Seven switches you control
Easy Solitaire
This is Klondike with the difficulty on a dial rather than fixed. By default nothing is hidden, any card can take an empty column, and a solver has already proved the deal can be finished — and every one of those assists has a switch above the board.
- Klondike, with assists
- Winnable deals on request
- Face-up tableau
- Optional free cells
Play Easy Solitaire
Select a face-up card or legal sequence, then choose a highlighted tableau column, foundation, or FreeCell slot. Foundations build by suit from ace to king.
Draw one card to the waste.
Klondike, made gentle
Easy Solitaire rules
The base game is Klondike. This table covers what it is and what this page changes; the switches themselves are in the next section.
| The base game | |
|---|---|
| Deck | One standard 52-card deck, plus an optional joker. |
| Layout | Seven tableau columns of 1 to 7 cards, four foundations, a stock and a waste. |
| Goal | All 52 cards onto the four foundations, ace to king by suit. |
| Stock | Draw one at a time, recycle as often as you like. Never draw three. |
| What is different by default | |
| Nothing is hidden | The whole tableau deals face up, so you can plan from move one. |
| Aces are already up | All four foundations start open. |
| Any card fills a space | Empty columns are not reserved for kings. |
| Colour is ignored | A 6 packs onto any 7. Foundations still demand exact suit. |
| The deal is checked | A solver proves the deal is winnable before you see it. |
| Always available | |
| Undo | Unlimited, with no penalty. |
| Hint | Prefers foundation progress, then reveals, then tableau improvements. |
| Peek | Hold to glance at face-down cards if you switch the face-up option off. |
Why it is easier
What "easy" actually changes
Most sites that offer an easy solitaire mean draw-one instead of draw-three, and stop there. Draw-one helps, but it is not what makes Klondike frustrating. Two things do: twenty-one cards you cannot see, and the rule that only a king may enter an empty column.
This page attacks both. By default the tableau deals face up, so the deal is information rather than a gamble, and any card can take a space, so the board can actually be reorganised. Those two switches account for most of the difference between this and the standard game.
The rest are conveniences. Aces starting on the foundations skips a slow opening; any-colour stacking roughly doubles your legal moves; the free cells give you somewhere to put a blocker. None of them changes the goal, and every one of them is a checkbox you can clear.
Every switch
What each option does, and how much it helps
The panel sits directly above the board. Changing anything takes effect on the next deal.
| Option | Default | What it does | How much it helps |
|---|---|---|---|
| Winnable check | On | Deals normal shuffles repeatedly until the built-in solver proves one can be finished. | Removes losing-through-no-fault entirely. The single biggest change on this page. |
| Aces start | On | Opens all four foundations before the first move. | Small but immediate. Saves the slow opening where nothing will go up. |
| Face-up tableau | On | Deals all 28 tableau cards face up. | Large. Turns Klondike from a guessing game into a solvable puzzle. |
| Relaxed columns | On | Any card or sequence may move into an empty column, not only a king. | Large. Empty columns are the scarcest resource in Klondike; this makes them usable. |
| Any-colour stacking | On | Tableau packs down by rank alone — a 6 goes on any 7. | Large. Roughly doubles the legal moves available at any moment. |
| FreeCell slots | 0 by default | Adds one or two holding cells for a single card each. | Moderate per slot. Two cells will rescue most stuck positions. |
| Joker | Off | Adds a joker that can bridge a rank gap inside a tableau sequence. | Situational. Powerful when a single missing rank is blocking a long run. |
The one worth understanding
How the winnable check really works
With the option on, New game does not hand you a doctored layout. It shuffles an ordinary deck, runs a solver against that deal, and if the solver cannot finish it, throws it away and shuffles again. What you get is a genuine random Klondike deal that happens to be one of the solvable ones.
That distinction matters. A "guaranteed win" that deals you a nearly-finished board is not a game. This is the same game, with the unwinnable deals filtered out — so losing is still possible, and it is still your fault.
