Pinochle
A good partnership makes room for surprises.
A chair at Amberleaf Parlor
Sylvie has a place waiting. Nothing starts until you enter.
Your private table
Partners sit opposite: seats 1 + 3, and seats 2 + 4.
How to play partnership Pinochle
Four players sit in two teams, partners opposite. The 48-card deck contains two of every 9, Jack, Queen, King, 10 and Ace in each suit. Everyone receives 12 cards. Within a suit the order, high to low, is Ace, 10, King, Queen, Jack, 9. Identical cards tie in favor of the first played.
Our table’s auction
We play the no-kitty, no-exchange partnership variant, using traditional scores in tens. Bidding starts at 250 and rises by at least 10. A pass leaves the auction. If nobody bids, the last remaining player takes the minimum bid. The highest bidder chooses trump and promises that their partnership’s meld plus trick counters will reach the bid.
Meld before playing
A trump run (Ace, 10, King, Queen, Jack) scores 150, or 1,500 for two complete runs. A King and Queen of trump score 40; a marriage in another suit scores 20. A marriage already counted in a run does not count again. Aces around score 100, Kings 80, Queens 60, and Jacks 40; two complete sets score ten times those values. Queen of spades plus Jack of diamonds is pinochle: 40, or 300 for a double. Each trump 9 scores 10. A card can contribute to different categories. The meld review shows the scoring cards, not the rest of an opponent’s hand.
Follow, head, or trump
The bidder leads. Follow suit if you can, and beat the winning card if possible. If you cannot follow, play trump if you have it, overtrumping when possible. Otherwise discard freely. Highest trump wins, or highest card of the led suit. The winner leads next.
Score the hand
Each captured Ace, 10 and King is worth 10, and the last trick adds 10: 250 counters in total. A partnership must take at least one trick to keep its meld. If the bidding team reaches its bid, it earns meld plus counters; otherwise it loses the bid. Defenders score meld plus counters if they take a trick. First team to 1,500 wins after the hand; if both pass it, the higher score wins, with ties going to the bidding team. There is no special sweep bonus at this table.
Sylvie’s tips
Count meld before committing to a bid. Long trump and outside Aces help you collect counters. Remember your partner’s winning card, and save valuable counters for tricks your team can take.
Solo, private tables and Quick Match
Solo matches save on this device. Choose Easy, Normal or Hard computer play before entering. Private rooms open in a Ready lobby: the creator starts once everyone is ready, and open seats become computer guests. Review the result, then return to the lobby for another match. Quick Match searches for 20 seconds and fills empty seats with computers. No open chat, no coins and no wagering.
Settings include Relaxed, Normal and Fast animation pace, optional soft sounds, light/dark and flat mode. Tap the table to hurry an animation. Reduced motion is respected.
Meet a new table
Computer guests keep every public game lively.
Quick Match · play with others