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    Double deck pinochle is played with two pinochle decks, minus the nines; this makes 80 cards deck.
    Rules of double deck pinochle apply, except the minimum
    bid is 75, and the last trick is worth three points.
    Most of the extra melds made by the triple pack do not count extra.
    The player who captures the lasttrick also gets ten points.
    (Total of 250 points to be taken in play.)The first player to get a total of 1200 points wins the game.

    It can be played by more than 4 players at a time with two pinochle
    decks. The average scoring, hand sizes are doubled when Double Deck is used.


    After each round, spread the cards and each player draws a card for high or low
    card and circle h or l. We play the version that puts the values in a trump suit
    as a,10,k,q,j,9. The sample pinochle score sheets serves as printed document for computing and keeping the record of each score.
    First, download the pinochle cheat sheet file in the format you are interested in. Free Printable Pinochle Score Sheet - Its size is only 44 kb.
    Download this printable pinochle score sheet pdf
    and use it to keep track of each player's or team's
    points in a game of pinochle. However, variations exist which play up to 1,250, 1,500, and 2,
    000.
    Pinochle has its own deck, which consists of two suits of 9s
    through Aces, totaling 48 cards. In order of lowest
    to highest rank, it goes 9s, Jacks, Queens, Kings,
    10s (yes, 10s), and then Aces. "Yes" hides this game from other
    players until they’ve been explicitly invited using the
    "Invite Friends" form. "No" allows all friends of players in this game to see it.

    Now is a better time than ever to learn Pinochle, thanks to free online Pinochle at Arkadium, which allows
    you to hone your skills whenever you want against
    computer opponents. Fans may have kept the rules the
    same for the past 150 years since Pinochle was invented, but that doesn’t mean we can’t
    elevate your experience with modern conveniences. "Yes" hides the points
    taken during the hand displayed next to each player’s name.
    The following description was rescued from John Hay's Rule
    Book, formerly at Geocities. An archive copy of the original page is also available
    at reocities.com.
    The Perfect Madness Claymore is one of the best pure damage-dealing weapons you
    can find, with an exceptionally helpful enchantment.
    The additional 20 points of damage to an enemy's health
    is great in any circumstance, especially if you're facing a foe with resistance to certain elements.

    Regardless of its relatively tame effect, this Mace is a huge advantage for you against Spellsword enemies,
    as it will weaken both of their main methods of hurting
    you. Unfortunately, this Mace falls behind once you pick up some of the better late-game weapons, but it will serve you well before level 30.

    The Mace of Molag Bal is likely one of the best weapons you can get once it becomes available at level
    17.
    The person with the lowest card deals first and has his choice of seats.
    If all players draw cards of the same rank, they cut again. The Dealer shuffles, then the non-dealer to their right cuts, leaving at least five cards
    in each portion of the pack (stock). Meld means to make combination of
    cards placed face up to score points. All players have the opportunity to examine the meld after
    the bidder place the first meld.
    During the bidding phase, each player wagers on the trump
    suit to gain a strategic advantage. The player to the left of the dealer
    begins the process with the option to pass, bid, or open with a starting bid of 25.
    If no player opens, the dealer reshuffles
    and redeals the cards. Once a player bids, others follow to counter by incrementally increasing the bid until one team
    passes. Winning the bid permits you to declare the trump suit, an influential
    factor in melding and trick-taking.
    The bid is the prediction of the number of points earned.
    Once the bidding process is complete, the declarer takes the bid and
    must make the number of points they bid during the
    game. If anyone knows how to contact him, or what became
    of his rule book, please let me know. Played with two teams of
    three, Six-Handed Pinochle adds another dimension of teamwork and strategy.
    The card ranking, from highest to lowest, is Ace, 10, King, Queen, Jack, and 9.
    You count up all Arounds (four different-suited Aces, Kings, Queens, or Jacks) You
    did not get many points for this type of
    meld.
    If playing with this option, 11 cards are
    dealt to each player and 4 cards are placed in the kitty (15 cards dealt and a 3-card
    kitty in the 3-player game). This let’s me think through how I would bid ‘without view’ and then bid
    the best possible play. This also allows me to see some of the most ‘glaring’ flaws (which are in partner bidding and play - though
    also in passing).
    The Switch 2 is expected to become one of the largest
    console launches of all time, so much so that it
    might outpace PC gaming handheld sales almost instantaneously.
    Sometimes, one hit is all it takes to defeat an enemy thanks to Volendrung's high initial
    damage. The word is also possibly derived
    from the French word, "binage", for the combination of cards
    called "binocle".

