# Kings Corner Card Game — full content > Kings in the Corner is a multi-player, solitaire-style card game for 2–4 players: lay cards in descending, colour-alternating sequences around a central stock, save the corner spaces for kings, and be first to empty your hand. Kings left in hand cost 10 penalty points; every other card costs 1. This document aggregates the reference content of https://kingscornercardgame.com/ for AI ingestion. Canonical URLs are listed per section — cite the URL, not this file. --- ## Play Kings in the Corner Online Canonical: https://kingscornercardgame.com/ Play Kings in the Corner (Kings Corner) free against 1–3 computer players. No login, no download, and the full rules, scoring and strategy on the page. --- ## Kings Corner Rules & How to Play Canonical: https://kingscornercardgame.com/rules The Kings in the Corner card game, also called Kings Corner, is played by 2–4 people with a standard 52-card deck. Each player is dealt 7 cards, four cards are turned face-up in a cross around the draw pile, and on each turn you draw one card and play as many as you can in descending, alternating-colour sequences, with the four corner spaces reserved for kings. The first player to empty their hand wins the round. ### Setup and the deal You need a standard 52-card deck with the jokers removed, and 2 to 4 players. The deal takes under a minute. 1. Deal 7 cards to each player: Choose a dealer (draw for it; lowest card deals). Deal seven cards to each player, one at a time, face down. Players pick up and look at their own cards. 2. Build the stock: Place the rest of the deck face down in the middle of the table. This is the stock (draw pile). 3. Flip four cards into a cross: Turn the top four cards of the stock face up and place them north, west, east and south of the stock, like the points of a compass. These start the four foundation piles. 4. A flipped king goes straight to a corner: If one of the four turned-up cards is a king, place it in a corner space immediately and flip a replacement card for the cross. (This is the boxed-edition rule; some casual tables leave the king in the cross instead, so decide before you start.) 5. The player left of the dealer goes first: Play proceeds clockwise. Each round, the deal passes one seat to the left, so nobody keeps the first-turn advantage. ### Your turn, step by step A turn is: draw one card from the stock, then make as many legal plays as you want, or none, and end your turn. You are never forced to play a card you would rather keep. 1. Draw one card: Take the top card of the stock into your hand. Once the stock is empty, skip this step and keep playing from what you hold. 2. Play cards onto the piles: Play any card from your hand that is exactly one rank lower and the opposite colour of a pile’s exposed card: a red 9 on a black 10, a black queen on a red king. Aces are the lowest card, so nothing can ever be played on an ace. 3. Play kings into empty corners: Only a king may start a corner pile. Once a king is in a corner, it takes normal descending, alternating-colour plays like any other pile. 4. Move whole piles to open a space: If the bottom card of one cross pile fits the exposed card of another pile, you may move the entire pile across in one go. The space this opens takes ANY card or pile. Spaces are the most valuable squares on the board. 5. End your turn: When you cannot play or choose to stop, play passes clockwise. There is no limit to how many cards you may play in one turn. ### What plays where Every legal play in the game reduces to four cases: an occupied pile, an empty corner, an empty cross space, and a whole-pile move. | Target | What may be played there | | --- | --- | | Any occupied pile | One card exactly one rank lower and the opposite colour of its exposed card | | Empty corner space | A king only, either from your hand or a whole cross pile whose bottom card is a king | | Empty cross space | Any card from your hand (a space appears when a whole pile is moved away) | | Another pile (whole-pile move) | An entire cross pile, if its bottom card fits the target’s exposed card | - Card ranking is K-Q-J-10-9-8-7-6-5-4-3-2-A. Aces are LOW, so nothing plays on an ace, and an ace has nowhere to go except onto a red or black 2, or into a space. - Sequences alternate red and black all the way down, exactly like a solitaire tableau. - Corner piles never move, because a king is the highest card, so a corner pile can never legally sit on anything else. ### Winning a round, and scoring the losers The round ends the instant a player plays their last card. Everyone else counts the cards left in their hand: 10 penalty points per king, 1 point per other card. The match ends when someone reaches 25 points, and the LOWEST total wins. - Going out mid-turn counts. You do not need to end your turn to win. - For a single casual game, first player out simply wins (this is the version in Bicycle’s official rules). - For match play, keep a running penalty score across rounds; 25 points is the standard end, 50 for a longer evening. Full details on the scoring page. - If the stock is empty and a complete cycle of turns passes with nobody