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Kings in the Corner

Card games · Patience (competitive)

Also Kings Corners, King's Corner, Kings in the Corners

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Summary — 2–6 players

Kings in the Corner is the family card game played onto a solitaire layout, where kings open the corners and the first to empty their hand wins the deal. Build the piles down in alternating colours, play out your cards, and everybody else counts what they are left holding against them.

Scored by
cards left in your hand when a deal ends count against you, a king 10 and every other card 1, the totals build across deals and the lowest total wins when somebody reaches the line
Origin
North America, where it is a well-known family game that seldom makes it into the card-game books.

Rules

How to play

Players and equipment

Two to six players, each for themselves, and a standard 52-card pack with no jokers. Four is the best number. Kings are high and aces are low: the order runs king, queen, jack, ten, down through the numbers to the ace at the bottom. You need a table with room in the middle for a cross of four piles and the four corners between them, because the whole game is played onto that layout and the piles fan out as they grow.

It is a patience played against other people. Everything you know from solitaire about building down in alternating colours is here, and the difference is that you are racing to get rid of your hand before the others get rid of theirs.

SquareScores keeps the running total. A deal is a round on the score table, every player enters their own penalty for the cards they are left holding, and the lowest total wins when somebody reaches the line.

The deal

The first dealer is chosen at random; after that the deal passes to the left. Deal seven cards each, one at a time, and put the rest face down in the middle as the stock. Turn the top four cards of the stock face up and lay them around it, one to the north, one to the east, one to the south and one to the west. Those four are the foundation piles, and the four gaps between them, the diagonals, are the corners.

If any of those four starting cards is a king, or fits onto one of the other three, the player to the dealer's left tidies it before play starts: they move the king into a corner, or the card onto the pile it fits, and fill the space with any card from their hand.

Play

The player to the dealer's left goes first and the turn passes to the left. On your turn make as many of these moves as you can, or want to, in any order:

Build on a pile
A card from your hand one rank below the top card and of the other colour: a red 6 on a black 7
Open a corner
A king from your hand into any empty corner, which is then built on the same way
Move a pile
A whole pile onto another when its bottom card fits the other pile's top card: black 4, red 3 onto a red 5
Fill a space
Any card from your hand, a king included, onto a north, east, south or west spot left empty by a moved pile; an empty corner takes a king only

Cards on a pile overlap so the whole sequence shows. A pile topped by an ace is finished: nothing goes below an ace, so that pile is closed for the rest of the deal. A king never goes onto another card: it opens a corner, or fills an emptied north, east, south or west spot like any other card. There are four corners for four kings.

Moving a pile is the move that wins games. The pile that moves takes its whole sequence with it, and the spot it left is empty, so you can drop any card you like there and start a new pile under your own control. The corner piles never move and are never emptied: once a king is in a corner, it stays.

When you have made every play you want to, draw one card from the stock. The draw ends your turn. If you cannot play anything, or choose not to, your turn is simply the draw. When the stock is gone you play on without drawing, and a turn with nothing to play is a pass.

The deal ends the moment somebody plays the last card from their hand, or when the stock is empty and nobody can or will play.

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