Card Game Rules

Cooperative patience · Game 248 of 388 ♦

Square Deal

One five-by-five grid, two secret hands of three – build ten poker hands together without a word and beat the target.

Players
2
Duration
15 min
Age
10+
Difficulty
easy
Cards
52 cards, no jokers, pencil and paper
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood relaxedlearned in 5 minutes

Collections: Games for two · Cooperative games · Only here · New & untested

untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards

Quick rules

  • Together: fill a 5 × 5 grid; each row and column is a five-card poker hand. Reach the target to win.
  • Setup: deal 3 secret cards each; the other 46 are the shared face-down stock.
  • Turn (Anna starts, then alternate): place one card face up on any empty place – gaps are fine – then draw one. Placed cards never move.
  • No talking about cards or plans – no pointing or groaning either.
  • End: after 25 turns (Anna 13 cards, Ben 12) the grid is full; cards left over don't count.
  • Score the 10 hands – every card counts twice. Reach the target together or you both lose.

Cheat sheet

Points per row or column

Hand Example Points
Straight flush (also royal) 9♥ 8♥ 7♥ 6♥ 5♥ 30
Four of a kind 7 7 7 7 K 16
Straight 10 9 8 7 6 12
Full house Q Q Q 4 4 10
Three of a kind 5 5 5 K 2 6
Flush one suit 5
Two pairs J J 3 3 A 3
One pair 10 10 A 7 4 1

Only the best combination per line counts. Straights: Ace high or low, never round the corner (Q-K-A-2-3).

Target and hints

  • Easy 45 (talking allowed) · Normal 60 · Hard 75.
  • Common pattern: rows for ranks, columns for suits, one spare line for leftovers.
  • Only 25 of 52 cards reach the grid.

Score pad

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Full rules

  1. Overview
  2. Card order and poker hands
  3. Setup
  4. Playing a turn
  5. No talking
  6. Scoring and winning
  7. Difficulty levels
  8. Tips for beginners
  9. Variants

Overview

Square Deal is a cooperative card game for two: you form one team and win or lose together. Between you lies a grid of five rows and five columns, and every row and every column becomes a five-card poker hand – ten hands in all. You take turns placing one card at a time into the grid. Each of you holds three secret cards, and you may not talk about them. When all 25 places are filled, you score the ten hands; if the total reaches the target, you have won.

  • Players: 2.
  • You need: one standard 52-card deck without jokers, a table with room for a 5 × 5 grid of cards, and pencil and paper.

Square Deal is a new game written for this site and not yet playtested. It is our own cooperative version of the classic patience Poker Squares, which one person plays alone. The target is the first thing to tune: if your games are won or lost too easily, change it before anything else (see "Difficulty levels").

Card order and poker hands

Cards rank A K Q J 10 9 8 7 6 5 4 3 2. The suits (♠ ♥ ♦ ♣) have no rank; they only matter for flushes.

A poker hand is a group of five cards. Each row and each column of the grid is scored as one poker hand, using the table below (the English scoring of Poker Squares). In a straight the Ace counts high (10-J-Q-K-A) or low (A-2-3-4-5), but a straight cannot go "round the corner": Q-K-A-2-3 is not a straight.

Hand What it is Points
Royal flush A K Q J 10 of one suit 30
Straight flush five in sequence, same suit: 9♥ 8♥ 7♥ 6♥ 5♥ 30
Four of a kind four cards of one rank: 7 7 7 7 K 16
Straight five in sequence, mixed suits: 10 9 8 7 6 12
Full house three of one rank + a pair: Q Q Q 4 4 10
Three of a kind three cards of one rank: 5 5 5 K 2 6
Flush five cards of one suit: K♦ J♦ 8♦ 5♦ 2♦ 5
Two pairs two different pairs: J J 3 3 A 3
One pair two cards of one rank: 10 10 A 7 4 1
Anything else 0

A row or column scores only its best combination – a full house is not also counted as three of a kind and a pair. The points are not in the usual poker order: they follow how hard a hand is to build in a grid, so a straight is worth more than a full house, and a flush less than three of a kind.

Setup

  1. Sit next to or opposite each other, with room for the grid between you. Decide who starts – in these rules that is Anna.
  2. Shuffle and deal 3 cards to each player, one at a time. These are your hand: look at them, but don't show them to your partner.
  3. Put the other 46 cards face down beside the grid as the shared stock (the pile you draw from).
  4. Agree on the target: 60 points for a normal game (see "Difficulty levels").

The grid starts empty: just leave room for five rows of five cards.

Playing a turn

Anna begins; then you take turns. On your turn:

  1. Place one card from your hand face up on any empty place in the grid. You may start anywhere and leave gaps to fill later.
  2. Draw the top card of the stock, so that you hold three cards again.

A placed card never moves again. After 25 turns – Anna places 13 cards, Ben 12 – the grid is full and the game ends. The cards left in your hands and in the stock don't count: only 25 of the 52 cards ever reach the grid.

No talking

During the game you may not say anything about your cards or your plans: no "I've got a King", no "keep that row for me", no pointing and no groaning when your partner places a card. You may talk about the rules and whose turn it is, and you may look at the grid as long as you like. Everything you learn about your partner's hand, you learn from where they put their cards.

