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Solitaire Stack is a growing collection of free solitaire card games you can play right in your browser. Start with FreeCell above — every card is visible from the first deal, so every game is a fair puzzle you can solve with the right moves.
We built this because the best solitaire sites are either buried in ads or stuck in 2005. Solitaire Stack is fast, clean, and works on any device. All your stats, streaks, and achievements save automatically in your browser — no account required.
Beyond FreeCell, you can play Spider Solitaire in three difficulty levels, Baker's Game for a stricter challenge, and Eight Off for a different tactical feel. More games are on the way.
Whether you're killing five minutes or chasing a personal best, there's something here for you. More than 20 solitaire variants are documented in our catalog, with new playable games and strategy guides shipping regularly.
Solitaire Stack is not a FreeCell clone and it is not another Klondike-focused site with a reskinned engine. It is the place where the solitaire tradition actually lives under one roof. We publish 26 distinct variants — cascade games, discard games, patience games, two-deck games, and the oddball specialists — and we give each one the same editorial depth: researched win rates, canonical rules, honest difficulty ratings, and strategy that has been tested at the table. You can think of the site as a reference library that happens to be playable.
What we do differently comes down to four decisions. First, we publish deeper supporting content per game than anyone else on the open web — how-to pages with illustrated boards, strategy guides with worked examples, and history pieces sourced from Parlett and the old Hoyles. Second, we put researched win rates next to every variant, show the methodology, and mark estimates as estimates. Third, every article carries an editorial byline from one of our five desks (Strategy, History, Rules, Research, or the Editorial Team) so you know who wrote it and what they are accountable for. Fourth, we do not run ads during gameplay. Ads go below the fold, outside the play surface, and never interrupt a deal in progress.
Who is this for? Players who want variety beyond the three games Microsoft shipped. Players deciding which variant fits their mood tonight. Writers, researchers, and classroom teachers who need reliable rules and statistics. Families who want something safe, fast, and ad-lite to hand to a grandparent or a kid. If any of that sounds like you, our about page explains the broader project, and the authors page introduces the desks that actually write the content you read here.
Solitaire is not a single game. It is a family with at least four distinct branches: the cascade tradition (FreeCell, Klondike, Yukon), the packer tradition (Spider, Scorpion), the discard tradition (Pyramid, TriPeaks, Golf), and the patience tradition of matching and pairing (Gaps, Accordion, Clock). Below is a curated taxonomy of the variants we cover most deeply, with researched win rates drawn from our Research Desk and published sources.
| Game | Family | Difficulty | Win Rate | Skill / Luck |
|---|---|---|---|---|
| FreeCell | Cascade | Moderate | 99.9987% | Pure skill |
| Klondike (Draw 1) | Cascade | Moderate | 79% | Skill + luck |
| Klondike (Draw 3) | Cascade | Hard | 82% | Skill + luck |
| Spider (1 suit) | Packer | Easy | 88% | Mostly skill |
| Spider (2 suit) | Packer | Moderate | 65% | Skill lean |
| Spider (4 suit) | Packer | Very hard | 10% | Skill + luck |
| Yukon | Cascade | Moderate | 85% | Pure skill |
| Pyramid | Discard | Very hard | 1.5% | Luck heavy |
| TriPeaks | Discard | Moderate | 52% | Pattern recognition |
| Golf | Discard | Hard | 8% | Luck heavy |
| Forty Thieves | Two-deck | Very hard | 15% | Skill + luck |
| Canfield | Cascade | Moderate | 35% | Luck lean |
| Baker's Game | Cascade | Hard | 75% | Pure skill |
| Eight Off | Cascade | Easy | 99% | Pure skill |
| Seahaven Towers | Cascade | Moderate | 70% | Pure skill |
The full directory of all 26 games lives on our games index. Win rates reflect optimal play with unlimited undo where applicable; human win rates sit well below the theoretical ceiling for all but the easiest variants.
The most common message we get is some variation of: "I don't know which one to play." Twenty-six variants is a lot, and the standard answer — "just try a few" — is unsatisfying if you have twenty minutes and want to spend them playing, not browsing. So here is a decision guide organized around what you actually want out of the next hour.
All 52 cards are visible from the opening deal, so there is no hidden information and no luck in the outcome. Around 99.9987% of random deals are solvable with optimal play, which means if you lose, you lost the puzzle, not the deal. FreeCell is the closest solitaire gets to chess: every move is a decision you own.
This is the game most English speakers actually mean when they say "Solitaire." Seven columns, three face-down rows, a stock you flip one card at a time. It shipped with Windows 3.0 in 1990, which is the single largest reason billions of people recognize a tableau on sight. Start here if you want the canonical experience.
Discard-family games play fast — typically five to ten minutes per deal — and the decision load is low. You clear cards one at a time from a layout by matching values one above or below the waste card. TriPeaks is the friendlier of the two; Golf is stricter. Either works as a meditative palette cleanser between harder games.
