Small board, full difficulty
Spiderette Solitaire
Spider folded into one deck and seven columns. You may build a 7 of clubs onto an 8 of hearts — but only a same-suit run will move as a unit, so every mixed pile you make is a pile you will have to take apart one card at a time.
- One deck, seven columns
- Build by rank, move by suit
- Four deals only
- 21 cards hidden
Play Spiderette Solitaire
Select a face-up card or same-suit 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 each column while enough stock remains. Empty columns must be filled first.
Spider on one deck
Spiderette Solitaire rules
Two rules do all the work here, and they are the two in the middle group: you build one way and move another.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Seven columns holding 1 to 7 cards — twenty-eight in all, dealt as a staircase. |
| Face down | Twenty-one. Only the last card of each column starts face up. |
| Stock | The remaining twenty-four cards. |
| The two rules that differ | |
| Building | Down by rank, any suit. A 7 of clubs may be placed on an 8 of hearts. |
| Moving | Only a same-suit descending run travels as a unit. A mixed pile has to go one card at a time. |
| Empty columns | Accept any card or any movable run. |
| The stock | |
| Dealing | One card face up onto every column at once. |
| The restriction | Refused while any column is empty. Fill the space first. |
| How many | Four deals: three rows of seven and a final row of three. |
| Winning | |
| Clearing | A complete king-to-ace run in one suit is removed from the board automatically. |
| Win condition | Four cleared runs — all 52 cards. |
Seven columns, Klondike shape
How to play Spiderette Solitaire
Twenty-eight cards go into seven columns as a staircase — one card in the first, seven in the last — with only the bottom card of each turned up. That is the Klondike deal exactly, twenty-one cards hidden and twenty-four left in the stock.
Everything after the deal is Spider. There are no foundations: you build descending sequences in the tableau itself, and when a column holds a complete king-to-ace run in one suit, that run lifts off the board. Four runs wins.
The stock deals a whole row at a time, one card onto every column, and it will refuse while any column is empty. There are four deals — three of seven and a last one of only three, since twenty-four does not divide evenly by seven.
Read this before your first move
You build by rank but move by suit
These are two different rules and conflating them is the single most common way to lose a Spiderette deal. Building ignores suit entirely: any 7 may be placed on any 8. Moving does not: only a run that is both descending and all one suit travels as a unit.
So a column reading 9♠ 8♥ 7♣ is a perfectly legal thing to have built and a nearly useless thing to own. To move those three cards you need three separate legal destinations, one per card. Every time you place a card of the wrong suit you are choosing convenience now for a knot later.
Sequences only
Which groups Spiderette will move
| The move | Verdict | Why |
|---|---|---|
| A column ends in the 8 of hearts. You place the 7 of clubs on it. | Legal | Building ignores suit. Any 7 will sit on any 8. |
| You move an ordered 9-8-7 of spades as one unit. | Legal | Same suit and descending, so it counts as a run. |
| You move an ordered 9 of spades, 8 of hearts, 7 of clubs together. | Illegal | Descending but mixed. Only same-suit runs move as a unit. |
| You move any card into an empty column. | Legal | Unlike Klondike, spaces are not reserved for kings. |
| You deal a row while one column is empty. | Illegal | The stock refuses until every column holds at least one card. |
| A column ends in a jack. You place a 9 on it. | Illegal | Ranks must be consecutive. |
Working a small board
Spiderette Solitaire strategy
Take the same-suit placement whenever both are legal. If a 7 of clubs can go on the 8 of clubs or the 8 of hearts, the clubs move is almost always right even when the hearts move uncovers something. A suited junction is a card you can move again later; a mixed one is not.
Keep a column open for as long as the stock allows. Spaces here accept anything and are the only way to unpick a badly mixed column — but you cannot deal with one open, so plan which card you will sacrifice to close it before you need the row.
Dig the right-hand columns early. Column seven has six cards buried under one, and those are the cards that decide the deal. Every reveal in the shallow left-hand columns is cheap; every reveal on the right is worth several of them.
Do not chase a run to the ace too early. A completed run vanishes, which is good, but the cards in it were also your working space. Mid-game it is often better to hold a nearly complete run as a stable place to build than to cash it in.
Three ways the board tightens
Where Spiderette deals seize up
Building mixed piles because you can
The building rule lets a 7 of clubs sit on an 8 of hearts, and that move is often correct. But it creates a pile that can only be dismantled one card at a time, and every mixed junction is a place your run will later break. Prefer the same-suit placement when both are available, even if it is the less obvious move.
Filling a space with a card you cannot lift again
Any card fills a space here, which makes spaces cheap to use and expensive to waste. Put a lone 4 into an empty column and you have a column that will take a 3 and nothing else — and you have lost the only place a long run could have gone.
Leaving a column empty when you need a deal
The deal is blocked while any column is empty, so a space you were saving becomes a toll the moment the board stalls. If you are close to needing the stock, fill the space first — deliberately, with the least useful card you have.
Easier than Spider?
Is Spiderette harder than Spider?
On this site, yes — and that surprises people, because Spiderette is half the size. The reason is suits. Our Spider page deals a single suit, so every descending sequence is automatically movable and the game is genuinely beginner-friendly. Spiderette uses all four suits, which is the full-difficulty rule.
Against a four-suit Spider it is the easier game, since one deck and four runs is a much smaller problem than two decks and eight. But do not come here expecting a gentler version of the Spider on this site. It is a smaller board playing by harder rules.
We do not publish a win rate. Spiderette versions differ on whether spaces take any card and on the number of deals, and both move the figure a long way.
This version
All four suits, spaces open
- One deck, seven columns in a staircase, 21 cards face down.
- All four suits are in play — this is the full-difficulty rule, not a one-suit version.
- Build down by rank ignoring suit; move only same-suit descending runs as a unit.
- Empty columns accept any card or movable run.
- Four stock deals of seven, the last one of three. No recycling.
- The stock will not deal while any column is empty.
Undo is unlimited and unpenalised, with no timer or score. Completed king-to-ace suit runs clear from the board automatically.
Spider at half size
Spiderette against its neighbours
| Game | Decks | Suits in play | Columns | Goal | Stock |
|---|---|---|---|---|---|
| Spiderette | One | All four | Seven, staircase deal | Four to clear | Four deals |
| Spider (one suit) | Two | One | Ten, 54 cards dealt | Eight to clear | Five deals |
| Klondike | One | All four | Seven, staircase deal | None — four foundations | Draw one, unlimited |
| Easthaven | One | All four | Seven of three | None — four foundations | Five deals |
Easthaven is the closest comparison for feel: the same one-deck row-deal rhythm, but building alternating-colour towards foundations rather than suited runs, which makes it the friendlier of the two.
Explore
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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