Nowhere to put it
Picture Patience
Most games give you somewhere to park a card that does not fit. Picture Patience does not: there is no tableau at all, so a card either goes to a foundation now or it waits its turn.
- Two decks
- Eight foundations
- No tableau at all
- One redeal
Play Picture Patience
Select a reserve card or the waste top card, then choose a matching ace-up or king-down foundation. Draw from stock when no foundation move is available.
Draw one card to the waste.
Eight foundations, no tableau
Picture Patience rules
The rules are short because there is only one kind of move in the game.
| Setup | |
|---|---|
| Decks | Two, shuffled together — 104 cards. |
| Foundations | Eight. Each suit gets one pile climbing from the ace and one descending from the king. |
| Reserve | Nine face-up cards in a three-by-three grid. |
| Stock | The remaining ninety-five cards, face down. |
| Moving | |
| Where a card can go | To a foundation. There is nowhere else on the table. |
| What is available | The nine reserve cards and the top card of the waste. |
| Refilling a slot | An emptied reserve slot takes the waste top, or the next stock card if the waste is empty. |
| Drawing | One card at a time to the waste. |
| The redeal | |
| How many | One. The waste turns face down and becomes the stock again. |
| When | Only once the stock has run out. |
| Winning | All 104 cards on the eight foundations — thirteen on each. |
Aces up, kings down
How to play Picture Patience
Two decks give you two of every card, and the eight foundations are arranged to want exactly that: for each suit, one pile climbs from the ace to the king and another descends from the king to the ace. Between them they take all twenty-six cards of that suit.
Nine cards sit face up in a small grid, and the rest wait in the stock. A reserve card or the waste top may go to a foundation and nowhere else — there is no tableau to build on and no way to put a card down temporarily.
Fits or waits
What the foundations will take
| The move | Verdict | Why |
|---|---|---|
| The 4♦ on to a diamond pile showing the 3♦. | Legal | The ace-up diamond pile climbs by one. |
| The 4♦ on to a diamond pile showing the 5♦. | Legal | The king-down diamond pile descends by one. |
| The 4♦ on to a heart pile showing the 3♥. | Illegal | Suits never mix. Each of the eight piles belongs to one suit. |
| The second 4♦ on to the pile that already took the first. | Illegal | A pile holds thirteen cards, one of each rank. The second copy belongs to the other diamond pile. |
| A reserve card on to another reserve slot. | Illegal | There is no tableau. A card leaves the reserve only for a foundation. |
| A card from the middle of the waste. | Illegal | Only the waste's top card is available. |
| A card back down off a foundation. | Illegal | Foundations here are one-way. |
The mechanic to learn first
An emptied slot reaches for the waste, not the stock
When you play a reserve card, the slot it leaves refills straight away — and it takes the top card of the waste if there is one, going to the stock only when the waste is bare. That makes the reserve the only thing in the game that eats into the waste pile.
The practical consequence is an ordering rule. If a reserve card can be played, play it before you draw; the slot will then absorb whatever is sitting on the waste. Draw first and you have simply added another card to a pile only its top is reachable from.
Feeding the nine
Picture Patience strategy
Advance both directions of a suit together. A suit whose ace-up pile has reached the eight while its king-down pile is still on the queen will strand every low card of that suit you turn up.
Play from the reserve before drawing whenever both are possible. The slot you open will take the waste top, which is the only way to shrink the waste other than playing its top card.
When the same rank is available in the reserve and on the waste, take the reserve one. The slot that opens will pull the waste card in anyway, so you get both.
Remember the redeal is single. Ninety-five cards go past, and everything you could not use comes back exactly once, in the order you buried it.
Where a card gets stranded
Three ways the waste wins
Feeding one direction of a suit and not the other
Every suit needs a full thirteen climbing from the ace and a full thirteen descending from the king. Play only to the ace-up piles and the second copy of each low card has nowhere to go, because the king-down pile has not come far enough to want it yet. The two halves of a suit have to advance roughly together.
Drawing before checking the reserve
Playing a reserve card is the only thing that pulls a card out of the waste. Draw first and the waste simply grows; play the reserve card first and the slot swallows the card you just drew. The order of those two actions decides how deep the waste gets.
Letting the waste bury something you need
Only the waste top is reachable, so a card that goes under three others is gone until the redeal — and there is exactly one redeal. Every card you drop on the waste is a card placed on top of everything already stranded there.
One redeal
Is Picture Patience winnable?
Less often than most games here, and for a structural reason rather than a harsh rule. With no tableau there is nothing to hold a card that arrives too early or too late — the reserve does not store cards, it only presents them. A deal that does not roughly sort itself is not going to be talked into it.
Where skill does show is in the reserve. Choosing which of several playable cards to release, and when to draw rather than play, changes how much of the waste you recover before the single redeal. Two players given the same deal will not finish on the same number.
This version
Two decks, eight foundations, one redeal
- Two decks shuffled together: 104 cards, nine in the reserve and ninety-five in the stock.
- Eight foundations — each suit builds up from an ace and down from a king.
- Only the nine reserve cards and the waste top can be played, and only to a foundation.
- An emptied reserve slot refills from the waste first, then the stock.
- One redeal: the waste turns over once the stock is spent.
Undo is unlimited and there is no timer. Hint highlights an available foundation move. Also published as Picture Solitaire; other versions vary the reserve size or allow more redeals.
Somewhere else to put it
Picture Patience among the two-way foundation games
Four games here use the same eight foundations, two decks and the same up-and-down building. They differ almost entirely in how much room they give you outside those piles.
| Game | Decks | Foundations | Where else a card can go | Redeals |
|---|---|---|---|---|
| Picture Patience | Two | Eight, up and down by suit | Nowhere — only nine reserve slots, and they merely refill | One |
| Crazy Quilt | Two | Eight, up and down by suit | The waste top can be built on, in suit and either direction | One |
| Colorado | Two | Eight, up and down by suit | Twenty piles — any card goes on any pile | None |
| Algerian | Two | Eight, up and down by suit | Eight tableau columns and six reserve piles | None |
Read down that fourth column and the family arranges itself into a scale. Algerian is the most forgiving, Colorado gives you twenty piles that take anything, Crazy Quilt lets you build on the waste itself — and Picture Patience gives you nothing at all. Everything else about the four is nearly identical.
Explore
More solitaire games
The rest of the two-deck games with foundations running both ways.
Crazy Quilt Solitaire
The same eight foundations, with a woven reserve and a waste you are allowed to build on.
Play nowColorado Solitaire
Two-way foundations again, but twenty piles that will take absolutely any card.
Play nowAlgerian Solitaire
The most generous of the two-way foundation games: eight columns and six reserve piles to work with.
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