Both games punish impatience. Spider 4-suit asks you to build complete 13-card runs in matching suits across ten crowded columns; Forty Thieves deals two decks into a strict same-suit tableau and gives you almost no slack. Expected human win rates sit in the 10-25% band even for strong players. Bring coffee.
Yukon deals all cards face-up like FreeCell but without free cells, which forces you to think in terms of long movable groups rather than individual cards. Canfield is faster — a 13-card reserve, a tight tableau, and constant stock cycling. Both reward decisive play, and both fit comfortably into a fifteen-minute window.
La Belle Lucie spreads the deck into eighteen three-card fans and asks you to build foundations from the scraps. Pyramid is a matching puzzle where every King is free but everything else is a careful extraction problem. Neither game resembles the Microsoft canon; both reward players who enjoy lateral thinking more than raw sequencing.
Solitaire is roughly 250 years old, give or take a decade. The earliest documented patience games appeared in late-eighteenth-century northern Europe, most likely in Germany or Scandinavia, where they circulated in hand-copied rulebooks before the first printed collections arrived. The German term "Patience-Spiele" — patience games — is the oldest label we have, and the tradition traveled from there into France, England, and Russia during the early nineteenth century. By the time Lady Adelaide Cadogan published her Illustrated Games of Patience in the 1870s, dozens of variants already had settled names and stable rules.
One persistent story deserves careful handling: the claim that Napoleon invented or popularized patience while exiled on St. Helena. David Parlett, whose Oxford Guide to Card Games remains the most careful secondary source in English, treats this as legend. There is no contemporary evidence Napoleon designed a game, and the variants sometimes attributed to him (Napoleon at St. Helena, St. Helena, and others) are almost certainly nineteenth-century inventions named for his memory rather than his hand. Some patience games do have French names and likely French origins, but Bonaparte himself is a marketing embellishment.
The real fork in the family tree came with Klondike, which took its name from the Yukon gold rush of the 1890s. The game existed before the rush under other names, but the new label stuck, traveled back to the eastern United States, and — crucially — became the default version of solitaire people taught their children. By the mid-twentieth century, "Solitaire" meant Klondike in most English-speaking homes.
FreeCell belongs to a different lineage. The game traces back to Paul Alfille, who implemented it on the PLATO computing system at the University of Illinois around 1978. Alfille was building on older patience variants (most notably Eight Off and Baker's Game), but his decision to expose all 52 cards and allow four free cells created a new kind of puzzle. The Microsoft Entertainment Pack shipped a FreeCell client in 1991, and Windows 95 bundled it. That single distribution decision pushed FreeCell from a university curiosity to a hundred-million-player game inside a decade.
Spider is older than FreeCell and more argued over. Parlett flags multiple competing origin stories, none conclusive, and the game existed in print collections by the mid-twentieth century. Windows ME shipped Microsoft Spider in 2000, which did for Spider what the Entertainment Pack did for FreeCell. Spider has since branched into Scorpion (looser movement rules) and Wasp (shorter deal), and the three-suit-count variants (1, 2, 4) are a Microsoft-era innovation that became canonical.
The discard family — Pyramid, TriPeaks, Golf — sits on a different branch entirely. These games do not build sequences; they extract cards from a fixed layout by matching values. They play faster, reward pattern recognition over planning, and have their own regional traditions (Pyramid in Europe, TriPeaks and Golf in the twentieth-century American tradition).
Why does variety matter? Because each branch tests a different skill. Cascade games train sequencing and long-horizon planning. Packer games train suit management under pressure. Discard games train pattern recognition and probabilistic thinking. Patience games train memory and risk assessment. A player who only knows Klondike has touched one branch of a much larger tree — and the other branches are where the interesting puzzles live.
Most people learn solitaire the way they learned to swim: dropped into Klondike Draw 1 and told to figure it out. That works, eventually, but there is a better path. The ladder below moves from gentlest to hardest, and each rung teaches a concept the next rung builds on. You do not have to climb it in order, but if you want to get genuinely good at solitaire, this is the path we would recommend.
Klondike 1-suit, Spider 1-suit, Eight Off (1-cell FreeCell style)
Learn the cascade concept — descending alternating-color stacks — and get comfortable with the idea that the top card is the only one you can move. You are building hand-eye fluency here, not strategy.
Ready to climb when: You are ready to climb when you finish a deal without using a hint and you stop confusing foundation piles with tableau columns.
Klondike Draw 3 (the hard Windows default)
Learn waste management: how to cycle the stock, when to commit a card from the waste pile, how to plan around cards you cannot reach this pass. Draw 3 is a different game than Draw 1, and most players never realize it.
Ready to climb when: You are ready to climb when you can win Klondike Draw 1 consistently and you can name the three cards currently buried in the waste pile without looking.
FreeCell (four free cells, alternating-color tableau)
Learn supermoves — the math of moving multi-card groups through free cells and empty columns — and full-information strategy. FreeCell is where you start actually planning, because you can see everything from move one.
