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Choose Four · 2-Table Championship Cup

The game we love.
The rules we play by.

Your guide to fair play, clear decisions and championship standards. Know the rules. Respect the table.

Explore the rules ↓
2 tablesChampionship format
14 pointsTo record a bullseye
11 bullseyesFirst to 11 wins the match
Best of 3Tiebreak at 10–10

Discipline. Respect. Fair play.

These guidelines are an understanding of Round Robin All Fours and All Fours in general. We as a group first and foremost believe that maintaining discipline with the rules, and respect for each other, is the key to maintaining that standard in the game that we love. Hopefully this can bring the All-Fours fraternity closer under a set of rules that all can adhere to, or at the very least bring us closer to, the objective standards that we need to set in the game of ALL-FOURS.

- Credit to Wise words taken from the Tobago cup hosted by Sean,Lester,Shamika et al.

A
The language of the game

Definitions

A.1

Beg

The act of the lead-player asking the dealer to give him (the lead-player) one point, or by knocking the table or by either action. At the Dealer’s option, he/she may deal an additional set of three cards to each player until such time as the suit of the card kicked is different from that of the original card kicked.

A.2

Bullseye

The point awarded to a team for recording the first 14 points during a game.

A.3

Cut

The act of touching the cards or separating the cards into two piles, without removing the pack from the table. The penalty for any variation is one chalk.

A.4

Cutter

The player sitting to the immediate left of the dealer who must cut the cards before the cards are dealt.

A.5

Deal

The distribution of the cards to each player.

A.6

Dealer

The player that has the right to distribute (deal) the cards.

A.7

Game

The points accumulated by adding up the value of all face cards won by a Team. The Team having the most accumulated points shall be awarded two (2) points. The value of the face cards are: TEN 10 points ACE 4 points KING 3 points QUEEN 2 points JACK 1 point

A.8

Hang-Jack

An opposing Player plays the Ace, King, or Queen of trump in the same round of a game that the jack of trump was played, and the opposing Player won such round.

A.9

Kick

The turning over of the top card by the dealer after distributing the necessary cards for each player.

A.10

Lead Player

The player sitting to the immediate right of the dealer. This Player must either: (a) play a card or beg at the start of a game or: (b) the player who played the highest card or highest trump in a previous round in the same game.

A.11

Misdeal

The dealing of more or less cards.

A.12

Reneging

The playing of a card, other than a trump card, that is different from the suit played by a Lead-Player, when having a card of the same suit.

A.13

Shuffling

The mixing of the cards before the cards are dealt.

A.14

Stand-Up

The playing of a card by the Lead Player without begging.

A.15

Stand-Up Blind

The playing of a card by the Lead player before looking at any card. The player must turn the card up and away from him or her before the dealer kicks.

A.16

Trump

The suit of cards that are the same as the kicked card.

A.17

Under Trumping

The playing of a lower Trump card by any player in the same round of a game, except when such Player only has Trump cards. This applies only if Trump was not called by the lead Player.

A.18

Played Card

A card played face up on the playing table.

A.19

Lifts

The packing of four cards that was played face up on the table.

B/C
Before play begins

Conduct & seating

B. Communication at the table

No audible signs, no talking or calling of cards - play king, come hearts etc., or any form of communication which involves placing both hands on or across the face to communicate and or whisper to his or her player will be permitted during the course of the game. Defaulting pair must first be warned (captain’s informed) and in the second instance losses one (1) point to the opponent.

C. The toss

The winner of the toss can choose to sit east/west or north/south and deal.

01
Tournament rule

Shuffling

  1. a

    The deck of cards must be broken in the presence of the opposing players and running of cards will only be allowed at the start of the match.

  2. b

    Dealer – A maximum of two (2) brews and beats at each handling of the pack, i.e. two (2) plays with the pack, within fifteen (15) seconds each time. If the cards are brewed/beaten by the cutter, then the dealer has the same options again. If the dealer exceeds his play with the cards he should first be warned and if he/she continues, one (1) point will be awarded to the opposing pair for the delay of the game.

