Eleven cards you can barely touch
Terrace Solitaire
Terrace opens with a decision instead of a move. Four cards are offered, and the one you take sets the rank all eight foundations start from. Then the eleven-card reserve beside the board spends upward only, and the rest of the game becomes an argument with that row.
- Two decks
- 11-card terrace
- You pick the base rank
- Alternating colours
- No redeal
Play Terrace Solitaire
First choose one of the four highlighted cards to set the base rank. Then select the exposed terrace card, the top waste card, or the top card of a tableau pile, and choose a foundation or a tableau pile. Foundations build up in alternating colours from the base rank. Tableau piles build down in alternating colours. Terrace cards may only go to foundations.
The stock waits until the base rank is chosen.
A terrace you can see
Terrace Solitaire rules
Everything the game enforces, in one reference. If you are playing with two physical decks, this is the card to print.
| Setup | |
|---|---|
| Decks | Two standard 52-card decks, 104 cards in all. |
| Terrace | Eleven cards fanned face up. Every card is visible; only the exposed end card is live. |
| Tableau | Nine piles, one face-up card each. |
| Foundations | Eight, each finished at thirteen cards. |
| Stock | The remaining 83 cards once the deal is complete. |
| Base rank | |
| Choosing it | Four cards are dealt face up as candidates. The one you take sets the base rank for all eight foundations; the other three stay on the table as tableau cards. |
| Foundations | |
| Building | Up from the base rank in alternating colours. Suit is ignored entirely. |
| Wrapping | The king is followed by the ace, so a foundation turns the corner and keeps climbing. |
| First card | An empty foundation accepts either colour of the base rank. Every card after it must alternate. |
| Tableau | |
| Building | Down in alternating colours, also ignoring suit. |
| Wrapping | An ace accepts a king of the opposite colour. |
| Moving | One card at a time. A packed run never travels as a unit. |
| The terrace | |
| Where its cards can go | To a foundation, and nowhere else. A terrace card can never be packed onto a tableau pile, however neatly the ranks line up. |
| Stock and spaces | |
| Stock | Deals one card at a time to the waste. One pass, no redeal. |
| Empty piles | Refilled immediately from the waste, or from the stock if the waste is empty. Once both are exhausted, a space that opens stays open. |
| Winning | |
| Win condition | All 104 cards moved onto the eight foundations. |
The opening
How to play Terrace Solitaire
Terrace begins before you move a card. Eleven cards are fanned along the top of the board, then four more are dealt as candidates. You take one, and its rank becomes the starting rank for all eight foundations. The three you leave stay on the table as tableau cards, and the rest of the nine-pile row is dealt from the stock.
From there the game runs on two opposite movements. Foundations climb from the base rank in alternating colours — red, black, red, black — until each holds thirteen cards. Tableau piles run the other way, packing down in alternating colours. Both ignore suit entirely, and both run past the end of the deck rather than stopping at it.
The terrace supplies the pressure. All eleven cards are face up, so you always know what is coming, and each has exactly one legal destination: a foundation that wants that rank in that colour. You cannot store a terrace card, tuck it into the tableau, or pass it to the waste. The tableau's real job is to keep foundations advancing so the terrace can drain.
- Playable now
- Visible but locked
- Destination only
Where it comes from
What is Terrace Solitaire?
Terrace is a two-deck patience game built around a visible reserve. The fanned row that gives the game its name looks like a terrace of steps, and the layout has been printed under several titles: Queen of Italy is the most common alternative, and older collections sometimes call it Signora.
What separates it from other reserve games is the bargain it strikes. It hands you perfect information about the reserve, which almost no other classic game does, and then removes your ability to do anything clever with it. In Canfield the reserve feeds the tableau; in FreeCell a cell holds a blocker until you need it. Here, knowing exactly which eleven cards are waiting is only useful if you can build foundations fast enough to receive them.
A Canfield reserve can feed the tableau. A FreeCell cell can hold a blocker. A Terrace reserve does neither.
The one real decision
Choosing the base rank
The four candidates are dealt face up in the first four tableau positions, and nothing happens until you take one. This is the most important decision in the deal, and the four are rarely equal — treating the choice as a coin flip throws away the only genuine decision Terrace offers before the cards take over.
Before you take a candidate, check these four things
- Read the terrace, not the candidatesCount how many of the eleven reserve cards sit within two ranks above each candidate. Those are the cards that can leave the row early, and an early exit is worth far more than a late one.