The status line above the board shows the check running. It usually resolves instantly; on an unlucky run it may take a moment while it discards deals.
Pick a setting
Where to put the dial
The defaults are deliberately generous. Most people should move away from them fairly quickly, because a game you cannot lose stops being interesting faster than a game you cannot win.
| If you want | Set | What you get |
|---|---|---|
| Learning the game | Leave everything on, add two FreeCell slots | Nothing can go permanently wrong. Good for a first hour with Klondike. |
| Recommended | The defaults, no joker, no cells | Winnable and visible, but you still have to find the line. |
| Nearly classic | Turn off relaxed columns and any-colour stacking | Real Klondike movement rules, with the deal still guaranteed solvable. |
| Classic with a safety net | Turn off face-up tableau and aces-start; keep the winnable check | Ordinary Klondike, except every deal you get can definitely be won. |
| No help at all | Turn everything off | Standard draw-one Klondike. At that point, play it on the Klondike page instead. |
Habits worth building
Playing well, even with the help on
The assists remove the ways a deal can be unwinnable; they do not remove the skill. Three habits decide most games here, and all three carry straight over to standard Klondike when you are ready for it.
Reveal before you tidy. Even with the tableau face up, some moves open the board and some only rearrange it. A move that lets you reach a card you could not touch before is worth more than one that makes a column look neater.
Plan the whole run, not the next card. Because you can see everything, you can actually trace a sequence four or five moves ahead — which cards move, what that exposes, what goes up. This is the single biggest advantage the face-up option gives you and most players never use it.
Treat empty columns as tools, not tidiness. With relaxed columns on, a space will take anything, so it is tempting to fill one immediately. Leave it open until you know what it is for: a space is how you unpick a badly ordered column, and there is rarely a hurry.
Still losable
What can still go wrong
A winnable deal is not a won deal, and the assists create their own traps. The most common is the foundation rush: with all four aces already up, it is tempting to send every low card straight to a foundation. Do that and the tableau loses the landing spots it needed, and a deal the solver certified as winnable becomes unwinnable in about six moves.
Relaxed columns invite the same mistake in a different shape. Because any card can fill a space, it is easy to drop something into an empty column just to tidy up — and an empty column filled with a card that nothing builds on is no longer an empty column.
Undo is unlimited, so neither is fatal here. But if you plan to move to the classic game, both are habits worth not forming.
This version
What this page does and does not offer
- Draw one card at a time, unlimited stock passes, no draw-three mode.
- Winnable deals are found by solving real shuffles, never by dealing a partly-finished board.
- All seven assists are player-controlled and take effect on the next deal.
- Undo is unlimited and never penalised. There is no timer and no score.
No Vegas scoring and no daily deal. We do not publish a win rate for this page: with the winnable check on the figure would be meaningless, and with every assist off you are simply playing Klondike.
Still not automatic
How this compares with the standard game
| Game | Hidden at deal | Empty columns take | Stock | Deals |
|---|---|---|---|---|
| Easy Solitaire | Nothing, by default | Any card | Draw one, unlimited passes | Solver-checked as winnable |
| Klondike | 21 cards | Kings only | Draw one, unlimited passes | Random, some unwinnable |
| Hard Solitaire | 21 cards | Kings only | Draw three, three passes | Random, timed, move-capped |
| FreeCell | Nothing | Any card | None | Random, almost all solvable |
The row worth noticing is FreeCell. If what you like about this page is that nothing is hidden and spaces are usable, FreeCell gives you both as the actual rules of a classic game rather than as training wheels — and nearly every FreeCell deal is solvable without any solver filtering them first.
Explore
More solitaire games
Move up to the standard game, or try the other end of the scale.
Klondike Solitaire
The standard game these options are measured against, with the full ruleset.
Play nowFreeCell Solitaire
Nothing hidden and four cells as standard — the classic game that is genuinely fair.
Play nowHard Solitaire
The opposite setting: draw three, three passes, a timer and a move cap.
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