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Firehouse Pinochle |
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Pinochle in GeneralPinochle is a card game that is an excellent time-killer. You can play with the utmost concentration, or you can play, watch the Bears game on TV and think about Milla Jovovich at the same time. Firehouse Pinochle is the pinochle flavor of my family's choice, so that's what this page is about. There are plenty of variations, and trust me: No two people play the same one. How to Play Firehouse PinochleFirst, get yourself a standard pinochle deck. This consists of two of each card from 9 through ace of a standard poker deck. Put more clearly, it's two euchre decks, or two royal flushes from each suit plus two nines from each suit. Stop staring at me blankly. The deck looks like this:
♠ A A K K Q Q J J 10 10 9 9 So that's 48 cards, 12 from each suit. Once you have the deck, you need to find three people willing to play with you. This may be more challenging than it sounds, because one of them has to agree to be your partner, and the other two have to get along well enough to be partners. But once you have that hurdle out of the way, it's a piece of cake. The object of the gameThe object of the game is to make the most points. There are two different ways to make points, the melding and the play (Note: no one actually says "the melding". It is elegantly described as "when we put our meld down". Example: "Remember when we put our meld down?", not "Remember the melding?") The flow of the gameOne player is chosen to be dealer and deals twelve cards to each player. For you math majors out there, this means that the entire deck is dealt out. Each player looks at their hand, and a bidding round follows. The player who makes the highest bid during the bidding round chooses a suit to be trump. Each player then places certain combinations of cards (called melds) face-up on the table. Each meld is worth a certain number of points, and the total score for each partnership is recorded by the scorekeeper. Then everyone picks their melds back up, and the play begins with the player who named trump leading any card s/he chooses. When everyone is out of cards, the scores from the play are totaled, and the person to the left of the original dealer deals a second hand. A game consists of four of these hands, unless there's a tie, in which case a duel will be held at sunset. Or you can play another hand, if you're a big wussy. MeldsThe first step to understanding pinochle is learning the different types of meld. A handy-dandy reference is below. Note that the trump suit will sometimes affect the values of meld. For our purposes, we'll assume diamonds are trumps, because I like diamonds:
If you should happen to have a marriage in each suit, that's called Around the World and is 240 points (80 for the kings, 60 for the queens, 60 for the non-trump marriages, and 40 for the trump marriage.) BiddingThe bidding consists of one round: everyone gets to bid once. Unless you're going last, this means you actually have to put some thought into your bid. This is seriously the hardest part of the game. There are a few things to consider. 1. Do I have a run? If you have a run, start out at 275. Otherwise,
start out at 100. Bidding FAQsHere are several things to keep in mind about bidding. I bid a run, but the next guy bid over me and called a different trump
suit. Will my run still count? I bid a run, but the next guy bid over me -- and then called my run's
suit as trump! Will my run still count? I always played that double marriages in trump (i.e., KKQQ of the
trump suit) are worth 300 points. OK, honestly, Grandpa didn't like it, so we switched back. Yer double trump marriage is worth 80, punk. I always played that, if you have six nines in your hand, you can
throw in and deal again. I was Grandpa's partner, and I had an OK hand and wanted to call trumps.
So, I bid 155. Grandpa went over me and then got mad because I didn't
have what he expected! What gives? If you bid, and want your partner to take it, you should make a bid ending in '0'. In this case, you could probably say 150, figuring that, although you can't meld them, your aces are worth 30 points, and should take at least 20 points away from the other team during play. But, in the interest of family harmony, you should bid 155 if you're Grandpa's partner. Of course, this also means that you shouldn't bid 155 when you actually want the bid; you'd then have to go up to 165. Good luck with all that. PlayThere are several important things to remember about the play, but the most important is this: 10s are higher than kings in pinochle. The rank of the cards is A, 10, K, Q, J, 9. So you've bid, you've melded, and now it's time to play. The person who named trump lays a card face-up on the table. Then the person to his left lays a card, and so on until everyone has played a card. The person who played the highest card in the suit led takes the trick (i.e., s/he or his/her partner takes the cards and sets them aside) and then that person leads for the next trick. The "highest card" is determined by the following rules: If any trumps were played, the highest trump wins. Otherwise, the highest card of the suit led wins. If there are two cards that are tied for highest card according to the above rules, then the first one played wins. If there is still a tie, then you misread the rules, dork. The person who's leading can play any card s/he wants. After that, there are some rules that govern what you can and can't play:
These rules are at the heart of why you can play pinochle with little to no thought: On an average trick you generally only have a few legal plays. And please, when the guy on your right plays a king, and you have to play the ten of that suit, knowing that the guy on your left has the ace, don't whine. We've seen it before. It's an example of what we call "Irish Beauty" - things that cause you so much pain that you feel you own the rights to the suffering they cause. Don't steal our suffering. ScoringOnce all the cards have been played, each partnership counts the points of the cards they took. Aces and tens are worth 10, kings and queens are worth 5, jacks and nines are worth squat. The partnership which took the very last trick gets an extra ten points, for no particular reason. Once the totals have been added, this score plus the meld which the bid-winning partnership had at the beginning of the hand must be at least equal to the bid itself. If it isn't, then that partnership has gone set and loses a whole buttload of points. An example followed, which is loosely based on real life events. R&M are playing against N&S. R wins the bid for 285...but, when laying down her meld, realizes that what she thought was a ace of hearts was actually an ace of diamonds, so she does not have a run like she thought. Whoops. (Thankfully for her, M is a very understanding partner.) R&M end up with 70 meld, and N&S have 40. After the hand is played, R&M have taken 150 points in cards (there are 250 points in each hand [counting the 10 for last trick], so N&S have 100 points in cards, if you care.) This 150 plus their 70 meld is 220 points, which is short of their 285 bid. R&M have gone set. They lose their meld for this hand, the points from play are not scored, and the bid which they failed to make is subtracted from their score. So if this was the first hand of the game, R&M would be at -285, while N&S would be sitting relatively pretty at 140. This potential for ridiculously sub-zero scores is but one source of hilarity. Ah, yes: If one side takes all the tricks, they win the game outright. This is called a railroad and is true even if the score indicates they've lost, or if they would've gone set. When the play is past the halfway point and your side hasn't taken any tricks, it's proper etiquette to eye the table worriedly and mutter, "I hope I don't hear a train a'comin'," with a slight drawl befitting Oklahoma's Judd Fry. At this point, your opponents are virtually required to grumble about how many tricks you could possibly take, as in, "Well, you still have about three chances." Useless Trivia
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