Four piles, one lever
Aces Up Solitaire
Deal four cards at a time and throw away everything you can: a card goes when another pile shows a higher card of the same suit. Win by ending with nothing but the four aces — which happens far less often than the game's other name suggests.
Also known as Idiot's Delight and Once in a Lifetime.
- Four piles
- Aces are high
- Same suit, higher card wins
- Thirteen deals
Play Aces Up Solitaire
Use the deal button to add one card to each pile. Top cards are buttons. Remove a lower top card when a higher top card of the same suit is visible, or select a top card and then choose an empty pile to move it.
Tap the deck to deal one card to each pile.
Four piles, one rule
Aces Up Solitaire rules
The whole game fits in one table. It takes about thirty seconds to learn and considerably longer to win.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Piles | Four, dealt one card each to begin. The other 48 stay in the stock. |
| Card order | Twos are lowest and aces are highest — the reverse of most solitaire games. |
| Playing | |
| Dealing | One card onto each of the four piles at once. Thirteen deals in total, and you cannot deal a partial row. |
| Removing | Discard the top card of a pile if another pile shows a higher card of the same suit. |
| Empty piles | Move any top card into an empty pile. That is the only move that is not a removal. |
| Suits | Cards are only ever compared within a suit. A king of clubs does nothing to a queen of hearts. |
| Ending | |
| Win | The stock is empty and only the four aces remain, one per pile. |
| Loss | The stock is empty and anything other than the four aces is still on the table. |
Discard and refill
How to play Aces Up
Four cards are dealt, one to each pile. Look across the four exposed cards for any two of the same suit: the lower one is discarded and the higher one stays. Repeat until nothing else can go, then deal four more cards on top and look again.
Aces are high, which is unusual and is the entire point of the game — nothing can ever remove an ace, so the four aces are the cards that survive. Everything else is trying to find a bigger card in its own suit before the deck runs out.
There are thirteen deals in a game and no redeal. You will get through them in a couple of minutes, and most of the time you will finish with rather more than four cards on the table.
Discard rules
Which cards you may discard
| The situation | Verdict | Why |
|---|---|---|
| The 6 of hearts is on top, and another pile shows the queen of hearts. | Legal | Same suit, and the queen is higher. The 6 is discarded. |
| The king of clubs is on top, and another pile shows the ace of clubs. | Legal | Aces are high here, so the ace beats the king. |
| The 9 of spades is on top, and another pile shows the 9 of diamonds. | Illegal | Different suits, and equal rank does nothing anyway. |
| The 3 of hearts is buried, and another pile shows the jack of hearts. | Illegal | Only the top card of a pile is ever in play. |
| You move the queen of hearts into an empty pile. | Legal | Any top card may fill an empty pile. |
| You deal a new row while one pile sits empty. | Legal | Legal, but the empty pile is filled by the deal and the move is usually wasted. |
The only real decision
An empty pile is the whole game
Removals are forced — if a card can go, it goes, and there is nothing to think about. The one genuine choice in Aces Up is what you do with an empty pile, and there are only two options: move a top card into it, or deal over it.
Dealing over it wastes it completely. Moving a card into it uncovers whatever was underneath, which is the only way in the entire game to reach a buried card. So the question every time a pile empties is not whether to use it but which card to lift — and the answer is almost always the one sitting on top of a card you desperately want exposed.
Discard discipline
How to actually win Aces Up
Use every space before you deal. This is the single rule that separates players who win occasionally from players who never do. The deal fills empty piles automatically, so an unused space is simply gone.
Get aces out of the way early. An ace can never be removed, so a pile with an ace at the bottom is a pile that will hold cards forever. If an ace turns up and you have a space, moving it into that space is often worth more than any removal, because it turns a permanent blockage into a clean pile.
Think before discarding a high card. A queen on top of a pile is doing useful work — it removes every lower heart that appears. Taking it off because a king appeared feels like progress and can cost you four removals later. When both cards will stay reachable, it is often right to leave the pair alone for a deal or two.
