Four corners (card game)
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Four Corners is a card game, played in partnership, with a standard deck of 52 playing cards. The object of the game is to collect four of the same rank card, then signal to your partner you have "four corners"
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[edit] Basic Game Play
Number of Players: Four players divided into two teams.
The Deck: Standard 52 card deck.
Object of the game: To signal to your partner you have four of the same rank of card, and for them to say "Four Corners".
[edit] Game Play Mechanics
The Deal: Partners are seated facing each other. Each player gets a hand of four cards each, and one card placed in front of them face down.
Game play: Once each player has looked at their cards, the dealer will then signal to flip the middle cards over. Players then throw down cards they don't want and pick up the coresponding number of cards that they do. When card-grabbing has stopped for a certain amount of time, the remaining middle cards are taken away and four new cards are dealt. Play continues like this, while all the players try to build up four of the same rank.
When four of a kind are in a players hand, they must then signal to their partner that they have such without tipping off the other team to the fact. For this, players usually convene beforehand and make up subtle signals. These can be auditory or physical. All signals must be given above the table (No kicking your partner under it!). If a player successfully gives the signal, his or her partner then calls out "Four Corners". If a player calls Four Corners and their partner does not have the required cards, they lose that game and a new one begins.
If a player notices another player on the opposite team give a signal, and they think it is because they have four of a kind, they call "Cut Game". Similar to above, if the opposing team do not have four of a kind (on either side) the player who called out loses.
If a correct call is made, the team that called wins and a new game begins.
[edit] Scoring
Scoring is usually discarded, but as there are games to be won and lost, players can keep total of those.
[edit] Examples of signals
Signals should be kept subtle and simple, so as to not tip off the other team.
- Using a key word in conversation
- Raising the pitch of your voice slightly
- Starting to sing along with background music
- Changing the way you hold your cards
- Playing with a piece of jewelry
- Moving one of your cards slightly
- Scratching your nose