
Kings Corner Rules
Seven cards in hand, four piles on the table, and a few kings waiting to open things up. Playiro explains Kings Corner with clear move examples, a guide to the layout, and optional scoring for a longer game.
Created By Adam Davis Fernsby
How do you play Kings Corner?
Kings Corner is a card game where you race to empty your hand by building descending sequences of alternating red and black cards. The layout resembles solitaire, but everyone plays onto the same piles.
Kings have a special role: they open the four corner spaces, creating more places to play. You can also combine existing piles to free up spaces and make several moves in one turn.
This guide follows the draw-first version of the Kings Corner card game rules. Some groups draw at the end instead, so agree on that detail before dealing.
Set up the cross-shaped layout
You need 2–4 players and a standard 52-card deck without jokers.
Deal seven cards to each player. Place the remaining deck face down in the center as the draw pile, then turn over four cards and position one above, below, left, and right of it.
Leave the four diagonal corners empty.
| Part of the layout | What goes there? |
|---|---|
| Center | Face-down draw pile |
| Four side positions | One face-up starter card each |
| Four diagonal corners | Empty spaces reserved for kings |
| Each player’s hand | Seven cards, hidden from opponents |
Spread played cards slightly so the sequences remain visible. All eight playing positions are shared; nobody owns the pile closest to them.
Your turn: draw once, then make your moves
The player to the dealer’s left goes first. Continue clockwise.
- Draw one card. Take the top card from the center deck and add it to your hand.
- Play cards or rearrange piles. Make legal moves in any order.
- Continue while you want to play. You may lay several cards during the same turn.
- Announce that you’re finished. The next player then draws and begins.
If you cannot play, your turn ends after drawing. There is no separate discard pile, and you do not keep drawing until something fits.
Play your last card and the round ends immediately.
Four moves that open up the board
The main Kings Corner rules are easiest to learn through the moves available to you.
1. Add a lower card of the opposite color
Place a card exactly one rank below the exposed card, alternating red and black.
For example:
- A black queen accepts a red jack.
- A red 8 accepts a black 7.
- A black 2 accepts a red ace.
Hearts and diamonds are red; clubs and spades are black. Suits do not otherwise need to match.
The order is K–Q–J–10–9–8–7–6–5–4–3–2–A. Aces are always low, so nothing can be added after an ace.
2. Start a corner with a king
Only a king can begin a pile in an empty diagonal corner. After that, build downward in alternating colors as usual.
A king of hearts could start this sequence:
K♥ → Q♣ → J♦ → 10♠
Playing a king creates an opening that everyone can use on later turns.
3. Move an entire pile onto another
You may combine two piles when the highest card of the moving pile fits onto the exposed lowest card of the receiving pile.
Suppose one pile contains:
9♣ → 8♥
Another contains:
7♠ → 6♦ → 5♣
Move the entire second pile onto the first. The black 7 fits on the red 8, producing one longer sequence and leaving a side position empty.
Move the whole pile, not selected cards from its middle.
4. Fill an empty side position
An empty position above, below, left, or right of the draw pile can receive any card from your hand.
That distinction matters:
- Empty side position: Any rank can start it.
- Empty corner: A king must start it.
For example, you could place a red 10 into an empty side space, then immediately add your black 9 and red 8.
What if a king appears during setup?
In the version described here, leave it in its original side position until play begins. The first player may move it to an empty corner, then use the vacated side position for a card from their hand.
Some groups relocate starting kings and replace them from the deck before the first turn. That is a different setup convention; choose one approach before playing.
Winning a round and keeping score
For a quick game, simply play until someone empties their hand. No points are necessary.
For several rounds, use penalty scoring:
| Card left in your hand | Penalty |
|---|---|
| King | 10 points |
| Any other card | 1 point |
| No cards remaining | 0 points |
For example, a king, queen, 6, and ace cost 13 points.
Agree on a limit, such as 25 penalty points. When someone reaches or exceeds it at the end of a round, the player with the lowest total wins the game.
If the draw pile runs out, continue without drawing. If everyone becomes unable or unwilling to move, end the round and score the remaining hands.
Simple ways to improve your play
Kings Corner rewards the order in which you make moves. Before placing an obvious card, check whether rearranging the layout could let you play several more.
Look for pile combinations first. Combining piles may create a side space for a card that currently has nowhere to go.
Use new spaces to release a sequence. If you hold a red jack, black 10, and red 9, an empty side position could let you play all three.
Think beyond your first move. Placing a low card can close off a pile. Check whether you need that exposed card as a destination for another pile first.
Watch opponents’ hand sizes. When someone has one or two cards left, holding a king becomes especially expensive if you are keeping score.
Quick reference for the table
| Question | Answer |
|---|---|
| How many cards are dealt? | Seven per player |
| When do you draw? | Once at the start of your turn in this version |
| How do sequences build? | Down by one rank, alternating red and black |
| Are aces high or low? | Low |
| What starts a corner? | A king |
| What fills an empty side position? | Any card from your hand |
| Can you rearrange cards? | Yes, by legally combining entire piles |
| How many cards can you play? | As many as your legal moves allow |
| How does a round end? | Someone empties their hand, or play becomes blocked |