  3. c

    When gathering, one must not pull the cards towards oneself, and when brewing the bottom of the pack should face downward or away from oneself. Failure to comply, after being warned, one (1) point will be awarded to the opposing pair.

  4. d

    Cutter – One (1) brew and beat, i.e., one (1) play with the cards, within fifteen (15) seconds. If the cutter exceeds his/her play with the cards he/she should first be warned and if he/she continues, one (1) point will be awarded to the opposing pair for the delay of the game. After his/her play with the cards he/she must return the deck to the dealer with the playing side face down. The offender loses one (1) point to the opposing pair and the dealer is entitled to another handling of the pack.

  5. e

    Cutter must return the pack to the dealer as presented to him/her. ( no scattering of cards).

  6. f

    Any player other than the dealer or cutter found brewing or playing with the cards will first be warned and if he/she persists one (1) point will be awarded to the opposing pair.

02
Tournament rule

Cutting

  1. a

    After shuffling/brewing the cards, the dealer must place the pack on the table in front of the player to his/her left for this player to cut the pack. He/she has one (1) play with the cards. After this, he/she must cut when the dealer asks or allow him/her to proceed. Failure to comply will result in one (1) point to the opposing pair for the delay of the game.

  2. b

    No turning-over of the cards when given to cut, the offender of each case loses one (1) point to the opposing pair. The dealer shall deal over.

  3. c

    A player may elect not to cut the pack by indicating so to the dealer (touching the deck for a second time shall constitute a cut). As a word of caution, the dealer should ask the cutter if he/she has cut or not, before he/she begins to deal, however if the dealer begins the deal and the cutter does not object BEFORE the 25th card is kicked he/she can no longer do so.

  4. d

    When the pack is cut it must be dealt. Reshuffling, brewing, beating or running the cards after the cut is a misdeal, one (1) point is awarded to the opposing pair.

03
Tournament rule

Dealing

  1. a

    The dealer must saddle the pack on the table and not in his/her hand before dealing, also if the dealer wrong saddles the pack after it has been cut, he/she must be immediately informed and shall deal over. No points are awarded.

  2. b

    Cards must be dealt in an anti-clockwise direction (right to left) either one (1) or three (3) at a time only face down. If the lead player begs, the dealer may change the deal. Any other variation constitutes a misdeal, and the opposing pair will be awarded one (1) point. The said dealer will deal over. All cards must be dealt faced down.

  3. c

    If the dealer should turn-up a card while dealing belonging to the opposing pair only, he/she must ask the player if they accept the card before continuing or discontinuing the deal. The player must then immediately decide. If the deal is discontinued, then the dealer will deal over, and no points are awarded. In the event that it is the second or third round, all chalks kicked shall be removed.

  4. d

    If the dealer should turn-up a card for himself/ herself or his/her partner while dealing, they must accept the card and continue the deal. However if the dealer or his/her partner’s card should turn over by an act of a natural cause Eg: (Breeze blowing the card over) he/she must say if they accept the card before continuing or discontinuing the deal.

  5. e

    The dealer can ask the players how many cards they have before he/she kicks a card. Any misdeal must be reported at this stage. The dealer must kick in one motion except towards himself.

  6. f

    If while dealing, cards fall out or separate themselves from the deck (whether seen or unseen). This is a landslide and a misdeal will be awarded.

  7. g

    If any player who is not the dealer is caught moving, or lifting his/her opponents’ cards they will lose (1) bullseye.

  8. h

    Only the dealer and seer are allowed to move or touch the cards when dealing. Once the dealer puts down the deck the only action the dealer is allowed to do with the pack at this point is kick a card ( i.e. they cannot deal any other cards nor move or touch cards to count). Penalty one (1) chalk.

04
Tournament rule

Misdeal

  1. a

    The dealer concedes one (1) point for any misdeal discovered in the first round of cards, which is before the 5th card of the game is played. The dealer must deal over, and any points kicked are forfeited. However if the score is 10 or more for the dealer and the misdeal is called before the 5th card is played by the dealer or their partner, the opponents get one (1) for misdeal and the pack moves on.

