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Double Pack Pinochle

Game Type
Trick Taking
The most popular form of Partnership Pinochle, Double Pack Pinochle evolved during the 1940s and produced two innovations: a double pack, with no nines or lower cards, and bidding during which a player can tell his partner about the contents of his hand. 
Number of Players
Four people can play, two against two as partners.
The Pack
A pack of 80 cards is used: four each of A, 10, K, Q, J (ranking in that order) in each suit. The pack is made by mixing together two regular 48-card Pinochle packs, and discarding all the 9s.
The Draw
Each player draws a card from the pack. The players with two highest cards are partners against those with the two lowest, and the highest deals. There is no rank of suits, and if two or more players draw cards of the same rank, they draw again to determine the order among themselves only. High card deals. (Example: A draws an ace, B and C draw kings, D draws a jack. B and C draw again; the higher will be A's partner, the lower D's partner. Player A deals.)
The Deal
The dealer shuffles the pack and offers it to an opponent, who cuts it approximately in half. The entire pack is dealt, four or five cards at a time, giving each player 20 cards. The turn to deal passes to the left.
The Bidding
Beginning with the player to the dealer's left, each player in turn may make a bid, announce a meld, or pass. Having once passed, a player may not bid again in that hand.
The minimum bid is 500. Bids are made in multiples of 10, and each bid must be higher than any previous bid. (It is customary to drop the extra zero at the end of every score and bid. Example: 50 instead of 500, 51 instead of 510, and so on.)
Before any player has bid, each player in turn may announce the amount of his meld, without giving any other information as to the nature of his hand, such as by announcing 100, 400 (or 10, 40). The player may announce more or less than the actual amount.
In making a bid, a player may state that it is based on a flush or on a long suit, and may also announce a meld, as by bidding 500 and announcing a flush and 100 meld. The bidder may not name a particular suit, or say that he has two long suits, or give any information as to the playing strength of the hand. If a player announces a flush or long suit before any bid has been made, he is deemed to have bid 500. If a player announces a meld in points after a bid has been made, he is deemed to have topped the previous bid by 10 points for each 100 points, or fraction of 100 points, that he announces. Example: The last bid was for 500; if the next player announces 100 meld, he has bid 510; if he announces 140 meld, the bid is 520. (In some games, only bids and passes are permitted, but not announcements.)
If all four players pass (or announce melds) but no one bids, the hands are thrown in and the next dealer deals.
Melding. The high bidder names the trump suit. Each player then melds, scoring as follows:
Sequences Points
A, K, Q, J, 10 of trumps (flush) 150
K, Q of trumps (royal marriage) 40
K, Q of any other suit (marriage) 20
(There is no extra score for a duplicated sequence. A double flush counts only 300.)
Groups Points
4 aces (one of each suit) 100
Double aces (two of each suit) 1,000
Triple aces (three of each suit) 1,500
4 kings (one of each suit) 80
Double kings (two of each suit) 800
Triple kings (three of each suit) 1,200
4 queens (one of each suit) 60
Double queens ( two of each suit) 600
Triple queens (three of each suit) 900
4 jacks (one of each suit) 40
Double jacks (two of each suit) 400
Triple jacks (three of each suit) 600
A quadruple group counts simply as two doubles; sixteen aces count 2,000 
Pinochle (Q♠, J♦) 40
Double pinochle 300
Triple pinochle 450
Quadruple pinochle 3,000
A card that is part of a meld under one heading may be counted as part of a meld under another heading, but not part of another meld under the same heading.
A side's melds do not count unless that side later wins a scoring trick.
A worthless trick, such as four jacks, does not make the meld count.
The Play
The high bidder leads and may lead any card. Each player in turn must follow suit, if possible. If a trump is led, the player must top it if he can. If the player cannot follow suit, he must trump, if possible. If duplicate cards are played to the same trick, the one played first ranks higher. The winner of each trick leads next.
Cards won in tricks may be scored in either of two ways, which should be agreed on before the game begins: 
Aces, tens, and kings score 10 points each or
Aces and tens score 10 points each, kings and queens score 5 points each. Other cards count nothing, but the last trick counts 20. The total to be won in cards is 500.
If the bidding side makes at least the amount of its bid in melds and cards, it scores all it makes. If it makes less than the bid, the whole amount is subtracted from its score. That side's opponents always
score whatever they made.
Game is 3,550, and the score of the bidding side is counted first.
(These rules are based on those prepared by Richard Setian of Philadelphia.)