Kings Drinking Card Game is home to the world's most popular and diverse drinking card game. No longer do you have to waste time remembering and writing down the rules to the game. No longer do you have to play by the exact same rules every time. We've got a different set of cards (rules) for every crowd.
- Play solitaire for free. No download or registration needed. Cards on the foundations need to be stacked by the same suit from Ace to King. Cards on the tableau need to be stacked by alternating color from high rank (King) to low rank (Ace). Empty spots on the tableau can be filled with a King of any suit.
- Jun 26, 2017 A remake of the cards game Kings in the Corner. Features: - 80+ countries around the world - Real-time online matches - Matchmaking - Single-player mode against CPU - Pass N Play - Private matches - Profile levels.
King is a card game similar to Bridge but played by four individual players rather than partnerships. Like Bridge, it is a game of tricks where each player gets 13 cards in each hand and must play them all.
- 2Hands
Rules[edit]
The Dealer is decided by handing out cards clockwise. The player who gets the king of Hearts will be the first dealer. There is a rule in Brazil whereby the player who gets the king of Hearts can nominate the dealer, including himself. This, indirectly, allows him the advantage of choosing his turn at the auction.The player to the left of the dealer shuffles the cards. The game is always played clockwise, starting with the dealer and the winner of the trick is the highest card of the suit played at the start of the trick or the highest trump, if any was declared for that hand. Players must always follow suit whenever possible. There are 13 possible tricks in each hand.The cards are handed out in their entirety (one pack of 52 cards) one by one clockwise.The value of the cards is, highest Ace, then King, Queen, Jack, 10… lowest 2. This is an individual game comprising six negative hands and four positive hands. Scoring may be done in two ways:
- In a block of two columns for each player, a positive and a negative, where the difference between them indicates the position of that player in relation to the others;
- Simply adding the points with no distinct columns.
The player with the highest final positive balance wins.
Hands[edit]
The total points for all the players in the six negative hands is -1300. The total points for all the players in the four positive hands (auctions) is +1300. At the end of the game, the sum of the total points for all the players should be zero.
Negative hands[edit]
- 1st hand - No Tricks – The aim is not to win tricks. The dealer plays any card and all the other players must follow that suit unless they do not hold any card of that suit. The winner of the trick is the highest card of the suit played at the start of the trick or the highest trump, if any was declared for that hand. The winner restarts play with any card and so on until all the cards have been played. Then, each player must count and announce their score for marking. Each trick is worth 20 negative points and the total for the hand is 260 negative points.
- 2nd hand - No Hearts – The aim is not to win tricks with Hearts. A player must not start a trick with Hearts unless he holds no other suit. If a player cannot follow suit he can then play any card, including Hearts. Each Hearts card is worth 20 points and the total for the hand is 260 negative points.
- 3rd hand - No Queens – The aim is not to win tricks with Queens. Each Queen is worth 50 points and the total for the hand is 200 negative points.
- 4th hand - No Men - The aim is not to win tricks with Kings or Jacks. Each King and Jack is worth 30 points and the total for the hand is 240 negative points.
- 5th hand - No King of Hearts – The aim is not to get the King of Hearts. A player must not start a trick with Hearts unless he holds no other suit. Important: The King of Hearts must be played at the first legal opportunity, meaning when the holder cannot follow suit or at the first time Hearts is used to open a trick. The King of Hearts is worth 160 negative points.
- 6th hand - No Last - The aim is not to win the last 2 tricks. Each of those tricks is worth 90 negative points and the total for the hand is 180 negative points.
The total negative points for the four players must total -1300. For a quicker game, players may combine the 1st with 6th hand, 2nd with 5th and 3rd with 4th, maintaining the point system.
Positive hands[edit]
Following the six negative hands there are four positive hands. In each hand the dealer (also known as the “Beneficiary” or “Auctioneer”), after dealing and analyzing the cards, has the possibility of deciding if the hand will be:
- Positive (Playing up): Each trick benefits the winner with 25 positive points. It is permitted to elect a trump suit or play without one;
- Negative (Playing Down): Each player starts with 325 positive points and for each trick won loses 75 points, i.e., if a player wins no tricks he retains the 325 points, if he wins one trick he ends with 250 and so on.
The total for each hand between all the players is 325 positive points.
Each player will have his turn to be the Beneficiary and decide upon the game, depending on what he believes benefits him most. The Beneficiary may even auction off his benefit to the highest bidder of positive hands thus allowing that player to elect a trump suit if he chooses to. Payment is made at the end of the hand.
- Trump suit
The Beneficiary (original or auction winner) may choose a trump suit for a positive hand. Trump cards win against any other suit but can only be played if the suit cannot be followed or if the trick started with the trump suit. Between two or more trump cards the highest one wins.
