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all fours

 
Dictionary: all fours

pl.n. (used with a sing. verb)
Any of several card games resembling whist and in which points are scored in four ways: for the high trump, the low trump, the jack of trumps, and the game.


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WordNet: all fours
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Note: click on a word meaning below to see its connections and related words.

The noun has one meaning:

Meaning #1: card games in which points are won for taking the high or low or jack or game
  Synonym: high-low-jack


Wikipedia: All-Fours
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All-Fours
Allfourssetup.jpg
Setup to a three player game
About
Origin England
Alternative names All-Four
Skills required Memory, Attention
Gameplay
Type Trick-taking
Players 2-8
Cards 52 cards
Deck Anglo-American
Play Counter-clockwise
Card rank (highest to lowest) A K Q J 10 9 8 7 6 5 4 3 2
Playing time 15 minutes approximately
Random chance Moderate
Related games
Pitch (card game)

All-Fours, All-Fools, is an English tavern trick-taking card game dating from about the middle of the 17th century,[1] and may have been adapted by the English from another typically low-class Dutch game. It was introduced to the United States in the 18th century and soon became the most popular game by the 1800s. It is considered the game responsible for attaching the name Jack in 1864 to what was formerly just a knave. The name derives from the fact that one card may count all fours: If the eldest hand holds the Jack, the dealer having neither trump, Ten, Ace, nor a court-card, then the Jack will be both High, Low, Jack, and Game in the hand of non-dealer. This combination gave name to the game of All-Fours.

Contents

Origin

The game of All-Fours is to be found amongst the oldest games of cards in England for it was the Tudor version of Seven Up[2] during the English Renaissance. One of the earliest references to the game is recorded in Charles Cotton's Compleat Gamester of 1674, noted to have been played in Kent.

In the 19th century, the game of All-Fours was taken to America[3] where it was very popular among the African Americans on slave plantations so, regarded as a lower-class game. Also called Seven up[4], Old Sledge, it gave rise to other variants like Pitch, which probably developed in the New England States[5], Cinch, and California Jack, also known as High-Low-Jack. Modern descendants include Don and Phat, developed in Britain and Ireland. It is still played in north-west England and Wales, and has since become the national game of the Republic of Trinidad and Tobago.

Object

It is usually played by two players, although there is a 4 player variant, with the full pack of fifty-two cards, which rank in play as at Whist, Ace being highest, and Two the lowest. The game is to seven points with two players (whence the name of its variant Seven-up) and 14 points when played by four.

The play

Non-dealer leads to the first trick, and the winner of each trick leads to the next. The second player to a trick may freely follow suit or play a trump, as preferred, but may discard from another suit only if unable to follow suit. The trick is taken by the highest card of the suit led, or by the highest trump if any are played. Points are awarded at hand’s end, and seven points wins the game.

The winning of the Jack, the making of the Tens, and the taking of your adversary's best cards, constitute the science of the game. The hand in which the Jack of trumps is eventually found, is the one which scores the point for the Jack. The high and the low always belong to the original possessor of those trumps.

Cutting & Dealing

The players cut for deal, the highest card having the deal. The Ace is highest—the other cards taking their regular order. Ties cut again. The dealer then gives six cards to each player, three at a time, and turns up the thirteenth, if there be two players, and the twenty-fifth if there be four. The turn-up determines the trump. Non-dealer then looks over his hand, and either holds it for play or begs, as hereafter explained. If the Knave turn up, it belongs to the dealer, who scores one for it (but when the Jack is dealt to a player, and is taken in play by a higher card (Ace, King or Queen of trumps), then the point is scored by the winner). Non-dealer having decided on his hand (it is not allowed to "beg" more than once, without being previously agreed by the players), he plays a card of any suit. Then the dealer plays another card to this, and, if it is higher, he wins the trick and plays another card, and so on throughout the six tricks. Each player must follow suit if he can, unless he chooses to trump. When the whole of the tricks are played out, the points are taken for High, Low, Jack, Game, as the case may be. One player may score a point for High and the other for Low; the greatest number, counting on the court-cards, Aces and Tens in each hand, reckoning for Game.