playing anything, the round is blocked: every player scores the hand they hold. ### Glossary of terms **Corner**: One of the four diagonal spaces of the layout, reserved for kings. Only a king may start a corner pile, which is what gives the game its name. **Cross**: The four foundation piles north, west, east and south of the stock, each started with one face-up card at the deal. **Foundation pile**: Any of the piles cards are played onto, built downward in alternating colours: a red 9 on a black 10, a black 8 on the red 9. **Stock**: The face-down draw pile in the centre of the layout. Each player draws its top card at the start of their turn until it runs out. **Space**: An empty cross position created by moving an entire pile onto another pile. A space may be filled with any card or pile, which makes it the most valuable square on the board. **Going out**: Playing the last card from your hand, which ends the round immediately and scores every other player’s remaining cards against them. **Blocked round**: A round in which the stock is empty and a full cycle of turns passes with no one able or willing to play; every player scores the hand they still hold. ### Frequently asked questions **How many cards do you deal in Kings in the Corner?** Seven cards to each player, regardless of whether two, three or four are playing. The rest of the deck becomes the central draw pile, with four cards turned face-up around it. **Is Kings Corner 5 or 7 cards?** Seven. The standard deal is seven cards each, and that is the count used by the published rules and by the game on this page. Five turns up as a house rule for shorter rounds or for playing with young children, and it works fine, but it is a variation rather than the standard game. **Do you draw a card at the beginning or end of your turn?** At the beginning. The official sequence is: draw one card from the stock, then make as many plays as you wish, then pass. Some house rules draw at the end of the turn instead, so agree before you start, because it changes when a drawn card can first be played. **Do you have to draw every time in Kings Corner?** Yes, while the stock still has cards. The draw is the fixed opening of every turn rather than an option, so you cannot skip it to keep your hand small. Since the winner is whoever empties their hand first, that forced card slows down a player who is close to going out. Once the stock is empty the draw stops and turns become plays only. **Can you put any card in the corner in Kings in the Corner?** No. An empty corner takes only a king. Once a king is there, the corner pile builds down in alternating colours like any other pile: a black queen on a red king, and so on. **What happens when the draw pile runs out?** Play continues without drawing, so each turn is simply plays from the hand. If a full cycle of turns passes and nobody plays anything, the round is blocked and every player scores the cards they still hold. **Are aces high or low in Kings in the Corner?** Aces are low, and the sequence runs king down to ace. An ace can only be played onto a 2 of the opposite colour or into an empty space, and nothing can ever be played on top of an ace. **How many points is a king worth in Kings in the Corner?** A king left in your hand when someone goes out costs you 10 penalty points; every other card costs 1. That 10-to-1 ratio is why getting kings into corners early is the single most important habit in the game. **Can you move a whole pile in Kings in the Corner?** Yes. If the bottom card of one cross pile fits the exposed card of another pile (one rank lower, opposite colour), you may move the entire pile across in one go. The space it leaves behind can then be filled with any card. **Is Kings in the Corner the same as Kings Corner?** Yes. Kings Corner, Kings Corners and King’s Corner are all names for the same game. The boxed edition sold since 1996 uses "Kings in the Corner"; casual players shorten it. **What else is Kings in the Corner called?** Kings Corner, Kings Corners, King’s Corner, Kings on the Corner, Kings Around the Corner and Four Kings in a Corner all describe the same game. Only the name varies; the rules are the same in every version. **How many cards do you get in Kings Corner?** Seven each, whatever the number of players. The rest of the deck becomes the draw pile, and four cards are turned from it to start the four foundation piles. ### Sources The rules above follow the two published sources that agree on every core point: Bicycle’s official Kings Corner rules (bicyclecards.com/how-to-play/kings-corner) for the deal, turn order and legal moves, and the boxed-edition rules for the 10-points-per-king penalty scoring and the flipped-king replacement at setup. Where casual tables differ, as with draw timing and scoring targets, the variants page names each difference rather than pretending there is one true version. --- ## Kings in the Corner Scoring & Sheet Canonical: https://kingscornercardgame.com/scoring When a player goes out, everyone else scores the cards still in their hand: 10 penalty points for each king, 1 point for every other card. The running totals carry across rounds, and