- Auction
In the four positive hands, after dealing the cards, each player will have a turn at choosing the trump suit or accept bids from the other players for that privilege. If the Beneficiary decides to negotiate his benefit, the auction is opened.During the auction, each player can bid in turn, clockwise, starting with the player to the left of the Beneficiary. It should be agreed beforehand if a player loses the right to bid again after previously passing. Each bid must be higher in total points than the previous one. It is considered that 3 positive (up) tricks (75 positive points) equal a negative (down) trick (75 negative points), which means, to beat 4 up a player must offer at least 5 up or 2 down. The order between up and down is 1 up, 2 up, 3up/ 1 down, 4 up, 5 up, 6 up/ 2 down, 7 up, 8 up. The bidding is limited to 8 up. The Beneficiary may make an ultimatum for the limit- 8 up or go down. If a bid of 8 up is made the Beneficiary must accept and the winner may choose a trump suit if any. Otherwise, he must play down.
During the auction, players must mention only the number of tricks bid and whether it is up or down. The trump suit must only be named if and after the Beneficiary has accepted a bid for positive.
List Of All Card Games
Preference- It is possible that the first bidders preempt the subsequent bidders. Preference (or Preemption) means that a previous bidder (Preferred) can match a subsequent bid (Preempted) and win the auction. However, the match must be in exactly the same terms and conditions, i.e., if the Preempted bid 3 up the Preferred cannot bid 1 down, he must bid the same 3 up. The first player to the left of the Beneficiary has preference over the second and third players and the second player has preference over the third. That way, if the second or third players bid higher than the previous one, he can match and win by preference.
Once the bidding is finished, the Beneficiary must accept or decline, although he may try and negotiate an increase on the final bid. The final decision is at the Beneficiary’s exclusive discretion (except in case of an ultimatum) after which the auction is closed.
Payment- When the hand is finished, the auction winner must pay the bid. If he hasn’t made enough tricks (Playing Up), he must give up the ones he has and the difference deducted from his score and added to the Beneficiary’s. Playing Down, the auction winner will receive from the Beneficiary the number of tricks bid, so that his score is deducted and not the Beneficiary’s, provided he hasn’t won any more than that.
Foiled Auction – If only 3 or less bids are made, the Beneficiary may decide, without consultation, to forfeit the hand and the score of 4 up for him and 3 up for the others is marked. It should be agreed beforehand if the Beneficiary may even forfeit the whole auction and mark 4-3-3-3. This could be useful to whom may be leading in the last hand.
Scoring table[edit]
No | Each | Player 1 | Player 2 | Player 3 | Player 4 | Hand totals |
---|---|---|---|---|---|---|
Tricks | -20 | -260 | ||||
Hearts | -20 | -260 | ||||
Queens | -50 | -200 | ||||
Kings & Jacks | -30 | -240 | ||||
King of Hearts | -160 | -160 | ||||
Last 2 Tricks | -90 | -180 | ||||
Totals | -1300 | |||||
Auction | ||||||
Each up trick 25pts; Each down trick -75pts out of 325 | 325 | |||||
325 | ||||||
325 | ||||||
325 | ||||||
Totals | 1300 | |||||
Final scores | 0 |
External links[edit]
- McLeod, John, ed., King, Card Games Website
This page is mainly based on a contribution from Sam Oppenheim.
Introduction
This game, also known as Kings in the Corners, is quite popular in North America, though it rarely features in American card game books. Players try to get rid of their cards by playing them to a solitaire-like layout of eight piles, built of alternate red and black cards in descending sequence. There are four piles at the start and four more in the corners can be begun with a king - hence the name of the game.
Players and Cards
There can be two or more players. The game is said to be good for four players. A standard 52 card pack is used. The cards rank K-Q-J-10-9-8-7-6-5-4-3-2-A (ace low).
Deal
The first dealer is chosen at random and the turn to deal passes clockwise after each hand. Deal seven cards to each player. Put the rest of the cards face down in the centre of table to form the stock. Flip four cards face-up from the stock, and place them North, East, South, and West from the stock pile, to start four foundation piles.
Kings Corner Card Game
Play
Players take turns clockwise, starting with the player to dealer's left. At your turn, you may make any number of moves of the following types in any order:
- Play a card from your hand on one of the foundation piles. The card you play must be the next lower in rank and opposite in colour - for example you can play a red ten on a black jack. The cards on the foundation piles are overlapped slightly so that all can be seen. Since aces are the lowest cards, nothing can be played on a foundation pile that has an ace on top.
- Place a king from your hand to start a new foundation pile in an empty space in one of the four diagonal corners of the tableau (NE, SE, NW, SW). It will then be possible to build on this king in the same way as on the original foundations, adding a queen of the opposite colour, then a jack of the same colour as the king, and so on.