- Count copies already on the tableA base rank that already shows in the tableau or the terrace opens foundations quickly, and eight live foundations absorb far more than three.
- Check the exposed endIf the terrace's exposed card is the base rank, or one rank above it, that candidate buys you a move on turn one.
- When two look equal, take the middleRanks around 6, 7 and 8 keep the king-to-ace wrap far from the cards you need first. A base of king or ace pushes the wrap right to the start.
Reading the terrace
Which moves are legal
Foundations take the next rank up in the opposite colour of their current top card. Tableau piles take the next rank down in the opposite colour. Everything else follows from those two sentences.
| The move | Verdict | Why |
|---|---|---|
| A foundation shows the red 7. You play a black 8. | Legal | Next rank up in the opposite colour. Any of the four black 8s in the two decks will do. |
| A foundation shows a black king. You play a red ace. | Legal | The ace follows the king in the opposite colour, and the foundation keeps climbing. |
| A foundation shows the red 7. You play a red 8. | Illegal | The rank is right but the colour repeats. |
| A tableau pile shows the red 7. You play a black 6. | Legal | Tableau piles build down in the opposite colour. |
| A tableau pile shows a red ace. You play a black king. | Legal | Downward building turns the same corner, from ace back down to king. |
| You select the terrace card and click a tableau pile. | Illegal | A terrace card has exactly one legal destination: a foundation. |
| You try to move two packed tableau cards together. | Illegal | Only the single top card of a pile can move. |
| The waste card goes to a foundation or a tableau pile. | Legal | The waste top card is the most flexible card on the board. |
Climbing
How the eight foundations work
All eight foundations share one base rank, and each runs thirteen cards from it. The first card on an empty foundation only has to match the base rank — colour is free at that point. Every card after it must alternate. With 7s as the base, one foundation might run red 7, black 8, red 9, black 10, while its neighbour runs black 7, red 8, black 9, red 10.
- 7base
- 8
- 9
- 10
- J
- Q
- K
- Awrap
- 2
- 3
- 4
- 5
- 6done
Keep an eye on how evenly the eight advance. Two foundations of the same colour pattern racing ahead is usually a warning sign: it means one colour of a given rank is being consumed twice while the other colour piles up with nowhere to go.
Spaces
An empty pile is a vending machine, not storage
In most tableau games an empty column is storage you control. In Terrace it fills itself. The moment a pile empties, the top waste card drops in, or the next stock card if the waste is empty. You never get to decide what fills the space, and you cannot leave it open.
That changes what clearing a pile is for. Emptying a short pile pulls a fresh card onto the board without spending a stock draw, which matters when the waste already holds something you want to keep available. It is also a way to get rid of a waste card you cannot use, by letting it land somewhere it can at least be built on later.
The catch arrives at the end. Once the stock and the waste are both exhausted, nothing is left to fill a space, so a pile that empties late stays empty for good. In the closing stage of a deal, clearing a pile completely is often the move that ends the game.
Working the eleven
Terrace Solitaire strategy
Play the terrace first, always. If the exposed terrace card has a legal foundation move, take it immediately, even ahead of a foundation move from the tableau. A tableau card will still be there in ten moves; the terrace card is blocking ten others.
Open all eight foundations early. Any base-rank card that appears in the tableau or the waste should usually go up straight away. Eight live foundations roughly double the number of ranks the board can absorb at once, and the terrace can only drain into foundations that exist.
Build for the terrace, not for tidiness. A long, elegantly packed pile of eight alternating cards is worth very little here, because only its top card can move and nothing underneath will surface soon. Short piles with useful top cards beat long ordered runs every time.
Watch colour balance before you commit. If all four black 9s are buried and no foundation shows a black 7, every red 8 on your board has lost its route for a long while. Terrace punishes colour tunnel vision more than most games, because every foundation step is a colour decision.
Hold the waste card when it is the only home for a rank. With one pass and no redeal, the waste is the last chance for a lot of cards. Drawing over a useful card is the most common way a promising Terrace deal quietly dies.
Three subtle errors
Where good Terrace deals die
The obvious mistakes are the reverse of the advice above. These three are easier to make and harder to notice, and each one quietly costs a deal rather than losing it outright.