Technical Terms

There are four different items which count towards the score:

  • High: The highest trump out, scoring one to the original holder.
  • Low: The lowest trump out, scoring one to the original holder.
  • Jack: The knave of trumps, scoring three to the dealer, if turned up, otherwise, one to the winner of the trick to which it falls. If the Jack of trumps is taken by the team which has not played it, 3 points are accrued instead of one. In Trinidad, this is termed "Hang Jack". The ace of trumps is not always available in every game.
  • Game: Scoring one to the ultimate holder of the more valuable cards in the tricks won by him, according to the following:
  • For each Ten (trump or otherwise) scores 10 points
  • For each Ace scores 4 points
  • For each King scores 3 points
  • For each Queen scores 2 points
  • For each Jack scores 1 points

In the case of the players being equal in this particular, or of neither party holding any card which counts towards Game, the elder hand scores the point. The other cards do not count towards game, so it may happen that a deal may be played without either party having any to score for game, by reason of holding neither Court-cards nor Tens.

When the players hold equal numbers, the elder hand, scores the point for game.

Begging is when the elder hand, disliking his cards, uses his privilege, and says: "I beg", in which case the dealer must either suffer his adversary to score one point, saying: "Take one", or give each three more cards from the pack, and then turn up the next card for trumps. If, however, the trump turned up is of the same suit as the first, the dealer must go on, giving each three cards more, and turning up the next, until a change of suit for trump takes place.

Rules of playing

  1. The game consists of ten points. After cutting for deal, the highest or lowest, as may be agreed upon, wins. The dealer will then give each player six cards, beginning at his left, dealing one or three at a time; after which, the topmost card of the remainder of the pack is turned up, and is the trump.
  2. If the card turned up should be the Jack, the dealer is entitled to score one point to his game. In Trinidad, if the jack turns up 3 points is awarded to the dealer. If a 6 turns up 2 points awarded (in Tobago 2 points awarded if a 2 is turned up), and 1 point if an Ace is Turned up.
  3. If the eldest hand should not like the cards dealt him, he may say, " I beg", when the dealer may give each player a point, or deal three more cards to each, and then turn up the top for trump. But if that should be of the same suit as the first trump, he must continue dealing three, and turning up, until a different suit occurs.
  4. The cards rank as at whist and each player should strive to secure his own tens and court cards, or win those of his adversary; to obtain which, except when commanding cards are held, it is usual to play a low one, in order to throw the lead into the opponent's hand.
  5. Endeavor to make your Jack as soon as you can.
  6. Low is always scored by the person to whom it is dealt; but Jack being the property of whoever can win or save it, the possessor is permitted to revoke, and trump with that card.
  7. Win your adversary's best cards when you can, either by trumping them, or with superior cards of the same suit."

