The name, “All Fours,” seems to have been varied at times to “All

Four,” and was derived from four of the five points which counted

towards game; the fifth point, for “gift” having been apparently quite

overlooked. The game was originally ten points up, and the cards were

dealt one at a time. According to the descriptions in some of the older

Hoyles, the honours and Tens of the plain suits did not count towards

game; but this is evidently an error, for we find in the same editions

the advice to trump or win the adversary’s best cards in plain suits.

This would obviously be a mere waste of trumps if these plain-suit

cards did not count for anything.

All Fours seems to have been popular with all classes of society at

one time or another. Cotton’s “Compleat Gamester” gives it among the

principal games in his day, 1674. Daines Barrington, writing a hundred

years later, speaks of All Fours in connection with Whist. “Whist,”

he says, “seems never to have been played on principles until about

fifty years ago; before that time [1735] it was confined chiefly to

the servants’ hall, with All Fours and Put.” Another writer tells us

that Ombre was the favourite game of the ladies, and Piquet of the

gentlemen _par excellence_; clergymen and country squires preferring

Whist, “while the lower orders shuffled away at All Fours, Put,

Cribbage, and Lanterloo.” In 1754 a pamphlet was published containing:

“Serious Reflections on the dangerous tendency of the common practice

of Card-playing; especially the game of All Four.” For many years All

Fours was looked upon as the American gambler’s game _par excellence_,

and it is still the great standby of our coloured brother; who would

sooner swallow a Jack than have it caught.

ALL FOURS, SEVEN-UP, OR OLD SLEDGE.

_=CARDS.=_ Seven-up is played with the full pack of fifty-two cards,

which rank A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest, both

in cutting and in play.

_=COUNTERS.=_ Each player or side should be provided with seven

counters. As the points accrue, these counters are got rid of by

placing them in a pool in the centre of the table. By this method a

glance will show how many each side or player has “to go,” that is, how

many will put him out.

_=PLAYERS.=_ Two, three or four persons may play. When three play, the

game resembles Cut-throat Euchre, each for himself. When four play, two

are partners against the other two, and the partners sit opposite each

other. The player on the dealer’s left, or his adversary if only two

play, is always spoken of as the eldest or elder hand. The one on the

dealer’s right is the pone.

_=CUTTING.=_ If there are four players, they cut for partners, deal,

and choice of seats. The two lowest are partners against the two

highest; the highest cut has the choice of seats, and deals the first

hand. When two or three play, they cut for seats and deal. In cutting,

the ace is high. Ties cut again; but the new cut decides nothing but

the tie.

_=STAKES.=_ If there is any stake, it is for so much a game. Rubbers

are never played.

_=DEALING.=_ Each player has the right to shuffle the pack, the dealer

last, and the cards are then presented to the pone to be cut. At least

four cards must be left in each packet. Beginning on his left, the

dealer gives six cards to each player, three on the first round, and

three more on the second round, turning up the next card for the trump,

and leaving it on the remainder of the pack. If this card is a Jack,

the dealer counts one point for it immediately; but if any player is

found to have an incorrect number of cards, and announces it before he

plays to the first trick, the Jack cannot be counted, as it could not

have been the proper trump.

In _=Pitch, or Blind All Fours=_, no trump is turned. The first card

led or “pitched” by the eldest hand is the trump suit for that deal.

_=MISDEALING.=_ If any card is found faced in the pack, or the pack

is proved to be imperfect, the same dealer deals again. If he deals

without having the cards cut, or gives too many or too few cards to

any player, it is a misdeal, and the deal passes to the next player on

the misdealer’s left. If the dealer exposes a card, the adversaries may

elect to have the deal stand, or to have a new deal by the same dealer.

In _=Pitch=_, a misdeal does not lose the deal, because the deal is no

advantage.

_=BEGGING.=_ The deal completed, and the trump turned, the eldest hand

looks at his cards, the other players leaving theirs untouched. If

the eldest hand is not satisfied, he says: _=I beg=_; and the dealer,

after examining his own hand, has the option of giving him a point or

_=running the cards=_. If he decides to give the point, he says: _=Take

it=_, and the eldest hand immediately scores one for the _=gift=_. If

the dealer will not give, he lays the trump card aside, and deals three

more cards to each player, including himself; turning up another trump.

