One decision, fifty-two times
Strategy Solitaire
The entire deck passes in front of you one card at a time, and every card gets the same question: which of eight piles should it go on? There are no suits, no hidden cards and no second pass — only the consequences of where you put things.
- Eight waste piles
- No suits anywhere
- One card at a time
- No redeal
Play Strategy Solitaire
Select the current stock card or the top card of a waste pile, then choose a foundation. The current card may also be placed on one of eight waste piles.
One decision per card
Strategy Solitaire rules
Five minutes to learn. The one people get wrong is that suits do not matter on the foundations either.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Foundations | Four, all empty. Each is built ace to king. |
| Waste piles | Eight, all empty. |
| Stock | The whole deck, turned one card at a time. |
| Playing | |
| Each turn | One card is face up in front of you. It must be placed before the next appears. |
| Its options | On to a foundation that wants that rank, or on to any of the eight waste piles. |
| Waste piles | Accept any card, in any order. Only the top card of each is available afterwards. |
| Waste to waste | Not allowed. Cards leave a waste pile for a foundation or not at all. |
| Suits | Ignored everywhere, including on the foundations. |
| Winning | |
| Foundations | Four piles of thirteen cards each, running ace up to king. |
| Win condition | All fifty-two cards placed. |
| Losing | The stock is spent and no waste top card fits any foundation. |
Eight piles, one pass
How to play Strategy Solitaire
Cards come off the deck one at a time. Each one goes either on to a foundation that wants its rank, or on to any of the eight waste piles — and once it is placed, the next card appears. There is no drawing to look ahead and no putting a card back.
The four foundations are built ace to king. Suit plays no part: any ace starts a foundation, any two continues it, and the four piles are interchangeable. What matters is only the rank on top of each.
A card on a waste pile can be moved up to a foundation later, but only from the top of its pile, and it can never move to another waste pile. Everything you bury, you bury for as long as the cards above it stay put.
Choosing a pile
Where a card is allowed to land
| The move | Verdict | Why |
|---|---|---|
| A foundation is empty. You play an ace on to it. | Legal | Every foundation starts on an ace, whatever its suit. |
| A foundation shows the 6. You play any 7 on to it. | Legal | Rank is all that matters. The suit is irrelevant. |
| A foundation shows the 6. You play an 8 on to it. | Illegal | Foundations climb one rank at a time with no gaps. |
| You place the current card on any of the eight waste piles. | Legal | Waste piles take anything. This is always available. |
| You move a waste top card on to another waste pile. | Illegal | Waste cards go to a foundation or nowhere. |
| You leave the current card unplaced and turn the next. | Illegal | Every card must be placed before another is turned. |
| A foundation is complete to the king. You start a fifth foundation. | Illegal | There are four, and four is enough for fifty-two cards. |
What the name is telling you
The only skill on offer is where things go
Most patience games hide something: a face-down column, a stock you have not turned, a reserve you cannot see into. Strategy hides nothing and offers nothing. You cannot look ahead, you cannot rearrange, you cannot redeal.
What you get instead is eight piles and a decision on every single card in the deck. The game is a pure test of one skill — deciding what to keep reachable — which is why a player who thinks about pile shape will beat one who does not by a wide margin on the same deck order.
Placing for later
Strategy Solitaire strategy
Keep the four wanted ranks in view. At any moment the foundations want at most four different cards, and often fewer. Every placement should be checked against that short list first.
Give the piles jobs. One for high cards you will not need for a long time, one or two kept shallow for cards close to the foundations, and the rest for everything in between beats spreading cards around evenly.
Be most careful in the first fifteen cards. That is when the foundations all want the same low rank and a mistake costs the most. Later, when the four foundations want four different ranks, almost any placement is survivable.
Never bury a card under one of the same rank. Two eights in the same pile means the lower one cannot be reached until the upper one is played, and they are wanted at the same moment.
Three placement errors
How a Strategy deal is thrown away
Sorting the waste piles by habit
There is no benefit at all to a tidy descending pile, because you can never move a waste card on to another waste pile. Only the top card matters. A pile with a useful rank showing beats a beautifully ordered one every time.
Burying the rank all four foundations want
Early on the foundations frequently want the same rank at once — four twos, then four threes. Dropping one of those into the middle of a pile costs you far more than burying a king, and the four wanted ranks are always visible. Check them before every placement.
Spreading cards evenly across eight piles
Eight piles is a lot of room, and using them all evenly wastes it. A better shape is a few piles held shallow and useful, with one or two deliberately used as a dumping ground for high cards nothing needs yet.
Skill, not luck
Is Strategy Solitaire winnable?
Often, with care — noticeably more often than Calculation, because eight piles is twice the room and building plainly from ace to king is far less demanding than four wrapping intervals.
It is also the game on this site where the gap between careless and careful play is widest. Nothing is hidden and nothing is random once the deck is shuffled, so every lost deal was lost by a decision. We do not publish a win rate: published figures for Strategy vary with the number of waste piles allowed, and this version gives eight.
This version
Eight piles, rank-only foundations, single pass
- One deck, turned one card at a time with no look-ahead.
- Four foundations built ace to king; suits are ignored entirely.
- Eight waste piles, each accepting any card in any order.
- Waste cards move to foundations only, never to another waste pile.
- No redeal and no second pass.
Undo is unlimited and unpenalised, with no timer or score. Some published versions of Strategy require the foundations to be built in suit, which is a considerably harder game than this one.
Other sorters
Strategy among the sorting games
A small group of games give you no tableau at all and ask only where each card should go. They run from total control to none.
| Game | Piles | Foundation rule | What you control | What is luck |
|---|---|---|---|---|
| Strategy | 8 | Ace to king, suits ignored | Which pile receives each card | The order of the deck |
| Calculation | 4 | Four fixed rank intervals | Which pile receives each card | The order of the deck |
| Osmosis | 4 reserves you are dealt | A rank must be open in the row above | Which reserve card to spend | The reserve and the seed rank |
| Clock Patience | 13 on a dial | Rank chooses the next pile | None at all | Everything |
Calculation is the same game made hard: half the piles, and foundations that climb by ones, twos, threes and fours instead of plainly upward. Play Strategy first.
Explore
More solitaire games
The harder version of this idea, and the two ends of the luck scale.
Calculation Solitaire
The same shape with half the room and foundations that climb by fixed intervals.
Play nowOsmosis Solitaire
Foundations gated by the row above, with reserves you are dealt rather than fill.
Play nowClock Patience
The far end of the scale — a rank-driven game with no decisions in it at all.
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