  2. b

    However, after the 5th card is played, the player with more or less cards than he/she is supposed to have will forfeit all points they may have made. The opposing pair will get one (1) point for misdeal, automatically makes gamble, and get whatever other points they would have made. The deal then moves on. If the dealing pair are the ones found with more or less cards, they also forfeit any points kicked and the deal moves on.

  3. c

    If the seer begs and the dealer runs the pack any misdeal after the beg is 1 chalk to the opponent and the pack moves on.

  4. d

    In the event of a misdeal and the bullseye is completed the deal goes to the next player.

05
Tournament rule

Kicking

  1. a

    Points: JACK – three (3) points, DEUCE – two (2) points, ACE – one (1) point.

  2. b

    The deck of cards must be placed face-down on the table before kicking. Thereafter, the dealer must only kick, he cannot deal himself any cards, look at his cards, nor peep at the kick card while it is still on the pack before kicking the trump card. The offender loses one (1) point to the opposing pair, any points kicked are forfeited, and the dealer must deal over. The dealer can kick in any direction besides towards himself.

  3. c

    Kicking of more than one card simultaneously constitutes a misdeal. If the dealer accidentally picks up two (2) or more cards in his/her action to kick and the underneath card is seen and correctly declared, it is considered a misdeal. If the underneath is incorrectly declared by the opposing team, the dealer is awarded (1) point and the game continues.

  4. d

    If a player begs and the dealer decides to run the deck again, the kick card must be placed at the bottom of the deck first and the dealer will continue to deal until the kick card is of a different suit from that of the original kick card. Penalty for any variation one (1) point.

  5. e

    If the dealer ‘runs-out’ the pack, as a result of a beg, he retains both the pack and any points scored by kicking. However, if the points kicked complete the bullseye, the deal goes to the next player in line to deal.

06
Tournament rule

Begging

  1. a

    A player may beg by knocking the table/word of mouth and the dealer may give by knocking the table/word of mouth. However, if the dealer picks up the pack to deal and the player claims he did not beg, then the dealer must put back down the pack and the game continues, no penalty. Dealing the pack in response to any gesture or other variation does not constitute a misdeal.

  2. b

    A player cannot stand-up without trump, unless he/she stands is blind, the offender loses one (1) bullseye.

  3. c

    In order to stand blind, a player must play a card out of his/her cards away from them before the dealer kicks. However, if the player stands without looking and plays a card after the dealer kicks, he/she must have trump in their hand or they will lose the bullseye.

  4. d

    If a player stands up blind and no trump is played in the issue, then only gamble will be contested. No points will be awarded for High or Low.

  5. e

    The dealer cannot give one (1) without trump, the offender loses one (1) bullseye.

  6. f

    Players looking at their cards unless privileged to do so, lose one (1) point for the infraction and are not allowed to communicate to their partners in any way whatsoever until he/she makes a decision to either beg/stand or deal/give one.

  7. g

    A flush hand (six trump cards) can be played on either side.

07
Tournament rule

Card On Board Stands

  1. a

    Card on board shall be defined as a card released from your hand onto the playing table.

  2. b

    If a player plays more than one card simultaneously, and both are visible, the bottom card (the card resting on the table) will be considered as the card on board. If the bottom card is not visible, this is considered hiding, penalty one (1) bullseye.

  3. c

    . If a player leads out of turn, trump included, that player must retrieve their card and allow the correct player to play first. There is no penalty and the lead player is allowed to play any card he/she desires.

  4. d

    However, once the lead player plays his/her card first, any card played in or out of turn by any other player is considered “card to board” and cannot be retrieved.

  5. e

    Card to board stands. If a player plays more than one card and the top card shadows the bottom card, the bottom card is in play and the top card will be removed: the following player/s has the right to replay.

  6. f

    A player in the process of playing a card, takes a card off the table with one of their cards, those cards in their hand are considered played cards and must be played to the board. Changing of the cards constitutes a penalty of one (1) Bullseye.

