All Fours

 All Fours 

is usually played by two persons; not unfrequently by four. Its name is derived from the four chances, called high, low, Jack, game , each making a point. It is played with a complete pack of cards, six of which are to be dealt to each player, three at a time; and the next card, the thirteenth, is turned up for the trump by the dealer, who, if it prove a knave, scores one point. The highest card cut deals first. The cards rank the same as at whist—the first to score ten points, wins. 


 Maxims for All-Fours

  1. Make your knave as soon as you can.
  1. Secure your tens by playing any small cards, by which you may throw the lead into you adversary's hand.
  1. Win your adversary's best cards when you can, either by trumping or with superior cards.
  1. If, being eldest hand, you hold either ace, king, or queen of trumps, without the knave or ten, play them immediately, as, by this means, you may chance to win the knave or ten.



 Laws of All-Fours

  1. A new deal can be demanded for an exposed card, too few or too many cards dealt; in the latter case, a new deal is optional, provided it be done before a card has been played, but not after, to draw from the opposing hand the extra card.
  1. iNo person can beg more than once in each hand, except by mutual agreement.
  1. Each player must trump or follow suit on penalty of the adversary scoring one point.
  1. If either player score wrongly it must be taken down, and the adversary either scores four points or one, as may have previously been agreed.
  1. When a trump is played, it is allowable to ask your adversary if it be either high or low.
  1. One card may count all-fours; for example, the eldest hand holds the knave and stands his game, the dealer has neither trump, ten, ace, nor court-card; it will follow that the knave will be both high, low, Jack, and game, as explained by:




 Terms used in All-Fours

  1. High.—For the highest trump out, the holder scores one point.
  1. Low.—For the lowest trump out, the original holder scores one point, even if it be taken by the adversary.
  1. Jack.—For the knave of trumps the holder scores one. If it be won by the adversary, the winner scores the point.
  1. Game.—The greatest number that, in the tricks gained, are shown by either player, reckoning:

Four for an ace
Three for a king
Two for a queen
One for a knave
Ten for a ten
The other cards do not count: thus it may happen that a deal may be played without having any to reckon for game.
  1. Begging  is when the eldest hand, disliking his cards, uses his privilege, and says, "I beg ;" in which case the dealer either suffers his adversary to score one point, saying, "Take one," or gives each player three cards more from the pack, and then turns up the next card, the seventh for trumps. If, however, the trump turned up to be of the same suit as the first, the dealer must go on, giving each three cards more, and turning up the seventh, until a change of suit for trumps shall take place.