For an overview of the game Pinochle, see Pinochle Basics.
“Now” creates a new game that starts immediately. Other options schedule a game for a time in the next 24 hours. Compete and Join games only.
Four levels of winnings based on the buy-in level—30, 110, 275 or 550 Trickster Chips. Compete games only.
“Single Deck” is played with a 48-card deck. “Double Deck” is played with an 80-card deck.
“Classic” uses bids and point values which are multiples of 10. “Modern” uses 1-point increments.
“To score” plays the game until one team achieves the score set in “Play to score.” When “# of hands” is selected, the game is played only for the number of hands selected in the “Play # of hands” option.
Sets the game over score when the “Play” option is set to “To score.” For single deck, “1000”, “1200” or “1500” ends the game when a team reaches that number of points (“100”, “120” and “150” for Modern scoring). For double deck, the options are “3000” and “5000” (“300” and “500” for Modern scoring).
Sets the number of hands to be played when the “Play” option is set to “# of hands.” When the number of hands is completed, the highest score wins.
Ends the game if anyone is losing too badly. “None” means no mercy; game continues to the game over score. The other options allow you to end the game if anyone if negative half the game over score, negative the game over score, or the spread between the low and high score equals or exceeds the game over score. Applies only when “Play” is set to “To score.” This option takes precedence over the “must bid/set to win” option, if set.
“3” for a 3-player individual game or “4” for a 4-player partnership game. Single deck only; double deck is always 4 players in partnership.
Sets the minimum opening bid to “150”, “200” or “250” (“15”, “20” or “25” for Modern scoring). Single deck only; double deck is always minimum bid 500.
“Auction” for multiple round bidding. Bidding continues until only one has not passed. “Single” offers only single round of bidding.
“2,” “3,” or “4” indicates that the declarer and his or her partner exchange that number of cards after trump is declared. “None” means there is no passing of cards. 4-player games only.
“Yes” places the number of cards equal to the number of players in a kitty which is added to the high bidder’s hand. “No” deals all cards to the players.
“Yes” means the dealer must bid if the other three players passed during the first round of bidding. “No” allows the dealer to pass; cards are redealt if all players pass during the first round of bidding.
“Yes” means the declarer must have a marriage or better in trump or they automatically fold following melding. “No” removes this requirement. Double deck only.
“Yes” means the declaring team must have at least 20 points (200 in classic scoring) in meld or they automatically fold following melding. It also requires that the defenders have 200 in meld or their meld is not scored. “No” imposes no such restrictions. Double deck only.
“Yes” means a player with 5 or more 9s can call a misdeal as their first bid. Single deck only.
“Yes” means we ask the declarer on their first lead if they want to throw in their hand. “No” means we do not. Default is yes.
“Yes” means we ask the declarer just before meld display if they want to shoot the moon, meaning they will take all the tricks. If they succeed, they are awarded the game over score, frequently ending the game. If they fail, the game is immediately ended, and they lose. Applies only when “Play” is set to “To score.”
Two pinochles score 80 points (8 for modern scoring) instead of 300 (30 for modern) for a double pinochle. Single deck only.
Adds a 300-point (30 for modern scoring) meld for having 2 kings and 2 queens of trump but not having a double run. In double deck, this also enables Triple Royal Marriage for 600/60 and Quadruple for 900/90.
Add three more meld types: a 190-point “Run With Extra King,” a 190-point “Run With Extra Queen,” and a 230-point “Run With Extra Marriage.” If you have one of these, you do not get credit for a simple run. Also, if both this option and “Double Royal Marriage” is on, “Double Royal Marriage” beats “Run With Extra Marriage.” Single deck only.
“Always” means a player who can follow suit must play higher than the currently winning card (if possible) or trump in if they are out of the led suit but still have trump. “Trump Led” means a player must play higher trump (if possible) on a trick where trump was led. “Never” means heading the trick is not required.
“Yes” means that a player void in the led non-trump suit, must play trump if they have any. “No” means a player may slough even when holding trump. Applies to “Must head trick” options “Trump Led” and “Never.”
“A 10 K” means that the Ace, 10, and King are each worth 10 points. “A 10 K Q” means the Ace and 10 are each worth 10 and the King and Queen are worth 5 each. “A 10 K Q J” means the Ace is worth 11, 10 worth 10, King worth 4, Queen worth 3, and Jack worth 2. In Modern scoring, only “A 10 K” is allowed and each is worth 1 point.
“Yes” means a team must take at least 20 points (200 in classic scoring) during trick-taking or the declaring team loses their bid; the defenders score zero. “No” imposes no such requirement. Double deck only.
“Yes” requires the winner(s) to be either the bidder(s) who made their bid or the opponents who set the bidder(s). “No” means the player(s) with the highest score over the play to score wins. Applies only when “Play” is set to “To score.” When a “mercy rule” option is on, it takes precedence over this option.
“Yes” means that if both teams go over the game over score, the bidding team wins. “No” means that the team with the highest score wins. Only applies when “Must bid/set to win” is “No” and “Play” is set to “To score.”
“Yes” displays the cards and bids of all players after each deal. All players must explicitly continue to the next deal. “No” means the game progresses to the next deal immediately. Join and Practice games only.
Let’s you set the speed of the meld display to one of 5 values ranging from very fast to very slow. Join, Practice, and Compete games only; speed in Play games is medium.
“Yes” randomly reassigns seats at the start of each game to mix up player positions (sometimes keeping the seats the same). “No” allows players to keep the seats they choose. Compete games only.
“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. Join and Compete games only.
“Yes” to allow players to see bid and card play suggestions, depending on their personal setting. “No” prevents all players from seeing suggestions. Always “Yes” in Play games; “No” in Compete games.
“Yes” shows all players’ hands face up during the game. “No” keeps other players’ hands face down. Join and Practice games only.
“Yes” hides the points taken during the hand displayed next to each player’s name.
“Yes” allows decks to be uploaded using the Upload Decks button in the Current Game item in the main menu. Uploaded decks are used starting on the next deal following upload. Join and Practice games only.
“No” prevents anyone from watching the game. “Face Down” allows up to 10 additional players to watch the game with all players’ hands face down. “Face Up” allows watching with players’ hands face up. Join games only.
“None” disables all chat during the game. “Preset” allows only the built-in chat messages to be used. “Text” allows full chat. Full chat is also always available before and after games. Always “Preset” in Play games; “None” in Practice games.
Specifies an optional time limit for a player to bid. “Off” means there are no time limits on bidding. “7s,” “15s,”, “30s” & “60s” sets a limit to bid of 7, 15, 30 or 60 seconds, respectively. Automatically set in Play games.
Specifies an optional time limit for a player to play a card. “Off” means there are no time limits on card play. “7s,” “15s,”, “30s” & “60s” sets a limit to play a card of 7, 15, 30 or 60 seconds, respectively. Automatically set in Play games.