Laws of the game

  1. The deal is determined by cutting the cards, and the player cutting the highest card deals. In cutting, the Ace is the highest card, and if a tie occurs, a new cut takes place.
  2. The player cutting must leave at least four cards at the bottom of the pack.
  3. If a card be exposed, a new cut may be demanded.
  4. A new deal may be demanded if, in dealing, an opponent's card be faced, or if the dealer in any way discover any of his adversary's cards, or if, to either party, too few or too many cards have been dealt. In either case it is optional with the players to have a new deal, provided no card has been played, but not afterwards.
  5. If the dealer exposes any of his own cards, the deal stands good.
  6. If a misdeal occurs, the dealer must bunch the cards and redeal them again. Non-dealer, however, has the option of the deal, if he chooses to take it.
  7. The deal passes to the left.
  8. The points score in the following order: High 1, Low 2, Jack 3, and Game 4.
  9. Each Jack turned up by the dealer, counts one point for him in the game, unless a misdeal occurs before the Jack is turned. If the dealer turns Jack, and a misdeal occurs afterwards, even though it may happen in the same hand, or if he turns Jack and the cards run out by reason of the same suit being turned, he is not debarred from scoring the point.
  10. One card may count all fours: If the eldest hand holds the Jack, the dealer having neither trump, Ten, Ace, nor a Court-card, it will follow that the Jack will be both High, Low, Jack, and Game. This combination gave name to the game of All-fours.
  11. Should there be a tie for Game, the non-dealer scores the point. If three or more are playing, and there is a tie, the eldest hand scores game.
  12. If a player "beg", it is at the option of the dealer to give him one point or "run the cards" for a new trump. When playing three-handed, if the dealer give one player, he must give both.
  13. Running the cards is accomplished in the following manner: The dealer having laid aside the old trump, deals three more cards to each player, and then turns up the next card for the new trump. If, however, the card turned up should be of the same suit as the original trump, the dealer must repeat this operation until the trump suit is changed.
  14. No player may beg more than once in each hand.
  15. Should the same suit be turned until the cards run out, then the cards must be bunched, and dealt again.
  16. When playing the four-handed game, the dealer and the player on his left only, are permitted to look at their cards previous to the latter deciding upon his hand, and in case he begs, the other parties must not raise their cards until the dealer announces whether he will "give one", or "run the cards" to another trump.
  17. Each player must follow suit, if he can, unless he chooses to trump. A revoke, with Jack in revoker's hand, adds two points, without Jack, one point to opponent's score.

Variations

Note:There are many variations of the game of All-Fours, and some are really notable.

Four-handed All-Fours

The parties usually decide who shall be partners by cutting the cards, the two highest and the two lowest being partners. The four players divide themselves into two, each playing sitting opposite his partner. The first deal is decided by cutting the cards, the highest cut having the deal, but afterwards it is taken by each party alternately. When parties play for money it is usual to cut for deal at the commencement of each game. The dealer and the player on his left only are allowed to look at their cards previous to the latter deciding upon his hand, and in case he begs, the other parties must not raise their cards until the dealer announces whether he will "give one" or "run the cards" for a new trump. This is done to prevent collusion between partners.

Card values

  • For each Ten (trump or otherwise) 10
  • For each Ace 4
  • For each King 3
  • For each Queen 2
  • For each Jack 1

All-Fives

This game is played with an entire pack, in the same way as in All-Fours. But istead of seven points, sixty-one points are played for, marked on a Cribbage board. For Ace of trumps, the holder marks four points when he plays it; for King of trumps, three; for Queen, two; for Jack, one; for the Five of trumps, five; and for the Ten of trumps, ten. If the Jack, Ten, or Five is taken in play by superior cards, the points belonging to them are scored by the winner. In counting for game, the Five of trumps is reckoned as five, and all the other Aces, Kings, Queens, Knaves, and Tens, are counted as in All-Fours.

Note:A good deal of skill is necessary in order to play this game well. The proficient holding back a superior card to catch the Ten or Five. Trump after trick is not compulsory unless previously agreed to. The first card played by the non-dealer is the trump. The rest of the rules are the same as in All-Fours. It may be played by four persons, either as partners or singly.

Commercial Pitch (Auction All-Fours)

Note:This is another variation, and it may be played by as many as eight players. It is subject to the usual rules of " All-Fours".

Before the game starts, it is usual to score ten points to each player, and each player tries to wipe out this score, as in Set-Back Euchre. Every point a player makes is deducted from his score, and the first who wipes his score entirely wins the game. The cards are shuffled, cut, and dealt as in the ordinary game, except that no trump is turned.