  7. g

    No player is allowed to retrieve the opponents’ card from the table and put it in their cards to play, or use it to mix with any other cards. Penalty one (1) Bullseye.

  8. h

    All players should count their cards before playing their first card to board.

08
Tournament rule

Renege

  1. a

    Reneging from any suite at any time loses the bullseye.

  2. b

    Under-trumping at any time loses the bullseye, except when flush.

  3. c

    Any player who reneges to save Jack or throw their cards in to avoid their Jack from being hung will lose two (2) bullseyes to the opposing pair and the Jack is registered as Hung.

  4. d

    Once checking for a Renege PLEASE CALL YOUR CAPTAINS OR AN OFFICIAL TO EXAMINE THE LIFTS IF YOU FEEL THAT IT WILL BE CONTENTIOUS rather than going into the lifts and then getting into a banter. Please use your discretion, but this opportunity is there to protect you if you need it as you see fit.

09
Tournament rule

Irregularities

  1. a

    Any player found hiding, palming, stealing a card or generally being dishonest automatically loses one (1) bullseye, must be substituted immediately, and may be debarred from further participation in the Tournament. Both captains/officials must be informed and the player(s) name must be noted on the score sheet.

  2. b

    No player is allowed to go into his/her own lift or opponents lift without permission from opponents. Going into his/her own lift without permission concedes 1 point. If the player goes into the opponents’ lift without permission a bullseye is conceded. If a player wishes to see a card/s and or lift from his/her and or opponents a reason must be stated before doing such. Upon request a player cannot be refused and is only allowed to reveal the last lift being played only. Cards are to reveal slowly in the same sequence that cards were played or stacked in the lift. If a player refuses to reveal card/s an official should be informed.

  3. c

    If after the dealer places the cards on the table, the card(s) accidentally fall to the ground before a card is kicked, no penalty is applied and the cards must be dealt over. However, if the pack falls after a card is kicked, but before the lead player begs or plays, one (1) point is awarded to the opposing pair of the person who fouled the pack, the dealer must deal over and any points kicked are forfeited if the foul was caused by any member of the NON-DEALING pair. If the card(s) falls after the lead player plays a card, rule ‘d’ below applies.

  4. d

    Any cards left out by mistake/found on the floor after a card has been kicked and everyone has the correct number of cards in their possession, then that card(s) would be deemed null and void and the points made would stand. The card(s) must be returned to the pack when the issue of cards has been played out or the pack is run out.

  5. e

    Any player found marking the cards in a match and sufficient proof has been provided to the committee, then that player may be fined and banned from participating further in the tournament. In such an instance, both captains must be notified. If the card is found to be marked/damaged and there is no possible verification, then both captains must agree on a change to a new deck of cards

  6. f

    Should a player pick up a lift that belongs to the opposing pair when they are notified they can pass that lift to the rightful pair without any penalty.

  7. g

    If a player accidentally forgets to play his/her card in a given round of play and the 3 cards are packed and the lead player plays a card to the board, as long as that round of cards is not complete and the player realize he/she didn’t play their card the players must retrieve their cards and allow the player to play his/her card to complete the previous lift. However, if after the 3 cards are packed and the lead player plays a card to the board and all four players complete their play, that player with the extra card will lose (1) bullseye for stealing.

  8. h

    No player is permitted to write any point/s in front of an opposing player or across the middle of the table and in front of their partner. After warning, the player loses any chalks made. Also, no player is allowed to take a card from the opposing player's hand or from the table played by the opponent face down and play the card. Penalty one (1) bullseye.

  9. i

    Any team(s) involved in selling out or buying a match, may both be fined and lose the match by default.

  10. j

    Any player can ask the opponents for the game to pause to get clarity from an official. If disregarded a warning would be issued.

  11. k

    A game officially begins when the pack is cut.

  12. l

    In the event that a player slams a card on the table and causes any card other than the kick card to be exposed from the deck, the opponent has the option for the game to continue as is or take one (1) chalk and the dealer is allowed to deal again. Any chalks that were kicked once the dealer has to deal again will be forfeited IF THE DEALER OR HIS PARTNER WERE THE ONES THAT COMMITTED THE OFFENSE.

