Origin | England |
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Alternative names | High-low-jack, old sledge, seven up |
Type | Trick-taking |
Family | All fours |
Players | 2 or more |
Skills | Memory, attention |
Cards | 52 cards |
Deck | English pattern |
Rank (high→low) | A K Q J 10 9 8 7 6 5 4 3 2 |
Play | Clockwise (US, England) or anticlockwise (Trinidad and Tobago) |
Playing time | 15 minutes approximately |
Chance | Moderate |
Related games | |
Pitch • Auction Pitch • Cinch • Pedro • Phat | |
Remarks: 6 cards dealt; players may either follow or trump; points for high, low, jack and game. |
All fours is a traditional English card game, once popular in pubs and taverns as well as among the gentry, that flourished as a gambling game until the end of the 19th century. It is a trick-taking card game that was originally designed for two players, but developed variants for more players. According to Charles Cotton, the game originated in Kent, [1] but spread to the whole of England and eventually abroad. It is the eponymous and earliest recorded game of a family that flourished most in 19th century North America and whose progeny include pitch, pedro and cinch, games that even competed with poker and euchre. Nowadays the original game is especially popular in Trinidad and Tobago, but regional variants have also survived in England. The game's "great mark of distinction" is that it gave the name 'jack' to the card previously known as the knave. [2] [3]
The game has a number of unusual features. In trick play, players are allowed to trump instead of following suit even if they could. The title refers to the possibility of winning all four game points for high, low, jack and game for holding (later winning) the highest and lowest trump in play and the jack of trumps and for winning the greatest number of card points. [4]
All fours is among the oldest extant card games in England. Its first known description was in Charles Cotton's Compleat Gamester of 1674, where the game was reported as popular in Kent. It is probably of Dutch ancestry, and is the game that gave the name jack to the card that was originally known only as the knave. [5]
By no later than the 1800s, the game was taken to America and became popular among African Americans on slave plantations. [lower-alpha 1] Also called seven up, [2] it gave rise to other variants such as Pitch and Auction Pitch, which probably developed in the New England states, [7] Pedro, and California jack, also known as ligh-low-jack. Modern descendants include don and phat, developed in Britain and Ireland. The game is still played in north-west England and Wales, and it has become the national game of the Republic of Trinidad and Tobago. [3]
The earliest known rules for all fours appear in the 1674 edition of The Compleat Gamester by Charles Cotton. [8] Cotton tells us that "All-Fours is a Game very much play'd in Kent, and very well it may since from thence it drew its first original; and although the game may be lookt upon as trivial and inconsiderable, yet I have known Kentish Gentlemen and others of very considerable note, who have play'd great sums of money at it..." His rules, which are not complete, are as follows. [1]
The game was called all fours from its four point-earning feats: highest, lowest, jack and game. It was a game for two players. The players 'lifted' (i.e. cut) for the deal and the player with the highest put-card won. This presumably meant the highest using the ranking in put i.e. 3-2-A-K-Q-J-10-9-8-7-6-5-4. However, in the rest of the game the cards rank in their natural order (aces high). [1]
The dealer dealt three cards each, beginning with elder hand, and then three more each so that both players had six cards, before turning the next for trump. If the turn-up was a jack, the dealer scored 1 point. If elder did not like his hand, he could 'beg'; if the dealer accepted, elder scored 1 point and threw his cards in; if the dealer refused, he dealt three more cards each and turned another for trump. If the latter was of the same suit, the exercise was repeated. [1] [lower-alpha 2]
The scoring card values for game are ace 4, king 3, queen 2, jack 1, and ten 10. Play is not described in detail, except that it seems players had to follow suit, but could renege on doing so if they had a trump. According to McLeod, elder led to the first trick and players had to follow suit or trump, but could not discard unless they could not follow. The higher trump won or, if none were played, the higher card of the led suit. The trick winner led to the next. [1] [8] [lower-alpha 3]
Players scored a point for highest: holding the highest trump; lowest: holding the lowest trump at the start; jack: winning the trick containing the trump jack; and game: winning the most card points in tricks based on the values described above. Game was usually 11, although Cotton says that players may play to a total of anything from 7 to 15 points. [1]
Cotton describes a variation called running all-fours played to a score of 31 points and in which the dealer scored the value of the trump turn-up e.g. 3 points for turning a king. [1]
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The following rules for classic all fours are based on Arnold (2010), supplemented where stated by Parlett (2008): [9]
The aim is to be the first player to 7, points being awarded for gift, high, low, jack and game. A standard, 52-card, English pattern pack is used with cards ranking in their natural order (aces high). The card values are as shown in the table (right).
