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.
Draw one card to the waste. The stock has one pass only.
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.
| Setup | |
|---|---|
| Decks | Two standard decks, 104 cards. |
| Tableau | Ten columns of four cards each — forty in all, every one face up. |
| Foundations | Eight, two per suit, empty at the start. |
| Stock | The remaining 64 cards. |
| Moving | |
| Tableau | Builds down by exact suit. A 9 of spades takes only an 8 of spades. |
| One at a time | Only the top card of a column moves. Packed runs never travel together. |
| Empty columns | Accept any single available card. This is the game's only real resource. |
| Foundations | Build up by exact suit, ace to king. Cards never come back down. |
| Stock and winning | |
| Drawing | One card at a time to the waste. Only the top waste card is playable. |
| Passes | One. There is no recycling and no redeal — when the stock is gone, it is gone. |
| Win condition | All 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.
One card, one suit
What strict suit packing rules out
| The move | Verdict | Why |
|---|---|---|
| A column shows the 9 of spades. You play the 8 of spades. | Legal | Down by exact suit — the only tableau rule there is. |
| A column shows the 9 of spades. You play the 8 of clubs. | Illegal | Same colour is not enough. Forty Thieves demands the suit. |
| You move a single card into an empty column. | Legal | Empty columns take any available card, which is what makes them precious. |
| You move a packed 9-8-7 of hearts together. | Illegal | One card at a time, always. A tidy run has to be dismantled card by card. |
| The ace of hearts starts a foundation. | Legal | With two decks there are two heart foundations, and either will take it. |
| You take a card back off a foundation to unblock a column. | Illegal | Foundations are one-way on this page. |
| You draw again while a useful card sits on top of the waste. | Legal | Legal, 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.
This version
The strict Napoleon ruleset
- Two decks, ten columns of four, all forty tableau cards face up.
- Tableau builds down by exact suit, never by colour.
- One card moves at a time. Packed sequences never travel together.
- Empty columns accept any single available card.
- One pass through the 64-card stock, with no recycling or redeal.
- Foundations are one-way; nothing comes back to the tableau.
Undo is unlimited and unpenalised, with no timer or score. The game is also published as Napoleon at St Helena, Big Forty and Roosevelt at San Juan; the exile story is traditional and almost certainly invented.
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.
| Game | Decks | Tableau builds | Moving | Stock |
|---|---|---|---|---|
| Forty Thieves | Two | Down by exact suit | One card at a time | One pass, no redeal |
| Josephine | Two | Down by exact suit | Packed sequences move as a unit | One pass |
| Limited | Two | Down by exact suit | One card at a time | One pass, twelve columns |
| Sixty Thieves | Three | Down by exact suit | One card at a time | One pass, longer game |
| Klondike | One | Down, alternating colour | Ordered runs move together | Draw 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
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Try a more forgiving version, or another two-deck game that plays nothing like this one.
Josephine Solitaire
Forty Thieves with one mercy: packed sequences move as a unit, which changes everything.
Play nowLimited Solitaire
Twelve columns of three instead of ten of four — shallower piles, same strict packing.
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The other unforgiving two-deck game: loose colour packing, but a reserve you can barely touch.
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