Arithmetic, not suits
Calculation Solitaire
Four foundations, each climbing by a different step: ones, twos, threes and fours, all wrapping round past the king. Every card must be placed the moment it appears, and four waste piles are the only room you are given.
- Four intervals, one deck
- A, 2, 3, 4 start
- Four waste piles
- Suits never matter
Play Calculation Solitaire
Select the current stock card or a waste-pile top card, then choose a matching foundation or waste pile. The next stock card appears automatically after the current card moves.
Four bases, four intervals
Calculation Solitaire rules
The four intervals are the whole game. Print this along with the sequence table below and you have everything.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Foundations | Four. An ace, a 2, a 3 and a 4 are taken out of the deck to start them. |
| Waste piles | Four, all empty at the start. |
| Stock | The remaining 47 cards, turned one at a time. |
| The four intervals | |
| First foundation | Starts at the ace and climbs by 1: A, 2, 3, 4 … K. |
| Second foundation | Starts at the 2 and climbs by 2: 2, 4, 6, 8, 10, Q, A, 3 … |
| Third foundation | Starts at the 3 and climbs by 3: 3, 6, 9, Q, 2, 5 … |
| Fourth foundation | Starts at the 4 and climbs by 4: 4, 8, Q, 3, 7, J … |
| Wrapping | Every sequence wraps past the king and carries on. All four finish on a king. |
| Playing | |
| Each turn | One card is turned from the stock. It must go somewhere before the next appears. |
| Its options | Onto a foundation that wants exactly that rank, or onto any one of the four waste piles. |
| Waste piles | Accept anything, in any order. Only the top card of each is available. |
| Suits | Completely irrelevant, in every part of the game. |
| Winning | |
| Win condition | All four foundations built out to thirteen cards. |
| Losing | The stock runs out and no waste top card fits any foundation. |
Counting by ones to fours
How to play Calculation Solitaire
An ace, a 2, a 3 and a 4 are pulled from the deck to start four foundations. Each then climbs by its own interval: the ace foundation goes up in ones, the 2 in twos, the 3 in threes, the 4 in fours. Every sequence wraps past the king and continues from the ace, and every one of them ends on a king thirteen cards later.
Cards come off the stock one at a time. Each must be placed before you see the next, and there are only two possible destinations: a foundation that wants exactly that rank, or one of the four waste piles. Waste piles take anything, but only their top card can be played later.
Suits are completely irrelevant throughout. This is a game about rank arithmetic and about where you choose to put the cards you cannot use yet.
The reference
The four sequences in full
These never change from deal to deal. Learning them, or keeping them in view, is the single biggest thing you can do to play the game well.
| Foundation | Sequence |
|---|---|
| Starts at A — By 1s | A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K |
| Starts at 2 — By 2s | 2, 4, 6, 8, 10, Q, A, 3, 5, 7, 9, J, K |
| Starts at 3 — By 3s | 3, 6, 9, Q, 2, 5, 8, J, A, 4, 7, 10, K |
| Starts at 4 — By 4s | 4, 8, Q, 3, 7, J, 2, 6, 10, A, 5, 9, K |
Where a card may go
Where each turned card is allowed to go
| The move | Verdict | Why |
|---|---|---|
| The by-2s foundation shows a 10. You play a queen. | Legal | Ten plus two is twelve. Queen is correct. |
| The by-2s foundation shows a queen. You play an ace. | Legal | Twelve plus two is fourteen, which wraps to one. The ace continues it. |
| The by-3s foundation shows a 9. You play a 10. | Illegal | That foundation needs a queen. Only the exact interval will do. |
| You put the current card on any waste pile. | Legal | Waste piles accept anything, always. This is your only escape. |
| You move a card from one waste pile to another. | Illegal | Waste cards go to foundations or nowhere. |
| You take a card back off a foundation. | Illegal | Foundations are one-way. |
| You skip the current card and turn the next one. | Illegal | Every card must be placed before the next appears. |
The only decision you make
Which waste pile gets the card
Foundation moves are forced — if a card fits, it fits, and there is rarely a reason not to play it. Everything else about Calculation comes down to one repeated question: of the four waste piles, which one should bury its top card under this?