Should this be a Jack of another suit, the dealer scores a point for

it at once. Should it be of the same suit as that first turned up, the

Jack cannot be scored, as the dealer has declined to have that suit for

the trump. When the same suit is turned up a second time, the card is

laid aside; three more cards are given to each player, another trump

is turned, and so on until a different suit comes up for the trump. If

the pack is exhausted before another suit turns up, the cards must be

_=bunched=_, and the same dealer deals again.

The dealer’s partner and the pone are not permitted to look at their

cards until the eldest hand and the dealer have decided whether to

stand or run the cards. Among strict players, if a person looks at

his hand before the proper time, the adversaries score a point. The

object of this rule is to prevent the possibility of any expression of

satisfaction or disapproval of the turn-up trump.

No second beg is allowed, but when only two play, if either player is

dissatisfied with the new trump he may propose to _=bunch the cards=_.

If the proposition is agreed to, the cards are reshuffled and dealt

again by the same dealer. If three play, the dealer must give a point

to both adversaries if he refuses to run the cards, although only one

begs. The dealer cannot give a player enough to put him out.

_=DISCARDING.=_ When the cards have been run, the usual practice is to

discard all superfluous cards, each player reducing his hand to six,

with which he plays. In some clubs it is the rule to keep all the cards

if only nine are in each hand, but to discard down to six if two or

more rounds were dealt after turning the first trump.

_=OBJECTS OF THE GAME.=_ The object in Seven-up is to secure certain

points which count towards game. As its name implies, the game is

won when a player has put up seven of his counters, each of which

represents a point. There are six different ways of making these

points, and it is possible for one player to make five of them in one

deal; but he cannot by any possibility make seven. The following count

one point each:

1st. Turning up the _=Jack=_ of trumps.

2nd. Being _=given=_ a point by the dealer.

3rd. Holding the _=Highest=_ trump.

4th. Holding the _=Lowest=_ trump.

5th. Winning a trick with the _=Jack=_ of trumps in it.

6th. Making the majority of the pips that count for what is called

_=Game=_.

_=Turning the Jack=_ is entirely a matter of chance, and should not

occur more than once in thirteen deals. If a Jack is turned every few

deals, you may be sure that unfair methods are being used. Nothing is

more common among advantage players than turning up Jacks every few

deals.

_=Begging=_ is resorted to by a player who holds no trumps, or such

indifferent ones that it is very unlikely they will be either High or

Low. If he has anything better, such as very high or low cards in other

suits, such a hand is called, “a good hand to run to,” and the player

begs, hoping the new trump will better fit his hand. If he has nothing

better in other suits than in the turn-up, it will still be slightly in

his favour to beg, unless he has trumps enough to give him some hopes

of making the point for Game. It is a fatal error to beg on good cards,

and gamblers have a saying that he who begs a point to-day, will beg a

stake to-morrow.

_=High=_ and _=Low=_ count to the player to whom those cards are dealt,

and there is no chance to alter the fortunes of the deal except by

begging and running the cards. These two points may both be made by the

same card, if it is the only trump in play; because High is counted for

the best trump out during the deal, and Low for the lowest, no matter

what the cards are.

_=Catching the Jack=_, or saving it, is one of the principal objects

of the game, and as a rule a player holding the Jack should lose no

opportunity to save such a valuable counting card. On the other hand, a

player holding higher trumps will often have to use good judgment as to

whether to lead them to catch the Jack, if it happens to be out; or to

keep quiet until the last few tricks, when if the Jack is not out, such

trumps may be useful to win cards that count for Game.

_=The Game=_ is generally known as _=the gambler’s point=_, because

it is the only point that must be played for in every hand, and its

management requires more skill than all the others put together. The

cards that count for Game are the four honours and the Ten of each

suit. Every ace counts 4; every King 3; every Queen 2; every Jack 1;

and every Ten 10. After the last card has been played, each player

turns over the tricks he has won, and counts up the pip value of the

court cards and Tens that he has won. Whoever has the highest number

counts the point for Game. For instance: Two are playing. The elder

hand has taken in an ace, two Kings and a Jack, which are collectively

worth 11. The dealer has taken in a Queen and a Ten, which are worth

12; so the dealer marks the point for Game. If both players have the

same number, or if there is no Game out, which rarely happens, the

non-dealer scores Game. If three play, and Game is a tie between the

two non-dealers, neither scores. The non-dealer is given the benefit

of counting a tie for Game as an offset to the dealer’s advantage in

turning Jacks. When no trump is turned, as in Pitch, no one can count

Game if it is a tie.

