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How to Play All Fours

All Fours is the 17th-century English trick-taking game that invented the High-Low-Jack-Game scoring system and became the ancestor of Pitch, Setback, Seven Up, Don, and Cinch; 2-4 players compete for the four 1-point awards each deal.

Players
2–4
Difficulty
Easy
Length
Short
Deck
52
Read the rules

How to Play All Fours

All Fours is the 17th-century English trick-taking game that invented the High-Low-Jack-Game scoring system and became the ancestor of Pitch, Setback, Seven Up, Don, and Cinch; 2-4 players compete for the four 1-point awards each deal.

2 players 3-4 players ​Easy ​Short

How to Play

All Fours is the 17th-century English trick-taking game that invented the High-Low-Jack-Game scoring system and became the ancestor of Pitch, Setback, Seven Up, Don, and Cinch; 2-4 players compete for the four 1-point awards each deal.

All Fours is a historic English trick-taking card game first documented in Charles Cotton's 1674 treatise 'The Compleat Gamester', and it is the ancestor of the entire North American Pitch family, of Don, of Auction Pitch, of Seven Up, and of the game Cinch. It takes its name from the four scoring points awarded each deal: High (holding the highest trump), Low (holding the lowest trump), Jack (capturing the trump Jack), and Game (holding the most pip-value in captured tricks). A 52-card deck, 6-card hands, and a single face-up trump define the layout. The Elder hand (non-dealer) may accept the proposed trump, or 'beg' for a new one; the dealer may accept the beg by granting a free point ('one for his heels') or refuse by 'running' the cards (dealing three more to each player and turning a fresh trump). Play proceeds trick by trick with the unusual permissive-trumping rule: a player may trump even when able to follow suit. The first side to 7, 11, or (in tournament play) 14 points wins.

Quick Reference

Goal
Score the 4 available points per deal (High, Low, Jack, Game) and reach the match target (7 or 11).
Setup
  1. Use a 52-card deck with 2-4 players (partners opposite at 4).
  2. Deal 6 cards each; turn next card for proposed trump.
  3. Dealer scores 1 if the turn-up is a Jack (heels).
On Your Turn
  1. Elder stands (accepts trump) or begs (requests new trump).
  2. Dealer accepts beg with 'gift' (1 free point) or runs (3 new cards + new trump).
  3. Play: follow suit or trump (permissive); highest trump or led suit wins.
Scoring
  • High/Low/Jack/Game = 1 point each per deal.
  • Game pips: A = 4, K = 3, Q = 2, J = 1, 10 = 10; tie = no Game point.
  • First to 7 or 11 wins the match.
Tip: Lead low trumps early to force opponents to cover with the Jack; permissive trumping is the key tactic.

Players

2 to 4 players. Two-handed is the original and purest form; 4-handed is usually played in fixed partnerships (partners opposite); 3-handed is cutthroat. Dealer rotates clockwise after each hand. Partnership play is popular in the English-speaking Caribbean (Trinidad & Tobago especially) where it is considered the national card game.

Card Deck

One standard 52-card deck, no jokers. Card rank within a suit, high to low: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. The trump suit (named by the upturned card after the deal) is chosen afresh each deal. Card point values for the Game scoring category: Ace = 4, King = 3, Queen = 2, Jack = 1, Ten = 10. 9 down to 2 have zero pip value. Total pip value across a deal's 24 played cards (4 players × 6) is 80; with fewer players, only the cards dealt enter the count.

Objective

Score more of the four available points each deal (High, Low, Jack, Game) than the opponent(s), and reach the agreed target (commonly 7 or 11 points cumulative) first. The four points are available each hand, so a partnership can score anywhere from 0 to 4 points per deal.

Setup and Deal

  1. Cut for first dealer; lowest card deals. Deal rotates clockwise after each hand.
  2. Shuffle the deck. Dealer deals 6 cards face down to each player, in packets of 3 (so each player receives 3 + 3).
  3. Dealer turns the next card of the stock face up; its suit is the proposed trump. If this card is a Jack, the dealer scores 1 point immediately ('one for his heels').
  4. The remainder of the deck stays face down as the stock; the turned-up card remains as an indicator.

