This page is based on David Dailey's rules, entitledPinochle is for Fun!

Note: There are other pages on this site for Double Deck Pinochle , Three Player Auction Pinochle and Two Handed Pinochle.

Game Name: Pinochle Game Room: Play OK Omaha 500 9:00 PM EST beachebabe's Tournament (200) SE LS (TDD: 0) 1vs1 (Register). 40 reviews for PlayOK, 1.8 stars: “The interface is basic but functional for playing Go, which is the only game I play on this site. A fair number of Go players use this site a few quite strong some even from Korea, where Go is immensely popular. Pinochle is a trick-taking game played with a 48 card deck. Pinochle players score points by forming combinations of cards into melds and also by traditional trick-taking. Thus, each pinochle hand. Pinochle was developed in Europe from the card game Bezique. Since then many different and exciting variations of Pinochle have been created. Learn about Pinochle, Partnership Pinochle, Two-Handed Pinochle and Cut-Throat Pinochle. See full list on cardgames.io.

Contents

Introduction

David Dailey writes:

My parents taught me to play Pinochle the summer before my sixth birthday. I have been playing for many years since, and I greatly enjoy this opportunity to share my version of Pinochle with you all.

There are many variations of this game. In fact, nearly every aspect of the game is played differently by somebody, somewhere. I call this version 'My Family's Pinochle,' or MFP for short. I have found Pinochle to be a wonderful game for playing in large groups, and it can be an excellent vehicle for social interaction if you play, as I do, not necessarily to win, but to have fun. I hope you also enjoy playing Pinochle.

Please write me with any comments, questions, or suggestions regarding this document. Additionally, I am working on a paper version of these rules (complete with illustrations!) that will be available for sale. Please send e-mail if you are interested in purchasing a copy. I can be reached at Pinochle@CompassRoseEnterprises.com.

Overview

Pinochle is a trick-taking game, like Euchre, Bridge, Hearts,Spades, and even the children's game War. Under Taking Tricks, I'll cover how you decide who leads each trick, how you decidewho wins each trick, and what that all means. But before we get to the trick-taking phase of the game, I'll talk about the deck, how it's dealt, how bidding takes place, and all the other pieces of the game.

For those familiar with Pinochle terminology, My Family's Pinochle (MFP) is single-deck, four-handed, partnership, auction, racehorse Pinochle. For those not familiar with these terms, check out the list below:

  • Single-deck means we use only one deck of Pinochle cards. There are variations on the game that use two or more decks, especially to accommodate more than four players.
  • Four-handed means that four people play at a time. I also play three-handed pinochle, and I've worked on developing a special deck for playing five-handed pinochle. Two-handed and six-handed pinochle also exist, and I'm sure there are others (eight-handed comes to mind).
  • Partnership means that the four people are grouped in two teams of two. There are variations (notably in three-handed) where each player plays independently, and other variations where the player taking the bid has a partner based on which other player is holding a particular card.
  • Auction means that the privilege of naming trump is bid for amongst the players. The player winning the bid gets the right to name trump, but also has the responsibility to make sure the team earns the number of points bid. One variation is that trump is determined by the final card dealt from the deck.
  • Racehorse means that, after the winning bidder has named trump, that player's partner passes cards across the table. The bidder incorporates those into the hand, then passes the same number of cards back. A common variation is to play cutthroat, where such passing of cards does not take place.

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The Deck

My Family's Pinochle is played with a 48-card deck (there are variations). The deck consists of twelve cards in each of four suits - two in each of the ranks Ace, Ten, King, Queen, Jack, and Nine. Note that the rank of cards differs from standard usage: the Ten outranks everything (within its suit) except the Ace. This is likely to be a stumbling block for many people; however, if you are familiar with the bowers in Euchre or the strange role played by the Queen of Spades in Hearts, you should have no trouble with the transition.

In the trick-taking phase of the game, the Aces, Tens, and Kings are worth points, and thus are called 'counters.' Queens, Jacks, and Nines are not worth points (although they can win tricks [and influence people]), so they are called 'non-counters.'