the match ends the moment any player reaches 25 points, and the LOWEST total wins. This page has the full scoring rules and a free printable score sheet. ### Penalty values Only two numbers matter: a king costs 10, everything else costs 1. The winner of the round scores nothing. | Cards left in your hand | Penalty points | | --- | --- | | Each king | 10 | | Each queen, jack, or number card (A–Q) | 1 | | The player who went out | 0 | | Blocked round, every player | Their full hand, at the values above | - The 10-to-1 ratio is the engine of the whole game: one stranded king outweighs nine ordinary cards, so corners get used the moment they open. - The worst single hand we have ever recorded in simulation cost 34 points, a hand that had grown through repeated draws and still held kings when an opponent went out. - An average losing hand costs about 3 points (measured over 5,000 simulated rounds between two strong players; see the strategy page for the full dataset). ### Keeping score across rounds Kings in the Corner is scored like golf: points are bad, and the match ends when someone accumulates too many. 1. Score each round as it ends: When a player goes out, every other player counts their hand, 10 per king and 1 per other card, and adds it to their running total. 2. Re-deal and rotate: The deal (and with it the first turn) passes one seat clockwise, all 52 cards are gathered and reshuffled, and the next round begins. 3. End at 25: The moment any player’s total reaches 25 or more, the match is over and the player with the LOWEST total wins. Agree 50 instead for a longer game. A tie goes to whoever won the final round. ### Printable score sheet One US-letter page, two matches of twelve rounds for up to four players, with the penalty values and a quick-rules reminder printed on the sheet. Free to print and share. - [Kings in the Corner score sheet (PDF)](/downloads/kings-in-the-corner-score-sheet.pdf) ### Scoring questions **How do you keep score in Kings in the Corner?** When someone goes out, every other player adds up the cards left in their hand, 10 points per king and 1 point per other card, and adds that to a running total. When any total reaches 25, the match ends and the lowest total wins. **Do you play Kings in the Corner to 25 or 50 points?** 25 is the standard target and gives a match of roughly five to eight rounds. Playing to 50 roughly doubles that. Either works, so agree the target before the first deal. **Who wins if a round is blocked?** Nobody wins a blocked round. Every player scores the hand they still hold, at the usual values, and the next round is dealt. Blocked rounds are rare, under 2% of rounds in our simulations. --- ## Kings in the Corner Strategy & Odds Canonical: https://kingscornercardgame.com/strategy Kings in the Corner rewards exactly three habits: get kings into corners the moment you can, move piles to open spaces before you play into them, and shed high cards early so late draws are cheap. We measured how much skill matters by simulating 45,000 rounds through this site’s own engine: a player who plans whole turns beats a random-but-legal player in 99.1% of decided rounds. ### The five habits that win Every point below is testable against the simulation data further down. None of it is folklore. - Corner every king on sight. A king in your hand is 10 penalty points; a king in a corner is a new pile that accepts your queens. There is no position where holding a king helps you. - Open spaces before you fill them. Moving a whole pile onto another pile costs nothing and creates a space that takes ANY card. The sequence "move pile, dump dead card into space, re-cover the space" is routinely worth two or three extra sheds a turn. - Plan the whole turn before the first play. Order matters: play the queen onto the king BEFORE moving the pile that buries the king, and a two-shed turn becomes a four-shed turn. Our "hard" computer player does nothing more sophisticated than search the full turn for the order that sheds the most. - Shed high cards first when you have the choice. Piles build DOWNWARD, so a high card in hand has fewer and fewer homes as the round ages, while low cards keep gaining destinations. An ace is the easiest card to hold and the hardest to place. - Watch opponents’ counts, not just your hand. When an opponent is down to one or two cards, stop opening spaces. Every space you create is a free dump for them too. ### How much does skill matter? 