STAG Beer Jack All Fours Competition
$150,000UP FOR GRABS!

OFFICIAL TOURNAMENT HUB

BARS ACROSS TRINIDAD & TOBAGO
BATTLE FOR THE CROWN IN THE

STAG BEER JACK

ALL FOURS TOURNAMENT

BUT THIS ISN'T REGULAR ALL FOURS.

ONE CARD. GAME CHANGE

HANG JACK IS WORTH SIX POINTS

THREE TABLES. FIRST TO 22 BULLSEYE POINTS WINS

Tournament Stages

(Mar 15 – Mar 25)

Registration & Team Selection

Each bar will host a (1) day tournament to select their team to represent their bar.

Find the bar tournament schedule on Stag's or your bar's socials.

COMPETITION RULES

The STAG BEER JACK ALL FOURS TOURNAMENT is governed strictly by the official STAG Beer Jack Competition 3 Table All Fours League Rules & Regulations (Addendum).
Officials' decisions are final. Download the full rules document or expand sections to review.

This tournament is covered by STAG All Fours' rules.

Competition Tables & Games

The competition will be divided into three (3) tables: Table 1, Table 2, and Table 3. Each table will play a total of Seven (7) games with 1 table playing Eight (8) games.

Style of Play & Scoring

The format is Trump and Play Anything following traditional Stag Beer Jack gameplay.

Each game will be scored based on the Beer Jack point system:

  • Eleven (11) points for regular Stag Beer Jack play.
  • High (1), Low (1), Jack (1), Game (2), Hang Jack (6)
  • Fourteen (14) points total available in bullseye scoring.

Match Objective

The first team to reach twenty-two (22) bullseye points in a match is declared the winner.

Qualification to Playoffs

Automatic Advancement: The winner at each stage automatically advances to the next round.

Competition Flow

  • Qualifying Rounds (Mar 15 – Mar 25): 300 bars participating
  • Knockout Round 1: 300 bars (Mar 29 – Apr 8)
  • Knockout Round 2: 150 bars (Apr 12 – Apr 15)
  • Knockout Round 3: 75 bars (Apr 19 – Apr 22)
  • Semi-Finals: 9 bars reduced to 4 bars, 4 hosting venues (Apr 26)
  • Grand Finals: May 10 — 4 final teams, hosted at a premium venue

SPECIAL PROMOTIONS — Knockout Round #3

(75 Participating Bars, 9 Host Venues)

During Knockout Round #3, all nine (9) host bars will implement the following promotional rewards:

First Hang Jack Reward:

The first pair to successfully Hang the Jack within any game at their host venue will receive a $5 Stag Beer Special (one beer at $5 TT).

Best Stag Beer Chant:

Each table will be eligible to win ten (10) points for delivering the Best Chant that clearly includes the phrase "Stag Beer" and is judged as the most creative, energetic and crowd-appropriate chant. The final decision for the Best Chant Award will be made by the competition officials assigned to the host venue.

  • The registration requirement is the purchase of two (2) cases of Stag per team.
  • Each team may register a maximum of twelve (12) players and a minimum of six (6) players.
  • Cases must be purchased upon entry.
  • Failure to complete the purchase at the time of registration will result in automatic disqualification of the team from the competition.
  • All teams must complete registration through an official Carib Brewery representative.
  • All registrations are final once submitted.
  • Failure to follow the registration requirements will result in disqualification from the competition.
  • Any team that fails to appear within thirty (30) minutes after the allotted grace period will automatically forfeit the match.
  • If a team arrives 15 minutes late from the scheduled match time, the opposing team will be awarded one (1) point.

The Stag Beer Jack Competition Committee holds full and exclusive authority over the interpretation and enforcement of all tournament rules and guidelines. The committee reserves the right to add, amend, or remove rules at any time if deemed necessary for the integrity and smooth operation of the competition.

The committee may also issue fines, suspend, or disqualify any player or team if, in their judgment, such action is required to protect the best interests of the tournament.

To uphold fair play, the competition will not tolerate any player or team attempting to exploit loopholes, technicalities, or literal interpretations of the rules for unfair advantage. All rules and guidelines are intended solely to ensure a fair, transparent, and well managed tournament.

All decisions made by the Competition Committee are final, binding, and not subject to appeal or legal challenge.

