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.

GoalMove all 104 cards to the ace-up and king-down suit foundations.

Foundations8/104
Crescent96
Shuffles3
Moves0

Move top crescent cards to foundations or same-suit neighbors.

Foundations
Shuffle

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.

Crescent Solitaire setup and rules
Setup
DecksTwo standard decks — 104 cards.
FoundationsEight, seeded before play: an ace of each suit and a king of each suit.
The crescentThe other ninety-six cards as sixteen piles of six, arranged in an arc.
PlayableThe top card of each pile — sixteen cards at any moment.
The eight foundations
Four of themStart on an ace and build up in suit.
The other fourStart on a king and build down in suit.
The consequenceEvery card has two possible homes, at opposite ends of its suit.
FinishingThirteen cards each. All eight complete wins the game.
Crescent piles
BuildingOne rank up or down, in the same suit.
MovingOne card at a time. No group moves.
An empty pileDead. Nothing can be played into the space.
The shuffle
What it doesTakes the bottom card of every pile and puts it on top of that same pile.
ShufflingNone. It is a rotation, and completely predictable.
How manyThree by default; the game also offers six or nine.
Single-card pilesUnaffected — 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.

What the Crescent shuffle does to one pileA pile of six cards. The shuffle removes the bottom card and places it on top of the same pile, leaving the other five in their original order. Every pile rotates by one position at the same time.THE SHUFFLE ROTATES — IT DOES NOT MIXBefore123456bottomtop — the only playable cardAfter234561One buried card per pile becomes playable — sixteen in a single action.Deep piles gain the most. A pile of one gains nothing at all.
Sixteen cards revealed at once, and you know in advance which ones. Every pile keeps its order; only the bottom card travels. That makes the shuffle worth the most while the piles are still deep — and nearly worthless once they are down to one or two cards, which is exactly when players tend to reach for it.

Neighbouring ranks

Which neighbours a pile will accept

Legal and illegal Crescent moves
The moveVerdictWhy
A pile shows the 7♣. You play the 8♣ on it.LegalOne rank up, same suit.
A pile shows the 7♣. You play the 6♣ on it.LegalOne rank down is equally legal.
A pile shows the 7♣. You play the 8♠ on it.IllegalSame suit only. Black is not enough.
A ♦ up-foundation shows the 4. You play the 5♦.LegalUp-foundations climb from the ace.
A ♦ down-foundation shows the 10. You play the 9♦.LegalDown-foundations descend from the king.
A pile empties. You move a card into the space.IllegalEmpty piles cannot be refilled.
You use a shuffle with sixteen cards still buried at the bottom.LegalLegal — 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.

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.

Crescent compared with Algerian, Cruel, and La Belle Lucie
GameDecksLayoutFoundationsSecond chance
Crescent216 piles of 68 — four up, four downRotation, 3 by default
Algerian28 depots plus 6 reserves8 — four up, four downStock deals to the reserves
Cruel112 piles of 44, all up from the aceOrdered regroup, unlimited
La Belle Lucie118 fans of 34, all up from the aceTwo 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.

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