards, face
down, any three which have not been used in melds. Any counters
among them wil count in his favour at the end of play. He then
leads to the first trick.
If a trump is led, subsequent players must not only fol ow suit
If a trump is led, subsequent players must not only fol ow suit
but must also beat any other trump already played, if possible. If a
plain suit is led, they must fol ow suit if possible, otherwise trump
if possible, but need not overtrump. A trick is taken by the highest
card of the suit led, or by the highest trump if any are played, or by
the first played of two identical winning cards. The winner of each
trick leads to the next. Score If successful, the bidder scores or
receives from each opponent an agreed stake related to the size of
the bid. If not, he loses or pays it double, unless he conceded
without play. A game valuation scheme might be 1 chip or game-
point for a bid of 300, plus 1 or 2 points for each additional 50.
Auction Pinochle for four
Preliminaries Four play crosswise in fixed partnerships. Deal twelve
cards each in threes.
Object Each side’s aim is to score 1000 or more points over as
many deals as necessary. Points are scored for standard melds in
individual hands, counters taken in tricks, and winning the last
trick, as scheduled above.
Bidding A bid is the minimum point-score a player claims his
partnership wil make if al owed to name trumps. Eldest may not
pass but must make an opening bid of at least 100 (variant: 200).
Each in turn may thereafter pass or bid any higher multiple of ten.
A player having once passed may not bid again. A bid fol owed by
three passes establishes the bidding side, and the player who made
itannounces trumps, without consulting his partner.
Play Eldest leads to the first trick, and the winner of each trick leads
to the next. (Variant: Declarer leads first.) As each plays to the first
to the next. (Variant: Declarer leads first.) As each plays to the first
trick, he scores for any combination that he holds and shows. If a
trump is led, subsequent players must not only fol ow suit but must
also beat any other trump already played, if possible. If a plain suit
is led, they must fol ow suit if possible, otherwise trump if possible,
but need not overtrump. A trick is taken by the highest card of the
suit led, or by the highest trump if any are played.
Score The bidding side counts its score first. If they took at least the
amount bid, they score whatever they make; if not, they deduct
from their score the amount they bid. If the bidding side thereby
reaches or exceeds 1000, they win, and the opponents add nothing
to their score. Otherwise, the opponents score everything they make
– unless they fail to win a single trick, in which case their meld
scores are cancel ed and they score nothing.
Comment Most hands are worth opening for the minimum 100. By
convention, an average-looking hand would be opened at 100 plus
the value of melds it contains – for example, 120 shows a plain
marriage held, 140 a trump marriage. Another convention is to bid
an odd number of tens (e.g. 250, 270) to show a flush held, an even
number (e.g. 180, 200) to deny this. As in al point-trick games,
players wil seek every opportunity to stuf their partners’ tricks by
throwing high counters to them.
Two-hand Pinochle
(2p, 48c). Deal twelve each in threes and fours, turn the next for
trump and half cover it with the face-down stock. Play as at two-
hand Bezique, but scoring for melds as at Pinochle. Double pinochle
counts only 80, but can bedeclaredin one trick rather than requiring
one each. (Variant. Many players now give it 300.) Similarly, grand
pinochle ( K Q J) may be declared at one trick for 60, or 80 if
pinochle ( K Q J) may be declared at one trick for 60, or 80 if
spades are trump. Game is 1000. The first to reach that total cal s
‘Out’ to end the play, and loses if he is wrong. If both have over
1000, play up to 1250, and increase the target by 250 each time