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. A complete pack of cards must be provided, six of which are to be dealt to each party, three at a time; and the next card, the thirteenth, is to be turned up for the trump by the dealer, who, if it prove a knave, is to score one point. The party who cuts the highest card is to deal first. The cards rank in the same manner as at whist, for whoever scores the first ten points wins.

2114. Laws Of All-Fours

1. A new deal can be demanded, if in dealing the dealer discovers any of the adversary's cards; if, to either party, too many cards have been dealt; in the latter case it is optional with the parties, provided it be done before a card has been played, but not after, to draw from the opposing hand the extra card.

2. If the dealer expose any of his own cards, the deal is to stand good.

3. No person can beg more than once in each hand, except by mutual agreement.

4. Each party must trump or follow suit if they can, on penalty of the adversary scoring one point.

5. If either player score wrong, it must be taken down, and the adversary shall either score four points or one, as may have previously been agreed.

6. When a trump be played, it is allowable to ask the adversary if it be either high or low.

7. 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

2115. Terms Used in All-Forms - High, The highest trump out, the holder to score one point.

Low, The lowest trump out, the original holder to score one point, even if it be taken by the adversary.

Jack, The knava of trumps, the holder to score one, unless it be won by the adversary, in that case the winner is to score the point.

Game, The greatest number that, in the trick gained, can be shown by either party; reckoning -

Four for an ace. One for knave.

Three for a king. Ten for a ten.

Two for a queen.

The other cards do not count, thus it may happen that a deal may be played without having any to reckon for game.

Begging is when the eldest hand, disliking his cards uses his privilege, and says, "I beg;" in which case, the daler must either suffer his adversary tocore one point, saying "take one," orgive each three cards more from the pack, and then turn up the next card, the seventh, for trumps; if, however the trump turned up 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.

2116. Maxims

1. Always make your knave as soon as you can.

2. Strive to secure your tens: this is to be done by playing any small cards, by which you may throw the lead into your adversary's hand.

3. Win your adversary's best cards when you can, either by trumping or with superior cards.

4. 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 have a chance to win the knave or ten.