The (at first) unusual order of ranks can be remembered by chanting 'Ace, Ten, King' over and over, much as a beginning or infrequent dancer (such as myself) chants 'one, two, three' while learning to waltz. 'Ace, Ten, King' has become something of a mantra at our pinochle parties.

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The Deal

For the first round of a game, the players select a dealer inwhatever manner they choose. At our house, it's generally whoever happens to pick up the cards first. (Throughout this document, a 'round' will refer to the entire sequence from one deal to the next; the set of cards dealt to an individual player will be called a 'hand.')

The dealer shuffles the cards in whatever manner is convenient to mix them thoroughly. (It is considered good form to offer to shuffle and/or deal for somebody whose hands don't work so well.) The shuffled deck is placed on the table to the dealer's right; the player to that side cuts the deck, preferably towardthe dealer.

The dealer picks up the deck (cut portion last) and deals the cards evenly to each players, beginning with dealer's left. Some players insist that the cards be dealt one at a time. I was taught to deal the cards three at a time, and continue to do so. Truth be told, it doesn't matter as long as each player receives twelve cards, the dealer receiving the final card(s). All 48 cards will have been dealt.

It is generally courteous to wait until all the cards have been dealt before picking up your hand. This way, if one player does not have enough cards, they can be re-distributed without having to re-shuffle and re-deal the whole deck.

Once the cards have been dealt, the players pick up, sort, and examine their hands. The next phase is bidding.

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The Bid

The winner of the bid (hereafter called the 'declarer') acquires three rights:

  • the right to name trump,
  • the right to receive cards from his/her partner, and
  • the right to lead the first trick.
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The minimum opening bid is 250 points, and the player to the dealer's left has the first opportunity to bid. Bids are made in increments of 10 (or multiples of 10) points. Unlike Bridge, no suit is named along with the point value - the bid consists of a number only.

Bid passes to the left, and when the bid reaches you, you have four options:

  1. Give a normal bid by announcing a number 10 points higherthan the last bid.
  2. Give a 'jump' bid by saying a number at least 20 points higher than the last bid.
  3. Say 'Pass,' thereby removing yourself from the bidding for this round. (If it looks as though the other players will be bidding for a while, go get a cup of tea.)
  4. Say 'Pass with help.' This phrase removes you from the bidding for the round, but can be used to convey extra information to your partner. Note that some people do not allow the use of 'Pass with help'; always inquire locally before starting play.

When only one person has not said 'pass' (or 'pass with help'), that person has won the bid and becomes the declarer. The amount bid is recorded on a piece of paper which is being used as a score pad.

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In My Family's Pinochle, the dealer is 'under': this means that if the other three players pass, the dealer has taken the bid at 250 points.

The winner of the bidding names the trump suit.

Go to bidding tactics
Go to tactics of choosing trumps
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Passing Cards

When the bidder has named trump, the bidder's partner selects four cards to pass across the table. Exactly four cards must be sent; no more and no fewer. Once you've selected your four cards, place them in one stack face down on the table in front of you, and slide them across to your partner.

The bidder picks up these four cards and sorts them into his or her hand and chooses four cards to send back across the table in the same way. These may include some of the cards just received.

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Laying Down Meld

Now that the cards have been passed back and forth across the table, all four players lay down their meld. My dictionary calls meld 'a combination of cards declared, especially by putting them face up on the table,' and that definition is appropriate. Each combination is called a piece of meld, and each piece is worth a particular number of points.

There are three types of meld, and an individual card may belong to several different pieces of meld as long as they are of different types. Each player places face-up on the table only those cards necessary to show the value of their meld.

In My Family's Pinochle, the various pieces of meld are worth the following numbers of points:

TYPE I

TYPE II

TYPE III

Although it seems arbitrary, Tens Around is worth nothing. Nines Around, if you really want to meld it, is (facetiously) worth 10 points, because you automatically have the deece.

