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-
- P I N O C H L E 3 4
-
- Program and Text by Ron and Kate Slaminko
-
-
- Introduction:
-
- Pinochle34 plays 3 or 4 handed (hence the name) single deck Pinochle.
- These instructions are divided into 3 parts. Part 1 outlines the rules of
- Pinochle. Part 2 describes the Pinochle34 program's options, user
- interface, and variation-specific rules. Part 3 contains some tips for
- improving your play. Even experienced players should read parts 1 & 2 once,
- as there are many different versions of Pinochle and this program may not
- use the rules you are familiar with.
-
- 1.0 The rules of Pinochle
-
- Pinochle is played with a deck of 48 cards. The deck differs from a
- standard Poker deck in 3 ways:
-
- * There are no cards lower than a 9
- * There are two of every card
- * The cards are ranked, in decreasing order, Ace, *Ten*, King, Queen,
- Jack, Nine (note the Ten is not in its usual position)
-
- The object of the game is to be the first player (or team) to score 150
- points. Points are scored for each hand through Meld (specific combinations
- of cards) and by winning tricks.
-
- Pinochle34 will play either Cutthroat (3-handed) or Partnership (4-handed)
- Pinochle. The rules are generally similar so the remainder of this section
- of the instructions will assume you are playing 4-handed. See section 1.8
- for other variations.
-
- 1.1 A hand of Pinochle
-
- A single hand of Pinochle consists of these elements:
-
- * The deal
- * Bidding
- * Naming of Trump
- * Meld
- * Taking tricks
-
- 1.2 The Deal
-
- A dealer is randomly chosen at the start of each game. For successive
- hands within the same game, the deal rotates clockwise. 12 cards are dealt
- to each player. Your hand is sorted and displayed - the other players'
- cards are not sorted or shown to you. You sit in the South chair and your
- partner is North. East and West are teamed against you.
-
- 1.3 Bidding
-
- The player to the dealer's left starts the bidding. That player may either
- PASS or bid. The minimum bid as 16. (The bid amount is the number of points
- you think your team will take this hand - see the tips in section 3 for
- bidding strategies). Bidding progresses clockwise, with each player having
- the option to either PASS or bid at least 1 point higher than the current
- high bid. The bidding continues until 3 consecutive players PASS, and the
- player to bid last wins the bid.
-
- If nobody bids, the dealer is 'stuck' with the bid at 15.
-
- 1.4 Naming of Trump
-
- The winning bidder, or the dealer if he got stuck, names the Trump suit,
- usually the suit which gives him the most Power (see Taking Tricks) or the
- highest Meld (see Meld).
-
- 1.5 Meld
-
- Once trump has been named, all 4 players display their Meld. Meld are
- specific combinations of cards which are worth points. Since there are 2 of
- every card, it's possible to have a double of any meld - sometimes having
- the double is worth extra points, other doubles merely count as having the
- same thing twice. Here's what the various melds are worth:
-
- Name Cards Needed Value-Single Value-Double
- Run A-10-K-Q-J IN TRUMP 15 150
- Dix 9 IN TRUMP 1 2
- Aces Around Ace in each Suit 10 100
- Kings Around King in each Suit 8 80
- Queens Around Queen in each Suit 6 60
- Jacks Around Jack in each Suit 4 40
- Marriage Queen & King in Same Suit 2 4
- Royal Marriage Queen & King IN TRUMP 4 8
- Roundhouse Marriage in every Suit 24 240
- Pinochle Jack Diamonds & Queen Spades 4 30
-
- Note that a Run or Dix are only valuable if in the Trump suit, and a
- Marriage in Trump is worth twice what a non-trump marriage is. This is one
- of the reasons why Naming Trump (and therefore successful bidding) is
- important.
-
- A card may be part of more than one piece of meld, as long as one of the
- melds isn't contained within the other. For example: a single Queen of
- Spades may be part of a Pinochle, Queens around, and a Marriage, but if you
- have a Run in Trump, you don't also get credit for the Royal Marriage
- contained within the Run (although if you have BOTH Kings and Queens of
- Trump, you could have a Run using one set and a Royal Marriage using the
- other). Similarly, if you have a Roundhouse, you don't get points for the
- Kings Around, Queens Around, or any of the Marriages contained within it.