A pile whose top card is wanted soon should be left alone. A pile topped by a card that no foundation will need for a long time is the right place to dump. And because the four sequences are fixed and knowable, this is a decision you can genuinely reason about rather than guess at — which is what separates Calculation from most games with this much luck in them.
Thinking three moves on
Calculation Solitaire strategy
Keep the four needed ranks in your head. At any moment each foundation wants exactly one rank, and those four cards are the only ones that matter. Before placing anything, check whether it is one of them.
Give each waste pile a rough job. A common approach is to keep one pile for high cards, one for low, and one as a dumping ground for cards already used by all four foundations — those are genuinely dead and can be buried without cost.
Never bury a rank two foundations still want. Some ranks appear early in one sequence and late in another, so a single card can be needed twice at very different times. Those are the cards to keep on top.
Watch the by-1s foundation. It is the slowest to become useful, because it needs the ranks in plain order and takes the longest to reach the high cards. The interval foundations often run ahead of it, and the kings all arrive at the very end.
Where deals are lost
Where Calculation deals are lost
Treating the waste piles as one pile
Four piles is four choices, and each one buries its previous top card. Dropping every awkward card onto the same pile turns four escape routes into one and buries three useful cards under it. Spread them deliberately.
Burying a rank you can see coming
The sequences are fixed and printed below, so you always know what each foundation needs next. Putting that exact card into the middle of a waste pile is the single most common way to lose, and it is entirely avoidable — check the four needed ranks before every placement.
Keeping the waste piles ordered by habit
There is no benefit to stacking a waste pile in sequence. What matters is which card is on top and how useful it is. A pile whose top card is a rank two foundations want is worth more than a tidy one.
Skill over shuffle
Is Calculation Solitaire winnable?
Not often, but it is one of the few games where playing well genuinely changes the answer. Everything you need to know is printed above — the sequences never vary — so a player who tracks the four wanted ranks and places waste cards deliberately will win far more than one who does not.
The luck is in the order the stock arrives, and with only four waste piles there is a hard limit on how much bad order you can absorb. We do not publish a figure: published rates for Calculation vary widely with the number of waste piles allowed, and this page uses four.
This version
Four waste piles, no second chances
- One deck. An ace, 2, 3 and 4 are removed to seed the four foundations.
- Foundations climb by 1, 2, 3 and 4 respectively, wrapping past the king.
- Each stock card must be placed before the next is turned.
- Four waste piles, each accepting any card; only the top card is playable.
- Waste cards may go to foundations only, never to another waste pile.
- Suits are ignored everywhere. There is no redeal.
There is no draw click here: the current stock card sits face up, and the next one appears automatically once you place it. Undo is unlimited and unpenalised, with no timer or score. The game is also published as Broken Intervals and, in older collections, Progression.
Arithmetic games
Calculation among the planning games
A small group of solitaire games give you almost no board and almost all the decisions. These are the ones on this site.
| Game | Board | Foundation rule | Suits | What you control |
|---|---|---|---|---|
| Calculation | Four foundations, four waste piles | Fixed rank intervals | Ignored entirely | Choose which waste pile receives each card |
| Strategy | Eight waste piles, four foundations | Plainly ace to king | Ignored entirely | Choose which waste pile receives each card |
| Osmosis | Four reserves, four foundation rows | A rank must be open in the row above | One suit per row | Which reserve card to spend |
| Clock Patience | Thirteen piles on a dial | Rank chooses the next pile | Ignored entirely | None at all |
Strategy is the purest of the group — it removes the arithmetic entirely and leaves nothing but the sorting decision. Clock Patience sits at the other end as a control: same reliance on rank, zero decisions.
Explore
More solitaire games
Try the pure sorting puzzle, or another unusual foundation rule.
Strategy Solitaire
The same shape made easier: eight waste piles instead of four, and foundations that simply climb from the ace.
Play nowOsmosis Solitaire
Foundations gated by rank rather than interval, with reserves instead of waste piles.
Play nowClock Patience
The opposite extreme — ranks decide everything and you make no decisions at all.
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