45,000 rounds, measured We played three computer policies against each other through this site’s engine: EASY plays random legal cards and never moves piles, NORMAL plays greedily card by card, and HARD searches each turn for the sequence of moves that sheds the most penalty value. Seats were swapped half-way in every match-up so neither side kept the first-turn edge. | Match-up | Rounds | Wins | Win rate (decided rounds) | | --- | --- | --- | --- | | Turn-planner (hard) vs random-legal (easy) | 5,000 | 4,905 vs 46 | 99.1% | | Greedy (normal) vs random-legal (easy) | 5,000 | 4,757 vs 136 | 97.2% | | Turn-planner (hard) vs greedy (normal) | 5,000 | 2,640 vs 2,360 | 52.8% | Two things stand out. First, merely legal play loses almost every round against anyone paying attention, losing 99 rounds in 100. The gap between "knows the rules" and "plans a turn" is the largest skill step in the game. Second, the step above that is small: whole-turn search only beats card-by-card greed 52.8% of the time, because in most positions the greedy play IS the optimal play. The lesson for a human: you capture nearly all of the available skill by consistently doing the five habits above, with no deep calculation required. Blocked rounds, where the stock is empty and nobody can play, occurred in under 2% of rounds involving a weak player, and essentially never (0 in 10,000) between two strong players who keep the board moving. ### The first-turn advantage is real: +3.4 points of win rate With identical strong players, the seat that leads the round wins 51.7% of the time (2,584 of 5,000 rounds). That edge is why the deal must rotate. | Table | Seat 1 (leads) | Seat 2 | Seat 3 | Seat 4 | | --- | --- | --- | --- | --- | | 2 players | 51.7% | 48.3% | n/a | n/a | | 3 players | 36.2% | 32.5% | 31.3% | n/a | | 4 players | 27.8% | 25.5% | 23.3% | 23.3% | The lead seat’s edge grows with table size relative to fair share: at a 4-player table the leader wins 27.8% against a fair 25%, an 11% relative advantage, roughly double the 2-player edge of 3.4 points. The reason is simple: the first player gets first claim on the four freshly-flipped foundation cards before anyone has touched them. House rule worth adopting: rotate the deal every round (this site’s game does it automatically). A round between two players averages about 21 turns, roughly ten draws each, and the average losing hand concedes just over 3 penalty points. Kings are almost never the cargo: a losing hand still holds a king only 1.3% of the time, because even mediocre play gets kings cornered. The margin of victory in this game is ordinary cards, shed one turn earlier than your opponent manages. ### Strategy questions **Is Kings in the Corner a game of skill or luck?** Both, in layers. Against a player who merely knows the rules, basic planning wins 99% of rounds, which is what makes it a skill game. Between two players who both plan their turns, the margin shrinks to the cards and a 51.7% first-turn edge. That is where the luck lives. **What is the best first move in Kings in the Corner?** Kings to corners, always. Each one placed is 10 penalty points you can no longer be caught holding, and it opens a pile that accepts your queens. After that, look for a whole-pile move that opens a space before you play anything into the cross. **Does going first matter in Kings in the Corner?** Yes, measurably: over 5,000 simulated rounds between identical players, the seat that led won 51.7%, a 3.4-point edge that grows relatively larger at 3- and 4-player tables. Rotate the deal each round to share it. --- ## Kings in the Corner Variants Canonical: https://kingscornercardgame.com/variants Kings in the Corner is a folk game, so tables disagree, mostly about when you draw, how many cards are dealt, and how scoring ends. None of the variants below is "wrong"; the only rule that matters is agreeing before the first deal. This page names each variant and states exactly which rules this site’s game uses. ### The variant matrix | Rule | Standard (this site) | Common variants | | --- | --- | --- | | Draw timing | Draw one card at the START of your turn, then play | Draw at the END of your turn; or draw only when you cannot play | | Deal size | 7 cards each, any player count | 10 cards each with 2 players; 5 cards for a faster game | | King flipped at setup | Moved to a corner immediately and replaced | Left in the cross where it landed | | Empty cross space | Takes any card or pile | Takes only a card the mover chooses from hand (no pile refill) | | Scoring target | Match ends at 25 penalty points; lowest total wins | Play to 50; or single rounds with no scoring, where first out simply wins | | Ace direction | Aces always low | None. Every published version agrees aces are low | | Play obligation | Playing is optional; you may hold cards deliberately | Must play every legal card (rare, speeds the game, weakens strategy) | ### Named variants worth knowing THE BOXED EDITION. The commercial version (sold since 1996) is the source of the 10-points-per-king scoring and the flipped-king replacement at setup, and it draws at the start of the turn. It plays identically to the standard rules on this site. SINGLE-ROUND KINGS CORNER. Bicycle’s published rules describe the game as a single round: deal, play, first out wins, no penalty counting. Perfect for deciding who does the dishes; match scoring exists because one round takes ten minutes and everyone wants another. TWO-PLAYER KINGS IN THE CORNER. Deal 10 cards each instead of 7 for a longer, more strategic duel, because with only two players a 7-card round can end before the board develops. This site keeps the 7-card deal for consistency across table sizes; choose 3 opponents in settings if you want longer rounds. KINGS CORNER SOLITAIRE. A one-player patience variant: deal the cross and corners as usual, then try to play out the entire deck drawing one card at a time, kings to corners. Not the same game, with no opponents and no penalty scoring, but the same layout, which causes some of the naming confusion online. TEAM PLAY (4 players). Partners sit opposite and their round penalties are pooled. Adds table talk rules (most tables ban naming cards you hold) and turns space-opening into a genuinely shared decision: a space you open for yourself is also open for both opponents AND your partner. ### Variant questions **Do you draw a card if you can already play in Kings in the Corner?