Thirteen piles and no reserve
Baker's Dozen Solitaire
Every card is face up from the first move, which sounds generous until you notice what is missing: no stock, no cells, no sequence moves, and an empty column that stays empty for the rest of the game. Nothing is hidden and there is nowhere to hide.
- Thirteen columns of four
- Nothing hidden
- Empty columns stay empty
- No stock, no redeal
Play Baker's Dozen Solitaire
Select a top tableau card, then choose a valid tableau column or foundation. Empty tableau columns cannot be filled in this version.
Only top cards move. Pack down by rank, regardless of suit. Empty columns cannot be filled.
Thirteen columns, no spaces
Baker's Dozen rules
Barely half a page, because there is no stock, no reserve and no sequence movement. The difficulty is in what the rules leave out.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Thirteen columns of four cards. All fifty-two are dealt and every one is face up. |
| Kings | Any king dealt into a column is moved to the bottom of it before play starts. |
| Stock | None. There is nothing to draw, nothing in reserve, and no redeal. |
| Moving | |
| Available cards | The top card of each column — thirteen candidates, and never more. |
| Building | Down by rank, ignoring suit. Any 6 goes onto any 7. |
| One at a time | Sequences never travel together. Every card is its own move. |
| Empty columns | Permanently dead. Once a column is cleared, nothing may ever be placed in it. |
| Winning | |
| Foundations | Four, built up by exact suit from ace to king. |
| Win condition | All 52 cards on the foundations. |
| Losing | No legal move remains. With no stock and no spaces, this happens often. |
Kings sunk to the bottom
How to play Baker's Dozen
The whole deck goes into thirteen columns of four, all face up. Before play starts, any king found in a column is slid to the bottom of it — without that rule a king could sit on top of three cards it could never be moved off, and the column would be dead from the deal.
Only the top card of each column moves, and only one at a time. Tableau building ignores suit completely: a 6 goes on a 7 regardless of colour. Foundations are the opposite, strictly by suit from ace to king, and moving all fifty-two cards there wins.
That is the entire ruleset. There is no stock, no waste, no reserve, no free cells and no redeal — the thirteen piles in front of you are the whole game, and the only thing that ever changes is which card is on top of each.
The rule that defines the game
An empty column is a column you have destroyed
In nearly every other solitaire game, emptying a column is the strongest thing you can do. Here it is usually a loss. A cleared column cannot be refilled — not by a king, not by anything — so it simply leaves the game, and you are left playing with twelve piles instead of thirteen.
Since the only resource in Baker's Dozen is the set of thirteen exposed top cards, removing one permanently narrows every future move. Clear a column only when the cards leaving it go somewhere that genuinely helps, and never merely to tidy up.
Placing without spaces
What a thirteen-column table allows
| The move | Verdict | Why |
|---|---|---|
| A column ends in a 7. You play any 6 onto it. | Legal | Rank only. Suit is irrelevant in the tableau. |
| A column ends in a 7. You play an 8. | Illegal | Building is strictly downward. |
| You play a queen into an empty column. | Illegal | Empty columns are dead here. Nothing fills them, ever. |
| You move an ordered 8-7-6 together. | Illegal | One card at a time, always. |
| The ace of spades goes to an empty foundation. | Legal | Foundations start with the ace and build up by suit. |
| The 4 of hearts goes onto the 3 of hearts on a foundation. | Legal | Up by one, same suit. |
| You take the second card down in a column. | Illegal | Only the top card of a column is available. |
Working thirteen piles
Baker's Dozen strategy
Find the aces before you move anything. All four are visible, and how deep each one sits tells you the shape of the whole deal. An ace at the bottom of a column needs three specific cards moved off it, and you can work out right now whether those cards have anywhere to go.
Keep every column alive. Thirteen exposed cards is your entire hand of options, and it only ever shrinks. A board of thirteen shallow piles is far healthier than one of nine piles and four dead spaces, even if the second looks like more progress.
Watch which ranks are exposed rather than which cards you want to move. Because building is rank-only, what matters is the spread of top cards: if every column shows a low card, nothing can be placed anywhere. Try to keep a range of ranks on top so that most cards have a home.
Be slow with the foundations. Aces and twos always go, but each card above that removes a landing place from a game that has very few. If the tableau can still use a 5, leave it there.
Three ways to seal a column
Where Baker's Dozen deals die
Clearing a column at all
In most solitaire games emptying a column is the goal. Here it is usually a mistake. A cleared column is gone from the game — thirteen working piles become twelve, and you have permanently reduced the number of places anything can go. Only empty a column when the cards leaving it are going somewhere genuinely useful.
Packing onto a column that hides a low card
Everything is visible, so burying an ace is entirely avoidable and entirely common. Rank-only building means almost any card will sit on almost any column, which makes the careless move very easy to reach for. Look underneath before you place.
Sending mid cards to the foundations early
Foundations are one-way and there is no stock to replace what you send up. A 6 that goes to a foundation is a 5 that now has one fewer landing place, in a game where landing places are the entire currency.
Dead spaces, live odds
Is Baker's Dozen winnable?
Some deals, and fewer than most players expect from a game where nothing is hidden. Full visibility means a loss is almost always a decision rather than a shuffle — but the ruleset is so narrow that many correct-looking lines run out anyway.
The absence of a reserve is what does it. Every other fully visible game gives you somewhere to put a card that has no home: FreeCell has cells, Flower Garden has a bouquet, Spanish Patience has usable spaces. Baker's Dozen has none of those, so a card with nowhere to go simply stays where it is and blocks whatever is beneath it.
We do not publish a win rate. The great majority of published figures for this game describe versions that allow empty columns to be filled, which is a materially easier game — the one on our Spanish Patience page.
This version
Dead spaces, the strict original
- One deck, thirteen columns of four, every card face up.
- Kings are moved to the bottom of their column before play begins.
- Only the top card of a column moves, one card at a time.
- Tableau builds down by rank, ignoring suit.
- Empty columns can never be filled.
- Foundations build up by exact suit and are one-way.
Undo is unlimited and unpenalised. This is the strict form of the game; if you want the version where spaces can be used, that is Spanish Patience, and it has its own page here.
Against the open boards
How much a usable space is worth
All four of these deal everything face up. What separates them is what you are given to work with when a card has nowhere to go — and Baker's Dozen is the one that gives you nothing.
| Game | Empty columns | Kings at deal | Tableau builds | Spare room |
|---|---|---|---|---|
| Baker's Dozen | Dead — nothing may fill one | Moved to the bottom at deal | Down by rank | None |
| Spanish Patience | Any available card | Moved to the bottom at deal | Down by rank | None |
| Flower Garden | Any available card | Left where they fall | Down by rank | A sixteen-card reserve |
| FreeCell | Any card, and they multiply move capacity | Left where they fall | Down, alternating colour | Four |
The first two rows are the same game apart from one word. If you enjoy the thirteen-column shape but find this version airless, Spanish Patience keeps everything and simply lets you use the spaces you make.
Explore
More solitaire games
Try the forgiving version of this game, or a visible builder with room to work.
Spanish Patience
The identical game with one rule relaxed: an empty column can be filled, which changes everything.
Play nowFlower Garden Solitaire
Open rank-only building again, with a sixteen-card bouquet to work from instead of dead spaces.
Play nowFreeCell Solitaire
The fully visible builder that gives you room to work — four cells and usable spaces.
Play nowSolitaire Variations
Every playable game here, compared by layout, reserve, and stock rules.
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