-
- The computer will count the meld for all players, but it's still important
- that you be able to recognize and add up your own meld so you can decide
- what to bid. The Training Wheels option (section 2.2) can help with this
- until you're comfortable counting your own meld.
-
- Your Meld score is added to your partner's (North) and the total becomes
- your initial score for the hand. Likewise, East and West add their Melds
- together. The Melded cards are then picked back up off the table. It's a
- good idea to pay attention to what the other players melded as this gives
- you a partial idea of what cards they hold.
-
- 1.6 Taking Tricks.
-
- A 'trick' is one card from each player. The winning bidder leads the first
- card of the first trick, and after that, whoever wins the trick leads the
- next one. The winner of a trick is the person who played either the highest
- card in the suit led, or the highest trump. A trump card, regardless of
- rank, beats any card in any non-trump suit. If identical cards are played,
- the first one played is the winner. The player leading the trick is free to
- play any card in his hand. The remaining players must follow strict rules
- of engagement:
-
- * You MUST play a card in the suit which was led, if you have one.
-
- * If you can follow suit, you MUST play a card higher than the current
- highest in-suit card showing (unless someone has trumped, see below). So if
- the lead was a Queen of clubs, the next player threw a King of Clubs, and
- you're holding an Ace, Ten, King, and Nine of Clubs, you MUST throw either
- the Ten or the Ace. Remember: Ten beats a King, and the King already played
- has precedence over your King.
-
- * If you can follow suit but not beat the current high card, or if
- someone other than the leader has played trump, you are free to play any
- card in your hand of the led suit.
-
- * If you cannot follow suit, but have trump in your hand, you must
- play a trump card. If someone prior to you has already played trump, you
- must throw a higher trump if you have one. If you can't beat the current
- high trump, you can throw any trump card in your hand.
-
- * If you can't follow suit, and you can't play trump, you are free to
- throw any card in your hand (this is called 'sloughing').
-
- These rules can be summed up as: (1) You Must Follow Suit, (2) you Must
- Trump if you can't follow suit, and (3) you Must Beat the current winner,
- if possible.
-
- The cards in each trick you win are added to your pile. Every Ace, Ten, or
- King in the pile is worth 1 point (these cards are called 'counters').
- There are 24 counters in the deck, and the last trick is also worth one
- point to its winner. There are, therefore, 25 points to be won each hand.
- Within the limitations imposed by the rules of engagement, you will
- generally want to throw counters on your partner's winning tricks, and non-
- counters on your opponents'.
-
- Your points and your partner's are added together and combined with your
- meld to get your total score for the hand. If you (or your partner) were
- the winning bidder, your total score must be at least as high as your bid,
- otherwise your team's score for the hand is a negative of your bid amount:
- if you bid 30 but only total 28, your score is -30. This is called 'getting
- Set'.
-
- If neither team has reached the required score of 150, the deal passes to
- the next person and the game continues.
-
- 1.6 Drift Out with Bid Preference
-
- Some versions of Pinochle require you to 'Bid Out', meaning you can't win
- the game unless you were the winning bidder on the last hand even if your
- score is above 150. Others allow you to 'Drift Out' - win the game without
- bidding. Pinochle34 uses the 'Drift Out with Bid Preference' system - If
- both teams end a hand with scores of 150 or higher, the bidding team wins
- the game even if they have the lower score. If only one team has reached
- 150, it doesn't matter if they bid or drifted.
-
- 1.7 Other Special Rules
-
- 1.7.1 One Point Minimum - Your team must take at least one point during
- the Trick phase or you lose your meld and receive a total score of zero for
- the hand. If you were the bidder, your team gets Set even if you had enough
- Meld to cover the bid.
-
- 1.7.2 Five Nines - A player who is dealt 5 or more Nines may (but is not
- required to) demand a redeal. This decision must be made before bidding
- commences. The cards are tossed in, reshuffled, and redealt by the same
- dealer. No points are scored. It's as if the deal never occurred. The
- message "XXXX demands a redeal" will be displayed if computer player XXXX
- is in this situation.