Ready to climb when: You are ready to climb when you win 80% of random FreeCell deals and you can explain why empty columns are worth more than free cells.
Spider Solitaire (2-suit mode)
Learn suit matching and group movement across ten columns. 2-suit Spider is the sweet spot most experienced Spider players settle into — tight enough to punish sloppy play, loose enough to reward strategy. The skill: knowing when to stop building and when to deal from stock.
Ready to climb when: You are ready to climb when you win 2-suit Spider more than you lose and you can feel which columns are "safe" without counting.
Forty Thieves, Spider 4-suit
Learn advanced patience and high frustration tolerance. These games demand perfect move selection and still lose frequently because the deal determines outcomes in ways cascade games do not. You are learning when to concede a deal and when to push.
Ready to climb when: You are ready to climb when you can tell within the first ten moves whether a Forty Thieves deal is winnable.
La Belle Lucie, Cruel, Flower Garden, Baker's Dozen
Learn the specialist games. These variants have non-standard structures, unusual movement rules, and their own micro-strategies. Few players beyond the patience community ever touch them, which is exactly why they stay interesting.
Ready to climb when: You have reached the top of the ladder. Start comparing your win rates against our Research Desk figures and reach out if you disagree.
All 52 cards visible from the start. Pure skill, numbered deals, hints, undo, and full stat tracking.
Play now →Choose 1-suit, 2-suit, or 4-suit difficulty. Two decks, ten columns, and a deeper challenge curve.
Play now →FreeCell's stricter ancestor. Build tableau columns by suit instead of alternating colors.
Play now →Eight reserve cells instead of four. More storage, different tactics, same open-information style.
Play now →Aces and 2s start on the foundations. A gentler on-ramp for beginners learning FreeCell strategy.
Play now →FreeCell is a solitaire card game played with a single 52-card deck. All cards are dealt face-up into eight tableau columns, so you can see everything from the start. Your goal is to move all 52 cards to four foundation piles, one per suit, building each from Ace up to King.
You have four free cells (top-left) that act as temporary storage — each holds one card at a time. On the tableau, you build columns in descending order with alternating colors (a black 6 goes on a red 7). Only the top card of each column is movable, though you can move sequences of cards if enough free cells and empty columns are available to support the move.
The key strategic principles: keep free cells open as long as possible, build long descending sequences before moving to foundations, and plan several moves ahead. Empty columns are extremely valuable — treat them like extra free cells.
For a complete walkthrough with illustrations, see our full FreeCell rules guide. New to the game? Start with our beginner's guide or try an easy deal to build confidence.
Step backward and forward through your entire move history. Experiment freely.
Press H anytime for an AI-suggested move. Learn why certain plays are stronger.
Every game has a number. Share it with friends and compare strategies on the same layout.
A new deal every day, the same for all players. Compete on the global leaderboard.
Track consecutive wins across sessions. How high can you go?
Win rate, average time, move counts, and more — all tracked locally and privately.
Unlock milestones for speed, streaks, and skill. 20+ achievements to earn.
Watch the solver play your current deal. Study optimal play in real time.
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Questions that come up specifically because we cover a network of solitaire games rather than a single title. For rules and strategy on any individual game, see that game's dedicated page.
Deep-dive articles to help you win more games and understand how solitaire works.
Complete rules, card mechanics, and step-by-step setup guide.
Advanced tactics: column management, free cell discipline, and move sequencing.
A gentler introduction for first-time players.
Rules for 1-suit, 2-suit, and 4-suit Spider Solitaire.
Stock management, column building, and suit completion tactics.
Bite-sized advice to improve your win rate immediately.
How these two solitaire classics differ in rules, luck, and skill.
Comparing difficulty, strategy, and why players prefer one over the other.
Which Spider variant should you play? A breakdown by difficulty.
How the hint system works and how to use it to learn, not lean on it.
The story of Deal #11982 and what we know about solvability.
A catalog of 20+ solitaire variants with rules and history.
Definitions for tableau, foundation, stock, cascade, and more.
From Paul Alfille to Microsoft Windows to the modern web.
The fastest times, longest streaks, and competitive FreeCell milestones.
Solitaire Stack is an independent project built because we wanted a better place to play solitaire online. No bloat, no pop-ups, no account walls — just well-made card games that run fast in your browser.
The site currently features four playable games — FreeCell, Spider Solitaire, Baker's Game, and Eight Off — with more on the way. Each game includes hints, unlimited undo, numbered deals for replay, and automatic stat tracking that stores everything locally on your device.
We also publish a growing library of strategy guides, comparison articles, and explainer pages to help players of all levels. From absolute beginners learning the rules to experienced players studying difficult deals, there's content here for every skill level.
Solitaire Stack is part of a network that includes playfreecellonline.com for dedicated FreeCell players, with more specialist domains launching as the game catalog grows. Learn more on our about page, or read our editorial standards to see how articles move from research to publication.