_=METHOD OF PLAYING.=_ The eldest hand begins by leading any card he

pleases. If a trump is led, each player must follow suit if able. When

a plain suit is led he need not follow suit if he prefers to trump; but

if he does not trump, he must follow suit if he can. If he has none

of the suit led he may either trump or discard. This rule is commonly

expressed by saying that a player may _=follow suit or trump=_. The

highest card played of the suit led wins the trick, and trumps win all

other suits. The winner of the trick takes it in, and leads for the

next one, and so on until all the cards have been played. The tricks

themselves have no value except for the court cards and Tens they

contain.

As High, Jack, and Game are always counted by the player holding those

points at the end of the play, there can be no question about them: but

serious disputes sometimes arise as to who played Low. The best method

of avoiding this is for each player, as the game proceeds, to announce

and claim the lowest trump which has so far appeared, and instead of

giving it to the current trick, to leave it turned face up in front

of him if it is of no counting value. For instance: Four are playing,

and a round of trumps comes out, the six being the lowest. The player

holding it announces: “Six for Low,” and keeps the card face up in

front of him until some smaller trump appears. It often happens that a

player holds a 7 or 8, and having no idea that it will be Low, takes no

notice of it. At the end of the hand it is found that both the 7 and 8

are out, the 7 being Low, and the holders of those two cards get into

an argument as to which card each of them held.

_=SCORING.=_ The last card played, the various points for High, Low,

Jack, (if in play), and the Game are claimed, and the player or side

holding them puts a counter in the pool for each. The side first

getting rid of its seven counters wins the game. If both sides make

points enough to win the game on the same deal, High goes out first,

then Low, then Jack, and then Game. As already noticed, one card may

be both High and Low; the Jack may be High, Low, Jack; and it is even

possible, if there is no other trump or counting card in play, for the

Jack to be High, Low, Jack, and the Game.

In the variety known as _=All Fives=_, the score is kept on a cribbage

board, and part of it is pegged as the hand progresses. A player

winning a trick containing any of the following cards in the trump

suit pegs them immediately:--For the trump ace, 4 points; for the King

3; for the Queen 2; for the Jack 1; for the Ten 10, and for the Five

5. After the hand is over, all these cards are counted over again in

reckoning the point for Game, the Five of trumps counting 5. Sixty-one

points is game.

_=IRREGULARITIES IN PLAY.=_ The most serious error in Seven-up is the

_=revoke=_. If a player does not follow suit when able, it is a revoke

unless he trumps the trick. A player holding two small trumps and the

Ten of a plain suit, may trump both the ace and King of that suit

instead of giving up his Ten. But if on the third round the Queen is

led, and he cannot trump it, he must play his Ten if he has no other

card of the suit.

The only points affected by the revoke are Jack and Game. _=If the Jack

is not in play=_, there is only one point that can be affected by the

revoke, the score for Game; and the revoke penalty is one point, which

the adversary may add to his own score, or deduct from the score of the

revoking player. The adversary may also score the point for Game if he

makes it; but it cannot be scored by the revoking player; who may mark

only High or Low if he holds either or both of those points.

_=If the Jack is in play=_, two points may be affected by a revoke. The

player in fault cannot score either Jack or Game, and the penalty for

the revoke is two points; in addition to which the adversary of the

revoking player may score either or both Jack and Game if he makes them.

The revoking player cannot win the game that hand, no matter what he

scores, but must stop at six. A revoke is established as soon as the

trick in which it occurs has been turned and quitted, or a card has

been led or played to the next trick.

_=Exposed Cards.=_ When four play, all exposed cards must be left on

the table, and are liable to be called by the adversaries if they

cannot be previously got rid of in the course of play. All cards led or

played out of turn are exposed, and liable to be called. If two or more

cards are played to a trick, the adversaries may select which shall

remain; the other is exposed.

