The deal that plays itself
Clock Patience
Clock Patience deals the whole deck into a clock face and then makes every decision for you. Turn a card, put it on its hour, turn the next card from there — and hope the fourth king waits until the very last one.
- One deck
- 13 piles of four
- Rank picks the next pile
- One chance in thirteen
Play Clock Patience
Place the face-up card onto the matching clock pile. Aces go to one o'clock, queens go to twelve o'clock, and kings go to the center. The next card turns over from that same pile.
Twelve piles and a centre
Clock Patience rules
The whole game in one reference. It is short enough to teach in a minute, which is most of the appeal.
| Setup | |
|---|---|
| Deck | One standard 52-card deck, no jokers. |
| Piles | Thirteen piles of four cards, all face down. |
| Layout | Twelve piles arranged as the hours of a clock, one pile in the middle. |
| The middle pile | Belongs to the kings. There is no 13 o'clock position. |
| Play | |
| First card | Turn the top card of the middle pile. |
| Placing | Slide the face-up card under the pile matching its rank: ace to 1 o'clock, jack to 11, queen to 12, king to the middle. |
| Following on | Turn the top card of the pile you just played to. That card decides the next pile, and so on. |
| Suits | Ignored completely. All four 8s go to 8 o'clock. |
| Choices | None. Every card has exactly one legal destination. |
| Ending | |
| Win | All 52 cards turned face up. |
| Loss | The fourth king is turned while cards are still face down. The middle pile is exhausted, so the chain has nowhere to continue. |
The chain
How to play Clock Patience
The deck is dealt into thirteen face-down piles of four: twelve arranged like the hours of a clock, and one in the middle. Nothing is visible, and nothing needs to be — the layout is the same every single time.
Turn the top card of the middle pile. Whatever it is, it goes under the pile named by its rank: a 9 to 9 o'clock, an ace to 1 o'clock, a queen to 12. Then turn the top card of that pile, and repeat. Each card you reveal tells you where to go next, so the game runs as one unbroken chain hopping around the dial.
Kings are the exception, and the reason there is a game here at all. A king has no hour, so it goes to the middle and the chain restarts from the centre. The middle pile holds four cards, so it can absorb exactly four visits. The fourth king is therefore the last card the centre can ever supply.
- King pile — play starts and restarts here
- Hour piles, four cards each, face down
One move, two traps
The only move you ever have
Just one move is ever available, which makes this table short. It is here because the two illegal rows are the mistakes new players actually make.
| The move | Verdict | Why |
|---|---|---|
| You turn the 5 of spades. You place it at 5 o'clock. | Legal | The rank names the pile. Suit is irrelevant. |
| You turn the queen of clubs. You place it at 12 o'clock. | Legal | Queens are twelve, jacks eleven, aces one. |
| You turn a king. You place it in the middle. | Legal | Kings have no hour. They always return the chain to the centre. |
| You turn the 7 of hearts. You place it at 8 o'clock because that pile still has hidden cards. | Illegal | There is no discretion. A 7 goes to 7 o'clock even when that helps nothing. |
| You turn the next card from a pile you did not just play to. | Illegal | The card you placed decides where the next card comes from. |
The ending
Why the fourth king stops everything
Every king sends the chain back to the centre, and the centre has four cards. The first three kings are survivable: each one uses up a centre card but leaves at least one behind, so the chain can continue. The fourth king takes the last of them.
At that moment one of two things is true. Either all 52 cards are already face up, in which case the deal is complete and you have won — the fourth king is not a loss in itself, which surprises a lot of people. Or some pile still holds a face-down card, and there is now no card left to turn. The chain has nowhere to go and the deal is over.
This is why Clock Patience has no comeback mechanic. There is no stock to recycle, no alternative pile to try, and nothing you could have done differently. The shuffle decided the outcome before you turned the first card.
The odds, exactly
One deal in thirteen can be won
Clock Patience has an unusually clean answer to "how often do you win", because the rules make it a question about a shuffled deck rather than about play. The deal is won if and only if the fourth king is the very last card turned over. Every other position for that king leaves cards face down when the centre runs dry.
The last card of the chain is equally likely to be any of the fifty-two, and four of them are kings. That gives 4 in 52 — exactly 1 in 13, or about 7.7%.
This is a property of the rules, not a figure measured on this site and not one borrowed from anywhere else: any correct implementation of strict Clock Patience with a fair shuffle gives the same number. The Watch variant in the table below deliberately breaks the argument, which is precisely why it exists.
There is no wrong move in Clock Patience. Only a wrong shuffle.
Skill, honestly
What you can and cannot control
Most solitaire guides have a strategy section. This one cannot, and pretending otherwise would waste your time. Once a card is turned, its destination is forced, and the order of the hidden cards was fixed by the shuffle. No sequence of choices exists to be made well or badly.
What is left is mechanical, and it is worth getting right on a phone. Eleven and twelve o'clock sit close together at the top of the dial, and it is easy to tap the wrong one or to tap the pile the card came from out of habit. If you do, the game keeps the same card active so you can pick the correct pile straight away — a misplaced tap costs nothing.
Undo is here for reviewing rather than rescuing. It can take back a placement so you can look at the position again, but it cannot change what is under the face-down cards. Restart replays the identical chain; only New game reshuffles.
Same game, other names
Clock Solitaire, Circle, Watch, and German Clock
Clock-themed patience names overlap badly, and one of them is a completely different game. This is the only part of Clock Patience worth being careful about.
| Name | What changes | Notes |
|---|---|---|
| Clock Solitaire | The same game. | American name for the identical thirteen-pile reveal game. Nothing changes. |
| Circle Solitaire | The same game. | A less common name for the same thirteen-pile game; the dial is sometimes drawn as a plain ring rather than a clock face. |
| Watch | The fourth king may be swapped with one remaining face-down card. | A deliberate mercy rule. It lifts the win rate well above one in thirteen and is the version most often taught to children. |
| Hidden Cards / Four of a Kind | Piles are cleared when all four of a rank arrive. | A scoring twist on the same chain. The ending condition is unchanged. |
| German Clock | A different game entirely. | A foundation builder with its own stock and waste. It shares the clock imagery and none of the rules below. |
The game collects names. Clock Solitaire, Circle Solitaire, Sundial and Watch all describe this same dial and the same fourth-king ending, so if you arrived looking for one of those, you have found it.
This version
The strict ending, not the forgiving one
- Strict classic ending: the fourth king stops the deal with no exchange.
- Thirteen piles of exactly four cards; play always begins from the middle.
- Suits are ignored entirely — only rank chooses the destination.
- Fair random shuffle, with no filtering for winnable deals.
The Watch exchange rule is not offered here. Undo and Restart are available but do not alter the shuffled chain, so the outcome of a given deal is fixed from the moment it is dealt.
If you want decisions
What to play when the coin flip wears thin
Clock Patience is a good thirty seconds and a poor hour. If the forced moves start to grate, the fix is a game with the same low overhead and real choices in it. Accordion keeps the compact one-deck feel and gives you a genuine decision on almost every turn. Pyramid keeps the simple card values but asks which exposed pair to clear.
For something quick but properly tactical, Aces Up and Golf both finish in a couple of minutes and both punish a careless move. And if you want the opposite extreme — a game where the shuffle almost never decides anything — FreeCell hides nothing at all.
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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.
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