10
Tournament rule

Delay Of Game

  1. a

    A player has fifteen (15) seconds within which to beg/stand after the dealer kicks and the dealer has fifteen (15) seconds within which to give one/run the pack after the player begs. Players have a maximum of ten (10) seconds in which to play a card after the previous card is played. If the person continues to ‘freeze’ after the respective time has passed both captains/officials are to be informed and a ten (10) second count should be given to continue. If the 10 second count has to be given repeatedly, an official should be called and the offending player can be ejected from the game at the discretion of the official. Failure to comply with the count, or in the case of an ejection, will result in a bullseye being awarded to the opposing pair.

  2. b

    A table must play four (4) consecutive games before the players are allowed to take a break for five (5) minutes. Players are not allowed to loiter in the playing area or gather around other tables during this break. At the expiry of these five (5) minutes if the player(s) are not seated at their table, the captains/match official is to be informed immediately and each five (5) minutes period thereafter, the said player is still not seated at their table a bullseye will be awarded to the opposing team.

  3. c

    However, if a player wishes to leave the table before the completion of four (4) games, it shall only be done in extenuating circumstances (e.g use of toilet, etc), with permission from the opposing pair/captain which must not be unreasonably denied. Once permission is granted, if the player does not return by five (5) minutes, the captains AND match official is to be informed immediately and the game can be halted. If after another five (5) minute period thereafter, the said player is still not seated at their table at the discretion of the previously called official, a bullseye can be awarded to the opposing team. Only the said player(s) is allowed to leave the table. The opposing captain has the option to stop the game until the player(s) return, at which point play will resume.

  4. d

    Players are allowed to be within an arms-length from their table/chair while the game is in progress and can change sides (sitting direction) after a bullseye, e.g. East for West and North for South. However, if a player walks away from the table when he/she is not supposed to, he/she must firstly be called back to the table by the opposing player(s) and the opposing captain must be informed. If at that point, he/she still refuses to return to the table then he/she loses a bullseye.

11
Tournament rule

Scoring

  1. a

    Points are awarded in the following order of priority: High (1 point), Low (1 point), Jack (1 point) or Hang-Jack (3 points) and Gamble (2 points).

  2. b

    Chalks must be marked in the order they were made, on the corner of the table facing the respective player. However, if a player is found in breach of writing his/her chalks not in the order it was made, the player must be firstly warned, chalks must be rewritten in its proper position. In the event the situation arises after the player was warned and no action taken, all chalk/s become null and void. There would be no rewriting of chalks after being warned. Chalks must be written eligible enough for the opposing players to understand. Players cannot join chalks or write on his/her partner's side of the table. Defaulter loses all chalks that were written.

  3. c

    Players must wait until all cards are played out before writing chalks made. Chalks attained by either pair must be acknowledged by opponents. Players found in breach of writing before the complement of cards are played out, will be warned first by captains/officials after which the act will be considered stealing and the defaulter shall concede a bullseye to their opponents.

  4. d

    If any points were written in error, it can be erased before recording the correct points or vice versa. However, after cards are packed and the points are scored no points can be recalled. That is to say If you made 3 points in the game and you mark 2, once the cards are racked you cannot rub off that 2 and mark 3. If you do so without the permission of the opposing pair, you will lose (1) bullseye, that is to say they may grant you a correction at their discretion after the cards are packed if they accede to the mistake by both parties.

  5. e

    Any player found writing additional points after they have been decided/scored and/or the cards are packed is guilty of stealing or found erasing the opponent’s points during a game loses the bullseye.

  6. f

    Points must be confirmed with the opposing pair when transferring of points from one side of the table to the other and must be written in the same order as they were before.

  7. g

    No player is allowed to handle the pack when contesting gamble and only one person from the opposing pair can check the opponent’s cards to determine gamble, offender automatically concedes gamble. If both totals for gamble are the same at the end of an issue, the points will be awarded to the opposing pair of the dealer of that issue. No player is allowed to have his/her own lift and the opponents lift in his/her hands at the same time, in default that player loses the gamble.