When all four players have laid down their meld, both teams count their points and record them on the score pad. Here's where it starts to get interesting: There are only a total of 250 points available during the trick-taking phase of the game. If the amount that was bid is more than 250 points above the amount melded by the declarer's team, there is no way that team can make their bid. They are not 'on the board,' and they will 'go set' for this hand. (See the Taking Tricks section for what happens when you've 'gone set.')

If the difference between the amount bid and the amount the declarer's team has melded is 250 points or less, the hand can be played out. However, if the declarer feels there is absolutely no chance of making the required points, he or she can 'throw in the hand' and the consequences are the same as if that team had not been 'on the board'. General courtesy calls for all players to wait until the declarer picks up his or her own meld; then they may pick up theirs. This gives the declarer a fair chance to see what he or she is up against.

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Taking Tricks

Once all players have picked up their melded cards, the declarer leads to the first trick. Proceeding to the left, each player plays a card on the trick (following the rules outlined below). When four cards have been played to the trick, the highest-ranking card of trump - or, if there is no trump in the trick, the highest-ranking card of the suit led - wins the trick. If there is a tie for highest-ranking card, the trick is won by whichever of the equal cards was played first. The player who played the winning card leads to the next trick, and so on until twelve tricks have been played.

There are some rules about what must be played on the trick. The first, or lead, card, may be anything in the leader's hand (although some plays are smarter than others). The basic rules of engagement are as follows:

  1. If you have a card of the same suit as the lead card, you must play it. If possible, you must play a card that beats the card that currently controls the trick.
  2. If you do not have any cards in the suit led, but you have a card in trump, you must play it, thereby 'trumping the trick'. If you have no card of the suit led and the trick already contains trump, you must beat it with a higher trump card if you can; even if you can't win the trick you must in any case play a trump if you have one.
  3. If you cannot follow suit and you cannot trump the trick, you may 'slough', that is, play any other card.

Notes:

  • The first played of two identical cards beats the second.
  • The rule obliging you to beat the card currently winning the trick applies even if the card you are obliged to beat is your partner's.
  • If you have no card of the suit led, you must play a trump if you can, even if someone before you has already played a higher trump than yours. The only case in which you are allowed to throw a card of a non-trump suit different from the led suit is when you have no cards of the suit led and no trumps.
  • The obligation to play higher only applies if you are able to beat the card that is currently winning the trick. If you are unable to do this you may play any card, subject always to the necessity to follow suit and to play a trump if you have no card of the suit led. For example, if the non-trump lead has already been trumped, and you have cards in the suit led, you cannot beat the trump that is currently winning the trick (since you have to follow suit), so you may play any card of the suit that was led.

Once all four cards have been played to a trick, it should be clear which player has won the trick. Each team should designate one partner to 'pull' the tricks, or gather them from the center of the table. For the declaring team, this is usuallythe non-declarer (giving the declarer time to concentrate on what to lead next). The puller collects the cards, turns them face-down, and places them in a stack in front of him or her on the table. As a courtesy, the puller shows the cards to the other players (especially the declarer) before they are turned face-down.

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Counting Points

Once all twelve tricks have been played, both teams collect their stacks of pulled cards and count the Aces, Tens, and Kings (the 'counters') collected during the round. Each counter is worth 10 points. The final trick, in and of itself, is worth an additional 10 points. This make 250 points total: 240 for the twenty-four counters in the deck, plus 10 for the final trick.

The scores obtained by each side are recorded on the score pad.

If the declaring team 'makes the bid' (earns enough points, through melding and trick-taking combined, to meet or exceed the amount bid), all the earned points are added to the team's previous score. If they do not, they 'go set'. This means that they do not score any points melded, they score no points taken in the tricks, and their previous score is reduced by the amount bid.

If the non-declaring team fails to earn points while taking tricks (that is, they pulled no counters and failed to capture the final trick), they do not score any points that were melded. (It is said that they failed to 'save their meld.') The exception is that if their only meld was one or both deeces, the points are scored. Nines of trump are said to 'save themselves'. If the non-declaring team does capture points in tricks, the meld is added to their previous score, along with any points earned in tricks.

