Five deals you cannot refuse
Spider Solitaire
Two decks, ten columns, and forty-four cards you cannot see. Build runs from king down to ace and they vanish — but five times during the deal the stock drops a card onto every column, whether it helps you or ruins what you were building.
- One-suit Spider
- Two decks, 104 cards
- 44 cards face down
- Five stock deals
Play Spider Solitaire
Select a face-up card or descending sequence, then choose a tableau column. Cards build downward by rank. Deal from the stock only when every column contains at least one card.
Deal one card to every column. Empty columns must be filled first.
Two decks, ten columns
Spider Solitaire rules
Everything this version enforces. The stock section is the part most people get wrong.
| Setup | |
|---|---|
| Deck | Two decks, 104 cards. This page deals a single suit. |
| Tableau | Ten columns: four of six cards and six of five, 54 in total. |
| Face down | Only the last card of each column starts face up, so 44 are hidden. |
| Stock | The remaining 50 cards, dealt in five rows of ten. |
| Moving | |
| Building | Down by rank. A 7 goes on any 8. |
| Sequences | A descending run already in order moves as a unit. |
| Empty columns | Take any card or any movable run. |
| Face-down cards | Flip automatically once nothing covers them. |
| The stock | |
| Dealing | One card to every column at once — you cannot choose which columns. |
| The restriction | The deal is refused while any column is empty. Every column must hold at least one card first. |
| How many | Five deals, and no more. There is no recycling. |
| Winning | |
| Clearing a run | A complete king-to-ace run in sequence is removed from the board automatically. |
| Win condition | Eight cleared runs, which is all 104 cards. |
Eight runs to build
How to play Spider Solitaire
Fifty-four cards go into ten columns — four columns of six and six of five — with only the bottom card of each turned up. That leaves forty-four hidden and fifty waiting in the stock.
There are no foundations. Instead you build downward inside the tableau itself, and when a column contains a complete run from king all the way down to ace, that run lifts off the board and is gone. Eight runs clears the deck and wins the game.
On this page every card is the same suit, which means any descending sequence is automatically a movable one. That is the beginner's version of Spider and it is genuinely a different game from the four-suit original — the table further down explains how much.
Suit runs and part-runs
Which Spider moves are legal
| The move | Verdict | Why |
|---|---|---|
| A column ends in an 8. You move a 7 onto it. | Legal | Down by rank is the only tableau rule in one-suit Spider. |
| You move an ordered Q-J-10 onto a king. | Legal | A run already in descending order travels as a unit. |
| You move any run into an empty column. | Legal | Spaces take anything, which is what makes them so useful. |
| A column ends in a jack. You move a 9 onto it. | Illegal | Ranks must be consecutive. Nothing may be skipped. |
| You deal from the stock with one column empty. | Illegal | Every column must hold a card before the stock will deal. |
| You move a face-down card. | Illegal | It has to be uncovered first, and it flips on its own. |
The forced deal
The stock does not ask permission
Spider's stock works nothing like Klondike's. You do not draw a card and decide what to do with it. You press deal, and one card lands face up on top of every single column at once — ten cards, all placed for you, including on top of the run you spent twenty moves assembling.
There are five of these deals and no way to skip one, recycle them, or take a partial row. Each one is a small controlled demolition of your board, and the whole skill of Spider is arranging things so the damage lands where you can repair it.
The trap nobody warns you about
An empty column blocks the stock
Empty columns are the best thing you can have in Spider. They accept any run, they let you unpick a buried sequence, and they are how most deals get untangled. There is exactly one catch, and it catches everyone: the stock refuses to deal while any column is empty.
So a space is an asset right up to the moment you need a fresh row, at which point it becomes a toll you have to pay. If the board is stalling and the stock is your only way forward, you must put something back into that column first — usually a card you would much rather have kept available.