-
- 1.8 Game Variations
-
- Described above is standard 4-handed Partnership Pinochle. Pinochle34 also
- supports some other common variants: Partnership with Exchange, 3-Handed
- Cutthroat, and 3-Handed Cutthroat with Kitty. Most of the rules don't
- change from what's above. Here's what's different:
-
- 1.8.1 Partnership with Exchange
-
- After the bidding is done and Trump is declared, the players on the team
- that won the bid exchange 3 cards. The exchange is done simultaneously. The
- 3 cards you receive may change the meld you hold, so you might want to bid
- a bit higher on the chance your partner gives you that missing card for a
- Run in trumps. See the Strategy Tips in section 3 for other suggestions on
- what cards to pass.
-
- 1.8.2 Three-Handed Pinochle
-
- In this game, you don't have a partner - each of the 3 players keeps his
- own score and tries for 150 points. You are dealt 16 cards, the minimum
- opening bid is 20, and the dealer gets stuck at 19 if nobody else bids (the
- numbers are higher than in 4-handed since you have more cards and therefore
- better possibilities for Meld and Power). A traditional strategy in 3-
- handed is for the 2 players who didn't win the bid to combine forces
- against the bidder (throwing points on each other's tricks, for example) in
- an attempt to Set him. This is why the game is often called Cutthroat.
-
- 1.8.3 Three-Handed with Kitty
-
- Same as above, except 3 cards are placed face down into a 'kitty' during
- the initial deal, so each player receives only 15 cards. After the bidding,
- but BEFORE Trump is declared, the kitty is exposed to all players and these
- 3 cards are added to the winning bidder's hand. The winner then picks a
- trump suit and discards any 3 cards from his hand into his trick pile
- (bringing his hand back down to 15 to match the other players). Meld is
- displayed and play proceeds normally from there. As with Partnership with
- Exchange, you might want to consider bidding a bit higher on the
- possibility that the card you need is in the kitty.
-
- 2.0 Playing Pinochle34
-
- You start the game by (1) Entering your name, (2) Selecting the game to
- play: Cutthroat, Cutthroat with Kitty, Partnership, or Partnership with
- Exchange, (3) Choosing the skill level of your opponents [and, separately,
- the skill level of your partner if playing one of the Partnership games],
- (4) Training Wheels On or Off, and (5) Mouse [1351 in port 1], joystick
- [port 2], or keyboard control.
-
- 2.1 Skill Levels
-
- Three skill levels for the computer players are available: Beginner,
- Intermediate, and Advanced. At lower skill levels, the players will make,
- shall we say, less than optimal decisions as to how high to bid, what cards
- to pass, and which card to play. The Advanced level plays a very tough
- game. The skill level you select for your opponents will apply to both the
- East and West player. If you selected Partnership, you can select a
- different skill level for your partner in the North chair. Use this feature
- to give yourself a little advantage when learning the game, or a bit of a
- handicap if you've outgrown the advanced players.
-
- 2.2 Training Wheels Mode:
-
- This mode can be helpful for learning the game of Pinochle. When in this
- mode, the computer will:
-
- (1) Show you all your possible meld, identify your strongest suit, and
- suggest a maximum bid amount.
- (2) Suggest the trump suit (which may be different than the earlier
- "strongest suit" after you've picked up the Kitty in that version of the
- game)
- (3) Suggest cards to pass or discard if that option was selected
- (4) Leave all the other players' meld cards exposed until they are played
- so you don't have to remember them
- (5) Suggest a card to play, and
- (6) Give a running update on which cards have been played
-
- You can override any of the computer's suggestions at any time, or accept
- them as is.
-
- 2.3 Game Control
-
- The mouse and joystick work pretty much the same way: move the pointer to
- the card you wish to select or de-select (for passing, discarding, or
- playing in a trick) and press the button. For bidding, click on the up or
- down arrows by the bid amount to change it then the BID button to place the
- bid, or PASS to decline bidding.
-
- If you selected keyboard control, each card will have a letter in the
- lower left corner. Press the corresponding key to select that card. To bid,
- use the Up and Down cursor keys to change the bid amount then press B to
- bid, or P to pass.