If the declaring team were not 'on the board' (their meld fell short of their bid by more than 250 points) or they decided to throw in the hand without play, they lose the amount of their bid, and the opponents score their own meld. The cards are not played, so there is no score for cards won in tricks. Note that if the declaring side have no chance of making their bid, it is advantageous for them to throw in the hand, as this prevents the opponents from scoring for cards taken in the play.

It is a great coup for the declaring team to take all 250 points during the trick-taking phase of the game. It is also a great coup for the non-declaring team to steal enough points that the declaring team cannot make their bid. This tension, and waiting to see how it will be resolved, is part of the great fun of Pinochle.

My Family's Pinochle is generally played to 1500 points when there are only four people playing (and if both teams exceed 1500 on the same round, the declaring team wins regardless of the actual score). If we have several more people, however, we call four rounds a game and switch partners and/or tables. Pinochle is a lot of fun when you can play with four or five different people during the course of an evening - plus, you build up a lot of stories about 'the big one that got away'.

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Variations

Some play that no extra points are scored for a single extra king or queen added to a run. This is probably more usual than the way of scoring meld described in the main account. A-T-K-K-Q-Q-J of trumps would score 190 for a run plus a marriage in trumps.

The rules of play given in most card game books published since 1945 are somewhat different from those give in the taking tricks section of this page. According to these rules:

  • If a trump is led, the other players must play trumps if they can, and if possible they must beat the highest trump so far played to the trick.
  • If a non-trump is led, the other players must follow suit if they can, and must trump if unable to follow suit, but there is no obligation to beat the highest card in the trick. It is neither necessary to overtake when following suit, nor is it necessary to beat the highest trump so far played when trumping.

The older rules, as given on this page, require players to beat the highest card in the trick whenever possible, even if a non-trump was led, and many players, perhaps the majority, still observe these older rules.

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Many players divide all the scores by 10 - so a pinochle is worth 4, a run is worth 15, each counter (A, T, K) taken in a trick is worth 1, and so on.

Robert J Gauen reports a different method of scoring frequently used in the Pacific northwest of the USA. This uses chips. Each team is allotted 14 colored chips (one team red, the opponents blue) representing 100 points each and 10 white chips representing 10 points each. One player from each team is assigned to hold the chips at the start and pass them to partner as points are scored. At the conclusion of each hand one colored chip for each hundred points won and one white chip for each ten points won is passed across to the partner. The first side to pass all chips to the opposite side of the table wins. There is one notable difference in scoring. When the bidding partnership 'goes set' on a hand (fails to make the points for their bid), they do not lose points; instead, the other team scores the failed bid in addition to the points which they made on meld, and the counters they took in their tricks. This method of scoring makes for a much faster game.

Further Pinochle WWW Pages

For other forms of Single Deck Partnership Pinochle, see John Hay's Pinochle page.

Steve Birnbaum's Stonebridge Pinochle site describes a different version of Single Deck Partnership Pinochle, with plenty of useful information on strategy and the meanings of bids. Some key differences in the rules there are:

  • The minimum bid is 190.
  • There is no passing of cards between partners.
  • There are no special scores for double melds. A double run just scores a two single runs, a double pinochle as two pinochles and a double around as two arounds.
  • When a non-trump is led, you must trump if void, but you do not need to beat the highest card in the trick.
  • In the play, Kings are worth just 5 points, not 10; Queens are also worth 5 points so the total is still 250.

Associated with this page is a separate page on Pinochle Tactics (for the single deck partnership game) and a Pinochle Glossary. The material for both of these was also contributed by David Dailey.

B.J. Herbison's Playing Pinochle page describes a variation of Single Deck Pinochle, and a detailed set of suggested bidding conventions.

Other Types of Pinochle

There are separate pages on this site for:

Eventually, more types will be covered.

Pinochle Software and On-Line Games

Free Canasis.com is an online pinochle site that offers the most variations of pinochle including both single deck and double deck styles, both the old and new rules, and most of the variations described above. With a pleasing wooden theme and many other features, Canasis is definitely worth a long look.

