Five piles is not many

Four Seasons Solitaire

A cross of five single cards, four foundations in the corners, and forty-six cards still to come. The cross takes anything one rank lower and wraps around the ace — except in the one case where the rules step in and stop it.

  • A five-pile cross
  • Foundations in the corners
  • Tableau wraps, mostly
  • One stock pass

Play Four Seasons Solitaire

Select the top card of a cross pile or the waste, then choose a valid cross pile or foundation. Foundations build up by suit from the base rank, and cross piles build down by rank regardless of suit.

GoalMove all 52 cards to the corner foundations.

Found.1/52
Cross5
Stock46
Waste0
Moves0

Build the foundations from the base rank.

Stock and waste
Waste empty

Draw one card, or fill an empty cross space from the stock.

Base rank

A cross and four corners

Four Seasons Solitaire rules

Worth printing for the wrap rule and its single exception, which most descriptions omit.

Four Seasons Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
The crossFive piles of one card, laid out as a cross.
The cornersFour foundations, one seeded before play.
The base rankSet by that seeded card. All four foundations start there.
StockThe remaining forty-six cards, drawn one at a time.
The foundations
BuildingUp in suit from the base rank, wrapping past the king to the ace.
FinishingThirteen cards each, ending one rank below the base.
Starting the other threeThey open with a card of the base rank in a suit not yet used.
The cross
BuildingDown by rank. Suit is ignored entirely.
WrappingThe rank order loops, so a king may be placed on an ace.
The exceptionIf the base rank is an ace, that one wrap is blocked.
An empty pileAccepts any card, from the waste or the stock.
Group movesNone. One card at a time.

Five piles, one pass

How to play Four Seasons Solitaire

Five cards go out as a cross — one in the centre and one at each arm. A sixth goes to a corner as the first foundation, and its rank becomes the base rank for all four. The other forty-six cards form the stock.

Foundations climb in suit from the base rank, wrapping past the king back through the ace, and finish thirteen cards later on the rank just below where they began. The other three open when a base-rank card of an unused suit appears.

The cross builds downward by rank with suit ignored, and an empty cross pile takes any card. With only five piles and no group moves, where you put things is the whole game.

The Four Seasons layoutFive tableau piles form a cross with one card in the centre and one on each arm. Four foundations sit at the corners around it, all starting from the same dealt base rank.FIVE PILES IN A CROSS, FOUR CORNERS AROUND ITCORNERCROSSCORNERCROSSCROSSCROSSCORNERCROSSCORNERFour corner foundations,all starting on the base rank.Five cross piles, and every oneof them will take any card onerank lower, whatever the suit.So every card offers five choicesand only one of them is right.
A small board where nearly every move is legal. Five piles that ignore suit means most cards have several homes, and the game never tells you which is correct. That combination — plenty of legal moves, very little room — is what makes Four Seasons much harder than its tiny layout suggests.

The one exception

Where the wrap applies and where it does not

Legal and illegal Four Seasons moves
The moveVerdictWhy
A cross pile shows the 8♠. You play the 7♥ on it.LegalDown by rank, and suit is not consulted.
A cross pile shows the A♦. You play the K♣ on it — base rank is a 6.LegalThe cross wraps, so a king follows an ace.
A cross pile shows the A♦. You play the K♣ on it — base rank is an ace.IllegalThat single wrap is blocked when the base rank is the ace.
A cross pile shows the 8♠. You play the 9♥ on it.IllegalThe cross builds downward only.
The base rank is 6. A ♥ foundation is empty. You play the 6♥.LegalNew foundations open on the base rank in an unused suit.
A ♥ foundation began on the 6 and shows the K. You play the A♥.LegalFoundations wrap past the king and carry on.
A cross pile empties. You fill it from the stock.LegalEmpty cross piles take any card, from the waste or the stock.

The rule nobody mentions

The cross wraps — unless the base rank is an ace

Ordinarily the cross treats the ranks as a loop, so a king may be placed on an ace just as a seven goes on an eight. That keeps a five-pile board from seizing up the moment an ace lands on top of a pile.

There is one exception, and it exists for a reason. If the dealt base rank happens to be the ace, then every foundation needs aces to start and kings to finish — and letting kings pile on to aces in the cross would bury exactly the cards the game is asking for. In that one case the wrap is switched off, and an ace on a cross pile is a genuine dead end.

Playing a small board

Four Seasons Solitaire strategy

Read the base rank before your first move. Everything follows from it: which cards start foundations, which finish them, and whether the cross wrap is available at all.

Keep one cross pile short. Five piles is very little, and a pile you can empty is the only flexible slot you will have.

Spread ranks across the piles. Two piles topped by the same rank is two piles wanting the same card, which halves your real options without looking like it.

Open all four foundations early. Three of them wait on base-rank cards in unused suits, and until they start, a third of the deck has nowhere to go.

How five piles close

How a five-pile board closes

Treating the cross as five separate piles

Five piles is very little room, and any card may go on any pile one rank higher. That means every placement is a choice between five equally legal homes, and choosing the one that buries a useful card is the standard way to lose. Look at all five tops before placing.

Hunting for aces

The base rank is set by the seeded card, so a foundation starting at the eight runs 8, 9, 10, J, Q, K, A, 2 and finishes on the seven. Aces are middling cards here unless the base rank happens to be one.

Filling empty cross piles too eagerly

An empty pile takes anything, which makes it the only genuine relief in a five-pile game. Spending it on a card that already had a home turns the game's one flexible slot into another fixed one.

Chances in five piles

Is Four Seasons Solitaire winnable?

Not often. Five piles and a single pass through forty-six cards is a very narrow game, and the loose packing rule means the board fills with legal but useless placements if you are not careful.

Deals usually end with two or three foundations half built and a cross where every top card is wanted by nothing. We do not publish a win rate: it depends heavily on the dealt base rank, which the player has no say in.

Base-rank games

Base-rank games and how much room they give

Four games where a dealt card decides where every foundation starts. What separates them is the size of the tableau and how forgiving its packing rule is.

Four Seasons compared with Canfield, Duchess, and Agnes
GameTableauPackingBase rankStock
Four Seasons5 cross pilesDown by rank, wrappingSet by the seeded card46, one pass
Canfield4 columns of 1Down, alternating colourSet by the seeded cardDraw three, unlimited passes
Duchess4 columns of 1Down, alternating colourYou choose itDraw one, one redeal
Agnes7 columns, 1 to 7 cardsDown, alternating colourSet by the seeded cardDealt to depots in rows

Four Seasons is the only one that ignores suit in the tableau, and the only one with no reserve at all. Its five piles have to do the work that Canfield spreads across four columns and a thirteen-card reserve.

Explore

More solitaire games

The rest of the base-rank family, from four columns to seven.