Opening two foundations in the same colour
The first card on an empty foundation is colour-free, so it is tempting to send up whichever base-rank card turns up. Put two up in the same colour and both foundations then demand the same colour next, doubling the competition for one half of the deck instead of splitting it. Alternate the openings deliberately.
Building on top of a base-rank card
A base-rank card sitting in the tableau is a foundation waiting to open, not packing material. Cover it and you have closed a foundation that had not started yet — and a foundation that has not started cannot accept anything.
Reading only the exposed terrace card
The row is face up for a reason. The card behind the exposed one tells you which foundation to push next, and the two behind that tell you which ranks are worth holding. Players who watch only the front card build toward ranks the row does not need.
Terrace's real odds
Is Terrace Solitaire winnable?
Not reliably. Terrace is one of the harder classic two-deck games, and the reasons are structural rather than bad luck: the reserve has exactly one destination type, foundations demand an exact rank and colour, sequences never move as a unit, and the stock runs once.
A realistic goal on a first pass is to clear the terrace rather than the deck. Emptying that row is the genuine achievement in this game; finishing all 104 cards is the rare one.
This version
The exact rules used on this page
Terrace rules drift between books and apps, so here is what this implementation does where versions disagree:
- The stock deals once. There is no redeal.
- Foundations are one-way. Cards never come back down to the tableau.
- A space is filled the moment it appears, from the waste or, if the waste is empty, from the stock. You cannot hold a space open and wait for a card worth having.
- The base card is chosen from four candidates, not turned from the deck.
Some online versions keep the rule that only a waste card may fill a space but drop the word "immediately", so an empty pile stays open until you use it. That is a real advantage, and this page does not offer it. We also do not publish a win rate for Terrace: any honest figure would have to be measured against this exact ruleset, and borrowing one from a different version would be misleading.
The wider family
Terrace variants and relatives
Nearly every published version keeps the fanned reserve and the alternating-colour foundations, then adjusts the reserve size, the tableau width, or whether the base card is chosen or dealt.
| Variant | What changes | What it does to the game |
|---|---|---|
| Queen of Italy | Nothing. It is the most common alternate name for Terrace itself, and older collections also print it as Signora. | Identical game, different title. |
| Blondes and Brunettes | A ten-card terrace, nine tableau piles, and the base card is simply turned from the deck. | Shorter opening, and the game's one real decision is removed. |
| Falling Star | Keeps the eleven-card terrace and nine tableau piles, but turns the base card rather than offering a choice. | Same shape as Terrace, played blind at the opening. |
| General's Patience | Foundations build up in suit instead of alternating colours. | Much harder. A terrace card now needs an exact suit, not just a colour. |
| Thirteen | A thirteen-card terrace and eleven tableau piles. | More places to build, but two more reserve cards you have to spend. |
Terrace variants
Terrace against its closest cousins
One rule explains most of the difference between these four games: whether the reserve can drop into the tableau and wait there. That is why Canfield feels flowing and Terrace feels tight.
| Game | Decks | Reserve | Reserve feeds tableau? | Stock | How it plays |
|---|---|---|---|---|---|
| Terrace | Two | 11 cards, all face up | No — foundations only | One pass | Tight. The reserve dictates the shape of the deal. |
| Canfield | One | 13 cards, top card only | Yes | Draw three, unlimited passes | Flowing. The reserve keeps refilling spaces for you. |
| Duchess | One | Four fans, top cards live | Yes | One redeal | Fast. The base-rank choice without the reserve pressure. |
| Forty Thieves | Two | None | — | One pass | Grinding. Difficulty comes from strict same-suit packing. |
Terrace and Forty Thieves are hard in opposite ways, which makes them a good pair to alternate between. Forty Thieves gets its difficulty from strict same-suit packing with no reserve at all; Terrace loosens the tableau to alternating colours and then hands you eleven cards you can barely touch. If the opening decision is the part you enjoy, Duchess gives you that same moment in a shorter, one-deck game.
Explore
More solitaire games
Try another reserve game, another two-deck builder, or browse the full variations hub.
Canfield Solitaire
The reserve game Terrace is measured against. Same base-rank idea, but the reserve can drop into the tableau.
Play nowDuchess Solitaire
Choose your own base rank again, this time from the top cards of four reserve fans.
Play nowForty Thieves Solitaire
Stay with two decks and a one-pass stock, but swap colour packing for strict same-suit building.
Play nowSolitaire Variations
Browse every playable game on the site and compare layouts, reserves, and stock rules.
Browse