  8. h

    A player can show and/or play a Sure point to sing a bullseye. In such an instance, the player cannot be penalized for Under-trumping or card to board etc. If the player is playing to hang a jack the option remains with the player whether to sing or not. A game is not completed until a player sings a bullseye. He does not have to obtain permission from the opposition to “sing” (sure point sing).

  9. i

    Players should record the points first and then sing their bullseye. Players must remain at their table until such bullseye is confirmed and recorded on both sides of the scoreboard. If a player wishes to stop a bullseye, he/she must do so immediately. A bullseye cannot be recorded if a player erases his/her points before singing a bullseye. The game shall continue with the offender’s points at zero. If the losing team scorer scores a to match the singing teams’ 1 on the scoreboard NO RECALL IS POSSIBLE.

  10. j

    All games start at zero and bullseyes are recorded when fourteen (14) points are scored. If a pair fails to sing a bullseye when they have scored fourteen (14) points in a respective game and the cards are cut, they would have to wait until the deal is completed and the issue of cards are played out. The pair that now has the higher overall points can proceed to sing the bullseye. If the points are the same, the pair that played High wins the game.

12
Tournament rule

Substitutes

  1. a

    A team is allotted six substitute players anytime during a game. If a team substitutes more than their allotted sub players, the team automatically loses the game except if a player falls sick after the required changes were made, then another substitute is allowed. The sick must leave the premises, for that change to be in effect and cannot continue in the tournament. A team failing to continue playing because of circumstances beyond their control including sickness loses the game.

  2. b

    When a substitute is made, the team making the sub should post an S on the board on the table after the game that was finished. In the event of a double sub, post two SS and the opponents should post X or XX to match on the other side of the board.

13
Tournament rule

Elimination Rule

There is no elimination rule. Table 1 plays 10 games, table 2 plays 10 games, the winner is the first to 11 bullseyes. If there is a tie at 10-10 the teams can pick ANY 2 players out of the 4 that are on the field to play a best of 3 to determine the match winner. They can also make a sub if they have not used all of their 6 subs, and play another new player if desired.

14
Tournament rule

Disputes

Should a dispute arise in the match, both table captains shall be called upon to resolve the issue. Captains have a maximum of five (5) minutes to settle all disputes and make a decision in accordance with the rules/guidelines otherwise they may call upon the official and his decision will be final and binding. The following procedure should be adhered to:

  1. a

    Leave all cards on the table. Any player who mixes any cards before the dispute is settled may automatically lose that dispute.

  2. b

    During a dispute, players walking away from the table automatically forfeit all rights to input into the decision-making process.

  3. c

    Any player(s) indulging in any form of argument on any given table or refusing to play, after the captains/official have made a decision, should be substituted from the match immediately, otherwise the opposing team will be awarded the game.

  4. d

    In the event of the abandonment of a table for any particular reason the defaulting team will concede a maximum of the bullseyes remaining on said table. This table will then be closed for the duration of the match.

  5. e

    If the Captains/Official decided that a table should be scrapped, then Rule (d) above would apply but the bullseye would be at the discretion of the official against an offending party if any.

  6. f

    No one besides the captains/official must get involved with any dispute/situation that may occur on any given table. Failure to comply may result in substitution from the match and/or the person(s) may be debarred from further participation.

  7. g

    In the event a dispute or situation arises that is not governed by the rules/guidelines then the committee and its officials would make a decision in the interest of the Tournament using their best judgement. The same applies to ANY INSTANCE of any non documented or ambiguous issue during the course of play or the course of the tournament. That is to say if any of the above arise the management of the tournament would be allowed powers to make unilateral decisions that would be binding, especially in the case of ambiguity of, or non specific delineation of, said rules.

Respect the game. Respect each other.

For a dispute, follow Section 14: involve the table captains and, where required, the official. Keep the cards on the table until the issue is resolved.