Ben's handK♠K♠KK♥K♥KQ♠Q♠QK♣K♣K5♠5♠♠J♦J♦J5♣5♣♣6♠6♠♠6♥6♥♥3♦3♦♦4♠4♠♠2♠2♠♠5♥9♣7♦7♦♦Anna's hand34Stock
Square Deal – twelve cards in the grid, Anna's turn

Example: The picture shows a game after twelve cards; it is Anna's turn. Without a word, the two of you have fallen into a common pattern: each row collects one rank – Kings in row 1, 5s in row 2, 6s in row 3 – and the columns collect suits: spades in column 1, hearts in column 2, clubs in column 4. Column 1 is already a finished flush, and column 3 takes the cards that fit nowhere else. Anna holds 5♥, 9♣ and 7♦. The 5♥ fits twice: in row 2 it is the third 5, in column 2 the third heart. She places it there and draws a card. Ben has understood: the last empty place in row 2 is for the 5♦. If he gets it, it goes there – four of a kind.

Scoring and winning

When the grid is full, score the five rows and the five columns and add up the ten results. Every card counts twice: once in its row and once in its column.

  • You win together if the total reaches the target (Normal: 60 points).
  • Otherwise you lose – write down the score and try to beat it next time.

There is no other way to lose: on every turn there is an empty place, so the grid is always completed. Play it out even if the target can no longer be reached.

The game from the picture ends with this grid. Column 3, the place for leftovers, has become a straight:

1 2 3 4 5 Row
Row 1 K♠ K♥ Q♠ K♣ Q♦ full house 10
Row 2 5♠ 5♥ J♦ 5♣ 5♦ four of a kind 16
Row 3 6♠ 6♥ 10♥ 6♣ 3♦ three of a kind 6
Row 4 4♠ 4♥ 9♣ 9♦ A♦ two pairs 3
Row 5 2♠ 2♥ 8♠ 10♣ 7♦ one pair 1
Column flush 5 flush 5 straight 12 nothing 0 flush 5 63

Example: The rows bring 10 + 16 + 6 + 3 + 1 = 36 points, the columns 5 + 5 + 12 + 0 + 5 = 27. Together that is 63 – the Normal target of 60 is reached, Hard (75) is not. Row 4 shows a trade: the 9♦ made two pairs there, but it spoiled column 4, which now holds only four clubs and scores nothing.

Difficulty levels

Level Target Talking
Easy 45 points allowed – for learning
Normal 60 points not allowed
Hard 75 points not allowed

The budget: ten hands have to reach the target. 60 points means an average of 6 per hand – as if every row and every column held three of a kind. Pairs (1) and flushes (5) alone won't get you there; you need a few big hands such as a straight (12), a full house (10) or four of a kind (16).

In a computer simulation with a simple strategy – each player places the card that improves the grid most at that moment, with no plan and no reading of the partner – solo Poker Squares, one card at a time, averaged 43 points. Two players with three secret cards each averaged 55; a quarter of the games reached 63 or more, one in ten 70 or more. So Easy asks for about what one player makes alone, Normal for more than the average, and Hard for a score the simple strategy reached in fewer than one game in ten. Humans play differently – they plan ahead and read each other's cards – so treat the targets as a first guess and change them if they don't suit you.

Tips for beginners

  • Agree on nothing – but read the first cards. A common pattern is "rows for ranks, columns for suits": pairs, three of a kind and full houses in the rows, flushes in the columns. If your partner puts two Kings side by side, that row wants Kings.
  • Watch where your partner builds. Don't put a stray card into a row or column they are clearly collecting for.
  • Keep a spare line for cards that fit nowhere else. With a little luck it becomes a straight, which is worth 12.
  • Use both directions. Every card counts in a row and in a column; the best place helps both, like the 5♥ in the example.
  • Count what is left. Only 25 of the 52 cards reach the grid, so don't keep a place open too long for one particular card.

Variants

All optional – agree before you start.

  • Open hands: play with your hands face up, but still without talking – good for learning.
  • Two cards each: hold only two cards instead of three. Fewer choices make a harder game.

Background & history

  • Family: Cooperative patience (shared poker grid, secret hands, no talking)
  • Origin: Original design for this site (2026), based on the patience Poker Squares
  • Also known as: –
  • Related games: Poker Squares, Cribbage Squares, Team Klondike, Hanabi

Square Deal is not a traditional game and not a published one: it was written for this site to turn a patience for one into a game for a team of two. The grid, the ten poker hands and the English scoring are those of Poker Squares. What is new is that two players fill one grid together from two secret hands of three cards, that they may not talk about them, and that the team plays for a fixed target. It has not been playtested yet, so the targets in particular may still change.

Poker Squares itself goes back at least to 1909, when the revised edition of Hoyle's Games Modernized, edited by Louis Hoffmann, described Poker Patience as a game that had "recently come into favour among card-players". That chapter already has the English scoring and a version for several players, in which one person calls out the cards and everyone builds their own square from their own pack. Albert H. Morehead and Geoffrey Mott-Smith (1949) gave the American and the English scoring side by side – the American based on how likely the hands are in ordinary poker, the English on how hard they are to form in the patience – and set the traditional "winning" totals of 200 and 70 points.

The 1909 party version is a contest; Square Deal turns it the other way round – one grid, one score, one team. Its silent teamwork comes from modern cooperative games such as Antoine Bauza's Hanabi (2010), in which players may help each other only through a limited number of hints.

Sources