-
- With Training Wheels on, the suggested card(s) will be marked with an
- asterisk. Press the card's letter (keyboard control) or click on the marked
- card (mouse/joystick) to follow the suggestion, or some other card to make
- a different play. Note that if this is a multi-card selection (cards to
- exchange or discard), the suggested cards are already 'selected' - to
- change one or more, you'll have to de-select some of the suggested ones.
-
- There will be other points during the game when play pauses (so you can
- see the kitty, other player's meld, or the scoreboard). Press <RETURN>
- (keyboard) or the mouse/joystick button to continue play.
-
- 2.4 End of Game (or Exiting Early)
-
- To exit the game, click on the PINOCHLE34 logo in the upper left corner
- (or press X if using keyboard control). This will bring up a submenu
- allowing you to eXit, start a New game, or Continue the current game. The
- Exit option is only available when it's your turn to bid, name trump,
- select cards to exchange or discard, or play a card.
-
- If the game ends naturally, you will have a choice of playing again or
- exiting. Press the appropriate key or click on the letter that corresponds
- to your selection.
-
- 3.0 Strategy Tips:
-
- As with any card game, the best way to learn strategy is to play the game,
- try different things, and see what works. The Training Wheels option can be
- a big help since it frees you from having to remember cards played and you
- can use the computer's suggestions to guide your bidding and card playing.
- Feel free to override the suggestions if you think you've got a better
- strategy. And don't get too dependent on the Training Wheels: if you ever
- play against real people, you'll be on your own!
-
- Following are some specific tips on bidding, passing, and taking tricks.
-
- 3.1. Bidding
-
- This is probably the most intimidating aspect of Pinochle for the new
- player, since the penalty for overbidding is so great. On the other hand,
- the winning bidder has the power to name the trump suit and to make the
- first lead, maximizing the points in his hand and minimizing his
- opponents'. So it's safe to say that if you never bid, you won't win the
- game either.
-
- So the question becomes: 'How High should I bid?' Here are some pointers
- for setting a max bid amount:
-
- * Assume you will take the bid and call trump. How many points (meld +
- sure winners) can you safely be assured of taking?
-
- * For 4-handed pinochle, your partner's meld will be added to yours and
- he/she will try to throw points on your winning tricks and might win a few
- tricks himself. It's a guess, but you can probably assume your partner will
- contribute between 4 and 8 points to your score.
-
- * If playing 4-handed with Pass, consider the possibility that your
- partner might give you that missing card for a trumps run, or that 4th Ace.
- Chances of getting what you need through passing are about 50/50, so factor
- that in and decide if you want to take a chance. Your max bid should
- probably be somewhere between your score with no help from your partner and
- your potential score with perfect help.
-
- * If playing 3-handed, remember that the other players will probably join
- forces against you, so be very careful when counting potential winners. And
- if playing with a kitty, the chances of filling in a specific missing card
- from the kitty are only about 1 in 10.
-
- 3.2. The strategy of not bidding
-
- There are times when, even if you could safely bid, you might not want
- to:
-
- * If the value of your hand is pretty much independent of the trump suit
- (that is, you don't have a Run and your power is distributed over multiple
- suits).
-
- * You're bidding against your partner (the other team has dropped out of
- the bidding). Just because you don't care about the trump suit doesn't mean
- it's unimportant to your partner.
-
- * You want to try to Set the other team, particularly if the dealer will
- get stuck if you don't bid. You may score slightly fewer points than if you
- declared trump, but the difference will be more than made up for if your
- opponents have to take a negative score.
-
- Try to bid realistically. Your team will suffer serious penalties if you
- fail to make your bid. But, hey! It's just a game and these penalties are
- only exacted on the score pad. The only way to learn is to try. You won't
- learn the best way to play a hand until you've seen it a few times, and if
- you happen to fail a few times along the way, don't sweat it. I've always
- felt that if I didn't get set once in a while, I must not be bidding high
- enough!
-
- 3.3. Calling Trump
-
- As the winning bidder, you get to name trump. You probably already had
- some idea of what your preferred trumps suit was even before bidding
- (although if playing three handed with a kitty, the extra cards may change
- your mind). The decision should be based on:
-
- * If you've got a run, it's obvious that's your trumps suit. If playing
- partnership with pass, the suit you're closest to a run in might be a good
- choice.
