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.
Cards pair by rank only. They must touch in the row, column, or diagonal direction.
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.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| The grid | Twenty-five cards face up in five rows of five. |
| Stock | The remaining twenty-seven cards, used only to refill. |
| Removing pairs | |
| The pair | Two cards of the same rank. Suit and colour are irrelevant. |
| Touching | The two must be neighbours in the grid — horizontally, vertically, or diagonally. |
| Diagonals count | A card in the middle of the grid has eight neighbours; a corner card has three. |
| Aces and kings | Nothing special. Every rank pairs the same way. |
| After a removal | |
| Compacting | The remaining cards slide up to close the gaps, reading left to right and top to bottom. |
| Refilling | New cards come off the stock to fill the end of the grid. |
| Why it matters | Compacting rearranges the whole board, so which cards touch which changes after every single pair. |
| Winning | |
| Win condition | All twenty-six pairs removed — the entire deck. |
| Losing | No 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.
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
| The move | Verdict | Why |
|---|---|---|
| Two 9s side by side in the same row. | Legal | Same rank and touching. Suit never matters. |
| Two queens touching corner to corner. | Legal | Diagonal neighbours count exactly the same as orthogonal ones. |
| Two 4s at opposite ends of the same row. | Illegal | Same rank, but not touching. |
| A 7 and an 8 side by side. | Illegal | Pairs are by rank only. Consecutive ranks do nothing here. |
| The 5 of hearts and the 5 of hearts. | Illegal | There is only one of each card. You need the other three 5s. |
| Two kings that touch after the grid compacts. | Legal | Compaction 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.
This version
Diagonals count, grid refills
- One deck, twenty-five cards in a five-by-five grid, twenty-seven in the stock.
- Pairs are same-rank only. Suit and colour never matter.
- Cards must touch horizontally, vertically or diagonally.
- The grid compacts in reading order after every removal and refills from the stock.
- You win by removing all twenty-six pairs.
Undo is unlimited and unpenalised, with no timer or score. Some published versions of the game allow only horizontal and vertical neighbours, which is markedly harder; this page allows diagonals.
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.
| Game | Board | Removal rule | What position controls | Does the board move? |
|---|---|---|---|---|
| Monte Carlo | 5×5 grid, refilled from stock | Same rank, touching | Adjacency, including diagonals | The grid compacts after every pair |
| Pyramid | 28 cards in a triangle | Pairs totalling thirteen | Two cards cover each one | None — the shape is fixed |
| Memory Solitaire | Face-down grid | Same rank | Position is irrelevant | None |
| Aces Up | Four piles fed by a stock | Higher card of the same suit removes a lower one | Only top cards, no positions | Each 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.
Pyramid Solitaire
Pairing again, but by totals of thirteen on a fixed triangle that never rearranges.
Play nowMemory Solitaire
Same-rank pairs with the cards face down, so recall replaces geometry.
Play nowAces Up Solitaire
Another quick removal game where suit comparison rather than matching decides what leaves.
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