The commercial part of the play, which is bidding for the privilege of making the trump, is begun by the eldest hand, who is said to "sell the trump". If, upon examination, the player next to the eldest hand thinks his hand is strong enough to make a trump, he bids, how many points he will give the eldest hand to be allowed to make the trump, that is, he may bid two, the next hand may bid three, while the third and fourth, not having good hands, decline to bid; and if no one is disposed to give more, the play begins by scoring the bid, which announces the pleasant fact, that the eldest hand has wiped out three points before a card has been played. If the player who made the highest bid does not make the points bid, he loses, or is set back three points, so tnat he would have thirteen to make, while the eldest hand would have but seven to go. In this manner the game proceeds, each one retiring upon making ten points, until the players are reduced to two, and he who is finally beaten forfeits whatever may have been pending upon the issue of the game.

If a pool has been made up to be played for, the first hand out wins. It sometimes happens when a player has four points scored, and thinks he can make four points, and the game, that he will bid four for the privilege of the "pitch", but if he fails he is set back four points. If no player bids for the pitch", then the eldest hand takes that privilege, and pitches what trump he chooses. The player who makes the trump is compelled to pitch it. The trump must be put up for sale, but if the seller is offered less than lie thinks he can make by pitching the trump himself, he may refuse to sell, and retain the privilege of the pitch. If, however, he fails to make the number of points he was offered for the "pitch", then he is set back that number. The score of this game is kept the same as Rounce.

French Fours

Sometimes called French Loo, California Jack, and Spanish All- Fours. It is played with a pack of fifty-two cards. Three cards are dealt to each player, and the pack is turned with the cards exposed, face upwards, the top card being trump. Whoever makes or takes Low, Jack, or Game, scores 1 point for each. High is of course scored by the fortunate player who has it dealt to him, or draws it from the pack. There is no "begging" in this game, but the eldest hand, may lead any card he chooses, and his opponent must follow suit. After each trick, the dealer distributes one card, face up, to each player, beginning with the winner of the trick. Thus each player will have three cards in hand until the pack is exhausted. The game is otherwise governed by the same law as All-Fours.

Two, four, or eight may play this game with a complete pack, but when any other number take part, unimportant cards must be taken from the pack before dealing, to make the deal go round without remainder. Thus, when three play, one card (usually the Two of one of the suits) must be rejected. When five play, two cards must be rejected, and when seven play, three. The rejected cards must be exposed to the view of all the players. French Fours may be played with partners the same as the regular game of All-Fours.

Note:This variation is apparently simpler than the original version of the game, but that is not the case, for although each player may see what cards his adversary draws, when four play the game, a better memory and closer attention are essential than at the game of Whist.

Trivia

  • The expression on "all fours" sometimes refers to a crouched position of being on hands and knees, or bending down to touch the floor or ground with both hands while still standing (also see Adho Mukha Svanasana).

See also

References

  1. ^ Encyclopedia of Play in Today's Society, p. 19, Rodney P. Carlisle - Sage Publications 2009 ISBN 1412966701
  2. ^ The pageant of early Tudor England, 1485-1558‎, p. 201, Elizabeth Burton - Sribner, 1976 ISBN 0684149176
  3. ^ 1843, Porter Big Bear AR 16. (They) laughed at my calling the principal game of Arkansaw, poker and high-low-jack.
    Dictionary of American Regional English, vol. 2, p. 1002, Frederic G. Cassidy ISBN 0-674-20512-X
  4. ^ Oxford Dictionary of Card Games, p. 1, David Parlett ISBN 0-19-869173-4
  5. ^ Dictionary of American Regional English, vol. 2, p. 1002, Frederic G. Cassidy ISBN 0-674-20512-X

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Dictionary. The American Heritage® Dictionary of the English Language, Fourth Edition Copyright © 2007, 2000 by Houghton Mifflin Company. Updated in 2009. Published by Houghton Mifflin Company. All rights reserved.  Read more
WordNet. WordNet 1.7.1 Copyright © 2001 by Princeton University. All rights reserved.  Read more
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