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ALL FOURS
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TRINIDAD ALL FOURS

HOW TO PLAY

Win points through the kick, the tricks, and the scoring cards. The first player or team to reach 14 points wins the match.
2–4
PLAYERS
6 / 7
CARDS
14
TO WIN
01

PLAYERS & TEAMS

2 players
One player plays against the other.
3 players
Everyone plays for themselves.
4 players
Players sit in two teams. Opposite seats are partners, so seats 1 and 3 play together and seats 2 and 4 play together.
02

DEALER SELECTION

Flip for dealer
At the start of a match, each player gets a face-up card. The highest rank becomes the first dealer.
Ties redraw
If the highest card is tied, only the tied players draw again until there is one dealer.
Fresh game deck
Dealer-selection cards are not part of the hand. The full deck is reshuffled before the actual deal.
03

THE KICK

Dealer kicks
After everyone receives their cards, the dealer turns the next card face up. Its suit is the proposed trump suit.
KICK POINTS
ACE
+1
SIX
+2
JACK
+3
Kick points are scored immediately. The same scoring applies to every re-kick during a Pull.
04

BEG OR STAND

Who decides?
The player to the dealer's right, moving counterclockwise, chooses Beg or Stand.
Stand
The kicked card's suit becomes trump and trick play begins.
Beg
The dealer must choose Give One / Take One or Pull.
05

GIVE ONE / TAKE ONE

One point is awarded
The begging player, or the begging player's team in a 4-player game, receives 1 point.
Trump stays the same
The original kicked suit becomes trump and the hand continues.
06

PULL

Three more cards each
Every player receives 3 additional cards.
Dealer kicks again
The dealer turns another card face up.
Same suit
If the new kick is the same suit as the original proposed trump, every player receives another 3 cards and the dealer kicks again.
Different suit
As soon as the dealer kicks a different suit, that new suit becomes trump and trick play begins.
Deck runs out
If a Pull sequence exhausts the deck, the hand is bunched and redealt with the same dealer. Match scores and already-earned kick points are kept.
07

PLAYING A TRICK

Lead
The player leading the trick may play any card.
Follow suit or trump
If you hold the suit that was led, you may follow that suit or play a trump card.
No lead suit
If you do not hold the suit that was led, you may play any card.
Winning the trick
A trump card beats every non-trump card. If no trump is played, the highest card of the suit that was led wins.
Next lead
The winner of the trick leads the next trick.
08

HAND SCORING

At the end of the hand, points are awarded for High, Low, Jack, Hang Jack, and Game.
High · 1 point
The player or team that played the highest trump card receives 1 point.
Low · 1 point
The player or team that played the lowest trump card receives 1 point.
Jack · 1 point
If the trump Jack is captured by its own side, that side receives 1 point.
Hang Jack · 3 points
If the trump Jack is captured by an opponent, the capturing player or team receives 3 points instead.
Game · 1 point
Captured cards are totaled by Game value. Tens are worth 10, Aces 4, Kings 3, Queens 2, and Jacks 1. The player or team with the highest total receives 1 point.
If Game is tied, the dealer does not receive the tie point. In 2- or 3-player games, the tied player or players who were dealt to receive 1 point. In a 4-player game, the team of the player dealt to receives 1 point.
09

WINNING THE MATCH

First to 14
The match ends as soon as a player or team reaches 14 points.
Any scoring source can win
Kick points, Give One / Take One, or end-of-hand scoring can all take a player or team to 14.
Next hand
If nobody has reached 14, the dealer position moves counterclockwise and a fresh hand is dealt.
QUICK STRATEGY
Trump is powerful, but the Jack can be dangerous.
High trump can win tricks and hunt the opposing Jack, while a poorly protected trump Jack can be hung for 3 points. Remember that Tens and Aces are also especially valuable toward the Game point.
READY TO PLAY