- Move an entire foundation pile onto another foundation pile if the bottom card of the moving pile is one rank lower and opposite in colour to the top card of the pile you are moving it onto. Example: a pile consisting of red 4 - black 3 may be moved on top of a pile consisting of black 7 - red 6 - black 5.
- Play any card from your hand to any of the original (N, E, S, W) foundation piles that has become empty (because the card(s) that were originally in it have been moved to another pile).
If you manage to play all the cards in your hand, you have won, and play ceases. Otherwise, after you have played any cards you can or wish to, you must draw one card from the stock. This ends your turn. If you are unable to or do not wish to play any cards, you simply draw one card.
If in the original layout, a king is dealt any of the original foundation piles (N, E, S, W), it can be moved to a corner position. The player to the left of dealer will have the benefit of making this move and playing a card from hand to replace the moved king.
It may also happen that one of the dealt foundation cards will immediately fit on another, being one rank lower and of opposite colour. In this case the player to the left of dealer will be able to move this card and replace it with a card from hand.
If the centre stock runs out, play continues without drawing.
The play ends when someone manages to get rid of all the cards from their hand, or when an impasse is reached where the stock has run out and everyone is unable or unwilling to play any further cards.
Scoring
Each player receives penalty points for the cards left in their hand at the end of play. A king costs 10 points and the other cards cost 1 point each.
These points are accumulated from deal to deal until some player reaches or exceeds a target score agreed in advance (say 25 or 50). The winner is the player who has the lowest number of penalty points at this time.
Variations
There are several alternative methods of scoring:
- With chips and a pot
- Everyone begins by putting a chip into the pot. Anyone who does not play any cards on their turn, but just draws one from the stock, pays another chip to the pot. The first player who runs out of cards wins the pot, plus a chip from each other player for each card they have left in their hand (10 chips for a king).
- Cards score pip value
- Some people play that aces in your hand count 25 points against you at the end, pictures count 10, and pip cards count face value. In that case the target score needs to be higher - say 100 or 250. Alternatively you can play a fixed number of hands after which the player with the lowest score will be the winner.
- Cards score 50, 10, 5
- Ed Stofka of Fort Myers, Florida describes a similar version in which aces score 50, picture cards and tens score 10 and pip cards from 2 to 9 score 5 each.
- Cards score 10, 5, 1
- In Henry Kleplek's version face cards score 10 points each, cards 6-10 score 5 points each and cards A-5 score 1 point each. A player who goes out on the very first turn of the game scores 5. The target score to end the game is 50.
Some people play that it is compulsory to play kings at your first opportunity. There is a penalty of three points (or three chips paid to the pot) for holding a king and not playing it when you could. A problem with this rule is that it seems to be unenforceable. If you have a king in your hand you might claim that you had just picked it up, and no one could contradict you unless they had been peeking at your cards, which is also illegal. It seems better to have a 10 point penalty for kings left in hand at the end of the play, as in the main description; this should be enough to encourage players to get rid of kings as soon as they can.
Some play with a pool, which is collected by the winner. Anyone who plays no cards on their turn pays one unit to the pool, and at the end players pay one unit to the pool for each card remaining in their hand.
Some players award a score for completing a corner pile by playing the ace.
Some people play that a card must be drawn from the stock at the start of each turn rather than at the end. This can create a practical problem that it is difficult to know when a player has finished his or her turn: this may be indicated by each player knocking or saying 'pass' at the end of their turn to allow the next player to draw and begin play. Some play that two cards must be drawn from the stock on each turn, rather than just one.
Mike Ellison, Chris Robinson, Jim Crestanello and Geri Monsen describe versions in which the king piles in the corners are built downwards in suit rather than in alternating colours.
- In Chris Robinson's version the original four piles (N, E, S, W) are built upwards rather than downwards in alternating colours. In the scoring, cards A-10 are face value, Jack 11, Queen 12 and King 13.
- In Jim Crestanello's version all the piles are built downwards in suit. It may happen that two or more of the original piles are the same suit. In this case there will be no place for the missing suit(s) until the same suit piles can be combined or a king of a missing suit is played in a corner.
Beverly Becker describes a version in which only four cards are dealt to each player. The game cannot end until the stock has run out. If a player plays their last card while there are still cards in the stock they must draw a card from the stock. If this card can be played in an empty space on the layout they must play it there and draw another card. If there is no space the player keeps the card they drew and the next person plays.
Kevin Freeman describes a variant in which two jokers are included in the deck. A joker can be played on the layout as a substitute for any desired card. If a joker is played on one of the corner piles, then the real card it represents can of course no longer be played on or moved to a corner pile. By playing a joker to start a corner pile you can make it difficult for the holder to play the real king of that suit. This play can misfire if you subsequently have to draw a card and pick up the king that you blocked.
Other Kings Corners web pages and software
Here is an archive copy of Bill Whitnack's Kings in the Corner page.
Willow Schlanger has produced a computer version of Kings Corners for Windows.