Suits and spaces
Spider strategy
Uncovering face-down cards is worth more than tidiness, the same as Klondike, but Spider adds a wrinkle: a long ordered run is not progress on its own. Only a complete king-to-ace run scores, so a beautiful 9-through-4 sequence sitting on a face-down card has achieved nothing except making that card harder to reach.
Work from the kings down. A king can never be moved onto anything, so a king sitting on top of a column is dead weight until a space appears — but a king at the bottom of a column is the anchor an entire run can be built on. Where your kings are tells you which columns are worth developing and which are write-offs.
Time the deals rather than taking them when you are stuck. The best moment to deal is when the board has loose low cards and at least one column short enough to absorb a bad landing. The worst is when everything is finally in order, because that is exactly what the deal will break.
And be careful which card you build on. In one-suit Spider every 8 accepts every 7, so the move is always legal — the real decision is which 8 you are willing to bury, and whether you will ever get it back.
Where deals go wrong
Where Spider deals go wrong
Emptying a column right before you need the stock
An empty column is the most valuable thing on a Spider board — until the stock will not deal because of it. If you are close to needing a fresh row, fill the space first, even with a card you would rather not place.
Building down across the wrong card
Placing a 6 on a 7 that sits at the bottom of a long column feels productive and buries the 7 permanently. In one-suit Spider every 7 accepts every 6, so the question is never whether the move is legal but which 7 you are burying.
Spending the last deal on a tidy board
The fifth deal drops ten cards onto whatever you have built, and it will break runs. Take it while you still have loose cards and spare space to absorb it, not once everything is finally in order.
The difficulty dial
One suit, two suits, four suits
Spider's difficulty comes almost entirely from how many suits are in the deck, because suits decide whether an ordered run can actually move.
| Version | The deck | What it does to the game |
|---|---|---|
| One suit | All 104 cards are the same suit. | Every descending run is automatically a movable run. This is the version on this page, and the one to learn on. |
| Two suits | Two suits, 52 cards each. | Runs only move as a unit when they are all one suit, so half your tidy sequences are stuck one card at a time. |
| Four suits | A normal two-deck mix. | Full difficulty. Building an ordered run is easy; building a same-suit ordered run is the actual game. |
This page offers one suit only. That is a deliberate choice rather than an omission: one-suit Spider is a genuinely good game in its own right and by far the best way to learn the stock timing, which is the part that transfers to the harder versions.
Spider's real difficulty
Is Spider Solitaire winnable?
One-suit Spider is winnable far more often than not, and most losses come from stock timing rather than from a bad shuffle. Because runs clear automatically and every sequence is movable, a careful player who keeps a column open until just before each deal will finish a large majority of hands.
We do not publish a figure. Any honest number would have to be measured against this exact version — one suit, five deals, unlimited undo — and quoting a four-suit win rate here, which is dramatically lower, would be actively misleading.
This version
What this Spider deals
- One suit across both decks. No two-suit or four-suit mode.
- Ten columns, 54 cards dealt, 44 face down, 50 in the stock.
- Five stock deals of ten cards each, with no recycling.
- The stock will not deal while any column is empty.
- Completed king-to-ace runs clear automatically.
- Empty columns accept any card or run, not kings only.
Undo is unlimited and unpenalised. There is no timer and no score.
The run-builders
Spider against the other run builders
| Game | Decks | Tableau builds | What clears | Stock |
|---|---|---|---|---|
| Spider (one suit) | Two | Down by rank, any suit | King-to-ace runs, removed automatically | Five forced row deals |
| Spiderette | One | Down by rank | King-to-ace runs | Row deals, shorter game |
| Scorpion | One | Down by suit; move any card with its pile | King-to-ace runs | Three cards, once |
| Klondike | One | Down, alternating colour | Nothing — cards go to foundations | Draw one, unlimited passes |
If the two-deck length is the off-putting part rather than the rules, Spiderette is the same game on one deck and seven columns, and finishes in a fraction of the time.
Explore
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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