The Secret to a Great Headshot? Relax.
If you’ve ever stood in front of a camera and felt stiff, awkward, or like your face forgot how to smile—you're not alone. A great headshot isn’t just about lighting or angles. It’s about energy. The best photos happen when you’re relaxed, authentic, and a little bit lit up from within.
So, how do you get into that sweet, natural groove before a headshot session?
Simple: Play a game.
And not just any game. We’re talking about Hayward Pinnocle—specifically, a relaxed, laughter-filled round with close friends or family. It’s a chance to unplug, connect, and lose yourself in friendly rivalry, witty banter, and inside jokes. There’s no better way to shake off nerves and settle into your true self.
This unique take on the classic four-player Pinnocle format is perfect for pre-session downtime. It’s played in partnerships with one standard Pinochle deck and features:
Bidding for trump,
Meld scoring (with fun additions like 9s of trump for points and "bigamous marriages"),
High-energy trick play with "Trump and Trump Over" rules,
And a house rule tradition or two that sparks real-life laughs and connection.
The best part? It doesn’t take long to learn and lends itself beautifully to conversation and bonding. By the time the last trick is played, you’ll be smiling naturally—and ready for that perfect headshot.
Keep reading below for the full rules to Hayward Pinnocle. Trust us, it’s worth the shuffle.
Hayward Pinnocle
A Four-Player Partnership Variant
Players
4 players in 2 partnerships. Partners sit opposite each other.
Deck
One standard Pinochle deck (48 cards: two each of A, 10, K, Q, J, 9 in each suit).
Objective
Be the first team to reach or exceed 1500 points.
If both teams do in the same round, the bid-winning team wins (see: Bidder Goes Out rule).
Before the Game Begins
Choose a Scorekeeper: One player is designated to record points.
Scores are traditionally tracked under the columns “We” (your team) and “They” (the opponents).
Choose a First Dealer: One player is chosen to deal the first hand.
Dealing proceeds clockwise each round.
Gameplay Phases (6 Total)
Dealing
Bidding
Passing Cards
Melding
Trick Play
Scoring
1. Dealing
Dealer rotates clockwise each hand.
Player to the right of the dealer cuts the shuffled deck.
Dealer deals 3 cards at a time, clockwise starting to their left, until each player has 12 cards.
Players pick up and keep hands secret.
Misdeal Rule: Any player with 6 or more 9s may declare a misdeal before bidding. The hand is void, and the same dealer deals again.
2. Bidding
Starts with the player to the left of the dealer, proceeding clockwise.
Minimum opening bid is 250.
Bids must increase in increments of 10 or more, and all bids must be multiples of 10.
Players may pass; once passed, they are out for that round. Bid or Bunch” rule: On the first round of bidding, players can call Bid or Bunch meaning they will pass if all other players pass, but preserve the right to bid should another player bid.
Highest bidder declares trump suit.
3. Passing Cards
Bidder’s partner passes 4 cards face-down.
Bidder examines and returns 4 cards face-down.
Exchange helps set up melds or prepare for tricks.
4. Melding
Players declare melds and score accordingly. Melded cards stay in hand for trick play.
Meld Scoring Chart
Special Meld Rules
Bigamous Marriages: Holding two matching marriage cards plus one partner card counts as two marriages.
Cards may be used in multiple melds.
5. Trick Play
Bid-winner leads first trick. Winner of each trick leads the next.
12 tricks are played per hand.
Trump and Trump Over Rules
Players must:
Follow suit if possible.
Play a higher card of that suit if able.
If unable to follow suit, must play trump, and must overtrump if possible.
If unable to follow suit or trump, may discard.
Trick Points:
Aces, 10s, Kings = 10 points each
Queens, Jacks, 9s = 0 points
Final Trick Bonus: Team that wins the last trick earns an extra 10 points
Total trick points per hand = 250
6. Scoring
Each team adds meld points + trick points.
Scores are rounded to the nearest 10 points.
The scorekeeper tracks results under “We” and “They”.
Bidder's Obligation
Bid-winning team must meet or exceed their bid (meld + tricks).
If successful: Both teams keep all earned points.
If set:
Bidding team scores zero.
Opposing team receives the full bid amount, plus their own meld and trick points.
Go Set Option
After meld but before tricks, the bid-winning team may declare "go set":
They forfeit all points for the round.
Opponents receive the bid amount plus meld, but no trick points.
Bidder Goes Out Rule
If both teams reach or exceed 1500 points at the end of the same round,
the bid-winning team automatically wins, regardless of total score.
End of Game
Game ends after a full round when a team reaches 1500 points or more.
In case of a tie or both teams over 1500, the Bidder Goes Out rule determines the winner.
Social Etiquette & Table Culture
Originating in the isolated farming communities of the Oregon Coast Range mountains in the 1920’s, Hayward Pinnocle is a game that lends itself heavily to social interaction—especially when played among close friends or family. While the structure of the game is competitive, the tone at the table is often lighthearted, teasing, and conversational.
Common Informal Traditions:
After the bidding phase, it’s not unusual for the non-bidding team to playfully pass a low-ranking card (such as a 9 or Jack) to their partner and casually ask:
“What did you have in this suit?”
This light gesture is often done with a wink, signaling curiosity or second-guessing about the hand—not intended as formal gameplay communication.These moments are part of the charm of home games and not considered cheating when done in the spirit of fun, especially after the hand or when it clearly won’t affect trick play.
Consistent with the rural origins of the game, it is best played on a card table with four chairs, a deck of pinnocle cards, a score sheet and a bowl of unshelled filberts along with a nutcracker.
House Rule Reminder:
If the game is being played in a tournament or competitive setting, or with players unfamiliar with the custom, players should clarify ahead of time whether these kinds of interactions are acceptable during the game.
No in-game signaling or discussion of live hands should occur unless it's part of the social tradition and agreed upon by all players.