_=METHODS OF CHEATING.=_ Few games lend themselves more readily to

the operations of the greek than Seven-up. Turning Jacks from the

bottom of the pack; setting up the half-stock for the beg; dealing

oneself more than six cards, and dropping on the tricks already won

those counting for Game; getting the A J 10 and 2 of a suit together

during the play of a hand, and then shifting the cut to get them on

the next deal, turning up the Jack; marked cards; strippers; wedges;

reflectors; these and many other tricks are in common use. Those who

are not expert enough to deal seconds or shift cuts will sometimes

resort to such trifling advantages as abstracting one of the Tens from

the pack, so that they may know a suit from which a small card can

always be led without any danger of the adversary’s making the Ten. One

very common swindle in Seven-up is known as _=the high hand=_, which

consists in giving the intended victim the A K J 10 9 2 of trumps, and

then inducing him to bet that he will make four points. No matter how

skilful the player may be, he will find it impossible to save both Jack

and Game.

CALIFORNIA JACK.

This is a variety of Seven-up for two players, in which the number of

cards in the hand is constantly restored to six by drawing from the

remainder of the pack.

The trump suit is cut for before the cards are shuffled and dealt.

The usual method is to cut for seats and deal, and the highest cut

determines the trump suit at the same time. After each player has been

given six cards, three at a time, the remainder of the pack is turned

face up on the table, and the winner of each trick takes the top card,

his adversary taking the next one. When the stock is exhausted, the

last six cards are played as in the ordinary game of Seven-up.

Seven points is game, the points being the same as in Seven-up; but

everything, including Low, counts to the player winning it.

_=Shasta Sam=_ is California Jack with the remainder of the pack turned

face down, and is a much better game on that account.

AUCTION PITCH, SELL OUT, OR COMMERCIAL PITCH.

This very popular round game derives its name from the fact that the

first card led or “pitched” is the trump suit, and that the privilege

of pitching it belongs to the eldest hand, who may sell it out to the

highest bidder.

The number of _=cards=_ and their rank is the same as at Seven-up; A

K Q J 10 9 8 7 6 5 4 3 2, the ace being the highest in cutting and in

play.

_=Players.=_ Any number from four to seven may play, each for himself;

five is considered the best game. The players cut for choice of seats,

the highest cut taking the first choice and the deal.

_=Counters.=_ Each player should be provided with seven white counters

to mark the game. If stakes are played for, red counters are used to

make up the pool, one player acting as the banker to sell and redeem

all red counters.

_=Dealing.=_ Six cards are dealt to each player, three at a time, but

no trump is turned. All the rules for irregularities in the deal are

the same as in Seven-up, but a misdeal does not lose the deal under any

circumstances.

_=Objects of the Game.=_ As in Seven-up, the object of each player is

to get rid of his seven counters, one of which he is entitled to put in

the pool for each of the following points: For holding the _=highest=_

trump in play; for holding (having dealt to him) the _=lowest=_ trump

in play; for winning a trick with the _=Jack=_ of trumps in it; for

making the greatest number of the pips that count for the _=game=_

point. The details of these points have already been explained in

connection with Seven-up. If the count for Game is a tie, no one scores

it.

_=Bidding.=_ The eldest hand sells. If he pitches without waiting for a

bid he must make four points, or he will be set back that number. Each

player in turn, beginning on the left of the eldest hand, bids for the

privilege of pitching the trump, naming the number of points he thinks

he can make. If he will not bid, he must say distinctly: “_=I pass=_.”

After a bid has been made, any following player must bid higher or

pass. There are no second bids. The highest number any player can bid

is four, which will require him to make High, Low, Jack, and the Game

against the combined efforts of all the other players. The eldest hand

must either accept the number bid, or pitch the trump himself, and make

as many points as the highest bidder offered him. If the eldest hand

accepts, he pushes into the pool as many counters as he is bid, and the

successful bidder pitches the trump. If no bid is made, the eldest hand

must pitch the trump himself.