  • The dealer is allowed two (2) beats and two (2) brews when handling the pack.
  • The cutter is allowed one (1) beat and two (2) brews when handling the pack.
  • If the dealer or cutter fails to follow these handling rules, they will first receive a warning. If the violation continues, the opposing team will be awarded one (1) bullseye.
  • If the cutter beats or brews the cards, the dealer regains the same options (i.e., they are allowed to their full beats and brews again).
  • For any breach of these rules, the first offence results in a warning. A second offence results in one (1) point awarded to the opposing pair.
  • If the dealer begins a match using the pack, a substitution may still be made afterward.
  • Once the dealer finishes dealing and places the pack down, the kick must occur immediately.
  • If the dealer puts down the pack and checks their cards, checks the opponents' cards, or performs any action other than kicking the card first, it is considered a misdeal.
  • The opposing pair receives 1 point, and the pack moves to the next dealer.
  • If a player begs, and the dealer returns to the pack: the dealer may switch between dealing in ones or threes if they have already started dealing.
  • However, if the same suit is kicked in the second round of dealing, the dealer cannot switch back to the original dealing method. Doing so is considered a misdeal, the opposing pair receives 1 point, and the pack moves on.
  • The dealer concedes 1 point for any misdeal discovered in the first round of cards (before the 5th card of the game is played). The dealer must pass the deck to the next player, and any points kicked are forfeited.

a. Misdeal After the 5th Card

If a misdeal is discovered after the 5th card is played: the player with more or fewer cards than required forfeits all points earned. The opposing pair receives 1 point for the misdeal plus all points they earn from the hand (including gamble points). The deal moves on to the next player.

Exception: If the dealing pair is found with an incorrect number of cards, they also forfeit any points kicked.

b. Misdeal After a Completed Bullseye

If a misdeal is discovered after the bullseye is completed, the deal automatically moves to the next player in line.

  • Players must kick their cards outward. If a player kicks inward, the opposing team is awarded 1 point.
  • If a player kicks more than one card and the opposing pair sees the card, the official must be called. If the card is correctly identified, the opposing pair receives 1 point for a misdeal, and the dealer must deal over.
  • Note: This rule does not apply to the bottom card of the pack.
  • No player is allowed to kick in their hand. If this occurs, the player must forfeit 1 point to the opposing pair, and the hand must be redealt.

Kicking point values:

  • Ace – 1 point
  • Six – 2 points
  • Jack – 4 points
  • Begging will be verbally only.
  • Any player who stands without a trump automatically concedes a bullseye to the opposing team.
  • Any player who gives one (1) without a trump also concedes a bullseye.
  • Blind standing occurs when a player turns their card outward before the dealer receives their final card.
  • If a player blind stands inward and has no trump, it results in an automatic bullseye for the opposing team.
  • Renege on any suit at any point during play results in an automatic bullseye awarded to the opposing team.
  • Undertrumping, except in the case of a flush, also results in an automatic bullseye.
  • When calling for a renege, no player is allowed to interfere with the cards in their lift. The official must be called to make the ruling.

(a) If the player who called the renege interferes with their lift, the renege call is automatically dismissed.

(b) If the player against whom the renege was called interferes with their lift, their pair automatically loses the bullseye.

  • A card on board is defined as any card that has been played faceup on the table after leaving the player's hand.
  • If a player accidentally plays more than one card, the card that is at the bottom and touching the table will be considered the official card played.
  • If a player plays out of turn, regardless of the card — including trump — they must retrieve the card, and the correct player will then play. The correct player may play any card, even one of the same suit.
  • Once the lead player has played their card, any card played afterwards (whether in turn or out of turn) is considered a "card on board" and cannot be taken back.

Points Order

  • High – 1 point
  • Low – 1 point
  • Jack – 1 point
  • Hang Jack – 6 points
  • Game – 2 points
  • Points must be written consistently, either from left to right or right to left, depending on the table's chosen direction.
  • A Double Bullseye counts as two (2) games played, not one.
  • A score of fourteen (14) to zero (0) at any point in the game counts as two (2) bullseyes. However, if this occurs in the 10th game, it will only count as one (1) bullseye — each table is allotted 11 games, and awarding a double bullseye at this stage would effectively create a 12th game, which is not permitted.
  • A Double Bullseye will be awarded to any pair that is positioned to achieve a fourteen (14) to zero (0) score and the opposing pair reneges to prevent it.

