Nothing hidden, nothing forgiven

Forty Thieves Solitaire

Forty cards face up in ten columns, and every one of them visible from the first move. That is the only kindness Forty Thieves offers: the tableau packs by exact suit, cards move one at a time, and you get a single pass through sixty-four stock cards.

  • Two decks, 104 cards
  • Ten columns of four
  • Build down by suit
  • One pass, no redeal

Play Forty Thieves Solitaire

Select a top tableau card or the top waste card, then choose a valid tableau column or foundation. Tableau cards build down by suit. Foundations build up by suit from ace to king.

GoalMove all 104 cards to the eight suit foundations.

Foundations0/104
Stock64
Waste0
Tableau40
Moves0
Stock and waste
Waste empty

Draw one card to the waste. The stock has one pass only.

Eight foundations

Build foundations by suit and protect your empty columns.

Ten columns, strict suits

Forty Thieves Solitaire rules

There are no special cases and no hidden cards. The difficulty is entirely in how narrow these rules are.

Forty Thieves Solitaire setup and rules
Setup
DecksTwo standard decks, 104 cards.
TableauTen columns of four cards each — forty in all, every one face up.
FoundationsEight, two per suit, empty at the start.
StockThe remaining 64 cards.
Moving
TableauBuilds down by exact suit. A 9 of spades takes only an 8 of spades.
One at a timeOnly the top card of a column moves. Packed runs never travel together.
Empty columnsAccept any single available card. This is the game's only real resource.
FoundationsBuild up by exact suit, ace to king. Cards never come back down.
Stock and winning
DrawingOne card at a time to the waste. Only the top waste card is playable.
PassesOne. There is no recycling and no redeal — when the stock is gone, it is gone.
Win conditionAll 104 cards on the eight foundations.

Forty on the table

How to play Forty Thieves Solitaire

Two decks are shuffled together and forty cards are dealt into ten columns of four, all face up. Eight empty foundations wait above, two per suit, and the remaining sixty-four cards sit in the stock.

Foundations build up by suit from ace to king. The tableau builds down by suit as well — not by colour, by the actual suit — and only the top card of a column ever moves. There are no packets and no shortcuts.

You draw one card at a time to the waste, and you get exactly one pass. When the stock is empty the game is whatever is left in front of you. Nothing recycles.

The rule that does the damage

What same-suit packing actually costs

"Build down by suit instead of colour" sounds like a minor tightening. It is not — it halves the number of cards that can legally land anywhere, and in a game with no redeal that is the difference between a puzzle and a wall.

Take an 8 on top of a column and count what can legally land on it, with the same 104 cards on the table. The comparison is with the packing rules of Klondike, which only asks for the opposite colour, and one-suit Spider, where any 7 at all will do.

How many cards can land on an 8In Klondike four black sevens can land on a red eight. In one-suit Spider all eight sevens qualify. In Forty Thieves only the two sevens of the eight's own suit can.CARDS THAT CAN LAND ON A GIVEN 8 (TWO DECKS)Klondike — any black 742 spades + 2 clubsSpider (one suit) — any 78every 7 in both decksForty Thieves — the 7 of hearts2one suit only
Two cards in the entire double deck can sit on that 8. Not two suits — two physical cards. And because runs never move as a unit, even placing one of them correctly buys you almost nothing later. This single rule is why Forty Thieves is hard despite showing you every tableau card from the start.

One card, one suit

What strict suit packing rules out

Legal and illegal Forty Thieves moves
The moveVerdictWhy
A column shows the 9 of spades. You play the 8 of spades.LegalDown by exact suit — the only tableau rule there is.
A column shows the 9 of spades. You play the 8 of clubs.IllegalSame colour is not enough. Forty Thieves demands the suit.
You move a single card into an empty column.LegalEmpty columns take any available card, which is what makes them precious.
You move a packed 9-8-7 of hearts together.IllegalOne card at a time, always. A tidy run has to be dismantled card by card.
The ace of hearts starts a foundation.LegalWith two decks there are two heart foundations, and either will take it.
You take a card back off a foundation to unblock a column.IllegalFoundations are one-way on this page.
You draw again while a useful card sits on top of the waste.LegalLegal, and usually a mistake — that card may not be reachable again.