A bidder is not allowed to give the seller enough points to put him

out, and should he do so by mistake, he forfeits his right to bid at

all for that deal. If the seller has only two to go, and a player is

able to bid three or four, he loses nothing by bidding one only, for

no one can overbid him, and he is entitled to count all he makes. The

only risk he runs is that the seller can afford to refuse one, and will

go out on his own pitch. To remedy this it is the custom in some clubs

to allow a player to bid the full value of his hand. If the seller

accepts, he scores to within one of game; but if he refuses, he must

make as many as bid, even if he does not actually want them. It is one

of the fine points of the game for the seller to refuse when the number

of points offered would put the bidder out if he was successful.

There is no penalty for bidding out of turn. If a player chooses to

expose to a preceding player what he is prepared to bid, that is

usually to his own disadvantage.

_=Bidding to the Board.=_ Modern players usually adopt the practice of

bidding to the board, eldest hand having the first bid. In this form

of the game the points bid count to no one, and anyone can bid up to

four, no matter what the scores are. No one can claim the privilege of

pitching the trump for as many as bid, as each in turn must bid higher

or pass.

_=Playing.=_ The successful bidder has the first lead, and whatever

card he plays, whether by mistake or not, is the trump suit for that

deal. After that, the winner of the trick may lead any suit he pleases.

A player must follow suit in trumps if he is able to do so; but in a

plain suit he may trump if he chooses, although holding a card of the

suit led. If he does not trump, he must follow suit if he can. If he

has none of the suit led, he may trump or discard as he pleases. The

highest card played of the suit led wins the trick, and trumps win all

other suits.

_=Scoring.=_ At the end of the hand the various players claim the

points made, and score them by placing white counters in the pool. If

the bidder makes any points in excess of the number bid, he scores

them. The first player to get rid of his seven white counters wins

the pool, and takes down all the red counters it contains. The white

counters are then redistributed, and the players cut for the first deal

of the new game.

If two players can count out on the same deal, and one of them is the

bidder, he wins the pool if he has made good his bid. If neither of

the ties is the bidder, the points count out in their regular order,

High first, then Low, then Jack, and finally Game. For instance: Seven

are playing. A sells to B, who bids two. B and C have each two to go.

B pitches a trump of which C has both High and Low; but if B makes

Jack and Game he wins the pool, because he bid only two points, and

made them. This is generally expressed by the rule: _=bidder goes out

first=_.

_=Setting Back.=_ If the player who pitches the trump fails to make the

number of points bid, he is set back, and scores nothing for any points

he may have made. A player who is set back, either for overbidding his

hand, or for refusing to sell and failing to make the number of points

offered him, must withdraw from the pool as many white counters as were

bid, and add them to his own. For instance: It is A’s sell. A and B

each have two to go. B bids three, which A refuses, pitching the trump

himself. A makes only two points, B scoring one, and a third player

D, another. B and D score one each, but A scores nothing for the two

points he made, and must take three white counters from the pool, which

will make him five to go. Had the bid which A refused been two only, he

would have won the game, as he made two points. In many clubs it is the

custom for a player who is set back to add a red counter to the pool.

_=Irregularities in Play.=_ If any adversary of the player who pitches

the trump leads or plays out of turn, he may be called upon by the

bidder to play his highest or lowest of the suit led; or to trump or

not to trump the trick. If any player but the pitcher has followed the

erroneous lead, the cards must be taken back; but if the pitcher has

followed, the error cannot be rectified.

In case of a _=revoke=_, the hand is played out as if the revoke

had not occurred, and each player except the person in error counts

whatever points he makes. If the pitcher of the trump fails to make

the number of points bid, he cannot be set back, but must be allowed

to score any points he makes. The revoking player is then set back the

number of points bid, and forfeits a red counter to the pool. If no bid

was made, he is set back two points.

SMUDGE.

In this variation of auction pitch, any player who is not in the hole

wins the game at once if he can bid four and make it.

PEDRO.

Pedro, Pedro Sancho, Dom Pedro, and Snoozer, are all varieties of

Auction Pitch, in which certain counting cards are added, and secondary

bids are allowed.

Everything counts to the player winning it, instead of to the one to

whom it is dealt. The game point is scored by the player who wins the

trick containing the Ten of trumps. If that card is not in play there

is no Game.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 34 / 70 段