The Beg and Run

  1. Elder's decision: After seeing their hand and the turn-up, the elder hand (non-dealer, or player to the dealer's left in 3+) may accept the proposed trump ('Stand') or reject it ('Beg').
  2. Standing: The proposed trump stands; play begins.
  3. Begging: Elder says 'I beg'. The dealer now chooses:
  4. Gift: Dealer may grant elder 1 point ('gift' or 'one for your gift'), after which the proposed trump stands and play begins. This is often the wisest choice if the dealer's hand is strong.
  5. Run the cards: Dealer refuses the gift and deals 3 more cards to each player from the stock, then turns the next card as a new proposed trump. If the new turn-up is the same suit as the previous turn-up, repeat the run. If the cards run out mid-run, the deal is void and a fresh one begins.
  6. Jack on run: If a Jack turns up during a run, the dealer scores 1 point for it regardless of whether the new suit is accepted.
  7. Hand size after runs: Multiple runs can leave players with 9, 12, or more cards; at the end of the runs, each player discards down to 6 cards before play begins, keeping their strongest hand in the final trump suit.

Gameplay

  1. Lead: The elder hand (non-dealer, or player left of dealer) leads to the first trick by playing one card face up.
  2. Following suit: Each player in turn must either follow the led suit or play a trump. A player with none of the led suit and no trump may play any card.
  3. Permissive trumping: Unlike most trick-taking games, a player may play a trump even when able to follow suit. This is often used to secure the trump Jack for the Jack point or to draw out opponents' trumps.
  4. Winning a trick: The highest trump wins, or if no trump was played, the highest card of the led suit wins. The trick winner gathers the cards face down into their capture pile and leads the next trick.
  5. Play all 6 tricks: Continue until each player's hand is empty. Count captured pip values and tally the four scoring points.

Scoring

  • High (1 point): The side that was dealt the highest trump in play that deal scores 1 point, regardless of whether they won the trick it was played in.
  • Low (1 point): The side that was dealt the lowest trump in play scores 1 point. (Some traditions give Low to whoever captures the card in a trick; the dealt-to version is the classic English rule.)
  • Jack (1 point): The side that captures the trump Jack in a trick scores 1 point. If no trump Jack is in play (possible if a short deck is used, not in standard All Fours), no Jack point is awarded.
  • Game (1 point): The side whose captured cards carry the most pip-value (A = 4, K = 3, Q = 2, J = 1, 10 = 10; other cards = 0) scores 1 point. If tied, no Game point is awarded (some houses award Game to the non-dealer on a tie).
  • Heels, gift, and run Jacks: Additional 1-point awards from the deal mechanics described above are added to the deal total.
  • Match target: First side to 7 points (short game), 11 points (classic English All Fours), or 14 points (tournament Pitch) wins the match.

Winning

A partnership or player wins the match when they reach the agreed target. If both sides cross the target on the same hand, the points are counted in fixed order (High, Low, Jack, Game) and whichever side reaches the target first in that order wins. A match typically runs 4 to 8 deals depending on hand composition.

Common Variations

  • Seven Up / Old Sledge: The American descendant, identical core mechanics but dropping the beg-and-run to a simpler 'stand or pass' rule. First to 7 points.
  • Pitch (Auction Pitch): The North American tournament variant with a full bidding auction replacing beg-and-run; the high bidder 'pitches' the first card to set trump.
  • California Jack (or Shasta Sam): 2-player variant where the stock is kept face up so each new card dealt at the end of a trick is visible; adds information.
  • Don: A British All Fours variant with a modified scoring system; the '9 of trumps' scores as an additional point.
  • Pitch with the Joker: Adds a trump-equal joker as the second-highest trump, increasing hand complexity.
  • Partnership All Fours (Trinidad rules): 4 players in 2 partnerships, 11-point target, partners opposite; the national card game of Trinidad & Tobago.

Tips and Strategy

  • Beg aggressively when you lack the trump Ace or Jack. The beg costs you nothing except 1 point (the gift) in exchange for a potentially much stronger trump suit; elder with 0 trump support should beg 70-80% of the time.
  • Use permissive trumping to capture the Jack. If you lead a small trump and your opponent is forced to cover with the Jack, you secure the Jack point even without holding the Jack yourself.
  • Play small trumps early to draw Jacks. The Jack is usually the most-captured scoring card; lead low trumps on tricks 1 and 2 to strip the Jack from opposition hands.
  • Trump the Ace at all costs. Capturing the opponent's trump Ace in a trick denies them both High and 4 pips for Game; trumping the Ace is often a 2-point swing.
  • Save your highest non-trumps for Game. The 10 is worth 10 pips and the Ace worth 4; hold them in hand to capture as many pips as possible on late tricks.
  • As dealer, refuse the beg and run the cards when your hand is strong in a non-trump suit. A run brings 3 new cards, and dropping into a different trump suit favours a strong hand.

