NeuralPlay · Rules & Help

Pinochle Help

Learn the game, understand meld and bidding, and explore your rule options.

Pinochle Rules

These are the standard NeuralPlay Single Deck Pinochle rules. You may customize the rules to your liking as described here.

Pinochle is a 4-player partnership game. You form a team with the player sitting across from you. The game uses a 48-card deck containing 2 copies of the 9, 10, J, Q, K, and A of each suit. Teams earn points as hands are played. The game ends when a team reaches 150 points or falls to −150 points, and the team with the higher score wins.

Each hand consists of 6 stages: dealing, bidding, passing, melding, play, and scoring.

Dealing

At the start of the game, the dealer is chosen randomly. The deal then rotates clockwise after each hand. Each player is dealt 12 cards.

Bidding

Bidding determines which player chooses trump and how many points the declaring team must score. A bid represents the team's expected meld points plus trick points. Bidding begins with the player to the dealer's left and proceeds clockwise.

The minimum opening bid is 25. Each bid through 59 must be at least 1 point higher than the previous bid. Beginning at 60, bids increase in steps of 5. A player may bid or pass; after passing, they may not bid again during that hand. Bidding ends when the highest bid is followed by 3 passes. If the first 3 players pass, the dealer must bid.

The highest bidder becomes the declarer and chooses the trump suit.

Passing

The declarer's partner passes 4 cards face down to the declarer. After adding those cards to their hand, the declarer passes 4 cards face down to their partner.

Melding

After the exchange, all players show the scoring combinations, or melds, in their hands. The meld combinations and their point values are shown below.

Meld Combination
Run A, 10, K, Q, and J of trump
Royal marriage K and Q of trump
Marriage K and Q of the same nontrump suit
Dix 9 of trump
Pinochle J and Q♠
Aces around One A in each suit
Kings around One K in each suit
Queens around One Q in each suit
Jacks around One J in each suit

Melds belong to 3 classes: runs and marriages, pinochles, and arounds. The point value of each meld is shown in the following tables.

Runs and Marriages

Meld Single Double Triple Quad
Run 15 150 225 300
Royal marriage 4 8 12 16
Marriage 2 4 6 8
Dix 1 2

Pinochles

Meld Single Double Triple Quad
Pinochle 4 30 60 90

Arounds

Meld Single Double Triple Quad
Aces 10 100 150 200
Kings 8 80 120 160
Queens 6 60 90 120
Jacks 4 40 60 80

A card may be used once in each class, but not twice within the same class. For example, the Q♠ in a run may also be used in a pinochle and in queens around. The K and Q already used in a run do not also score a royal marriage.

A double, triple, or quadruple meld requires 2, 3, or 4 copies of every card in the combination. Triple and quadruple melds are possible in Double Deck Pinochle, which contains 4 copies of each card. For example, double aces requires 2 aces in each suit and is worth 100 points.

Play

A hand consists of 12 tricks. Every trick has a leader, a suit led, and a winner. The declarer leads the first trick, and play proceeds clockwise. Each player plays one card.

Players must follow the suit led when able and must beat the card currently winning the trick when possible. A player who cannot follow suit must play trump when able. If a trump is already winning, they must play a higher trump when possible. A player who has neither the suit led nor trump may play any card.

The highest card in the suit led wins unless a trump is played, in which case the highest trump wins. Cards rank from low to high as follows.

9, J, Q, K, 10, and A.

When cards of the same rank and suit are played to a trick, the first one played ranks higher. The player who wins the trick gathers the cards and plays the first card of the next trick.

Scoring

Each A, 10, and K captured in tricks is worth 1 point. The team that takes the last trick scores 1 additional point, making 25 trick points available in each hand.

A team must take at least 1 trick point to save its meld. A team that takes no trick points loses its meld and scores no points for the hand.

The declaring team makes the contract when its saved meld points plus trick points are at least the bid. When they make the contract, they score that total. When they fail, they are set and lose points equal to the bid. The defenders score their saved meld points plus trick points.

For example, if the declaring team bids 30 and scores 12 meld points and 20 trick points, they make the contract and score 32. If they score only 17 trick points, their total is 29, so they are set and score −30.

Before play, the declarer may choose to surrender the hand. By default, NeuralPlay shows this choice only when the declaring team needs many trick points to make the contract, including when making the contract is impossible. This avoids prompting the declarer too often and is configurable in Settings. If the declarer surrenders, their team loses points equal to the bid and the defenders score their eligible meld points.

The hand scores are added to the game scores. If neither team has reached 150 points or fallen to −150 points, the deal rotates and another hand begins.

Pinochle Terminology

Web Links

Many websites discuss Pinochle and its variations. Here are a few we found helpful.

Preset Game Rules

Pinochle is played with many different rule options. NeuralPlay includes the following ready-to-play presets. See Rule Options to customize the rules.