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    The high bidder wins the bidding and then gets to declare which
    suit will be trump for the hand. After the trump is announced, the high bidder’s partner then chooses 4 cards from their hand
    to slide across the table face-down to their partner.
    The high bidder examines these cards and then chooses 4 cards from their hand to pass back.
    Two full decks are dealt between eight players, forming four teams.
    Team members are spaced so that they are not able to see
    any other hands. Other than this, the four player rules apply, and any variations may also be used.


    A simpler method is to count aces and tens for 10 points, kings and
    queens for 5 points, and jacks and nines are
    worth zero. A bid is the minimum point score a player claims the partnership will make
    if allowed to name the trump suit. The player at dealer’s left must make an opening bid of at least 10 (15
    or 20 in some circles). Each player in turn may thereafter pass or make a higher bid.
    A bid followed by three passes establishes the bidding side,
    and the player who made the last bid announces trump without consulting the partner.

    All players then meld individually, although the scores are combined for each
    partnership.
    Though Pinochle is a trick-taking game, melds – specific combinations of cards – play a
    role here. In this lesson, we take a close look at the way this element fits into the game and which melds there are in Pinochle.
    Each player in turn, starting with the player at dealer’s left, either passes or makes a higher
    bid than any that has gone before. If all pass, the hand is annulled, and the
    next in turn deals. A final consideration is that the last trick gets an extra point, so if possible try to save a winning
    trump card for the end. Get rid of your junk cards in the middle of the
    hand if you’re confident you can take back control towards the end with your trumps.

    After you play your trump Aces (and possibly Tens), it’s usually
    good to move on to your non-trump Aces.
    In order of lowest to highest rank, it goes 9s, Jacks, Queens, Kings, 10s (yes,
    10s), and then Aces. Before playing Pinochle,
    always make sure everyone is in agreement with the rules, as there are many variations of Pinochle.
    House rules can wildly differ, so having this conversation before bidding
    begins can help you avoid headaches and arguments down the line.
    Controlling the flow of play is another important strategy in Pinochle.

    There’s another version of Two-Handed Pinochle where cards aren’t
    dealt at all, instead players must draw from a
    face-down deck. At the end of the round the players
    tally up their scores. Every ten (10), king, and ace collected as part of tricks is worth 10 points,
    as well as the last trick of the round. Thus a team can get
    a maximum of 250 points in the trick taking phase by getting all 8 tens, all 8 kings,
    all 8 aces, and the last trick of the round.
    Pinochle strategy involves careful planning and decision-making.
    Players must consider their hand, their partner’s hand, and the cards played by their opponents to maximize their
    chances of winning tricks and scoring points.
    The bidder looks at these and then passes back an equal number of cards
    (possibly including some of the cards just received).
    Some players allow extra information to be given during the bidding
    - not just the numbers. This normally takes the form of information about meld held.
    It is generally agreed that it is illegal to direct
    attention to any particular suit. A player who has no card of the suit led
    and no trumps may play any card. For example, to form a common marriage,
    you need to have a king and queen of the same suit. To form a
    royal marriage, you need to have a king and queen of trump.

    Subsequent players must follow suit with the lead card if they can.
    They can play any card from their hand if they do not possess a trump card
    either. Beginning with the player from the left, deal 12 cards to each player.
    Once everyone has their cards, flip over the top card of the deck.
    This is the "trump" suit for the round, a.k.a the most powerful suit for that round.
    Every card of that suit is now a trump card, with the remaining cards within the deck forming the "stock"
    while being placed face down. If playing
    the 4-player game, the winner of the bid and their partner have the right to exchange cards.

    If they cannot follow suit, they can play any card from
    their hand. The highest card of the suit led wins the trick, and the winner of the
    trick leads the next one. Bidding begins at 300,
    or as little as 150 for "under-the-gun" bids, and increases
    in multiples of 10.
    Three pinochle decks(no nines), are mixed together, making a pack of
    120 cards. Each player is dealt 20 cards, and the rules of double deck pinochle apply, except that the minimum bid is 75,
    and the last trick is worth 3 points. Most of the extra melds made possible by the triple pack do
    not count extra. I.e. if a player should hold twenty
    aces, five of each suit, the value would be that of double aces and triple aces combined.

    Winning the last trick earns two bonus points, so that there are 50 trick points.

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