** In the standard rules, yes. Every turn starts with a draw whether you need it or not, until the stock is empty. The "draw only when stuck" version is a common house rule that makes rounds shorter and going out easier. **How many cards do you deal for 2 players in Kings in the Corner?** The standard deal is 7 cards each at every table size. A popular two-player variant deals 10 each to make the duel longer and more strategic, so agree which you are using before the deal. **Is there a solitaire version of Kings in the Corner?** Yes. Same cross-and-corners layout, but one player tries to play out the whole deck drawing one card at a time. It shares the geometry, not the game: no opponents, no penalty scoring. --- ## Is the Deal Fair? Check It Yourself Canonical: https://kingscornercardgame.com/fair-deal Every round here is dealt from a random seed whose SHA-256 fingerprint is shown BEFORE the first card moves, and the seed itself is revealed when the round ends. Paste the seed below to reproduce the exact 52-card order and confirm it matches the fingerprint, which proves the game never re-dealt or peeked mid-round. ### How the commitment works 1. A seed is drawn before the deal: When a round starts, your browser draws a 128-bit random seed from its cryptographic random source. The entire 52-card order is derived from that seed deterministically. 2. The fingerprint is shown first: The SHA-256 hash of the seed appears in the Fair deal panel before you act on a single card. The hash commits to the deck order without revealing it. 3. The seed is revealed at the end: When the round ends, the seed itself is displayed. Hash it and you get the fingerprint shown at the start; feed it to the shuffle and you get the exact deck that was dealt. 4. Verify it here, or anywhere: The verifier above runs entirely in your browser. The shuffle (xmur3-seeded sfc32 driving a Fisher–Yates pass over a fresh 52-card deck) is open source, so you can also reproduce it with your own code. ### What this does and does not prove What it proves: the deck order was fixed before any card was played, and was not altered mid-round. The game cannot deal you a bad card because you were winning. The cards were decided before the round began, and you can check. What it does not prove: this is not a server-backed provably-fair scheme. The seed is generated in your own browser; there is no server and no operator, so there is nothing beyond that to audit. We state this plainly because an overclaimed fairness feature would be worse than none. ### Fairness questions **Does the computer cheat at Kings in the Corner?** No, and uniquely you can verify that: the deck order is committed by SHA-256 before you see a card, and revealed at round end. The computer players also see only their own hands and the open board. The code never reads your cards. **How do I verify a deal was fair?** Open the Fair deal panel during a round and note the commitment hash. When the round ends, copy the revealed seed, paste both into the verifier on this page, and it will recompute the hash and the full 52-card order in your browser. --- ## About Kings Corner Card Game Canonical: https://kingscornercardgame.com/about Kings Corner Card Game is a free browser version of Kings in the Corner, built and maintained by John Weeks, a web developer. There is no sign-up, no download and no paywall. The game loads and you play, and the rules and strategy pages are written by hand rather than generated. ### Who runs Kings Corner Card Game This site is built and run by John Weeks, a web developer who designs, codes and maintains every site in the network himself. I am a web developer. I build for the web full time, mostly TypeScript and PHP on the server, React and Tailwind CSS on the front end, and I build and run my own sites rather than only shipping other people's. This network came out of a simple frustration: the free version of whatever you were looking for was slow, buried under adverts, gated behind an account, or built once and abandoned. I wanted the version I would actually want to use, instant and readable on a phone with no sign-up, and then to write the explanation properly so anyone can get the answer in one page. Every site here is a single game on its own domain. I write the code, the rules, the strategy and the reference tables myself, and I keep them current. There is no content farm behind this and no AI-generated filler: if a page states an odds figure or a scoring rule, it came from a solver I wrote or a primary source I can point you at. Kings in the Corner is a family game with almost nothing written about it