Glossary

  • Elder hand: The non-dealer (or player to the dealer's left in 3+ handed). Leads the first trick and decides to stand or beg.
  • Turn-up: The card turned face up from the stock after the deal, proposing the trump suit.
  • Beg: Elder's request to reject the proposed trump.
  • Gift (one for your gift): The dealer's 1-point concession to elder, keeping the proposed trump.
  • Run the cards: Dealer's refusal of a beg, dealing 3 more cards and turning a fresh trump.
  • One for his heels: 1 point awarded to the dealer when the turn-up is a Jack.
  • Permissive trumping: The rule allowing a player to trump even when able to follow suit.
  • High: 1-point score for holding the highest trump in play.
  • Low: 1-point score for holding (or capturing) the lowest trump in play.
  • Jack: 1-point score for capturing the trump Jack.
  • Game: 1-point score for the most pip-value in captured tricks (A=4, K=3, Q=2, J=1, 10=10).

Tips & Strategy

Elder should beg aggressively when the turn-up trump suit is weak in their hand; the 1-point gift cost is small relative to the gain from a better trump. Use permissive trumping to capture the Jack: leading a small trump often forces an opponent to cover with the Jack, securing the Jack point even when you do not hold the Jack yourself.

Expert All Fours play centres on Jack-capture tactics and trump management. Permissive trumping is the game's signature feature and is used almost exclusively to secure the Jack: leading a low trump on trick 1 or 2 forces opponents to decide whether to burn the Jack (capturing the trick but losing the Jack-point) or save it for a later trick where it may be captured anyway. Begging calculus is also critical; a hand with Ace-King of non-trump but no trump support should beg 100 percent of the time.

Trivia & Fun Facts

The phrase 'going high-low-jack' entered colloquial American English from All Fours' scoring categories. The game is the direct ancestor of more than a dozen modern games including Pitch, Setback, Don, Seven Up, Cinch, and California Jack; its permissive-trumping rule is preserved in all of them and remains a distinctive feature across the All Fours family.

  1. 01What are the four scoring points after which All Fours is named?
    Answer High (holding the highest trump dealt), Low (holding the lowest trump dealt), Jack (capturing the trump Jack in a trick), and Game (the most pip-value in captured tricks).
  2. 02Under the beg-and-run rule, what does the dealer call when refusing a beg?
    Answer 'Run the cards': the dealer deals 3 more cards to each player and turns a new trump; if the new turn-up is the same suit as the previous, the run repeats.

History & Culture

All Fours was first documented by Charles Cotton in 'The Compleat Gamester' (1674), making it one of the earliest English card games with a surviving published rulebook. It travelled to colonial America in the 17th century and spawned the Pitch family, which became the dominant American trick-taking lineage through the 19th century. In Trinidad & Tobago, the 4-player partnership version is considered the national card game and has been played in local 'card shops' continuously since the early 20th century.

All Fours occupies a central place in English card-game history as one of the oldest surviving games in continuous play, and is a foundational game of the Caribbean card tradition. In Trinidad & Tobago it is the national card game, played in recognised card shops where partnership tournaments have continued unbroken for more than a century. The Jamaican and Guyanese card-game traditions also preserve All Fours as a central game.

Variations & House Rules

Seven Up is the American short-version (first to 7 points). Auction Pitch replaces beg-and-run with a full bidding auction. California Jack exposes the stock face up for 2-player tactical play. Don adds a 9-of-trumps point. Partnership All Fours (Trinidad rules) uses 4 players with a 11-point target and is the national card game of Trinidad & Tobago.

For novices, play the short 7-point version. For tournament or club play, use the 11-point target. Add the 9-of-trumps bonus (as in Don) for an extra scoring category. Partnership play (2 vs 2) adds a signalling layer that depth-enriches the game considerably.