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.

GoalComplete all four interval foundations through king.

Stock47
Built4/52
Waste0
Moves0

Select the current card or a waste card, then choose where it goes.

Current card
Stock empty

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.

Calculation Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
FoundationsFour. An ace, a 2, a 3 and a 4 are taken out of the deck to start them.
Waste pilesFour, all empty at the start.
StockThe remaining 47 cards, turned one at a time.
The four intervals
First foundationStarts at the ace and climbs by 1: A, 2, 3, 4 … K.
Second foundationStarts at the 2 and climbs by 2: 2, 4, 6, 8, 10, Q, A, 3 …
Third foundationStarts at the 3 and climbs by 3: 3, 6, 9, Q, 2, 5 …
Fourth foundationStarts at the 4 and climbs by 4: 4, 8, Q, 3, 7, J …
WrappingEvery sequence wraps past the king and carries on. All four finish on a king.
Playing
Each turnOne card is turned from the stock. It must go somewhere before the next appears.
Its optionsOnto a foundation that wants exactly that rank, or onto any one of the four waste piles.
Waste pilesAccept anything, in any order. Only the top card of each is available.
SuitsCompletely irrelevant, in every part of the game.
Winning
Win conditionAll four foundations built out to thirteen cards.
LosingThe 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.

Every card each foundation needs, in order
FoundationSequence
Starts at A — By 1sA, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K
Starts at 2 — By 2s2, 4, 6, 8, 10, Q, A, 3, 5, 7, 9, J, K
Starts at 3 — By 3s3, 6, 9, Q, 2, 5, 8, J, A, 4, 7, 10, K
Starts at 4 — By 4s4, 8, Q, 3, 7, J, 2, 6, 10, A, 5, 9, K
The by-threes foundation drawn round a ring of ranksThe thirteen ranks arranged in a circle. The by-threes foundation steps round it three at a time — three, six, nine, queen, two, five and so on — visiting every rank exactly once before finishing on the king.WHY EVERY INTERVAL VISITS EVERY RANKA2345678910JQKThe by-3s path:3, 6, 9, Q, 2, 5, 8,J, A, 4, 7, 10, K.Thirteen is prime, sosteps of 1, 2, 3 or 4all cover every rank.
Every foundation needs one card of every rank — just in a different order. Because thirteen is a prime number, stepping round the ranks by 1, 2, 3 or 4 always visits all thirteen before returning to the start. That is why all four sequences use each rank exactly once and all four finish on a king.

Where a card may go

Where each turned card is allowed to go

Legal and illegal Calculation moves
The moveVerdictWhy
The by-2s foundation shows a 10. You play a queen.LegalTen plus two is twelve. Queen is correct.
The by-2s foundation shows a queen. You play an ace.LegalTwelve plus two is fourteen, which wraps to one. The ace continues it.
The by-3s foundation shows a 9. You play a 10.IllegalThat foundation needs a queen. Only the exact interval will do.
You put the current card on any waste pile.LegalWaste piles accept anything, always. This is your only escape.
You move a card from one waste pile to another.IllegalWaste cards go to foundations or nowhere.
You take a card back off a foundation.IllegalFoundations are one-way.
You skip the current card and turn the next one.IllegalEvery 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.

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.

Calculation compared with Strategy, Osmosis, and Clock Patience
GameBoardFoundation ruleSuitsWhat you control
CalculationFour foundations, four waste pilesFixed rank intervalsIgnored entirelyChoose which waste pile receives each card
StrategyEight waste piles, four foundationsPlainly ace to kingIgnored entirelyChoose which waste pile receives each card
OsmosisFour reserves, four foundation rowsA rank must be open in the row aboveOne suit per rowWhich reserve card to spend
Clock PatienceThirteen piles on a dialRank chooses the next pileIgnored entirelyNone 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.

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