The one mercy in the family

Josephine Solitaire

Josephine is Forty Thieves with a single restriction lifted: a descending run in one suit travels as a unit. Everything else is the same — two decks, ten columns, strict suits, one pass — and that one change is the difference between grinding and playing.

  • Two decks, ten columns
  • Suited runs move as one
  • Any card fills a space
  • One pass, no redeal

Play Josephine Solitaire

Select a top waste card, a top tableau card, or a valid same-suit descending tableau sequence, then choose a valid tableau column or foundation. 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 use movable runs to open columns.

Two decks, suits only

Josephine Solitaire rules

Two lines in the Moving group are all that separate this from Forty Thieves. They are the two worth reading twice.

Josephine Solitaire setup and rules
Setup
DecksTwo standard decks, 104 cards.
TableauTen columns of four cards — forty in all, every one face up.
FoundationsEight, two per suit, empty at the start.
StockThe remaining 64 cards.
Moving
BuildingDown by exact suit. A 9 of spades takes only an 8 of spades.
SequencesA descending same-suit run moves as a single unit, however long.
What blocks a runAny card of another suit sitting on it. A 9-8 of hearts under a 7 of clubs is not a run.
Empty columnsAccept any available card or any movable run.
FoundationsBuild up by exact suit, ace to king, and are one-way.
Stock and winning
DrawingOne card at a time to the waste. Only the top waste card is playable.
PassesOne. No recycling and no redeal.
Win conditionAll 104 cards on the eight foundations.

Forty Thieves with runs

How to play Josephine Solitaire

Two decks are shuffled together and forty cards go into ten columns of four, all face up. Eight foundations wait above — two per suit — and the remaining sixty-four sit in the stock, good for exactly one pass.

Tableau columns build down by exact suit, and foundations build up by exact suit from ace to king. Empty columns accept any available card. So far this is Forty Thieves in every particular.

The difference is that a descending run in one suit moves as a single unit. A packed 10-9-8-7 of spades goes onto a jack of spades in one move, rather than needing four separate moves and four separate legal destinations. That is the whole variant.

Moves needed to relocate a four-card runIn Josephine a packed run of four spades moves in a single move. In Forty Thieves the same four cards need four separate moves and four separate legal destinations.SHIFTING A PACKED 10-9-8-7 OF SPADESJosephine — the run travels as a unitone moveForty Thieves — one card at a timefour moves, four destinationsAnd in Forty Thieves each of those four cards needs its own suited home.
The move count is not really the point — the destinations are. One move needs one legal landing place; four moves need four, each of exactly the right suit and rank, and in a game where every card fits onto only two others in the whole double deck. That is why Josephine plays so much more freely than its parent.

Packing and lifting

What Josephine lets you move as a unit

Legal and illegal Josephine moves
The moveVerdictWhy
A column ends in the 10 of spades. You move a packed 9-8-7 of spades onto it.LegalA same-suit descending run travels as one. This is the whole point of Josephine.
You move a 9-8 of hearts with a 7 of clubs sitting on top.IllegalThe clubs card breaks the run. Move it off first.
A column ends in the 9 of hearts. You play the 8 of diamonds.IllegalSame colour is not enough. The suit has to match.
You move a run of five into an empty column.LegalSpaces take any card or any movable run.
The ace of hearts starts a foundation.LegalTwo decks means two heart foundations, and either will accept it.
You take the 5 of clubs back off its foundation.IllegalFoundations are one-way on this page.
You draw again with the stock empty.IllegalOne pass only. When the stock is gone there is nothing left to draw.

Still one pass

The stock is as unforgiving as ever

Josephine relaxes the movement rule and nothing else. Sixty-four cards go through the waste once, and every card you draw past is gone unless you played it at the time.

That makes the draw the most consequential decision on the board, exactly as in Forty Thieves. Before each one, check whether the current waste card can reach a foundation, a suited column, or a space. Runs moving as a unit does not put a single card back into the stock.

Moving runs well

Josephine Solitaire strategy

Build runs deliberately, not incidentally. A long suited sequence is now an asset rather than a liability, so when you have a choice of placements, prefer the one that extends a run you may want to relocate later.

Save spaces for runs. An empty column that receives a five-card sequence has done five times the work of one that receives a single card, and spaces are just as scarce here as in Forty Thieves. Do not fill one to clear the waste unless there is nothing better.

Keep columns shallow anyway. Runs move, but only unbroken same-suit runs — and a column of eight mixed cards is still eight problems. The freedom applies to sequences you have built, not to the mess underneath them.

Track both copies of the ranks you need. Every rank exists twice in each suit. If one 7 of hearts is at the bottom of a column, the other one is the card that matters, and knowing where it is decides which column is worth digging.

Where deals fall apart

Where Josephine deals still fall apart

Breaking a run to reach one card underneath

A long suited run is expensive to assemble and is your most mobile asset. Taking it apart for a single card beneath it usually costs more than the card is worth — and reassembling it means finding a home for every card again.

Filling a space with a lone card

Spaces take runs, which is what makes them powerful. Dropping a single 6 into one converts a slot that could have received a five-card sequence into a column that will accept exactly one card. Use spaces for runs whenever you can.

Drawing through the stock to see what is coming

One pass and sixty-four cards. Every card you draw past is out of the game unless you played it there and then. Cycling for information is a habit learned from games with unlimited passes, and it is the most reliable way to lose a Josephine deal.

Josephine's chances

Is Josephine Solitaire winnable?

Far more often than Forty Thieves, and it is the variant most worth knowing for exactly that reason. Moving runs as a unit removes the grinding quality of the original without touching what makes it interesting — the strict suits, the single stock pass, the scarcity of spaces.

It is still a hard two-deck game. Everything is visible, so a loss is generally traceable to a decision, most often a careless draw. We do not publish a figure, because the difference between this page and the Forty Thieves page is precisely the kind of rule change that makes a borrowed win rate meaningless.

Runs move, rules stay

Josephine among the Forty Thieves variants

This family exists almost entirely to make Forty Thieves survivable, and each member picks a different restriction to lift.

Josephine compared with Forty Thieves, Limited, and Maria
GameMovingEmpty columnsTableau buildsStock
JosephineSuited runs travel as a unitAny card or runDown by exact suitOne pass
Forty ThievesOne card at a timeAny single cardDown by exact suitOne pass
LimitedOne card at a timeAny single cardDown by exact suitOne pass, twelve columns
MariaOne card at a timeAny single cardDown, alternating colourOne pass

Josephine lifts the movement rule; Maria lifts the suit rule instead, packing by alternating colour. Between them they cover the two things that make Forty Thieves hard, and neither touches the one pass through the stock.

Explore

More solitaire games

Try the strict original, or the variant that loosens the suits instead.

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