-
- * The suit you hold the most cards of, especially if you hold the Ace
- and at least four other cards in that suit.
-
- * The suit that maximizes your meld. You should consider this if you've
- been stuck with a low-power hand. The extra points from those 9's of trump
- and trump marriages may be just enough to save you.
-
- 3.4. Exchanging Cards (4-player Partnership with Exchange only)
-
- Both the winning bidder and his/her partner have the same goal: to
- maximize the power of the bidder's hand without sacrificing important meld.
- Therefore, you would generally choose not to break up a trumps run, Aces or
- Kings around, or double pinochle. Beyond that, if you are the winning
- bidder, you should send:
-
- * Jacks of Diamonds & Queens of Spades if Hearts or Clubs is trump.
- * Non-trump marriages (as a set)
- * Non-trump kings, queens and tens, starting with those in your weakest
- suit
- * Other losers (non-trump jacks and nines)
-
- As the partner of the winning bidder, you should send:
-
- * Jacks of Diamonds & Queens of Spades if Diamonds or Spades is Trump
- * Trump, starting with the highest power (but not the nine if you can
- pass an out-of-trump Ace instead).
- * Aces out of trump.
- * Off-trump non-counters.
-
- 3.5. Discarding (3-player version with Kitty, only)
-
- The 3 discards cannot be used for meld, but do go into your trick pile.
- Therefore, the following suggestions apply:
-
- * Throw cards that are not needed for meld. In particular, throw
- unneeded counters (Kings and Tens) that are likely to be losers.
- * If you are long in trump, consider making yourself void in a suit so
- that you can trump any leads by other players in that suit.
-
- 3.6. Taking Tricks
-
- Knowledge is power. The more you know about what cards the other players
- hold, the better your chances of taking tricks. You will have some initial
- knowledge of the other hands based on (1) what you hold, and (2) what meld
- they played. Additional knowledge comes from watching the cards fall.
- Because of the rules of engagement, each trick tells you something about
- the other players' cards. For example:
-
- - If a player fails to follow suit, you know he's void in that suit.
- Furthermore, if the suit led was not trumps, and a player doesn't follow
- suit and doesn't trump, you know he's void in 2 suits (the suit that was
- led and the trumps suit). Knowing who's void in trump can be very
- valuable.
-
- - Counting trump is also a good strategy. If the number of trumps in your
- hand + the number already played = 12, then you know everybody else is out
- of trump.
-
- - If a player follows suit but doesn't beat the current leader, or plays
- trump but doesn't beat the current high trump, it means he can't. So if the
- card to beat is a ten, you know he doesn't have an Ace in that suit.
-
- Some suggestions for what to play:
-
- * The longer you lead the trick, the more counters you will pull. Try to
- lead a card that will win the trick outright so that you can also lead the
- next one.
-
- * The Ace of Trump is an unbeatable card. If you are the declarer, lead
- the Ace of Trump on your first trick. (If you don't have either Ace of
- Trump, you may be in serious trouble!) Because of the rules of engagement,
- you will find out if anyone is out of trump right away.
-
- * Pull as much trump as you can without giving away the lead before you
- go off into another suit. If everyone else is out of trump, save your
- remaining trumps and move on to another suit.
-
- * If you have a lone Ace out of trump (an Ace with no other cards in
- that suit), lead it immediately after you have finished your first string
- of trump leads. You don't want to lose the lead and have an opponent play
- the other Ace of the same suit, because you would be forced to follow suit
- (play the Ace), and since it would be the second one on the trick, it would
- be worthless.
-
- * If you've reached a point where you have no likely winners to lead
- (except trump you're saving for last trick), try to play a trick your
- partner will win. If you know your partner will win, try to force a point
- out of your opponent by leading a Queen or King.
-
- * If the opposing team took the bid, pay attention to what the declarer
- melded. If there is a loser among the meld, try to save a card to capture
- it later on.
-
- * If you cannot follow suit and you cannot trump the trick, you may
- "slough," or play any other card. Pay attention, though, to who controls
- the trick and play a counter or a non-counter, as appropriate, if you can.
-
-
-