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.

GoalComplete four ace-up foundations through king.

Stock51
Built0/52
Waste0
Moves0

Select the current card, then choose a foundation or waste pile.

Current card
Stock empty

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.

Strategy Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
FoundationsFour, all empty. Each is built ace to king.
Waste pilesEight, all empty.
StockThe whole deck, turned one card at a time.
Playing
Each turnOne card is face up in front of you. It must be placed before the next appears.
Its optionsOn to a foundation that wants that rank, or on to any of the eight waste piles.
Waste pilesAccept any card, in any order. Only the top card of each is available afterwards.
Waste to wasteNot allowed. Cards leave a waste pile for a foundation or not at all.
SuitsIgnored everywhere, including on the foundations.
Winning
FoundationsFour piles of thirteen cards each, running ace up to king.
Win conditionAll fifty-two cards placed.
LosingThe 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.

How many cards the foundations want at onceWith four foundations built by rank, early in the game all four often want the same rank at the same time — four twos, then four threes. Later the foundations diverge and the wanted ranks spread out.WHY THE LOW RANKS ARE THE DANGEROUS ONESEarly: four foundations, all wanting a 22222Only one useful rank in the whole deck.Later: the foundations spread out589JFour ranks wanted at once — almost anything has a home.
The opening is the tightest part of the game, not the end. Because suits are ignored, all four foundations start wanting an ace, then all four want a two. Early on there are only one or two useful ranks in the entire deck, so a low card dropped into the middle of a pile is expensive. Once the foundations diverge, almost everything has somewhere to go.

Choosing a pile

Where a card is allowed to land

Legal and illegal Strategy moves
The moveVerdictWhy
A foundation is empty. You play an ace on to it.LegalEvery foundation starts on an ace, whatever its suit.
A foundation shows the 6. You play any 7 on to it.LegalRank is all that matters. The suit is irrelevant.
A foundation shows the 6. You play an 8 on to it.IllegalFoundations climb one rank at a time with no gaps.
You place the current card on any of the eight waste piles.LegalWaste piles take anything. This is always available.
You move a waste top card on to another waste pile.IllegalWaste cards go to a foundation or nowhere.
You leave the current card unplaced and turn the next.IllegalEvery card must be placed before another is turned.
A foundation is complete to the king. You start a fifth foundation.IllegalThere 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.

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.

Strategy compared with Calculation, Osmosis, and Clock Patience
GamePilesFoundation ruleWhat you controlWhat is luck
Strategy8Ace to king, suits ignoredWhich pile receives each cardThe order of the deck
Calculation4Four fixed rank intervalsWhich pile receives each cardThe order of the deck
Osmosis4 reserves you are dealtA rank must be open in the row aboveWhich reserve card to spendThe reserve and the seed rank
Clock Patience13 on a dialRank chooses the next pileNone at allEverything

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.

Tested 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