Players draw cards for the role of first dealer; the player drawing the higher card wins. Thereafter the deal alternates. The dealer shuffles and elder hand cuts. The dealer deals six cards each in two packets of three, beginning with elder hand, and turns the next card for trump. If it is a jack, he scores 1 point for jack. After examining their hands, elder may accept the trump suit by saying "I stand" or reject it by saying "I beg". If the dealer agrees, he says "take one" and concedes 1 point for Gift to elder hand and play begins. Alternative the dealer may say "I refuse the gift" or "I run the cards", in which case the turn-up is turned down and the cards are 'run'.
If the first turn-up is rejected, it is discarded, face down, and each player receives 3 more cards, face down, and the next is turned for trump. If its suit is different from the first turn-up it is automatically entrumped. If it is the same suit again, the new turn-up and extra downcards are discard without being viewed and the cards are run again. This continues until a trump suit is established. If the new trump upcard is a jack, the dealer scores 1 for jack. If the cards run out, they are throw in and redealt.
If the cards were run, once trumps are decided, each player picks up the three additional cards and discards three in their place, reducing his hand to six cards. Elder then leads to the first trick. As before, players may either follow suit or trump, but may only renege if they cannot follow. The trick is taken by the higher trump or by the higher card of the led suit if no trumps are played. The trick winner leads to the next trick.
In addition to any points scored during the deal for gift or turning the jack, players score one point for each of the following: high: winning the highest trump in play; low: winning the lowest trump in play; jack: winning the trump jack if in play; and game for scoring the most card points in tricks. In game, if the two players tie, elder hand wins. Points made during the deal are scored immediately and may result in the player 'counting out' (winning with 7 points) without the need for any further play. Otherwise, players score at the end of the deal in the order: high, low, jack and game.
Although all fours is basically a two-player game, it is also good for three or four and can be played by even more. Four can play individually or in two fixed partnerships, sitting crosswise. The following rules have been formulated for any number of players.
After dealing the dealer turns the next card on the stock face up to determine the trump suit. Instead of immediately leading to the first trick, eldest hand has the option of begging, to which the dealer responds either by granting each opposing party 1 point, or by running the cards. [lower-alpha 4] To run the cards, the dealer deals three more cards to each player and turns up a new card for trump. Should the new card be of the same suit as the previous one, the dealer again deals three cards to each player and turns up a new card. This is repeated as often as necessary. [lower-alpha 5] If the cards were run, the respective number of tricks is played. [lower-alpha 6] If the dealer turns up a jack that determines trumps, the dealer is immediately awarded 1 point for jack. [lower-alpha 7] In a game with two parties, a maximum of 6 points can accrue in one deal if the dealer turns up a jack and runs the cards.
There was little variation between Charles Cotton's 1674 rules and the rules in early 20th century English and American rule books. Today, in addition to the classical game that is still widely published, there are four main variants of all fours. In England, the game is thriving in the counties of Lancashire and West Yorkshire where all fours leagues exist, however the rules in the two counties are slightly different. The game is also popular in the Caribbean, especially in Trinidad where it has become their national game. In America, it has largely been superseded by other members of the family, especially Pitch, but all fours also exists in a form known as Seven Up, the American name for all fours played to a target score of 7 points. Detailed rules for the following variants are given at pagat.com. [3]
All fours is the national card game of Trinidad and Tobago, where it is typically played as a four-player partnership game with the following variations to the standard rules. [3]
Deal and play are anticlockwise and game is 14 points. Instead of scoring 1 for turning the jack, the dealer scores 1 point for turning up the Ace, 2 points for the Six (in Trinidad) or Two (in Tobago) and 3 points for the jack. If running the cards as a result of the opposing team begging, the dealer scores each time such a card is turned up, even if it does not make trumps. If the jack was captured in a trick won by the party that did not originally hold it, the party scores 3 points for Hang jack instead of 1 point for jack. Players may lead any card, but the rules for following are subtly different. If a trump is led, players must play a trump if possible; otherwise may discard. If a card of a side suit is led, players must either follow suit or trump. If they cannot follow, they need not trump however. [3]
In Yorkshire, all fours is still a popular pub and league game for four players in two teams of two. The gist of the rules is as follows: [3]
A standard pack is used; aces are high. Deal and player are clockwise. Players receive cards to decide first dealer; the player with the first jack becomes the pitcher (as eldest hand) and the player to his right, the dealer. Players receive six cards in three rounds of variable number as the dealer chooses.
There is no begging and trumps are revealed by the pitcher leading or 'pitching' any card, its suit becoming trumps for the deal. To the lead of a trump, players must play a trump if able; to the lead of a plain suit card, players must either follow suit or trump unless they cannot follow suit, in which case they may discard. A player with no trumps or counting cards left and who is losing the current trick, may throw in his hand, face up, leaving his partner to continue alone.