Recording Points

  • Points must be clearly recorded at the end of each issue or whenever required, and in the exact sequence they are earned.
  • Only numerals are permitted. Combining numbers or writing points in view of the opposing pair is strictly prohibited.
  • Any points written in violation of these rules will be invalidated.

Confirming Points

  • All points must be mutually confirmed before they are officially recorded.
  • Once the cards are packed and the points scored, no further changes or recalls to the points are allowed.
  • Any player caught writing extra points after scores are confirmed and/or erasing an opponent's points will forfeit one (1) bullseye as a penalty.

Transferring Points

Points must be confirmed with the opposing pair and recorded in the same order as previously noted.

Gamble Rules

  • No player may handle the pack while a gamble is being contested. Any violation results in automatic concession of the gamble.
  • The opposing pair has the right to inspect the player's cards to validate the gamble.
  • If the gamble totals tie, the points are awarded to the opposing pair of the dealer for that issue.
  • A player is not allowed to hold both their own lift and their opponent's lift at the same time. Doing so results in loss of the gamble.

Singing a Bullseye

  • A player may reveal or play a sure point to "sing" a bullseye.
  • When singing a sure point, the player is exempt from penalties such as undertrumping and card-to-board violations.
  • When attempting to hang a Jack, the player may choose whether to sing.
  • The game only concludes after the bullseye is sung. No permission is required from the opposing pair.

Confirming a Bullseye

  • Players must record their points before singing their bullseye.
  • Players must remain at the table until the bullseye is confirmed and recorded on both sides of the scoreboard.
  • A game will not be recorded if a player erases their own points before singing the bullseye. In this case, the game continues and their points are reset to zero.
  • If a player erases their opponent's points, they automatically forfeit the bullseye.
  • Sure points may be used to sing a bullseye.
  • If a pair reaches fourteen (14) points but does not sing the bullseye: they must wait until the next deal is completed and the full round of cards is played out. At the end of the round, the pair with the higher total points will proceed to sing the bullseye. If points are tied, the player with the highest card wins the game.
  • If a match ends in a draw, a best of three playoff will be played to determine the winner.
  • The team that won the last completed bullseye will retain the deal for the first tiebreaker game.
  • If a second tiebreaker game is required, the deal will alternate to the opposing team.
  • The first team to win two (2) of the three tiebreaker games will be declared the winner of the match.

Additional Tiebreaker Conditions

  • No substitutions are allowed once the tiebreaker round begins.
  • All standard rules remain in full effect during tiebreakers.
  • If a tiebreaker game ends in a draw: the winner is determined by higher bullseye total, then by highest card in the final lift. If no determination can be made, a single sudden death hand will be played — winner takes the game.

Failure to Present for Tiebreakers

Any team that fails to present themselves within five (5) minutes of being called will forfeit the tiebreaker round, and the opposing team will be declared the winner.

Begging, Standing & Time to Play

  • A player has fifteen (15) seconds to beg or stand after the dealer kicks.
  • After a player begs, the dealer has fifteen (15) seconds to either give one or run the pack.
  • Once the previous card is played, each player must play their next card within ten (10) seconds.
  • If a player repeatedly delays beyond these time limits: both team captains or an official must be notified. A ten (10)-second countdown will be issued. Failure to comply results in a bullseye awarded to the opposing team.

Leaving the Table

  • A player may leave the table before completing four (4) games only under extenuating circumstances (e.g., restroom break).
  • The player must first obtain permission from the opposing pair or captain. Such permission should not be unreasonably withheld.
  • If the player does not return within five (5) minutes, captains or match officials must be notified immediately.
  • For every additional five (5) minutes absent, the opposing team will be awarded one (1) bullseye.
  • Only the player who received permission is allowed to leave the table.

Cheating, Hiding or Palming Cards

  • Any player found hiding, palming, or stealing cards will forfeit two (2) bullseyes, be removed from the match, and may be banned from the next match pending a disciplinary hearing.
  • A second offense will result in the player being banned for the remainder of the tournament.

Marking or Altering Cards

  • If a player is found marking cards with sufficient proof, the player will be fined and banned from further participation.
  • If a card is found to be marked or damaged and verification cannot be determined, both captains must agree to replace the deck.

