A shuffle that mixes nothing
Crescent Solitaire
Ninety-six cards in an arc of sixteen piles, feeding eight foundations — four climbing from the aces, four descending from the kings. The shuffle button does something unusually precise: it lifts the bottom card of every pile straight to the top.
- Sixteen piles of six
- Four up, four down
- A shuffle that rotates
- Choose 3, 6 or 9
Play Crescent Solitaire
Select the top card of a crescent pile, then choose a valid foundation or crescent pile. Foundations build by suit from aces upward and kings downward. Crescent piles build one rank up or down by suit.
Moves each pile's bottom card to the top.
Sixteen piles
Crescent Solitaire rules
Two rules are unusual: eight foundations pointing in both directions, and a shuffle that is really a rotation.
| Setup | |
|---|---|
| Decks | Two standard decks — 104 cards. |
| Foundations | Eight, seeded before play: an ace of each suit and a king of each suit. |
| The crescent | The other ninety-six cards as sixteen piles of six, arranged in an arc. |
| Playable | The top card of each pile — sixteen cards at any moment. |
| The eight foundations | |
| Four of them | Start on an ace and build up in suit. |
| The other four | Start on a king and build down in suit. |
| The consequence | Every card has two possible homes, at opposite ends of its suit. |
| Finishing | Thirteen cards each. All eight complete wins the game. |
| Crescent piles | |
| Building | One rank up or down, in the same suit. |
| Moving | One card at a time. No group moves. |
| An empty pile | Dead. Nothing can be played into the space. |
| The shuffle | |
| What it does | Takes the bottom card of every pile and puts it on top of that same pile. |
| Shuffling | None. It is a rotation, and completely predictable. |
| How many | Three by default; the game also offers six or nine. |
| Single-card piles | Unaffected — there is nothing to rotate. |
Seeded foundations
How to play Crescent Solitaire
Eight cards are set aside as foundations before play begins — one ace and one king of each suit. The other ninety-six are dealt as sixteen piles of six, laid out in the arc that gives the game its name.
Only the top card of each pile can move. It can go to a foundation, joining either the ace climbing upward or the king descending downward in its suit, or on to another pile's top card one rank away in the same suit — either direction.
When nothing moves, the shuffle takes the bottom card of every pile and puts it on top of that pile. Sixteen new cards appear at once, and nothing is mixed.
Neighbouring ranks
Which neighbours a pile will accept
| The move | Verdict | Why |
|---|---|---|
| A pile shows the 7♣. You play the 8♣ on it. | Legal | One rank up, same suit. |
| A pile shows the 7♣. You play the 6♣ on it. | Legal | One rank down is equally legal. |
| A pile shows the 7♣. You play the 8♠ on it. | Illegal | Same suit only. Black is not enough. |
| A ♦ up-foundation shows the 4. You play the 5♦. | Legal | Up-foundations climb from the ace. |
| A ♦ down-foundation shows the 10. You play the 9♦. | Legal | Down-foundations descend from the king. |
| A pile empties. You move a card into the space. | Illegal | Empty piles cannot be refilled. |
| You use a shuffle with sixteen cards still buried at the bottom. | Legal | Legal — and it brings all sixteen of them to the top at once. |
The difficulty dial
Three, six or nine shuffles
The game lets you pick how many shuffles you get before you start. Three is the traditional setting and the one the board opens on; six and nine are there if you want a version that forgives more.
Because the shuffle is a rotation rather than a reshuffle, the number is more meaningful than it looks. Nine shuffles of a six-card pile would bring every card in it to the top at some point — so the higher settings are not just extra chances, they change how much of the pack you can guarantee reaching. Three is the setting where burying a card can genuinely cost you the deal.
Spending the rotations
Crescent Solitaire strategy
Shuffle while the piles are deep. The action is worth roughly one card per pile, so it pays best early and barely at all once the crescent has thinned out.
Check both foundations before playing a middle rank. Four suits climbing and four descending means a seven can go either way, and there are only two of each in the pack.
Use the up-or-down pile rule to park cards. A pile topped by an eight will take a seven or a nine, which makes middle-rank tops far more flexible than aces or kings.
Avoid clearing piles. Sixteen landing squares sounds like plenty until several are gone and you notice that nothing can be played into the gaps.
Why it seizes up
Why a Crescent board seizes up
Spending shuffles before the piles are worth rotating
A shuffle brings the bottom card of every pile to its top — sixteen new cards in one action. That is worth most when the piles are still deep and the bottoms are still unknown to you. Used on a board of one- and two-card piles it accomplishes almost nothing, because short piles have little to rotate.
Sending middle ranks to the wrong end
With four foundations climbing and four descending, a seven can serve either. There are only two of each card in the pack, so committing both to the same direction leaves the opposite foundation waiting for a card that has already gone.
Emptying piles for their own sake
Clearing a pile feels like progress and costs you a landing square permanently — there are no group moves and no way to fill a space. Sixteen piles is a lot of surface area, and each one you lose narrows the board for the rest of the deal.
Chances at the crescent
Is Crescent Solitaire winnable?
At three shuffles, not often. Sixteen piles is a wide board and the up-or-down pile rule is generous, but ninety-six cards with no group moves and dead empty piles is a lot to unpick.
At six or nine it becomes a genuinely reasonable game, which is presumably why the setting exists. We do not publish a win rate: the figure changes entirely with the shuffle count, and this version lets you choose it.
This version
Seeded foundations, rotating shuffle, dead spaces
- Two decks: eight foundations seeded with an ace and a king of each suit.
- Ninety-six cards as sixteen piles of six.
- Piles build one rank up or down within a suit, one card at a time.
- Empty piles cannot be refilled.
- The shuffle moves each pile's bottom card to its top and mixes nothing.
- Three shuffles by default, with six and nine also available.
Undo is unlimited and unpenalised, with no timer or score.
When you stall
Pile games and what they do when you stall
Four games that deal the whole pack into piles and let you touch only the tops. The last column is the interesting one — two of these four give you a second chance with no randomness in it.
| Game | Decks | Layout | Foundations | Second chance |
|---|---|---|---|---|
| Crescent | 2 | 16 piles of 6 | 8 — four up, four down | Rotation, 3 by default |
| Algerian | 2 | 8 depots plus 6 reserves | 8 — four up, four down | Stock deals to the reserves |
| Cruel | 1 | 12 piles of 4 | 4, all up from the ace | Ordered regroup, unlimited |
| La Belle Lucie | 1 | 18 fans of 3 | 4, all up from the ace | Two genuine reshuffles |
Algerian is the closest relative — the same two decks and the same eight two-directional foundations — but it feeds you from a stock and six reserve piles rather than asking you to rotate what is already down.
Explore
More solitaire games
The other two-directional game, and two more built entirely from piles.
Algerian Solitaire
The other game with foundations running both ways, built around six reserve piles.
Play nowCruel Solitaire
A single deck in twelve piles, with a redeal that regroups without shuffling.
Play nowLa Belle Lucie Solitaire
Eighteen fans, strict downward suit building, and two genuinely random reshuffles.
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