Every third rank
Royal Parade Solitaire
Three rows, each climbing in steps of three: twos to jacks, threes to queens, fours to kings. Between them they account for every rank except the ace — which is why all eight aces are thrown out before you start.
- Build in steps of three
- Three rows, 24 piles
- Aces discarded
- Two decks
Play Royal Parade Solitaire
Select a loose parade card or depot top card, then choose a legal parade foundation or empty row space, or move an exposed ace to the ace pile. Deal another depot row whenever you want more exposed depot cards.
Only each top card is available.
Aces out, three rows
Royal Parade Solitaire rules
Print this alongside the three sequences below and you never have to work out which row a rank belongs to.
| Setup | |
|---|---|
| Decks | Two standard decks — 104 cards. |
| The aces | All eight are discarded. They have no place in any sequence. |
| The parade | Three rows of eight piles — twenty-four foundations in all. |
| Depots | Eight piles that hold cards until you can use them. |
| Stock | The remainder, dealt to the depots a row at a time. |
| The three sequences | |
| Twos row | Starts on a 2 and climbs by three: 2, 5, 8, jack. |
| Threes row | Starts on a 3: 3, 6, 9, queen. |
| Fours row | Starts on a 4: 4, 7, 10, king. |
| Every pile | Holds exactly four cards, all of one suit. |
| Between them | The three rows cover all twelve ranks from 2 to king. |
| Playing | |
| Starting a pile | Place a card of the row's base rank into an empty space in that row. |
| Continuing a pile | Add the card three ranks higher in the same suit. |
| Where cards come from | The loose parade cards and the top card of each depot. |
| Dealing | Sends a fresh row of cards to the depots whenever you want them. |
Twenty-four piles of four
How to play Royal Parade Solitaire
Two decks, minus the eight aces, are built into twenty-four suited piles of four cards each. The piles sit in three rows, and which row a card belongs to depends entirely on its rank.
Every pile climbs in steps of three within one suit. A pile in the twos row runs 2, 5, 8, jack. In the threes row, 3, 6, 9, queen. In the fours row, 4, 7, 10, king. Four cards and the pile is done.
Cards reach the parade from eight depot piles, of which only the top card of each is available. When you want more, a deal covers every depot with a fresh card — so the timing of that deal is most of the game.
Rank by row
Which row every rank belongs to
These three sequences never change. Between them they use each rank from 2 to king exactly once, which is why the aces have nowhere to go and are discarded before play.
| Row | Sequence, in one suit |
|---|---|
| Twos row | 2 · 5 · 8 · J |
| Threes row | 3 · 6 · 9 · Q |
| Fours row | 4 · 7 · 10 · K |
Joining the parade
What a parade pile will accept
| The move | Verdict | Why |
|---|---|---|
| A twos-row pile shows the 5♥. You play the 8♥. | Legal | Three ranks up in the same suit — the only building rule. |
| A twos-row pile shows the 5♥. You play the 6♥. | Illegal | Steps of one belong to other games. This one moves by three. |
| A twos-row pile shows the 5♥. You play the 8♠. | Illegal | Same suit throughout. A pile is one suit from base to top. |
| An empty space in the threes row. You play a 3♦. | Legal | Rows are started with their own base rank and nothing else. |
| An empty space in the threes row. You play a 6♦. | Illegal | Even the right sequence has to begin at the base rank. |
| An ace turns up in the depots. You move it to the ace pile. | Legal | Aces are removed from play as they appear. |
| A fours-row pile shows the K♣. You add another card. | Illegal | The king finishes that pile. Four cards is the maximum. |
Also known as
Picture Gallery, Hussars, Financier
This game has collected an unusual number of names. Royal Parade is the most common, but you will also find it as Picture Gallery — because the completed rows end on jacks, queens and kings, a gallery of court cards — and as Hussars, Financier or Royal Procession in older collections.
They are all the same game with the same three sequences. If you have played one of them, you already know this one.
Marshalling the rows
Royal Parade Solitaire strategy
Learn the three sequences before anything else. Almost every wasted move in this game comes from putting a card in the wrong row, and the mapping is printed above.
Hold back on opening new piles. Each row has eight spaces and starting a pile commits you to finding three specific cards in that suit. Open one when you can already see the next card in the sequence.
Squeeze the depot tops before dealing. A deal covers all eight at once, and a useful card buried under a fresh one may not come back.
Clear aces as they surface. They do nothing but block a depot, and moving them out costs nothing.
Where the parade halts
Where a Royal Parade stalls
Dealing to the depots too freely
Each deal covers every depot with a fresh card, and only the top of each depot is available. Deal when you have genuinely run out of parade moves, not when the board looks quiet — a buried card you needed may not surface again.
Filling row spaces with the wrong base rank
Each of the three rows has eight spaces and accepts only its own base rank to start a pile. Committing a space in the twos row means you need the 5, 8 and jack of that exact suit to finish it. Look at what you can already see before opening a new pile.
Forgetting which row a rank belongs to
Every rank from 2 to king lives in exactly one row, and the mapping is not obvious under pressure. A 9 belongs only in the threes row; a 10 only in the fours. Placing by instinct rather than checking is the most common wasted move here.
Odds across two decks
Is Royal Parade Solitaire winnable?
Not often. Twenty-four piles each needing three specific follow-up cards in one suit is a great many separate requirements, and the depots only ever show you eight cards at a time.
What makes it enjoyable rather than merely hard is the arithmetic — the three sequences are fixed and knowable, so a player who has them memorised will place cards far faster and waste far fewer spaces. We do not publish a win rate: it moves with the number of depot deals a version allows.
This version
Two decks, aces out, twenty-four piles of four
- Two decks with all eight aces removed to a discard pile as they appear.
- Three rows of eight piles: twos, threes and fours rows.
- Each pile is one suit, climbing in steps of three to exactly four cards.
- Eight depot piles feed the parade; only the top card of each is available.
- Dealing sends a fresh card to every depot at once.
Undo is unlimited and unpenalised, with no timer or score. Also published as Picture Gallery, Hussars and Financier.
Interval games
Games that build by intervals
Most patience games move one rank at a time. A small group does not, and the step size changes everything about how you plan.
| Game | Step between cards | Foundation piles | Suits | Aces |
|---|---|---|---|---|
| Royal Parade | Three ranks | 24 piles of 4 | One suit per pile | Discarded |
| Calculation | One, two, three or four ranks | 4 foundations of 13 | Ignored entirely | In play |
| Crescent | One rank, either direction | 8 foundations of 13 | One suit per pile | Seed four foundations |
| Grandfather's Clock | One rank | 12 piles of 4 or 5 | One suit per pile | In play |
Calculation is the other interval game here, and it goes further — four foundations each on a different step. Royal Parade uses one step for everything and finds its difficulty in the sheer number of piles instead.
Explore
More solitaire games
The other interval game, and two more built from many small suited piles.
Calculation Solitaire
The other interval game — four foundations climbing by ones, twos, threes and fours.
Play nowGrandfather's Clock Solitaire
Twelve short suited piles, each finishing on the rank of its own hour.
Play nowCrescent Solitaire
Two decks in sixteen piles, with foundations climbing from aces and falling from kings.
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