The rules library from Jaques of London · Makers of fine games since 1795
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By Jaques of London
Est. 1795
Games RulesPlayground Games › Puss in the Corner

How to Play Puss in the Corner

The quick answer: Four players each stand in a corner while a fifth, the Puss, stands in the middle. Corner players try to swap corners by making eye contact and running; Puss tries to steal a vacant corner. Whoever is left without a corner becomes the new Puss.

Puss in the Corner is a fast-moving outdoor chasing game for five or more players. Four players each claim a corner of a square play area while one player, known as the Puss, stands in the middle with no corner of their own. The game revolves around corners: those who hold one want to swap, and Puss wants to pinch one.

It is a firm favourite on playgrounds and in gardens because it needs no equipment, sets up in seconds, and produces genuine excitement with every dash across the square. The tension between signalling a swap and the risk of Puss intercepting keeps every player alert even when they are not actually running.

Players5+
Ages6+
Time10-20 minutes
EquipmentAn open square play area with four clearly marked corners (cones, chalk marks, trees, or posts work well). No other equipment needed.

A little history

The game is traditionally regarded as a British children's pastime and appears in Victorian-era collections of playground and parlour games, where it was played by both children and adults in drawing rooms as well as outdoors. Its precise origins are unclear, though the name and core mechanic were well established in print by the mid-nineteenth century. Variants of the corner-swapping format appear across several European countries under different names, suggesting a broad and longstanding folk-game tradition rather than a single identifiable inventor or origin point.

Setting up

  1. Mark out a square play area. Each corner must be clearly defined so it is obvious when a player is in or out of it. A rough square of 5-10 metres suits most groups well.
  2. Choose one player to be Puss first. This can be done by a quick dip, by volunteering, or by any agreed method.
  3. The remaining four players each take one corner and stand in it. If you have more than five players, see the Variations section for how to include extra participants.
  4. Puss takes up position in the centre of the square. Play begins on a shared signal such as a count of three or a shout of 'Go'.

How to play

  1. Puss stands in the centre. The four corner players each stand in their own corner at the start of each round.
  2. Corner players signal to one another that they want to swap corners. Signals can be eye contact, a nod, a wave, or any agreed gesture. There is no requirement to signal before running, but running without a willing partner is risky.
  3. When two corner players have agreed to swap, they both leave their corners at the same time and run to exchange positions, crossing the middle of the square.
  4. The moment any corner becomes vacant, Puss may dash for it and attempt to occupy it before the intended runner arrives.
  5. If Puss successfully reaches a vacant corner before the running player does, the player who has been left without a corner becomes the new Puss and takes the centre position.
  6. If Puss fails to steal a corner, they return to the centre and the game continues with the same Puss.
  7. Puss may also call out 'Puss in the Corner!' at any moment, which is a signal for ALL four corner players to leave their corners simultaneously and find a new one. Puss competes for any of the four corners during this scramble. The player who ends up without a corner is the new Puss.
  8. A player is considered to be holding a corner once they are clearly standing within its marked boundary. If two players arrive at the same corner simultaneously, the one who got there first is deemed the holder. If it is genuinely too close to call, they re-run.
  9. Play continues until the group decides to stop. There is no fixed end point; the game runs for as long as players are enjoying it.

Winning and scoring

Puss in the Corner is traditionally played as a continuous social game with no points and no single winner. The aim for corner players is simply to avoid becoming Puss, and the aim for Puss is to escape the middle by stealing a corner. Many groups keep an informal count of how many times each player ends up as Puss across a session, with the player who was Puss the fewest times considered the sharpest player of the day. If a scored version is preferred, award one point each time a player successfully steals a corner as Puss, and play to an agreed target such as five points.

The fine points

The most common dispute is whether a corner player must signal before running or can sprint without warning. The standard ruling is that no formal signal is required: a player may bolt at any time, which is precisely what keeps Puss alert. However, if a corner player runs and cannot find a swap partner who has also left their corner, they are exposed and Puss is entitled to take their abandoned corner. A player who leaves their corner alone and cannot reach another before Puss arrives becomes the new Puss, regardless of whether they intended it.

A second frequent argument concerns simultaneous arrivals at a corner. The fairest resolution is to have a neutral observer (another player or an adult) make the call. In the absence of a clear decision, the two disputing players race from the centre back to the contested corner, and the first to arrive keeps it. Corner holders must also stand clearly within their corner boundary: hovering on the edge while stretching a foot to an adjacent position is not considered holding a corner and Puss may legitimately claim it.

How to win more often

Variations

Six or More Players

With six or more players, additional participants join as extra Pusses in the centre, all competing for corners at the same time. Any player displaced in a scramble joins the group of Pusses in the middle. This version suits large groups and keeps everyone active with no one waiting on the sidelines.

Timed Puss

Set a timer for 60 to 90 seconds at the start of each round. If Puss has not stolen a corner before the timer runs out, they earn one penalty point and remain Puss for another round. The player with the fewest penalty points after an agreed number of rounds wins. This format is useful when you want a clear competitive structure rather than open-ended play.

Blind Puss

Puss closes their eyes or is blindfolded and must rely on sound alone to detect when players are moving. Corner players must run silently, making it a challenge of stealth rather than pure speed. A corner is considered stolen by Puss only if they reach it while it is genuinely empty; if the original holder returns before Puss can fully step in, Puss must return to the centre. Suitable for older children and adults who want a quieter, more tactical variant.

Indoor Corner Game

Played in a hall or large room using the four corners of the room itself as the fixed positions. Rules are identical to the standard game but the enclosed space reduces running distances and increases the pace considerably. This version works well as a party game or a rainy-day activity for children, provided the floor is not slippery and the space is clear of obstacles.

Puss in the Corner: frequently asked questions

Do corner players have to signal before they run?

No. Signalling is a tactical choice, not a rule. A player may leave their corner and sprint at any moment. The risk is that if no other corner player is running at the same time, the sprinter may find no free corner to run to and Puss can take their abandoned one.

What happens if two players reach the same corner at the same time?

The player who arrived first is the holder. If it is genuinely too close to call, a neutral observer decides, or the two players race back from the centre to the contested corner and the first to arrive takes it.

Can Puss stand right next to a corner?

Puss may position themselves anywhere in the play area, including close to a corner. Standing right next to a corner is a legitimate tactic. However, Puss cannot take a corner that is currently occupied; they must wait until it is vacated.

How many players do you need for Puss in the Corner?

You need a minimum of five: four corner holders and one Puss. The game works well up to about eight or ten players by adding extra Pusses in the middle. Beyond that, the play area may need to be enlarged to keep the game manageable.

What age is Puss in the Corner suitable for?

The game suits children from around age six upwards. Younger children can play with a slightly smaller square and a more relaxed pace. Older children and adults enjoy it equally, particularly the tactical variants.

Can the same person stay as Puss for a long time?

Yes, and this is part of the game's character. A slow or inattentive Puss may struggle to steal a corner for several rounds. Some groups apply a house rule that after three consecutive failed rounds, Puss can call 'Puss in the Corner!' to force a full scramble, giving themselves a better chance.

Does Puss have to call out before going for a corner?

No. Puss may dart for any vacant corner silently and at any time. The 'Puss in the Corner!' call is a separate special action that forces all players to leave their corners simultaneously; it is not a requirement before every move.

What counts as being in a corner?

A player must be clearly standing within the marked boundary of the corner. Stretching a foot toward a corner while the body remains outside it does not count. If the corners are marked with chalk circles or cones, both feet should be within or at the marker for the player to be considered the holder.

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