At the end of the deal, teams score for High, Low, jack and Game as usual. Low goes to the team dealt the lowest trump. In the event of a tie for Game, the point is not scored. Points are pegged on a wooden board and game is 11 points.
The Lancashire variant differs from its Yorkshire counterpart as follows: [3]
Cards are cut for first pitch. The first player cuts and an opponent must guess the colour of the suit; if right, his team chooses the first pitcher; if wrong, the cutting team choose the pitcher. Low goes to the team that captures the lowest trump. There are a number of other procedural points that may differ from the Yorkshire variant, but the detail is not known.
All fours has spawned a whole family of games, several of which have been highly successful, especially in America, Ireland and Wales. One variant, pidro, has even been found in Finland, although games of the all fours genre have otherwise hardly penetrated Europe.
Pitch is a North American descendant of all fours. Two or more players play individually or in equal-sized teams, seated alternatingly. Default play rotation is clockwise in most areas. Players cut for first deal. Cards rank as in Whist and have certain numerical card point values as shown in the table. In each deal up to 4 scoring points are distributed among the parties. The game is won by the party that first reaches the previously specified target score over several deals.
The dealer shuffles and the player sitting before him in rotation, cuts. The dealer hands out 6 cards to each player in batches of 3. Trump is determined by the suit of the first card played in trick-play. Eldest hand leads to the first trick, and the winner of each trick leads to the next. Standard trick-play rules are in effect with the exception that a player who can follow suit to a plain suit lead is nevertheless allowed to play a trump.
At the end of the round scoring points are awarded as described in the table. The jack point is not awarded if no player held the jack of trumps. The Game point is only awarded if one party has won more card points in tricks than any other. The scoring points accrue strictly in the order given in the table, preventing ties in case more than one team reaches the target score at the end of the deal.
The pub game played nowadays in northern England under the name all nours is a four-player partnership version of pitch, played with 4 hands of cards. The lead card in each hand becomes trumps and all game points are counted after each hand has been played. If the game is tied, a further 2 hands, a 'pitch apiece' are played until a winner is decided. The point for low is awarded to the eventual owner.
Choosing the trump suit by leading to the first trick is known as pitching. That trump is determined by pitching rather than by turning up a card from the stock is the key difference between Pitch and classic all fours/seven up.
Around the middle of the 19th century among American players an innovation spread, allowing the eldest hand to "sell the trump", i.e. auction the privilege to pitch. This early form of auction pitch is now known as commercial pitch.
In commercial pitch the players in turn get a chance to bid 1–4 points for the privilege of pitching, or pass. Each bid must be higher than the previous one. Eldest hand immediately scores the amount of the bid. A highest bidder who does not win at least as many points as bid is set back the amount of the bid. Eldest hand may refuse to sell the right to pitch to the highest bidder, in which case eldest hand must win at least as many points or is set back.
In modern auction pitch the right to pitch is bought from the bank rather than from eldest hand. Starting with eldest hand each player bids for the privilege of pitching or passes exactly once. The highest bidder determines trumps by leading to the first trick. After the last trick all parties score their points as in all fours. However, if the pitcher's party has not won as many points as bid, then the pitchers party does not score at all and is instead set back by the amount of the bid.
In this scoring variant of blind all fours, in addition to the usual features the winner of a trick immediately scores the card points of any trumps it contains. Moreover, winning a trick that contains the Five of trumps immediately scores 5 points. The game is played for 61 points, ideally scored on a cribbage board. For determining the winner of the Game point, The Five of trumps is also worth 5 points. All other trumps and non-trumps have their usual card values. [10]
This trick-and-draw variant was also known as French fours, French loo or Spanish all fours. Trumps is determined randomly before the deal. Each player receives only 3 cards. The remaining pack is used face up for drawing after each trick. Placing it face up ensures that revokes can be noticed. The point for low goes to the player who wins the lowest trump in a trick. If the stock is kept face down as usual this variant is known as Shasta Sam.
Oh hell or contract whist is a trick-taking card game of British origin in which the object is to take exactly the number of tricks bid. It was first described by B. C. Westall around 1930 and originally called oh! well. It was said to have been introduced into America via the New York clubs in 1931. Phillips and Westall describe it as "one of the best round games".
A trick-taking game is a card or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most evasion games like hearts. Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks.
Euchre or eucre is a trick-taking card game commonly played in Australia, Canada, Great Britain, New Zealand, and the Midwestern United States. It is played with a deck of 24, 25, 28, or 32 standard playing cards. There are normally four players, two on each team, although there are variations for two to nine players.