Meld Single Double Triple Quad
Run25250450500
Royal marriage481216
Marriage2468
Pinochle153090500
Aces around10100300500
Kings around880240500
Queens around660180500
Jacks around440120500
Roundhouse24240

A roundhouse consists of kings around, queens around, and a marriage in each suit.

Meld Bidding (Double Deck)

Meld bidding is enabled by default for Double Deck play.

Meld bidding applies only to each player's first bid when their partner has not passed. A non-jump bid is a normal bid to play. A jump bid shows meld points, which the bidder's partner can use to determine the final bid level. Meld bidding applies through bids of 59. Bids of 60 or higher are bids to play.

The number of steps in a jump bid determines how much meld is shown. Each step shows 10 meld points. For example, when the current bid is 51, a bid of 52 is to play and does not show meld; 53 shows about 20 meld points, 54 shows about 30, and so on.

The opening bid is special. An opening bid of 50 is to play, 51 shows aces around, 52 shows about 20 meld points, 53 shows about 30, and so on.

The 59 meld bid is used to show more meld than a bid of 58 can show. For example, suppose the bidding is 53, 54, Pass and you have 80 meld points to show. A bid of 58 would show 40 meld points, so 59 means 50 or more. In this situation, 59 is the best available bid for showing your meld.

You may disable meld bidding or use 59 as a special bid to show double aces around. When 59 is used for double aces, 58 becomes the catch-all bid that shows more meld than 57. See Settings to make adjustments.

Mandatory meld bids are supported by the computer players when enabled but are disabled by default. You may enable them for double aces and double runs, or for double aces, double runs, and triple pinochles. When enabled, the computer players bid the meld value. For example, when a computer player has double aces worth 100 points, the AI makes a bid of 100.

Learning Features

NeuralPlay Pinochle offers many features to help you learn and improve your play. These features may be enabled, disabled, or adjusted in Settings.

Rule Options

NeuralPlay Pinochle offers many popular rule options so you can customize the game to your liking. The current custom rule settings and choices are described below. The rules and point values in this help use the default modern scoring style.

Scoring Style

Dealing

Bidding

Passing

Playing

Scoring

Game Over

Computer Players

NeuralPlay computer players offer 6 levels of play. Level 1 is reasonably easy and good for beginners. Level 3 should be fun for most players. Level 6 is the most challenging.

The computer players employ different AI methods depending on the level. Levels 1 and 2 use smaller Monte Carlo simulations to provide an introduction for beginners.

Level 3 uses rule-based card play. The AI follows rules such as: "In 3rd seat, do not trump partner's high card" and "In 4th seat, play just high enough to take the trick when an opponent is winning." We find the rules work quite well and provide good play. Level 3 uses simulation-based bidding.

Levels 4 through 6 use Monte Carlo simulation to determine the best play. The AI deals out the unknown cards randomly. It then tries each legal play and plays the deal to the end to get a result. This is repeated for many deals of the unknown cards. The average result for each legal play is computed, and the play with the best average result is chosen.

Levels 4 through 6 differ in how many times the unknown cards are dealt out. In general, the more deals considered, the more accurate the simulation and the better the quality of play. The trade-off is that more deals take more time, so level 6 may play more slowly than level 4 depending on the device.

Since levels 4 through 6 do not use rules for card play, you may observe surprisingly good plays or odd mistakes that do not seem to follow a logical rule. Overall, our tests show that these levels play better than the rule-based level 3. We also find that the randomness makes the computer feel more human-like and fun.

If you prefer a more consistent, logical, and predictable partner or opponent, level 3 may be best.

In addition to the computer level, you may adjust the AI bidding aggressiveness and how the AI prioritizes cards when passing to the declarer. The following passing choices are available.

The Custom level provides separate settings for North, East, South, and West. For each seat, you may adjust play thinking, bid thinking, and bidding aggressiveness. South's settings control the strength of the hints you receive.

Frequently Asked Questions

Why are some point values 10 times the values shown in this help?

You selected Classic scoring style. Classic scoring displays every bid and point value at 10 times the modern value used in this help. The underlying rules are the same.

Why was my meld not scored?

A team may need a minimum amount of meld to show it and a minimum number of trick points to save it. Check Minimum meld to show, Minimum trick points to save meld, and On failure to save meld in Rule Options.

Why did the first copy of an equal card win the trick?

Pinochle decks contain duplicate cards. When identical cards are played to the same trick, the first copy played ranks higher.

How do I change the hand sorting?

In Settings, choose Hand Sorting. You can change the rank order and suit order and choose whether to alternate red and black suits.

How do I reset the game settings?

On the main screen, open the menu and choose Reset.

What are North, South, East, and West?

You are always South, and your partner is North. East and West are the opposing team. The letters N, S, E, and W are abbreviations for these seats.

What does claim mean?

A claim means the player expects to take all the remaining tricks. The app checks the claim before ending the hand. If the claim succeeds, the claiming team receives those tricks and the hand is scored.

How do I contact NeuralPlay with suggestions and feedback?

Please email support@neuralplay.com.