Pack Falling or Dropping Cards

  • If the pack falls before a kick: no penalty, redeal.
  • If the pack falls after a kick but before the lead player plays: opposing pair awarded 1 point, redeal, kicked points forfeited.
  • If card(s) fall after the lead player has played, the misplaced cards are null and void. Points already made stand.

Handling Lifts

  • No player may check their own lift without first asking the opposing pair. Violation awards 1 point to the opposing team.
  • No player may check the opponent's lift without permission. Violation results in a bullseye awarded to the opposing team.

Match Fixing

Any team found guilty of selling out or buying a match will automatically lose the match by default.

Player Positioning & Leaving the Table

  • Players may remain within arm's length of their table and may switch sides after a bullseye.
  • If a player leaves the table at an inappropriate time and refuses to return, they will forfeit a bullseye.

Seeking Clarification

A player may request a pause in play to seek clarification from an official.

Throwing in / Conceding

Before a pair throws in to concede, they must confirm that the lead player has not already placed a card on the board. If a card has been played and the conceding player lays down their hand with a card not matching the suit led while holding one, it is considered a renege.

  • In the event of a dispute, gameplay must continue at all tables, and all players must remain at their assigned table.
  • Only the two captains, along with the players directly involved, are authorized to address and resolve the issue.
  • Any player who verbally intervenes or leaves their table to get involved in a dispute at another table will be instructed to return. Failure to comply may result in a fine, substitution, suspension, or expulsion.
  • All disputes must be resolved within five (5) minutes at the table. If no resolution is reached, an Official must be called.
  • Any player who leaves a disputed table without authorization will be subject to a fine and a one game suspension.

Game Structure

Each table will play a total of Twenty-Two (22) games: Set 1: Eight (8) games, Set 2: Seven (7) games, Set 3: Seven (7) games.

Break After the First Four Games

  • A five (5) minute break is permitted after the first four games on each table.
  • After the break, a two (2) minute grace period is granted. After the grace period, the seated pair will be awarded five (5) chalks.
  • If the absent player does not return within an additional five (5) minutes, they will concede a bullseye.

Washroom Breaks

A player who is granted permission is allowed five (5) minutes. If not returned, a two (2) minute grace period is given, then the seated pair receives five (5) chalks. Further absence results in conceding a bullseye.

Substitutions

  • Each team is allowed up to six (6) substitutions per game, which may be made at any time. Exceeding this limit forfeits one (1) bullseye.
  • A double substitution counts as two (2) substitutions.
  • Each team is permitted to re-enter one (1) previously substituted player; however, this counts as two (2) substitutions.
  • Once a team reaches its substitution limit, no player from that table may re-enter as a special substitute.
  • All team members are required to be properly attired.
  • Sleeveless jerseys or vests are not permitted.
  • Teams are allowed to participate without a uniform, provided all players are dressed appropriately.
  • Players must be 18 years or older to enter.
  • Any team, player, or supporter found using obscene language, dirty rhymes, or insulting an opponent will receive a first warning. If behaviour continues: the offending team loses the current bullseye, the player must be immediately substituted, and may be expelled from the competition.
  • Absolutely no smoking is permitted in the playing area.
  • The use of illegal drugs is strictly prohibited. Offenders will be barred.
  • No beverages or food are to be placed on the playing table. Violations will result in a fine and/or expulsion.
  • Gambling of any kind is strictly prohibited. Offenders will be barred.
  • No disturbing objects or substances are allowed in the playing area, including excessive music, whistles, cloths/rags, leaves/shrubs, perfume/oils, flour/powder.
  • No person is permitted to carry firearms, knives, or any weapons (exception: protective services and valid Firearm User's License holders). Weapons must never be displayed or used to intimidate others.
  • Any team or player who refers internal matters to any affiliated sponsor will be immediately expelled.
  • Any team or player disqualified will not be permitted to re-register under a new team name or join another registered team.
  • Players, teammates, and bystanders are not allowed to linger in the playing area or gather around other tables during play.
  • Any team wishing to protest a match must submit a written protest within forty-eight (48) hours of the match in question.
  • If a team fails to appear for any matter within forty-eight (48) hours of receiving official notification, the opposing team will be awarded points by default.
  • If the absent team provides a valid reason, they will be granted an opportunity to reschedule before any final decision is made.

The decision of the League Committee is FINAL and BINDING.

OFFICIALS' DECISIONS ARE FINAL

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