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Bid, exchange with your partner, show meld, then play twelve tricks.

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Play single-deck partnership Pinochle free with a computer partner against two computer opponents, with no download or sign-up. Bid from 250, name trump, pass four cards, and watch your runs, marriages and pinochles counted for you before the twelve tricks. Easy, Standard and Expert opponents.

Single-deck Pinochle · 4 seats · First to 1500

Updated

New to Pinochle? Learn the rules

TWELVE TRICKS · A PARTNER OPPOSITE

How to play Pinochle

Bid on the points your partnership can earn, name trump, and combine meld with the counters you take. This table plays single-deck auction Pinochle with automatic meld counting.

01

Bid or pass

The 48-card deck contains two copies of every 9, 10, jack, queen, king and ace. Twelve cards each, dealt in threes. The player left of dealer starts; passes are final. Open at the chosen minimum, normally 250, then raise in tens. Three initial passes automatically stick the dealer at the minimum.

Ace of spades, a useful trump for the bidder

Passing ends your part in this auction.

02

Name trump and exchange

Any suit may be trump. The bidder's partner sends four cards privately; the bidder returns any four, including cards just received. Options allow three each way or no exchange. The per-suit meld preview counts only your current cards, before passing; it does not expose a partner's hand.

Ace passed privately to a partner

The two sides of the exchange happen in order.

03

Show meld

All four players' runs, marriages, arounds, dix and pinochles are counted and shown. Review the public meld, then continue; it stays available until the table is ready. Each side must win at least one trick to keep its meld at this table.

Queen of spades can share a run and pinochle across classesJack of diamonds completes pinochle

One card may belong to different meld classes.

04

Follow and head

Bidder leads. Rank is A, 10, K, Q, J, 9. Follow suit and beat the current winner when possible, even a partner. When void, play trump, overtrumping if possible. With neither led suit nor trump, play anything. Highest trump wins, otherwise highest led suit; the first of identical cards wins. Winner leads next.

Ten of hearts ledAce of hearts must beat the ten when possible

Winning requirements never override following suit.

COUNTED FOR YOU

Pinochle meld table

A card counts once in each class. Classes A, B and C may share cards; within a class, a card is used once. The table shows the maximum legal total automatically.

Single-deck meld, in classic points
ClassCombinationSingleDouble
AA, 10, K, Q, J of trump: run1501500
AK and Q of trump: royal marriage4080
AK and Q of one non-trump suit2040
A9 of trump: dix1020
BOne ace of each suit1001000
BOne king of each suit80800
BOne queen of each suit60600
BOne jack of each suit40400
CQ♠ and J♦: pinochle40300

A royal marriage inside a run has already been used in class A. A run plus one extra trump king or queen remains 150 here; an extra king and queen together add a separate 40, making 190. Two full runs count as 1500, with no extra marriage points from their kings and queens. Trump ace can also count in aces around; trump queen may count in queens around and pinochle.

Some tables award special extra-king/queen or double-marriage melds. Those options are not used here. Identical copies carry no visible private marks: shown meld tells everyone faces and counts, not which physical copy is later played.

MELD PLUS COUNTERS

Pinochle scoring

Each captured ace, ten or king is worth 10. The last trick adds 10, for 250 trick points in all. A partnership that wins no tricks loses its provisional meld. One won trick saves the whole side's meld here, including a trick without counters.

The bidding side adds its saved meld and counters when that total reaches the bid exactly or exceeds it. Otherwise it is set and loses the bid amount, scoring none of that hand's points. Defenders add their saved meld and counters. The scorecard separates saved meld, counters and the actual award or penalty.

At 1500, or 1000 in Options, either side can win after a hand. If both reach the target, the bidding side wins even with a lower total. There is no throw-in, shoot or mercy rule on this table.

A, 10 or K
10 each captured
Last trick
10 extra
All counters
250 per hand
Set
−bid to bidders

BUILD A HAND TOGETHER

Pinochle strategy

Count beyond the preview

Strong meld can support a bid, but twelve cards may have poor trump control. Count aces, trump length and likely partner help. The suggested bid uses a simple estimate and can be wrong; sending and returning cards changes both meld and control.

Pass for the partnership

Trumps and aces often help the bidder. On the return, preserve runs and valuable combinations while giving partner cards that can win or feed counters. Cards in different meld classes can overlap, so removing a single queen can cost more than one combination.

