One row, squeezed

Accordion Solitaire

The whole deck goes down in a single line, every card its own pile. A pile can jump one place left or three places left when the top cards share a rank or a suit — and the row closes up behind it. Getting down to one pile is genuinely rare.

  • Fifty-two piles in a row
  • Move one or three left
  • Match rank or suit
  • Finish with one pile

Play Accordion Solitaire

Select a pile, then select the pile one or three places to its left if the top cards match by rank or suit.

GoalCompress all 52 cards into one pile.

Piles52
Largest1
Cards52
Moves0
Move rule

Choose a pile, then move it one pile left or three piles left if the top cards share rank or suit.

Move matching piles left to compress the deck.

Fifty-two piles in a row

Accordion Solitaire rules

One of the shortest rulesets in patience. Almost everything interesting comes from the one-or-three restriction.

Accordion Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
The rowAll fifty-two cards laid out in a single line, each one its own pile of one.
StockNone. Everything is on the table from the first move.
Moving
The two jumpsA pile may move onto the pile immediately to its left, or onto the pile three places to its left. Nothing else.
The matchThe top cards of the two piles must share a rank or share a suit.
What movesThe whole pile, however many cards it has grown to. Only its top card is ever tested.
Closing upWhen a pile moves, the row closes the gap and everything to its right shifts left.
DirectionLeftwards only. Nothing ever moves right.
Winning
Win conditionThe entire deck compressed into a single pile.
A good resultAnything under about five piles. One is rare.
LosingNo pile can legally move onto the pile one or three to its left.

One left or three left

How to play Accordion Solitaire

Deal the entire deck face up in one long line. Each card starts as a pile of one, and the object is to squeeze that line together until, ideally, there is a single pile of fifty-two.

A pile may move in exactly two ways: onto the pile immediately to its left, or onto the pile three places to its left. In both cases the top cards must share a rank or a suit. When a pile lands, the row closes up and everything to its right slides along.

That closing-up is what makes it a game rather than a chore. Every move changes which piles are one and three apart, so the row you are looking at after a move is not the row you planned against.

The two legal jumps in AccordionA row of piles with the seventh highlighted. It may move onto the sixth pile, one place to its left, or onto the fourth pile, three places to its left. No other pile is a legal target.WHERE PILE 7 CAN GO123456789one leftthree leftPiles 5 and 6 aretwo and five away —never legal targets.
One and three, never two. The gap in the middle is the whole puzzle. A pile two places away is unreachable until something else moves and the row shifts — which is why Accordion rewards making a move for its effect on distances rather than for the match itself.

Jump rules

Which jumps Accordion allows

Legal and illegal Accordion moves
The moveVerdictWhy
Pile 8 onto pile 7, both showing queens.LegalOne place left, matching rank.
Pile 9 onto pile 6, both showing hearts.LegalThree places left, matching suit.
Pile 9 onto pile 7.IllegalTwo places left is not a legal jump. Only one or three.
Pile 6 onto pile 7.IllegalMovement is leftwards only.
A five-card pile onto the pile three left, top cards both clubs.LegalThe whole pile travels. Only the visible top card is tested.
Pile 5 onto pile 4, a 9 onto a 4.IllegalDifferent rank and different suit. There has to be a match.

Set your expectations

Finishing with one pile is genuinely uncommon

Accordion's other names give the game away. It has been published as Idle Year, Methuselah and Tower of Babel, all of which are jokes about how long you will be at it and how rarely it comes out.

Reaching a single pile is a real achievement rather than the expected outcome. Getting down to two or three is a good deal; five or six is an ordinary one. Play it as a puzzle you are trying to beat your own record at rather than one you expect to solve.

Jump discipline

Accordion Solitaire strategy

Prefer the three-left jump. It removes a pile from further away and pulls the row together more usefully than a one-left move, which merely merges neighbours. When both are available, the three is usually the better move — and it is the one players miss, because the piles are not next to each other.

Think about distances, not matches. Every move re-indexes the row, so the real question is what will sit one and three apart afterwards. A match that is available now will often still be available in two moves; a three-jump you break may never come back.

Work the left end first when you can. Moves near the start of the row shift everything to their right, which is a large, hard-to-predict change. Moves near the right end disturb very little, so they are safer when you are trying to preserve a setup.

Watch what you are covering. Only the top card of a pile can ever match again, so a move that buries a well-connected card — an ace, or a card of a suit you have plenty of — can quietly cost you several future moves.

Three ways the pile stops shrinking

Where Accordion deals stall

Taking every legal move as it appears

Accordion offers a lot of moves early and almost none late. Each one closes the row and changes which piles sit one and three apart, so a move that gains nothing now can destroy a three-jump you had lined up. The first ten moves matter more than the next thirty.

Preferring the one-left move by habit

The three-left jump is the more valuable of the two, because it pulls a distant pile in and shortens the row by a place that a one-left move cannot reach. When both are available, check what the three-jump does first — it is easy to overlook because the piles are not touching.

Burying a useful top card

Moving a pile covers whatever was underneath, and only top cards can ever be matched again. A queen that was your link between two halves of the row disappears the moment something lands on it.

Accordion's real odds

Is Accordion Solitaire winnable?

Rarely, in the sense of reaching a single pile. Very often, in the sense of getting most of the way there. It is one of the few solitaire games better judged on how far you got than on whether you finished.

Skill matters more than the reputation suggests. Because everything is visible and there is no stock, a careful player who thinks about distances rather than grabbing matches will consistently end with far fewer piles than one who does not. We do not publish a win rate: some versions allow moves of one place only, and others allow jumps in both directions, and neither describes this page.

Among the short games

Accordion among the short games

These four all finish quickly and all clear a board rather than building foundations. What separates them is how far a card can reach.

Accordion compared with Golf, Monte Carlo, and Clock Patience
GameBoardMatch ruleHow far a card reachesGoal
AccordionOne row of 52 pilesMatch rank or suitOne or three places leftCompress to a single pile
GolfSeven open columnsOne rank up or downAny column onto the wasteClear the tableau
Monte Carlo5×5 gridSame rankAny touching card, diagonals includedRemove all 26 pairs
Clock PatienceThirteen piles on a dialRank chooses the next pileForced — no choice at allReveal all 52 cards

Accordion is the most restrictive of the four and the only one where position alone can make a perfectly good match illegal. If that appeals, Monte Carlo is the natural next stop — a similar puzzle in two dimensions, with a board that also rearranges itself.

Explore

More solitaire games

Try another short game, or one where the geometry works in two dimensions.

Tested 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