Ninety-nine is a card game for 2, 3, or 4 players. It is a trick-taking game that can use ordinary French-suited cards. Ninety-nine was created in 1967 by David Parlett; his goal was to have a good 3-player trick-taking game with simple rules yet great room for strategy.
Marjapussi is a traditional Finnish trick taking game for 4 players playing in 2 partnerships and is one of the Mariage family, its key feature being that the trump suit is determined in the middle of the play by declaring a marriage. There are variants of marjapussi for two and three players.
Pedro is an American trick-taking card game of the all fours family based on auction pitch. Its most popular variant is known as cinch, double Pedro or high five which was developed in Denver, Colorado, around 1885 and soon regarded as the most important American member of the all fours family. Although it went out of fashion with the rise of auction bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Niobe NY, Italy, and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
Pitch is an American trick-taking game equivalent to the British blind all fours which, in turn, is derived from the classic all fours. Historically, pitch started as "blind all fours", a very simple all fours variant that is still played in England as a pub game. The modern game involving a bidding phase and setting back a party's score if the bid is not reached came up in the middle of the 19th century and is more precisely known as auction pitch or setback.
Cinch, also known as Double Pedro or High Five, is an American trick-taking card game of the all fours family derived from Auction Pitch via Pedro. Developed in Denver, Colorado in the 1880s, it was soon regarded as the most important member of the all fours family in the USA, but went out of fashion with the rise of Auction Bridge. The game is primarily played by 4 players in fixed partnerships, but can also be played by 2–6 individual players.
3-5-8, also known as sergeant major for its popularity among members of the Royal Air Force, is a trick-taking card game for 3 players, based on whist, using a standard 52 card deck. 3-5-8 may be played as a gambling game, and there are many variations with names like "8-5-3" and "9-5-2" played throughout the world.
Smear is a North-American trick-taking card game of the all fours group, and a variant of pitch (setback). Several slightly different versions are played in Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.
Manille is a Catalan French trick-taking card game which uses a 32 card deck. It spread to the rest of France in the early 20th century, but was subsequently checked and reversed by the expansion of belote. It is still popular in France and the western part of Belgium.
Klaberjass or Bela is a trick-taking ace–ten card game that is most popular in German communities. In its basic form it is a 9-card trick-and-draw game for two players using a 32-card piquet pack.
Phat is an English trick-taking partnership card game descended from the 17th century game of all fours. It is closely related to the British and Irish game of Don and may have been derived from it during the First World War. Phat is still played in England in Herefordshire, Cheshire, Staffordshire, Norfolk and Suffolk. In Scotland it is known around Motherwell and Wishaw.
Jack–nine card games, also known as the Jass group from the German term for the jack, form a family of trick-taking games in which the jack and nine of the trump suit are the highest-ranking trumps, and the tens and aces of all suits are the next most valuable cards. Games in this family are typically played by 2 or 4 players with 32 French-suited cards.
The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.
Réunion, Reunion or Vereinigungsspiel is an historical German point-trick game for three players which, despite its French name, appears to have originated in the central Rhineland and lowland areas to the east. It is a 10-card game of the ace–ten family and uses a 32-card French-suited piquet pack or 32-card Skat pack. Players who cannot follow suit must trump. Otherwise the game can be described as a simplified version of Skat, but is also reminiscent of Euchre with its two permanent top trumps, the Right and Left Bowers.
Triomphe, once known as French ruff, is a card game dating from the late 15th century. It most likely originated in France or Spain and later spread to the rest of Europe. When the game arrived in Italy, it shared a similar name with the pre-existing game and deck known as trionfi; probably resulting in the latter becoming renamed as Tarocchi (tarot). While trionfi has a fifth suit that acts as permanent trumps, triomphe randomly selects one of the existing four suits as trumps. Another common feature of this game is the robbing of the stock. Triomphe became so popular that during the 16th century the earlier game of trionfi was gradually renamed tarocchi, tarot, or tarock. This game is the origin of the English word "trump" and is the ancestor of many trick-taking games like Euchre and Whist. The earliest known description of Triomphe was of a point-trick game, perhaps one of the earliest of its type; later, the name was applied to a plain-trick game.
Gleek is an English card game for three people. It is played with a 44-card pack and was popular from the 16th century through the 18th century.
Norseman's knock or Norrlandsknack is a classic Swedish card game for 3 to 5 players, known since the mid-1800s. It is traditionally played for money. The game is about winning as many tricks as possible and above all not being completely left without a trick.
Penneech or peneech, sometimes called penicth, is an unusual historical English card game for two players played with hands of seven cards. English point-trick games are rare anyway, but the unique feature of this game is that the trump suit changes with each trick. Parlett describes it as a "jolly little two-hander".