beyond the layout. Most pages tell you where the cards go and stop. I wanted to know whether there is any real skill in it before writing a strategy page, so I made the engine play itself 45,000 rounds and looked at what actually won. ### What this site is trying to be The goal is simple: the best free version of Kings in the Corner on the web, and the clearest explanation of how it works. - The full game against one, two or three computer opponents, not a solitaire imitation of it. - An opponent that plans a whole turn instead of playing the first legal card it finds. - Deals committed with SHA-256 before the cards appear, so a bad run can be checked afterwards. - Strategy built on measured win rates rather than received wisdom. - Both the five-card and the seven-card deal covered, because households genuinely disagree about which is right. ### How the site is paid for, and what it knows about you Adverts pay the hosting and the time. Being straight about that, and about the data side, matters more than pretending the site runs on goodwill. The site is free and always will be. Display advertising is what will pay for it, and the slots go around the play area rather than over it. An advert will never cover the game or interrupt you mid-turn. Your game statistics (streaks, best scores, preferences) are stored in your own browser using localStorage. They are not sent to me, there is no account, and clearing your browser data clears them permanently. Analytics tell me which pages are useful. Advertising has not started yet, and when it does the advertising partners will set their own cookies. The privacy page lists what is collected either way, and how to opt out of it. ### What 45,000 simulated rounds showed Every strategy claim on this site was tested before it was written down, by changing one habit at a time and playing the game out. The engine that deals your cards also plays both sides in the simulations, so what you read about is the same game you are playing. Each experiment records its seeds, which means any run on the strategy page can be repeated and checked rather than taken on trust. The clearest result: a player who plans whole turns beats a random but legal player in 99.1% of decided rounds. That is a lot of skill for a game most people file under luck, and it is why the strategy page exists at all. The tables behind it are published under a Creative Commons licence. ### Corrections and contact The fastest way to reach me is email: john.weeks.dev@gmail.com. I read everything sent there. **Who created Kings Corner Card Game?** John Weeks, a web developer, built and maintains it. The code, the game logic and the written rules and strategy are all his own work. **Is Kings Corner Card Game free?** Yes, completely. There is no account, no download, no trial and no paid tier. Display advertising covers the costs. **Do I need to create an account or install anything?** No. The game runs in your browser. Your scores and preferences are saved on your own device, so nothing needs to be signed into. **Can I use the rules, tables or score sheets on my own site?** Yes, with attribution and a link back. The reference data is published for reuse. That is the point of writing it out properly. **I found a mistake in the rules. What should I do?** Email john.weeks.dev@gmail.com and say what is wrong. Rule variations differ by region and household, so specifics help, and genuine corrections get made. --- ## Privacy Policy Canonical: https://kingscornercardgame.com/privacy Kings Corner Card Game has no accounts and no server-side database, so it collects no personal information directly. Your game progress is stored in your own browser and never sent anywhere. This page sets out the analytics and advertising technologies the site does use, what they collect, and how to opt out. ### The short version If you read nothing else on this page, this is the substance of it. - There is no account, no login and no sign-up form. Nothing is submitted to us. - Your scores, streaks and settings are saved in your own browser and stay on your device. - The site is free because it shows adverts. Advertising and analytics partners set cookies. - Advertising has not started on this site yet. When it does, visitors in the UK, EEA and Switzerland will be asked for consent before any advertising cookie is set, and will be able to change that answer at any time. - We do not sell personal information, and we have nothing to sell. We hold no database of visitors. ### What is stored in your browser Game data is kept locally with the browser’s localStorage. It is not personal information and we cannot read it. Your best scores, games played, streaks and preferences are saved in your own browser using localStorage. This is a storage area belonging to your device, not to us: the data is never transmitted, we have no way to request it, and it is not linked to any identifier. Clearing your browser data, or using private browsing, removes it permanently. There is no backup and no recovery, which is the trade for not asking you to create an account. ### Analytics Aggregate measurement only: how many people came, and which pages