Scoring guide
Kings in the Corner Scoring, Explained
Kings in the Corner has no single publisher's scorecard behind it, so unlike most games on this site, there genuinely isn't one "correct" penalty table to work through — there are at least two common ones in real circulation, and they can score the identical leftover hand very differently.
Convention A: kings at 10, everything else at 1 point per card
Under this widely used convention, every card left in a losing hand counts as a flat 1 point, regardless of its rank — except a king, which counts 10 points on its own. A player left holding a king, a 7, and a 3 under this method scores 10 + 1 + 1 = 12 points against them.
Convention B: full value by rank, aces counted heavily
Under a second, equally common convention, every card counts its own real value: number cards at face value, face cards (jack, queen, king) at 10 each, and aces specifically scored high at 15 points as a penalty for holding one at the end. The SAME hand from above — a king, a 7, and a 3 — scores 10 + 7 + 3 = 20 points under this method instead of 12, a meaningfully different total from the identical leftover cards.
Worked example 1: the same hand under both conventions, side by side
A player ends a round holding two kings, a queen, an ace, and a 4. Under Convention A: 10 + 10 + 1
- 1 + 1 = 23. Under Convention B: 10 + 10 + 10 + 15 + 4 = 49 — more than double. Neither total is "wrong"; they're simply two different, genuinely published scoring tables applied to an identical hand, which is exactly why a table should settle on one before a match starts rather than after a round with several aces still in hand has already been dealt.
Worked example 2: a round ending with an empty hand and no penalty at all
A different player empties their hand entirely before anyone else, ending the round with zero cards remaining. Under either convention, this player scores 0 points for the round — going out first carries no bonus of its own, but leaves nothing left to add to a penalty total either. Every other player at the table simply totals whatever cards remain in their own hand at that exact moment, since the round ends the instant the first player empties out.
Worked example 3: tracking a match to a target under Convention A
Playing to a target of 50 points (lowest score wins, so crossing the target is a bad outcome, not a good one), a player's running total after four rounds is 12, 30, 41, and — after a rough round holding two unplayed kings — 41 + 23 = 64, crossing the 50-point target. Under most match rules, crossing the target ends the game for that player's group immediately, and whoever has the lowest running total among all players at that point wins, exactly the reverse of games where crossing a target is the winning condition.
Worked example 4: the compulsory-king variant adding a separate penalty
Under a variant where playing a king into an open corner is compulsory rather than optional, a player caught holding an unplayed king they could have legally placed is charged a separate, smaller penalty — commonly 3 points — on top of whatever that king would already cost under the table's chosen end-of-round scoring convention. Under Convention A, a lone unplayed king would already cost 10 points at round's end; under this compulsory variant, being CAUGHT holding it mid-round (rather than only counted once the round ends) adds another 3 on top, for 13 total from a single card across the two separate penalties.
Why settling the scoring convention matters more here than in most games on this site
Because Kings in the Corner has been passed down through home rule sheets rather than one publisher's official scorecard, the biggest source of dispute isn't usually a play-of-the-card question — it's discovering, mid-match, that two players learned genuinely different penalty tables growing up and each assumed theirs was the standard one. Agreeing on Convention A or B (or writing out a table's own specific values) before the first round is dealt avoids the single most common Kings in the Corner argument entirely.
Worked example 5: a low-target match that ends much faster than expected
Some groups play to a much smaller target, like 25 points, specifically for a quicker session. A player holding just three modest cards — an 8, a 5, and a 2 — at the end of a single round under Convention B scores 8 + 5 + 2 = 15 points, which alone eats more than half of a 25-point target from one ordinary hand. Compare that to the same three cards under Convention A, where non-king cards are flattened to 1 point each regardless of rank: just 3 points total. Groups choosing a low target should weigh which scoring convention they're using at the same time they pick that target number, since Convention B alone can end a short match in far fewer rounds than Convention A would.
The fastest way to total a round without a dispute
- Confirm which penalty convention the table is using BEFORE the round starts, not after.
- Under Convention A, count 1 point per non-king card and 10 per king.
- Under Convention B, count face value for numbers, 10 for jacks/queens/kings, and 15 for aces.
- The player who emptied their hand first scores zero for that round; everyone else totals their own remaining hand under the agreed convention.
- Add the compulsory-king penalty separately, if that variant is in use, on top of whatever the round's chosen convention already charges for the same card.
Whichever convention a table settles on, writing it down once at the top of the scoresheet — not just agreeing verbally — avoids the exact same argument resurfacing three rounds later when memory of the agreement has faded and a costly hand of aces is on the line.
For the layout, corner rules and how a turn's plays actually work, see the full Kings in the Corner rules and the dispute page for the compulsory-king and packing-move questions argued most often.