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Check Pinochle

Game Type
This is a Partnership Auction Pinochle game in which special bonuses are paid in checks (chips) for unusual melds and for making or defeating the bid.
The Play
Four people play, two against two, using a regular 48-card Pinochle pack. Each player is dealt 12 cards, and no trump card is turned. The bidding begins with the player to the dealer's left. The minimum bid is 200. None of the first three players may bid unless the player holds a marriage in his hand. If all the players pass, the dealer must bid 200, and may bid more if he holds a marriage. Until he has passed once, a player may continue to bid in turn so long as he bids higher than the previous bid.
The high bidder names the trump suit. Then all the players may meld, according to the Partnership Pinochle table listed earlier on page 207. The high bidder leads any card, and the play proceeds as in Partnership Pinochle (see p. 206).
Scoring. The game is 1,000, and the score of the bidding side is counted first. Every hand is played out. A side cannot score its meld unless it has won a trick.
Check Awards
Each player collects from one of his opponents: for melding a round trip, 5 checks; flush, 2 checks; 100 aces, 2 checks; 80 kings, 60 queens, or 40 jacks, 1 check; double pinochle, 2 checks.
For making a contract of 200-240, 2 checks; for a contract of 250-290, 4 checks; 300-340, 7 checks; 350-390, 10 checks; and 5 checks more for each series of 50 points.
For defeating the opponents' contract: twice the number of checks for making a contract.
For making a slam (winning all 12 tricks): 5 checks.
For winning the game: 10 checks, plus 1 check for each 100 points (or fraction thereof) by which the winners' score exceeds the losers', plus 5 checks if the losers have a net minus score.
Bidding without a marriage. The opponents, after consultation, may elect:
to abandon the deal,
to assume the contract at the highest or lowest bid they made during the auction, or
to require the offending side to assume the contract at the highest bid it made.
A revoke (failing to follow suit or trump when required and able to do so) becomes established when the offending side leads or plays to the next trick. All previous tricks stand, but all other cards go to the non-offending side.