were useful. The site uses Google Analytics to understand overall traffic: how many visits there were, which pages were read, roughly where in the world visitors were, and whether the pages loaded quickly. It reports in aggregate and is not used to identify you. Our hosting provider also records standard request information at the network edge: the page requested, the response status, the browser type and the country. This is the equivalent of a web server log, it is what tells us which search and AI crawlers are reading the site, and it contains no name, email or account. ### Advertising Adverts pay for the hosting and the time. This is exactly what they do and do not do. No adverts run on this site today. The plan is to fund it with display advertising through Google AdSense, and the honest version of this section describes what that will mean rather than pretending it is already happening. Google and its advertising partners may then use cookies or similar technologies to serve adverts, to measure whether an advert was seen and, where you have consented, to choose adverts based on your previous visits to this and other sites. Adverts are placed around the game, never over it, and never interrupt a turn. That is a design rule, not a promise we can quietly drop: an advert covering the play area would make the site worse at the one thing it exists to do. You can opt out of personalised Google advertising at any time through Google’s Ads Settings. Blocking or deleting cookies in your browser settings works too, and the game will keep running normally if you do. ### Consent, and how to change your mind What is set today, and what changes on the day advertising starts. Right now the only non-essential cookies here belong to analytics, and there is no advertising and no consent notice. On the day adverts are switched on, visitors in the United Kingdom, the European Economic Area and Switzerland will get a consent notice before any advertising cookie is set. It records your choices and can be reopened whenever you want to change them, so you are never locked into a single decision. Essential storage, the localStorage your game progress lives in, is not covered by that notice, because the site cannot function as a game without it and it never leaves your device. ### Your rights over your data Under the UK GDPR, the EU GDPR and similar laws you have rights over personal data held about you, and the honest answer here is that we hold almost none. We hold no account records, no email list and no profile of you. There is nothing on our side to export, correct or delete, because there is no database of visitors to hold it in. Where personal data is processed, it is processed by the third parties named above (Google Analytics and the advertising partners) under their own privacy policies. Requests about that data are best made to them directly, and their policies set out how. Google’s covers both its analytics and its advertising products. If you have a privacy question, or you believe something on this site is handling data incorrectly, email john.weeks.dev@gmail.com and it will be looked at properly. ### Children This is a general-audience site, not a service directed at children. The games here are traditional family games and people of all ages play them, but the site is not directed at children under 13 and we do not knowingly collect personal information from them. Since there are no accounts and no forms, there is no route by which a child could submit personal information to us in the first place. If you believe a child has somehow provided personal information through this site, contact us and we will act on it. ### External links and changes to this policy Pages here sometimes link to other sites: source material, references, and the other sites in this network. Those sites have their own privacy policies and this one does not cover them. If this policy changes materially, the date below changes with it. Substantive changes are made to the page itself rather than announced and forgotten. **Do you sell my personal information?** No. We hold no database of visitors, so there is nothing to sell. Advertising partners operate under their own policies, and you can withdraw consent for them at any time. **Do I have to accept cookies to play?** No. Declining non-essential cookies does not affect the game. Your progress is saved in your own browser either way, and that storage never leaves your device. **How do I delete the data this site has about me?