Sixty-four cards, one look each

The waste is where deals are quietly lost

There is no recycling. Every card you draw past is gone for the rest of the game unless you played it there and then. That makes the decision to draw the most consequential thing you do, and it is the one most players make on autopilot.

Before each draw, look at what is already showing. If the top waste card can go somewhere — a foundation, a column, a space — put it there first. A useful card buried under the next draw is not a small loss; in a one-pass game it is usually permanent.

How to survive it

Forty Thieves Solitaire strategy

Hoard empty columns. A space is the only place in the game where any card can go, and it is the only tool you have for unpicking a badly stacked column. Opening one is worth several moves of setup, and filling one carelessly is the most expensive mistake available.

Keep columns short rather than tidy. Since only the top card moves, depth is the enemy: a column of eight cards is eight separate problems, and a neat descending run buried under them helps nobody. Given the choice, play to flatten the board.

Get aces and twos up immediately, then slow down. With eight foundations and two decks, the low cards clog the tableau badly if left, but past the 3s and 4s a card on a foundation is a card the tableau can no longer use — and it never comes back.

Track both copies of the cards you need. Every rank exists twice in each suit. If one 7 of hearts is buried at the bottom of a column, the other is your real target, and knowing where it is changes which column you should be digging.

Where the table falls apart

Where Forty Thieves deals fall apart

Filling an empty column with the wrong card

A space is the only place in Forty Thieves where you get a genuinely free choice, and there are only ever a handful in a deal. Dropping a random king into one to clear the waste spends your most valuable asset on your least valuable problem.

Building a long tidy run

Because only the top card moves, a packed 10-9-8-7 of clubs is not an achievement — it is four cards you have to unpick one at a time, and each one needs its own destination. Short columns with useful top cards beat long ordered ones.

Drawing through the stock to see what is there

One pass, sixty-four cards, no way back. Every card you pass over is out of the game unless you can use it right now. Cycling for information is a Klondike habit and it loses Forty Thieves deals.

Forty Thieves' hard odds

Is Forty Thieves Solitaire winnable?

Rarely, and it is meant to be. Forty Thieves is widely regarded as one of the hardest classic patience games, and the reasons are all structural rather than luck: suit packing halves every option, single-card movement removes every shortcut, the stock runs once, and foundations never give anything back.

Skill matters more here than in most hard games, because the whole board is visible. A player who protects spaces and refuses to draw carelessly will win far more than one who does not. But many deals simply cannot be finished, and recognising one early is a skill in itself.

We do not publish a win rate. Variants differ on redeals, column count and whether sequences move — Josephine allows packed runs to travel and is dramatically easier as a result — so any single figure would describe a different game.

The Napoleon family

Forty Thieves and its many relatives

This is one of the most-varied games in patience, and nearly every variant exists to make it survivable. The column below that matters most is the move rule.

Forty Thieves compared with its variants and with Klondike
GameDecksTableau buildsMovingStock
Forty ThievesTwoDown by exact suitOne card at a timeOne pass, no redeal
JosephineTwoDown by exact suitPacked sequences move as a unitOne pass
LimitedTwoDown by exact suitOne card at a timeOne pass, twelve columns
Sixty ThievesThreeDown by exact suitOne card at a timeOne pass, longer game
KlondikeOneDown, alternating colourOrdered runs move togetherDraw one, unlimited passes

If Forty Thieves appeals but the single-card rule is what defeats you, Josephine is the same game with sequences allowed to move — the most useful of all the variants, and the one to try first.

Explore

More solitaire games

Try a more forgiving version, or another two-deck game that plays nothing like this one.

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