Not the game you remember
Memory Solitaire
Fifty-two cards face down, matched by rank. That one detail changes everything: a rank has four cards, so every card you turn over has three possible partners rather than one.
- Fifty-two cards face down
- Match by rank alone
- Three partners per card
- Twenty-six pairs
Play Memory Solitaire
Flip two cards. Cards with the same rank are cleared. Cards with different ranks stay face up until you choose another card, then they turn face down again.
Flip two cards. Same rank clears a pair; different ranks turn back over on your next choice.
Two minutes of rules
Memory Solitaire rules
Two minutes to learn. The rank-matching rule is the part worth noticing.
| Setup | |
|---|---|
| Deck | One standard 52-card deck, all face down. |
| The grid | Every card in a fixed position that never changes. |
| Pairs to clear | Twenty-six. |
| A turn | |
| Flipping | Turn two cards face up. |
| A match | Same rank. Both cards are cleared from the grid. |
| A miss | Different ranks. Both stay face up until you choose your next card, then turn back. |
| Suit | Irrelevant. Only the rank is compared. |
| Winning | |
| Win condition | All twenty-six pairs cleared. |
| Turns | Unlimited. Nothing forces the game to end. |
| The real measure | How few turns and misses it takes. |
Turn two, clear two
How to play Memory Solitaire
The whole deck goes face down in a grid and stays exactly where it is for the rest of the game. Turn two cards over. If their ranks match — any two sevens, any two queens — both are removed. If they do not, they stay face up until you pick your next card, then flip back.
Suits play no part at all. Twenty-six pairs clear the board, and nothing limits how many turns you take, so the game is really scored by how few misses you accumulate on the way.
Same rank, any suit
What counts as a match
| The move | Verdict | Why |
|---|---|---|
| You flip a 7♥ and a 7♠. | Legal | Same rank. Both are cleared. |
| You flip a 7♥ and a 7♦. | Legal | Also a match — any two sevens will do. |
| You flip a 7♥ and an 8♠. | Illegal | Different ranks. They turn back over on your next choice. |
| You flip a card and then flip it again as your second card. | Illegal | Two different cards have to be chosen. |
| You flip a card already cleared from the grid. | Illegal | Cleared cards leave the board for good. |
| You leave two mismatched cards face up while you think. | Legal | They stay visible until you pick your next card. |
| You clear the last pair with sixteen misses on the counter. | Legal | Misses are recorded, not penalised. The board is still cleared. |
How to remember more
Track ranks by region, not by card
Trying to hold fifty-two individual positions is hopeless. What works is coarser: remember that there were sevens in the top-left area and queens along the bottom edge. Because any two of a rank match, an approximate memory is often enough — you do not need to know which seven, only roughly where two of them are.
That is the practical consequence of the three-partner rule. In a game requiring exact twins, vague recall is useless. Here it is most of what you need, which is why Memory rewards attention rather than an unusual memory.
Remembering less
Memory Solitaire strategy
Open with cards you have not seen. Early turns are for information; there is nothing to lose by exploring while the board is entirely unknown.
Use a known match the moment you have one. If your first flip is a rank you have already located elsewhere, take the certain pair rather than gambling on a fresh card.
Read both cards after a miss. They stay face up until your next choice, and that is the only free information the game gives you.
Clear a rank completely when you can. Four cards of a rank make two pairs, and taking both while you still know all four positions is much easier than coming back to it later.
Where turns leak
Where turns get wasted
Flipping a second card at random after a useful first
If your first card is a rank you have already seen elsewhere, the second flip should be that known position — not a fresh guess. Turning a random second card when you already hold a certain match throws away the one piece of information you had.
Not using the free look at the end of a miss
A failed pair stays face up until you choose your next card. That is time to place both of them in memory, and it is the only reason a miss is not a total loss. Clicking straight on to the next card wastes it.
Forgetting that a rank has four cards
Seeing two sevens in different corners is not one fact but part of four. Once all four are located you have two guaranteed pairs, and it is worth clearing them together while you still remember where they all are.
The one you cannot lose
Is Memory Solitaire winnable?
Always, eventually — nothing forces the game to end and no position is ever unwinnable. That makes it the only game on this site you cannot actually lose.
The interesting question is not whether you clear the board but in how many turns. Perfect recall would finish in the low thirties; ordinary play takes considerably more. The misses counter is the real scoreboard.
This version
Fifty-two cards, rank matching, no limit
- One deck face down in a fixed grid; positions never change.
- Turn two cards; matching ranks are cleared, whatever the suits.
- Mismatched cards stay face up until you choose your next card.
- Twenty-six pairs to clear, with no turn limit and no way to lose.
- Turns, misses and cards seen are counted as your score.
Undo is available for the last card choice. Also known as Concentration and Pelmanism.
The pairing games
Memory among the pairing games
Several games here ask you to pair cards up. What separates them is what counts as a pair and how much of the board you can see.
| Game | Layout | What pairs | Partners per card | The skill |
|---|---|---|---|---|
| Memory | 52 face down in a fixed grid | Same rank | 3 for every card | Recall |
| Monte Carlo | 25 face up in a grid | Same rank, and adjacent | 3, but only if neighbouring | Sequencing |
| Pyramid | 28 face up in a pyramid | Ranks totalling thirteen | 4 for most cards | Arithmetic and planning |
| Clock Patience | 52 face down on a dial | None — rank sends you to a pile | Not applicable | None at all |
Monte Carlo uses the same rank rule with everything face up, and adds a requirement that the two cards be neighbours. Between them they cover both halves of what a pairing game can ask: remembering where a card is, or working out how to get to it.
Explore
More solitaire games
Other pairing games, and the other one that hides the whole deck.
Monte Carlo Solitaire
The same rank matching, played face up on a grid where the pairs must be adjacent.
Play nowPyramid Solitaire
Pairing by arithmetic rather than recall — two exposed cards totalling thirteen.
Play nowClock Patience
The other game that hides the whole deck, and the one where you make no decisions.
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