Watch what a forced play tells you

A failure to follow shows a void; failure to overtrump when required rules out higher trumps. Head the current winner, not merely the lead. Feed counters to a safe winning partner when legality allows; save control for later tricks.

Choose the computer level

Easy bids obvious hands, passes low cards and usually plays high. Standard estimates a bidding limit, passes useful cards and follows partnership rules. Expert simulates complete legal hands using its own cards, shown meld, known exchanged faces and public play. Its sample construction is bounded and may be biased; it falls back to Standard when a valid sample cannot be built. Search runs in the background. Your partner uses the selected level too.

No level reads the actual other hands. Bidding signals are not used: a raise of 20 promises no particular meld.

House rules differ

Pagat's family Pinochle illustrates different ways to save meld, head tricks and finish a match. This page states its choices explicitly above. Double-deck rules need a different deal and meld table.

QUICK ANSWERS

Pinochle FAQ

How do you spell Pinochle?

P-i-n-o-c-h-l-e, often pronounced “PEE-nuckle.” Pinocle and penuchle are alternate spellings. Pinochle also names the queen-of-spades and jack-of-diamonds meld.

Is Pinochle like Euchre?

Both have trump and partners. Here Pinochle uses 48 cards with duplicate faces, twelve tricks, bidding and meld. Four-player Euchre usually uses 24 cards, five tricks and bowers, without meld.

Can I play Pinochle online with a friend?

Practice already fills the other three seats with computers, including your partner. No account or download is required. To play with friends, open a HopLobby lobby and send one link: our party games run in the browser too.

What are melds worth?

A trump run is 150, royal marriage 40, other marriage 20, dix 10, aces around 100, kings 80, queens 60, jacks 40 and pinochle 40. Double pinochle is 300; double runs and arounds are ten times their single values. See the full table above.

Can a card count twice?

In different classes, yes. Q♠ can share a run, queens around and pinochle. Within a class, no: a run's king and queen do not also count as a royal marriage.

Is this single-deck or double-deck Pinochle?

Single deck: 48 cards, twelve each, with nines and 250 counters. Double deck uses 80 cards without nines and twenty each. Double deck is planned, and is not a playable option here.

What happens when everyone passes?

The first three passes automatically award the dealer the minimum bid, normally 250. The dealer names trump without a fourth pass choice. Options allow minimums of 150 or 200.

Do the computers signal meld while bidding?

No. Some groups use jump bids to signal meld, with conventions that differ. This table does not treat a raise as a promise about hidden cards.

Can two or three people play?

This is the four-seat partnership version. Empty seats are computers. Two-handed and three-handed formats need different rules and are not offered here.

How long does a match take?

Each hand includes an auction, an exchange, meld and twelve tricks. The number of hands depends on the bids, sets and meld dealt. Choose 1000 instead of 1500 for a shorter target; there is no fixed hand limit.

Must I beat my own partner's card?

Yes, when able while obeying suit and trump requirements. You must also trump when void even if a partner is winning. If a non-trump lead has already been trumped and you can follow suit, any card of the led suit is legal.

Do I need counters to save meld?

At this table one won trick saves the partnership's meld, even without a counter. Other groups require counter points or treat dix differently; that house rule is not used here.

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FOUR PLAYERS · TWO PARTNERSHIPS

Pinochle at this table

Two copies of every 9–A make 48 cards. Twelve each; partner opposite. Rank high to low: A, 10, K, Q, J, 9. First identical card wins.

Bid a higher multiple of ten or pass for good. Three initial passes stick the dealer at the chosen minimum. Bidder names trump, receives 4 or 3 from partner, then returns the same number; None skips the exchange. All meld is shown automatically. Review and continue.

Follow suit and beat the current winner when possible, even your partner. When void, trump and overtrump when possible. If you cannot follow or trump, discard anything. Bidder leads; twelve tricks.

Aces, tens and kings captured score 10 each; last trick adds 10: 250 total. Your side needs one trick to keep meld. Make the bid with meld plus counters, or lose the bid amount. Defenders add their saved meld and counters. Either side may cross the chosen target to win; if both cross, bidders win even with fewer points.

Strict meld classes: run plus one extra trump king or queen stays 150; extra king and queen together make 190. No meld signals, throw-in or shoot. Double deck is not offered.

Read the full rules ↓