Play CardsKings in the Corners — the complete rules

Kings in the Corners rules

Kings in the Corners is a single-player placement puzzle on a 4×4 board: royals must land on their marked slots while the number cards you park everywhere else get cleared away in pairs summing to ten. This rulebook documents the exact rules our game enforces — the slot map, precisely when pair removal is allowed, and all three ways to lose.

Players1 player
DeckStandard 52-card deck, no jokers
Object of the gameSeat all twelve face cards on their marked slots and remove the other forty cards in pairs summing to ten (a 10 comes off alone).

Play Kings in the Corners free →These are the exact rules the game enforces.

Setup & the deal

The board is a 4×4 grid of sixteen empty slots, twelve of them marked for specific face cards. The entire shuffled deck becomes the stock, and only its top card is visible and in play — you always know what you must place, never what comes next.

The slot map
SlotsReserved seat forNumber cards allowed?
Four cornersKingsYes — legal but risky
Middle two of top & bottom rowsQueensYes — legal but risky
Middle two of left & right columnsJacksYes — legal but risky
Four centre slotsNo face card everYes — your safe workspace

Cards rank Ace = 1 up to 10 for the number cards; Jacks, Queens and Kings are the royals. Suits never matter. The stock order is recorded at the deal, so Restart replays the identical sequence of cards.

How to play

The game alternates between two phases: placing and removing.

  • Placing — the visible stock card must be placed on an empty slot before the next card appears. A King goes only on a corner, a Queen only on a top or bottom middle slot, a Jack only on a side middle slot. A number card (Ace to 10) may go on any empty slot, including the marked ones — that freedom is exactly how players get into trouble. You can never skip or discard the card in play.
  • Removing — when the board fills up (and again when the stock runs out), you clear space by removing number cards: two cards whose ranks sum to ten (Ace + 9, 2 + 8, 3 + 7, 4 + 6, 5 + 5), or a lone 10 by itself. Face cards are never removed — once seated, a royal stays for the rest of the game.
  • Removal stays available for as many pairs as you like in a row; when you are done clearing, resume drawing and the next stock card appears. Resuming requires at least one empty slot.

A typical crunch: the board is full, and among the sixteen cards sit a 3, a 7, two 5s and a 10. Four removals are available — 3 + 7, the two 5s together, and the lone 10 — freeing five slots in one visit to the removal phase. Whether to take all of them or leave a pair as future insurance is yours to judge; the game lets you resume drawing whenever at least one slot is free.

Every action works by click or drag: drag the card in play to a slot or click the slot; remove a pair by clicking both cards or dragging one onto the other; a lone 10 removes with a single click.

Winning & losing

You win when the stock is empty and no number cards remain on the board — which means all twelve royals are seated on their marked slots and all forty number cards have been removed. There are exactly three ways to lose:

  1. Blocked — the visible card is a King, Queen or Jack and every one of its marked slots is occupied. The royal has nowhere legal to go and the game ends on the spot, even if that card was the very last one in the stock.
  2. Board full — all sixteen slots are occupied and no removal exists: no two number cards on the board sum to ten and no 10 is present. With nowhere to place and nothing to clear, the game is over.
  3. Stuck at the end — the stock is empty but number cards remain on the board with no removals available. The leftover numbers can never be cleared, so the win is out of reach.

Edge cases & fine print

  • Removals only unlock when the board is full or the stock is empty. You cannot pre-emptively clear pairs mid-fill while empty slots remain and cards are still coming — placement pressure is the core of the game.
  • The removal phase is sticky. Once open, you may remove pair after pair (and lone 10s) before resuming the draw; clearing extra room before dealing again is usually wise.
  • Aces are always 1 — they pair only with 9s. 5s pair only with other 5s, and 10s never pair at all; stranding an odd number of 5s late is a classic losing pattern.
  • Number cards on marked slots are legal but block royals. A 6 parked on a corner locks out a King until the 6 is paired away — during a phase when removals may not even be available.
  • The blocked check happens when placement resumes. After your removals, the visible card is re-examined: a royal with no free marked slot ends the game at that moment.
  • The endgame is a clearing puzzle. With the stock empty, placement ends and the game becomes pure removal — you win only if every remaining number card can be paired off.
  • The hint plays the long game: it parks number cards on the free centre slots first, squats on marked slots only when nothing else is open, and prefers removing lone 10s. Undo, auto-save and Restart (same stock order) all work as in our other solitaires.
  • Progress is measured in removals. The counter runs from 0 to 40; a lost game still tells you how deep you got, and your stats track games played and won.

Variants

We play the cardgames.io solitaire version of Kings in the Corners described above. The name is shared with a quite different game, so be careful when comparing rules:

  • Kings Corner / Kings in the Corner (multiplayer) — a 2-4 player game on a cross-shaped layout where players shed a hand onto descending alternating-color piles, kings opening the diagonal corners. Same name, entirely different rules.
  • Anytime-removal versions — some digital adaptations allow pairing to ten whenever you like rather than only on a full board; that variant is substantially easier.
  • Fifteens and other pairing patiences — the same fill-then-clear skeleton appears with different target sums and grids; the ten-sum 4×4 board with royal seats is the version played here.

Frequently asked questions

When exactly am I allowed to remove pairs?

Only when the board is completely full, or when the stock has run out. While empty slots remain and cards are still coming, you must keep placing — you cannot clear pairs early to make room in advance.

Are face cards ever removed from the board?

No. Kings, Queens and Jacks are seated for good — they are the goal, not the clutter. Only the forty number cards (Ace through 10) are ever removed.

Can I place a number card on a corner or another marked slot?

Yes — any number card may go on any empty slot. It is legal but dangerous: a number card on a marked slot locks that seat away from its royal until you can pair the squatter off.

Do I ever get to skip or set aside the card in play?

No. The visible stock card must be placed somewhere legal before anything else happens. If it is a royal with no free marked slot, the game is lost immediately.

How are Aces counted?

Always as 1, so an Ace pairs only with a 9. There is no eleven option — and 10s are the other special case, coming off alone rather than in a pair.

The stock just ran out with number cards on the board — is that a loss?

Not necessarily. The endgame is a pure clearing phase: keep removing pairs and lone 10s. You win if every remaining number card can be paired away; you lose only when removals dry up with numbers still stranded.

How many cards do I need to remove to win?

Exactly forty — every Ace-through-10 in the deck, in eighteen pairs plus four lone 10s. The twelve royals account for the other twelve cards, seated on their marked slots.

Can the very last card of the stock lose the game?

Yes. The blocked rule has no mercy for timing: if the final card is a royal whose slots are all occupied, the game ends in a loss even though the stock is otherwise finished.

Related rulebooks

Last reviewed 2026-08-05 · play Kings in the Corners online free