Classic trick taking card game in which players bid how many points they will score for the right to set trump, then have to make their bid to get their points. Pinochle is played with a modified standard deck. It consists of a 48 card deck with all 2-8's removed and two of each other card (a Pinochle deck can be made by combining two 52 card decks and removing all 2-8's).
Pinochle has several unique elements not found in other trick taking games:
- Before playing the hands, players form melds (runs, marriages, pinochle, sets) which are added to their score.
- Played with a double (and sometimes quadruple) deck of cards: A 10 K Q J 9
- Players are required to trump when void and over trump if they can.
The original version of Pinochle is a two-handed version which is derived from the virtually identical Bezique.
The game was modified for more players with several popular variants including Partnership Pinochle, Partnership Auction Pinochle, and Double Pack Pinochle (Partnership).
(The origin date listed for this game is approximate.)
- Fun time game (with group)
- Decent fun time (with group)
- Playing mind games with other players
- Interesting abilities
- Terrible experience if not talking to other players
- Boring if not playing mind games
- Fell flat with people not into table talk
- Very group dependent
- Scurry Up
- Critter Kitchen
- Sheriff of Nottingham
Mechanics (from transcript analysis)
- Area Control — your mastermind trying to decide where you're going to uh get your treasure from
- bluffing — you're trying to play a little bit of a bluffing game of telling the others where you're going to go or what you're going to do because other players are going to be trying to steal the treasure from you as you go.
- Table talk — the whole idea of the game is the table talk as to what you are and aren't going to take.
- Take That — other players are going to be trying to steal the treasure from you as you go.
- Variable player powers — There's a bunch of location abilities that mix things up
Video topics + discussion points
Quotes (from this video)
- Some of them I wish I hadn't.
- This is basically 90% Fiveminute Dungeon, 80 80% Fiveminute Dungeon.
- I wanted to like and I unfortunately do not.
- Everything else about the game, in my opinion, is terrible.
- This is weirdly hard and luck dependent for a game that has no decision space.
- If you aren't talking to other players, this is a terrible experience.
- Temple Code is a deduction game.
- I like it. It's fun. It's a 3.5 to five.
- That has been your roundup review of five different games.
References (from this video)
- short playtime (15 minutes)
- tactile and accessible
- tactile stacking
- light, family-friendly stacking fun
Mechanics (from transcript analysis)
- stacking blocks — players stack wooden blocks to form piles
Video topics + discussion points
Quotes (from this video)
- I'm not gonna be pulling the plug or anything like that
- I am actively trying to do this less because the less time I spend filming means the more time I have to make more videos
- I need to flip this over like I am inherently an optimistic person
References (from this video)
- Excellent for trash-talking and social interaction
- High degree of player interaction and bluffing
- Fun location-specific abilities
- Good as a 'party game in disguise'
- Low player control
- Can feel chaotic
- Heist/Collection
- Various locations
Mechanics (from transcript analysis)
- Area Majority — if the mastermind goes to a location by themselves, they get every card there. And you don't want that. That's putting you behind the eight-ball. But if you show up at the same location the mastermind is at, they get only two cards there and you also get a card from there.
- bluffing — You're constantly lying to each other.
- Deduction — You're constantly trying to predict where someone's going.
- Hidden Movement — Every round, one player plays as the mastermind and they are going to choose one location to go to. You don't know where they are going.
- Set Collection — it is a set collection game where you are trying to get cards of the same type to score those.
- Variable player powers — each of the locations has sort of a different ability and that is fun as well.
Video topics + discussion points
Quotes (from this video)
- So, uh, this is my monthly video on the best games coming to retail, the best board games coming to retail.
- I will be at PAX Unplugged, the board game convention PAX unplugged this upcoming weekend in Philadelphia. So, if you are there, please say hello to me.
- So, you know, it's a quick card game for sure, but there's a lot of intrigue about how things are going to switch mid round and how you're going to play out the cards in your hands.
- The interesting twist of the game though is when when the sort of pool of snakes gets too high, it doesn't bust the entire group. It busts the person that has drawn the most things out of the bag.
- So, you know, it requires teamwork and uh precision and stuff.
- I honestly think the worst aspect of the game is the sort of theme and the name Tricky Kids makes you think it's a kids game and it's not a kids game.
- this is another game that feels pretty unique and different in the world of card games.
- And so like I think this is a really good game to play at the holidays, you know, if you're trying to like it really um creates nice moments where like it's like a feelgood game
- So, it is like, you know, for like a 20minute game, it's it's a pretty clever game of how you're playing out fruit and how you're gaining cards to add to your sets.
- And it you are constantly making mistakes, right? You see moo moo and you're like moo and you're like no it's cat like
- So, you know, a thinky game in 30 minutes.