** Clear your browser data and it is gone. That is genuinely all of it on our side. There is no account to close and no record held on a server. --- ## Terms of Use Canonical: https://kingscornercardgame.com/terms Kings Corner Card Game is free to use, with no account and no subscription. These terms cover what you can do with the site and what it does and does not promise. They are meant to be read, so they are written in plain English. ### Using the site Play as much as you like. There is no account to breach and no quota to exceed. You may use this site for personal, non-commercial enjoyment, and you may link to any page on it freely. No permission is needed to link, embed a link, or recommend the site. What you may not do is the obvious short list: interfere with the site or its security, attempt to disrupt it for other people, scrape it at a volume that degrades it for others, or represent it as your own. ### Reusing the rules, tables and score sheets The reference material is published so it can be reused. Attribution is the only condition. The reference data on this site (scoring charts, odds tables, printable score sheets and the computed figures behind them) is published under a Creative Commons Attribution licence. You may copy it, reprint it, teach from it and build on it, including commercially, provided you credit Kings Corner Card Game and link back to the page you took it from. That is a deliberate choice, not an oversight. This material was produced so people could use it; a table nobody is allowed to quote is a table that helps nobody. The site’s own software, layout, graphics and branding are not covered by that licence and remain the property of the site owner. ### Independence and trademarks Kings in the Corner is a traditional game. This site is independent and is not affiliated with, endorsed by or connected to any commercial publisher. Kings in the Corner is played in many households and regions with local variations, and this site documents it as the traditional game it is. Where a name is also used commercially by a company, it is used here descriptively, to say which game the page is about. No affiliation, sponsorship or endorsement is claimed or implied. All trademarks referenced remain the property of their respective owners. ### What this site does not promise It is a free game, offered as it is. The site is provided "as is", without warranty of any kind. It may occasionally be unavailable, a browser update may break something, and rule variations differ between regions and households, so the rules described here may not match the version played at your kitchen table. Nothing here is legal, financial or professional advice, and the site is not liable for any loss arising from its use to the extent the law allows. If you find a mistake, the useful response is to tell us so it can be corrected, and corrections are made. ### Changes and contact These terms may be updated; the date below changes when they are. Questions go to john.weeks.dev@gmail.com. **Can I print the score sheets for my games night?** Yes, that is exactly what they are for. Print as many as you like, for home, school or a club. **Can I use the odds tables in a book, video or article?** Yes, including commercially, as long as you credit Kings Corner Card Game and link to the page you took the figures from. **Can I copy the site itself?** No. The reference data is openly licensed; the software, design and branding are not. --- ## Contact Canonical: https://kingscornercardgame.com/contact Email is the way to reach a real person here: **john.weeks.dev@gmail.com**. John Weeks builds and maintains the site and reads everything sent to that address. There is no contact form, no ticket queue and no support bot. ### What to write about A one-line subject that names the page or the topic gets a faster and more useful answer. - **Rule corrections.** The most valuable reason to write. Kings in the Corner varies by region and household, so say which rule, which page, and how you play it. Specifics get acted on. - **A bug in the game.** Tell us the browser and what happened. A game that breaks in a browser update gets fixed. - **Reusing the data.** The score sheets, tables and odds are licensed for reuse with attribution. Write if you want to check how to credit it, or need a cut of the data we have not published. - **Privacy questions or requests.** See the privacy policy first. The short answer is that there is no account and no database. Write if anything is unclear. - **Press and research.** Happy to help with quotes, figures or background on the game and how the numbers were produced. ### Who you are emailing This site is built and run by John Weeks, a web developer who designs, codes and maintains every site in the network himself. John Weeks is a web developer who writes the code, the rules and the strategy content on every site in this network. There is no editorial team behind the address and no agency. Messages go to the person who can actually change the page. Replies usually come within a few days. Corrections are prioritised over everything else, because a wrong rule on a reference page is the one problem that makes the whole site less useful. **Is there a contact form?** No. These are static pages with no server behind them, so a form would have nowhere to submit to without adding a third-party service that collects more data than the rest of the site does. Email is simpler and more private. **How quickly will I get a reply?** Usually within a few days. Rule corrections and bug reports get looked at first. **I think a rule on this site is wrong. What should I include?** The page, the specific rule, and how you play it, including where you play it, since regional variants are usually the explanation. If it checks out, the page is updated and credited.