You can play Pinochle online at

  • AOL games (formerly games.com / Masque publishing)

The collection HOYLE Card Games for Windows or Mac OS X includes a partnership single deck Pinochle program, along with many other popular card games.

Pinochle Rules

Pinochle is a trick-taking and melding game popular in the United States. The game is derived from a variation of Bezaique and was brought to America by German immigrants. The name 'Pinochle' is a misspelling of the french word 'binochle' which means 'eyeglasses' or 'Two-eyes', referring to the meld 'Pinochle' which consists of a queen and a jack. Allegedly this refers to the fact that the game was originally played with a deck of cards where the queen of spades and jack of diamonds were depicted in profile, together showing two eyes. There are multiple variations of Pinochle in existence, each with differing rules and traditions, but the one on this site is a single-deck four handed partnership Pinochle. Pinochle is played with 4 players and a deck of 48 cards. The cards have two copies of each card rank and suit of ace (high), tens, king, queen, jack, and nines (low). note that unlike standard card games in Pinochle the tens are a high card, and will outrank the kings, queens, and jacks in trick taking. A single round in Pinochle consists of 6 phases.

  1. Dealing
  2. Bidding
  3. Exchanging
  4. Melding
  5. Trick-taking
  6. Scoring

Dealing

Pinochle is played in partnerships, with partners sitting opposite each other at the table. The first dealer is chosen at random, but then dealership passes clockwise around the table. At the start of each round every player is dealt 12 cards. The player to the left of the dealer has first bid (see below).

Bidding

Once every player has been dealt 12 cards the auction begins. Here players bid the minimum number of points they believe their team can get during that round. The minimum bid is 250 points, and starts with the player to the left of the dealer. A player can either bid 10 or 20 points over the current bid, or pass. Once a player either passses or raises the bid the player on his left bids. A player that has passed on a bid is skipped and the player on his left bids instead. The last player not to pass wins the bid with the amount he last bid. If all players pass without bidding then the dealer makes the default bid of 250 points, and automatically wins the contract.

The winner of the bid has now won the right to:

  • Declare the trump of the round
  • Exchange 4 cards with his partner
  • Lead the first trick

Winning the auction

The player who won the auction must declare the trump for that round.

Next, the partner of the winning player must select and pass over exactly 4 cards from his hand to the winning player. The winner must then pass 4 cards back to his partner. There is no restriction on which cards are passed, but partners cannot communicate or consult with each other when selecting cards to pass. Passing cards is not optional, and each player must pass 4 cards. However the winning player can give back the cards his partner passed to him if he so chooses. The team that lost the auction cannot exchange any cards that round.

Melding

All players will form melds from their hand for points. There are three classes of melds. A single card can be part of multiple melds in different classes, but can only be a member of a single meld in a given class. For example a queen of hearts can be a member of a 'Hearts marriage' (Class 1 meld), and a member of 'Queens around' (Class 3 meld), but cannot also be a member of 'Run' (Class 1 meld) since it already appears in the hearts marriage. The points for the melds presented are tallied up and added to the score of that team for the round. The game will automatically form the highest scoring combination of melds from your hand and present those.

Valid Melds

The following are valid melds in Pinochle, and their respective point values:

