A board that will not stay still

Monte Carlo Solitaire

Twenty-five cards in a grid, and any two matching ranks that touch can go — sideways, up and down, or corner to corner. Then the grid closes up behind them, and every card on the board has new neighbours.

  • Five-by-five grid
  • Same rank, touching
  • Diagonals count
  • The grid closes up

Play Monte Carlo Solitaire

Select two cards of the same rank that touch horizontally, vertically, or diagonally. A removed pair makes the grid compact and refill from the stock automatically.

GoalRemove all 26 adjacent same-rank pairs.

Pairs0/26
Stock27
Board25
Moves0
Pair rule

Cards pair by rank only. They must touch in the row, column, or diagonal direction.

Remove touching same-rank pairs to compact and refill the grid.

Pairs that touch

Monte Carlo Solitaire rules

Two rules and one consequence. The consequence — that the grid rearranges itself — is the part worth thinking about.

Monte Carlo Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
The gridTwenty-five cards face up in five rows of five.
StockThe remaining twenty-seven cards, used only to refill.
Removing pairs
The pairTwo cards of the same rank. Suit and colour are irrelevant.
TouchingThe two must be neighbours in the grid — horizontally, vertically, or diagonally.
Diagonals countA card in the middle of the grid has eight neighbours; a corner card has three.
Aces and kingsNothing special. Every rank pairs the same way.
After a removal
CompactingThe remaining cards slide up to close the gaps, reading left to right and top to bottom.
RefillingNew cards come off the stock to fill the end of the grid.
Why it mattersCompacting rearranges the whole board, so which cards touch which changes after every single pair.
Winning
Win conditionAll twenty-six pairs removed — the entire deck.
LosingNo two touching cards share a rank and the stock is empty.

A grid that closes up

How to play Monte Carlo Solitaire

Twenty-five cards are laid out face up in a five-by-five grid, with the other twenty-seven held back in a stock. Find two cards of the same rank that are touching, and remove them both.

Touching means genuinely adjacent in the grid: left, right, above, below, or any of the four diagonals. Suit is completely irrelevant — two 9s of any suits will do, and two consecutive ranks will not.

When a pair leaves, the grid closes the gaps. Every remaining card slides forward in reading order, and fresh cards come off the stock to fill the end. Clear all twenty-six pairs and you have cleared the deck.

Which cards touch in a five-by-five gridA five-by-five grid with the centre card highlighted and its eight surrounding neighbours marked. Cards in the middle of the grid touch eight others; cards in a corner touch only three.WHAT THE CENTRE CARD CAN PAIR WITH38Centre card:eight neighboursCorner card:only threeDiagonals count, which is why the middle of the grid is where the pairs are.
Position decides everything. A card in the middle of the grid can pair with eight others; one in a corner can only reach three. That is the whole reason compaction matters — when the grid closes up, cards move toward the top-left and their neighbour counts change with them.

The mechanic people miss

Removing a pair rearranges the whole board

This is not a game where you clear a fixed layout. Take two cards out and every card after them in reading order shifts forward to close the gap, then the stock tops up the end. Cards that were nowhere near each other become neighbours; cards that were about to pair get separated.

So the question is never just "is this pair legal" — it is "what will the board look like afterwards". Two removals that both look free can leave you in completely different positions, and with only twenty-seven stock cards there is a limit to how many times you can churn your way out of a bad one.

Adjacency rules

Which pairs the grid will remove

Legal and illegal Monte Carlo moves
The moveVerdictWhy
Two 9s side by side in the same row.LegalSame rank and touching. Suit never matters.
Two queens touching corner to corner.LegalDiagonal neighbours count exactly the same as orthogonal ones.
Two 4s at opposite ends of the same row.IllegalSame rank, but not touching.
A 7 and an 8 side by side.IllegalPairs are by rank only. Consecutive ranks do nothing here.
The 5 of hearts and the 5 of hearts.IllegalThere is only one of each card. You need the other three 5s.
Two kings that touch after the grid compacts.LegalCompaction creates new adjacencies, and they are as legal as any other.

Working the grid

Monte Carlo Solitaire strategy

Scan the whole grid before removing anything. Because compaction changes every adjacency, the order you take pairs in matters far more than in a fixed-layout game. Find all the available pairs first, then decide which to spend.

Prefer pairs near the end of the grid when you want stability. Removing from the last row disturbs almost nothing; removing from the first row drags every card on the board forward. Early on, churn is good — it brings new cards in. Later, when the stock is nearly gone, churn is how you scatter a winnable position.

Watch for ranks with three or four cards showing. If three 8s are on the board, which two you pair decides whether the fourth ends up next to something useful or stranded in a corner. This is the closest thing Monte Carlo has to long-term planning.

Keep an eye on the stock count. Once it is empty the grid stops refilling, and from that point the board only shrinks. Every pair after that has to come from what is already in front of you.

Three grid mistakes

How a Monte Carlo grid seizes up

Taking the first pair you see

Every removal reshuffles the geometry, because the cards behind the gap slide forward. A pair you take now may separate two cards that were about to become neighbours. When several pairs are available, look at what each one leaves touching.

Clearing the front of the grid

Compaction pulls cards toward the top-left, so removing pairs from the early positions drags the whole board forward and brings fresh stock in at the end. Removing from the back disturbs far less. Early in a deal that churn is useful; late on, when the stock is thin, it is how a solvable board becomes a scattered one.

Forgetting there are four of every rank

Two 6s touching is not the only 6 pair on the board. If two 6s are adjacent and a third 6 sits next to a fourth elsewhere, taking the wrong two can leave the remaining pair stranded at opposite corners.

Monte Carlo's odds

Is Monte Carlo Solitaire winnable?

Often enough to be satisfying, and the compaction rule is why. A fixed-layout pairing game stalls the moment the right cards are not next to each other; here the board keeps rearranging, so a position that looks dead frequently is not — it just needs a pair removed somewhere else first.

Skill is real but shallow. There are no hidden cards and no long chains to plan, so the whole game is choosing between the two or three pairs available and thinking one compaction ahead. We do not publish a win rate: Monte Carlo versions differ on whether diagonals count at all, and that alone changes the game enormously.

Pairing relatives

Monte Carlo among the pairing games

All four of these clear a board by removing cards rather than building anything. What separates them is what decides whether two cards can go.

Monte Carlo compared with Pyramid, Memory, and Aces Up
GameBoardRemoval ruleWhat position controlsDoes the board move?
Monte Carlo5×5 grid, refilled from stockSame rank, touchingAdjacency, including diagonalsThe grid compacts after every pair
Pyramid28 cards in a trianglePairs totalling thirteenTwo cards cover each oneNone — the shape is fixed
Memory SolitaireFace-down gridSame rankPosition is irrelevantNone
Aces UpFour piles fed by a stockHigher card of the same suit removes a lower oneOnly top cards, no positionsEach deal covers everything

Monte Carlo is the only one of the four where the board itself is in motion. If you like the same-rank pairing but want a fixed layout to reason about, Pyramid gives you that with a different matching rule.

Explore

More solitaire games

Try another pairing game, or one where the layout holds still.

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