Watch the suits you have not seen. With thirteen deals and four cards each, you see the whole deck. If three high spades have already gone and there are low spades buried, those cards are never leaving — plan around them rather than hoping.
Three avoidable losses
Where Aces Up deals are thrown away
Dealing while a pile is still empty
The deal fills every pile, including the empty one, so a space you have not used is a space you have thrown away. An empty pile is the only tool in the game for reaching a buried card — spend it before you touch the deck.
Moving the wrong card into the space
Filling an empty pile with a low card gives you a card that can be removed later. Filling it with an ace gives you a pile that will never move again. Move the card whose removal you are trying to enable, not the one that is easiest to pick up.
Removing every legal card on sight
A high card on top of a pile is a weapon: it removes every lower card of its suit that appears afterwards. Discarding a queen because a king turned up can cost you the four smaller hearts you would have cleared with it over the next three deals.
The honest hit rate
Is Aces Up Solitaire winnable?
Rarely. Aces Up is one of the harder short solitaire games, and its alternate name Once in a Lifetime is a good deal more honest than Idiot's Delight. The structure is unforgiving: you cannot see what is coming, removals are forced, there is exactly one type of discretionary move, and there is no redeal.
Skill still matters, and it matters more than the game's reputation suggests — using every empty pile well is worth a large amount. But a deal that buries low cards under aces early is lost from the start, and no amount of careful play recovers it.
We do not publish a win rate. Versions that allow redeals are dramatically easier, and any figure quoted elsewhere almost certainly describes one of those rather than this page.
This version
The strict no-redeal ruleset
- Four piles, dealt four cards at a time, thirteen deals in total.
- Aces are high; nothing can ever remove an ace.
- A card is discarded only when a higher card of the same suit is exposed on another pile.
- Any top card may be moved into an empty pile. There is no other non-removal move.
- No redeal and no reshuffle of the discards.
Undo is unlimited and unpenalised, and there is no timer or score. Some published versions allow the discard pile to be recycled once; this page does not, which makes it the harder of the two common rulesets.
Other names
Idiot's Delight, Once in a Lifetime, and Firing Squad
Aces Up collected an unusual number of names for a game with such simple rules, and two of them are jokes at the player's expense.
| Name | What changes | Notes |
|---|---|---|
| Idiot's Delight | The most common alternate name, and the older one. | Identical rules. The name is a joke about how little control you appear to have. |
| Once in a Lifetime | Another name for the same game. | Named for how rarely it comes out, which is closer to honest than Idiot's Delight. |
| Aces Up with redeals | Allows the discard pile to be reshuffled and dealt again. | Substantially easier. This page offers no redeal. |
| Firing Squad | A relative dealing five or more piles. | More piles means more exposed cards and more removals, so it plays much more freely. |
Other quick games
Aces Up against the other short games
If you have two minutes rather than twenty, these are the games worth knowing. What separates them is how much of the outcome you actually control.
| Game | Board | Removal rule | Spaces | Typical length |
|---|---|---|---|---|
| Aces Up | Four piles fed by the stock | Higher card of the same suit removes a lower one | Any top card fills an empty pile | Two or three minutes |
| Golf | Seven open columns of five | One rank up or down onto the waste | Cleared columns are simply gone | Three or four minutes |
| Pyramid | A 28-card triangle | Pairs that total thirteen | None — cards are removed in place | Four or five minutes |
| Accordion | A single row that compresses | Match rank or suit, one or three places back | The row shortens as you play | Five minutes |
Aces Up is the least forgiving of the four and by some distance the quickest to lose. If that appeals, it is genuinely one of the best two-minute card games there is. If it does not, TriPeaks gives you far more to decide in about the same amount of time.
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BrowseTested rules
How this solitaire game is checked
Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.
How we make and test solitaire games