Class 1 melds:
  • Run: Ten to Ace, all 5 cards in the current trump suit (H11 H12 H13 H10 H14). Worth 150 points.
  • Run + King: A run with an extra king in the trump suit. (H11 H12 H13 H13 H10 H14). Worth 190 points.
  • Run + Queen: A run with an extra queen in the trump suit. (H11 H12 H12 H13 H10 H14). Worth 190 points.
  • Run + Marriage: A run with an extra royal marriage. (H11 H12 H12 H13 H13 H10 H14). Worth 230 points.
  • Double run: Two runs in the trump suit. (H11 H11 H12 H12 H13 H13 H10 H10 H14 H14). Worth 1500 points.
  • Dix: The nine of a trump. (H9). Worth 10 points.
  • Royal marriage: King and queen of the trump suit. (H12 H13). Worth 40 points.
  • Common marriage (or [suit] marriage): King and queen out of trump. (S12 S13). Worth 20 points.
Class 2 melds:
  • Pinochle: Jack of diamonds and queen of spades. (D11 S12). Worth 40 points.
  • Double pinochle: Both jacks of diamonds and both queens of spades. (D11 D11 S12 S12). Worth 300 points.
Class 3 melds:
  • Aces around: One ace of each suit. (H14 S14 D14 C14). Worth 100 points.
  • Aces abound: All 8 aces. (H14 H14 S14 S14 D14 D14 C14 C14). Worth 1000 points.
  • Kings around: One king of each suit. (H13 S13 D13 C13). Worth 80 points.
  • Kings abound: All 8 kings. (H13 H13 S13 S13 D13 D13 C13 C13). Worth 800 points.
  • Queens around: One queen of each suit. (H12 S12 D12 C12). Worth 60 points.
  • Queens abound: All 8 queens. (H12 H12 S12 S12 D12 D12 C12 C12). Worth 600 points.
  • Jacks around: One jack of each suit. (H11 S11 D11 C11). Worth 40 points.
  • Jacks abound: All 8 jacks. (H11 H11 S11 S11 D11 D11 C11 C11). Worth 400 points.

Trick taking

Once melding concludes trick taking starts. The player who won the auction leads the first trick, and then the winner of each trick leads the next one. The player leading the trick can play any card they wish, but other players must follow the restrictions below:

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  • You must play a card in the same suit as the lead card.
  • If you cannot play a card in suit, you must play a trump.
  • If you can neither follow suit or play a trump then you can play any card you wish
  • You must take the trick if doing so does not violate the above rules.
Example: The trump is spades. Bill leads the trick with the queen of hearts H12.

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Lisa has neither hearts nor spades and so can play any card from her hand. You have the ace of hearts and ten of hearts H9 H10 H14. You must play either the Ten of hearts or the ace of hearts as they are both in suit and can beat the queen of hearts. Note that you must take the trick if you can even if your partner is currently winning the trick. Mike has no hearts but has a queen of spades Ok Pinochle

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S12. He must trump if able and thus takes the trick with his queen.

The round ends when all 12 tricks have been taken.

Scoring

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.

If a team is unable to get any points during the trick taking phase then they get no points that round, regardless of how many points they earned during melding. If the non bidding team gets at least 10 points (any ten, ace, king, or the last trick) during trick taking then their meld points and trick points are addded to their total score from previous rounds.

If the bidding team earns enough points from their melds and trick taking to match or exceed their bid then all their points are added to the total score. If they fail to meet their bid then they have 'gone set' and earn no points that round. In addition their bid is subtracted from their total score.

Voluntarily going set

If, after melding, the bidding team's bid is more than 250 points higher than their combined score they have gone set. The player who won the bid can at this moment throw in the hand. Doing this will cause them to go set, have their bid subtracted from their total score, the opposing team gets their melds added to their score, and the next round begins. The bidding team however can also choose to play the hand in the hopes of getting all 250 points avalible and causing their opponents to get 0 points for the round, somewhat lessening the damage. Teams can not throw in the hand under other conditions, if their bid is 250 points higher than their score or less they must play the hand.

Example:Bill won the bid at 330 points. After melding it is revealed that you and Bill only managed to get a combined 60 points. Since you can only get 250 points from the trick taking phase your team can never meet the 330 point bid, falling just short at 310 even if you get all the tricks. Bill decides that you cannot get all possible 250 points and throws in the hand. Your team loses 330 points and Mike and Lisa get whatever their melds are worth added to their total. The next round then begins. If Bill had so preferred he could have led the first trick and the round would have continued as normal.

Winning the game

The game is won when either team has a total score of 1500 or greater at the end of a round. If both teams cross the finish line in the same round then the team who currently holds the bid wins regardless of the actual point values.

Example 1: You and Bill end the round with 1500 points, while Mike and Lisa only have 1200 points. You and Bill win the game.

Example 2: You and Bill end the round with 1700 points, while Mike and Lisa have 1600 points. Mike is the bidding player this round. Mike and Lisa thus win the game.