- In December, I'm going to start doing a lot of top 10 videos.
References (from this video)
- Fun
- Charming
- Recommended if you enjoy table talk
- Not recommended if you don't enjoy table talk
Mechanics (from transcript analysis)
- Table talk — The core mechanic is about convincing people and interpreting their statements.
Video topics + discussion points
Quotes (from this video)
- Would not recommend.
- I feel like I must be missing something with this one because Coimbra is a game that I I I thought was fine. Like not even like good. It was just fine.
- Coimbra was a complete miss for me and my group.
- This one also did not work for me.
- It is a fast, light, simple game, but it's also not easy and it's also incredibly like so little decision making in this game.
- the game is random as far as you may get slapped in the face really, really hard in four out of five of the games and then get like a little lucky in the way things come out.
- I just think that I spent enough time on BoardGameGeek over the years that when ratings have been incentivized in some way...
- The vibe I got, like if I found out, I guess the way I'd put it is if I found out they ran a get $5 off your next purchase with us if you go rate the game on BGG, I wouldn't be surprised.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Oh my god, there's lasers going everywhere.
- We're still focused on board games, beverages, and shenanigans.
- I am the problem.
- Pinched is a game from Mighty Boards that I have not played yet.
- This is the big giveaway.
- Congrats on 100.
- It's a game of woodland critters murdering each other.
- I am the Lord of the Hundreds in celebration of our hundth episode.
- My mission in life acquired.
- The size of it.
- The Spiel Foundation.
- The Doven Center for Play.
- It's the next one in the series.
- The Sagrada Remastered edition, the latest one.
- I don't really want to do any of these actions cuz I want her point or her piece here to get an oversee point.
- I have to battle in two bunny clearings.
- I'm going to go for a dominance win.
- I'm paralyzed.
- This game will never end.
References (from this video)
Mechanics (from transcript analysis)
- Hidden Movement — They're going to go to a location to get loot. You are trying to predict where they go.
- Set Collection — a really social set collection game.
Video topics + discussion points
Quotes (from this video)
- Lightning Train is a bag building train game.
- Rowdy Partners is a team-based trick taking game.
- Hot streak is a wild and silly game about racing mascots.
- Pinched is a really social set collection game.
- Phoenix New Horizon is a really strategic worker placement game.
References (from this video)
- Great production quality and art
- Fits the 'beer and pretzels' category well
- Lots of trash-talking and emotional moments
- Good replayability with double-sided boards
- Lighter strategy than some might expect based on production
- Heist
Mechanics (from transcript analysis)
- Deduction — You are trying to predict where you think the mastermind is going so they don't get anything there and you get some of the stuff there as well.
- Hidden Movement — Each turn, each round, one player is the mastermind. They are going to choose one of the locations to go to. Everybody else is going to also choose a location to go to.
- Set Collection — It is a set collection game. We are trying to get specific cards and you know collect sets of cards and sets are going to score us points.
Video topics + discussion points
Quotes (from this video)
- These are lighter strategy games.
- I love strategy games that have interesting decisions but still play in an hour or less.
- if I have four hours to play games, I would rather play three games than one single game.
- it has a little bit of everything in it.
- The dice battle system is really clean and fun in this game.
- it makes for those big emotional moments
- This is a really silly and unique game.
- you will build a bunch of cards and be feeling pretty good about your engine. And then all of a sudden, a lot of bad cards are going to get added to the deck.
- It makes me laugh every time I play it.
References (from this video)
- Great for social moments
- Fun interactions between players
- Leads to moments of clever deduction and surprise
- Heists and getting loot
Mechanics (from transcript analysis)
- Area influence/deduction — Players predict where the mastermind is going, influencing loot distribution. If others predict correctly, the mastermind gets less loot.
- Mastermind Role — Each round, one player is the mastermind who chooses a location, and other players also pick locations.
- Set Collection — When you're the mastermind, you can sell sets of cards for points.
- Variable Player Powers/Abilities — Each location has a special ability, and the location boards are double-sided, offering different effects like taking cards from other locations or gaining companion abilities.
Video topics + discussion points
Quotes (from this video)
- I love social games. That's why I got into games in the first place to hang with my friends.
References (from this video)
- Mastermind system with bluffing and table talk
- Set-collection/payoff design with convenient flipping mechanic
- Vault location provides strategic tension when multiple players go there
- Flavor of a heist theme through mechanics
- Desire for more locations like the vault to encourage more coordination
- set collection with money payout and deception
- heist-themed game with four locations
- simultaneous location selection with bluffing and table talk
- Bonanza
- Critter Kitchen
Mechanics (from transcript analysis)
- mastermind location selection — the mastermind secretly chooses a location; depending on unique vs shared location, rewards are gained
- Set Collection — players gather cards and turn them in for money; completing a set allows flipping the cards to money side
- simultaneous blind selection and table talk — locations are selected secretly and revealed simultaneously; players may bluff or discuss to influence others
Video topics + discussion points
Quotes (from this video)
- That's my favorite mechanism in pinched.
- Let me know your thoughts in the comments below.
- those were some of the most fun moments of the game where we had that table talk and we had a little bit of bluffing.
References (from this video)
- Clear, structured setup for multiple player counts and locations
- Detailed turn order and phase explanations
- Rich thematic components (manors, tokens, river, stash)
- Flexible replay options with standard and crown sides
- Complex rule set with many tokens and variants
- Longer setup and teaching time for new players
- Looting, bluffing, and social deduction in a competitive heist
- Urban heist across multiple manor locations with a shared river board
- Competitive, bluffing, and variable-location exploration
Mechanics (from transcript analysis)
- Hidden information / deduction — Mastermind’s chosen heist location is hidden while others guess to participate and share loot.
- Location-based abilities — Locations like Diamond Manor, Club Manor, Spade Manor, Heart Manor, and Bank modify loot and actions.
- Mastermind token and pocket watch timing — Mastermind role rotates with rounds and the pocket watch advances toward endgame.
- River deck and replenishment — Valuables are dealt to locations and replenished from the river after each take.
- Secret passage and variants — Variant rules (Heart/Crown) use secret passages and curses to alter play and endgame.
- Selling phase and wealth scoring — Mastermind sells sets from stash; wealth is totaled and winner determined, with tiebreakers.
- Set Collection — Valuables must be stored by type in stash slots; wilds can adapt to any type.
- Simultaneous action selection — Morning phase where all players secretly select a location card and reveal them simultaneously.
- Simultaneous Actions — Morning phase where all players secretly select a location card and reveal them simultaneously.
- Stash and set collection — Valuables must be stored by type in stash slots; wilds can adapt to any type.
- three-phase rounds — Rounds consist of morning, night, and post heist steps.
Video topics + discussion points
Quotes (from this video)
- Pinched is a two to five player game
- The mastermind will be the only one to show up at the heist
- What would you do to secure your manor?
References (from this video)
- lightweight and accessible
- fun bluffing and deduction
- thematic heist vibe with elegant mechanics
- burglary and bluffing, hidden movement in a villa
- a large villa used as the stage for a heist
- lightweight bluffing with set-collection payoff
- Mighty Boards prior titles
Mechanics (from transcript analysis)
- Deck Building — players use cards to misdirect and plan thefts
- deck-building — players use cards to misdirect and plan thefts
- hidden movement / bluffing — opponents guess where thieves plan to burgle; deception is key
- location-based play — locations provide opportunities and require strategic timing
- Set Collection — players collect loot sets to score points
Video topics + discussion points
Quotes (from this video)
- a 3D tile placement environment. Very lovely.
- cozy Japanese style
- each turn, you're going to be meditating
- it's a deck building cooperative game.
- we love a deck builder and deck builder doing like cooperative sounds super cool.
- Let's jack in.
- this is a deck building dice allocation rally game like racing game
- the action cards and the dice allocation is going to tell you how good your pilot is going to be
References (from this video)
- fantastic family game with hidden information
- engaging head-game feel in a quick session
- some players may want higher stakes
- not all styles of play suit its deduction pace
- Secretly locating the mastermind to plunder gains
- Heist-themed hidden information game
- Fast, engaging deduction with light luck
Mechanics (from transcript analysis)
- Betting and Bluffing — Read opponents and infer mastermind moves.
- Bluff / mind games — Read opponents and infer mastermind moves.
- Hidden information / deduction — Guess mastermind actions and locations.
- Set Collection — Collect cards to maximize crew and loot.
- Set collection / heist scoring — Collect cards to maximize crew and loot.
Video topics + discussion points
Quotes (from this video)
- Terescape is rad.
- I freaking love this game.
- This is a fantastic family game.
References (from this video)
- Light, fast, and fun for cruise-style play
- Engaging social deduction without heavy downtime
- May rely on player social dynamics; not ideal for solo play
- master burglar vs. multiple houses; deduction play
- Urban burglary with social deduction
- light, social deduction with a playful tone
- No explicit comparison mentioned
Mechanics (from transcript analysis)
- Betting and Bluffing — Players guess which house the master burglar will visit; success based on matching guess
- Bluffing and deduction — Players guess which house the master burglar will visit; success based on matching guess
Video topics + discussion points
Quotes (from this video)
- If we get enough votes, maybe we'll get a chance.
- Our bottom five, numbers 10 through six of our top 10 games we want to play on the Dice Tower cruise this year.
- No Thanks is referenced as a benchmark in the bidding/auction space.