Accordion Solitaire
Accordion Solitaire (also known as Idle Year or Methuselah) is one of the most challenging patience card games. All 52 cards are dealt face-up in a single row, and your goal is to compress the entire row into a single pile by matching cards by rank or suit. With a win rate of just 5-10%, every successful game is a real accomplishment.
How Accordion Solitaire Works
Deal all 52 cards face-up in a row from left to right. Each card (or the top card of a pile) can be moved onto the card immediately to its left, or 3 positions to its left, if the two cards share the same rank or the same suit. When a card is moved, it goes on top of the target, and the row compresses to close the gap. Continue until you either win (one pile remaining) or run out of moves.
The Compression Mechanic
The key to Accordion is the compression: every move reduces the number of positions in the row. When you move a card from position 5 to position 2, position 5 is removed and positions 6, 7, 8... all shift left. This means a move can create new opportunities as cards that were far apart suddenly become neighbours. Planning ahead for these chain reactions is the heart of Accordion strategy.
History & Origins
Accordion is a nineteenth-century one-handed solitaire — quite literally, since the traditional deal laid the row out along the arm of a chair or across the corner of a table so the single-handed player could reach every card. Victorian patience books call it by a constellation of names: Accordion, Idle Year, Methuselah, and Tower of Babel. Each name captures something about the game — Accordion for the compressing row, Idle Year for the languid pace of playing it repeatedly, Methuselah for the ancient feel of matching rank-and-suit across a long line, and Tower of Babel for the towering failure most deals produce. The goal is deceptively simple: compress the 52-card spread into a single pile by hopping cards leftward onto neighbours or onto cards three positions away that share a rank or suit. What looks like a compact puzzle turns out to be a branching tree of move-orderings with almost no room for error. It has stayed in regular circulation for over 150 years because its rules fit on a matchbook and its failure mode is instructive rather than punishing.
Strategic Principles
Accordion is fundamentally a look-ahead planning game. Every jump chain we make must consider downstream consequences — move a 7 of Spades onto the 7 of Hearts next to it, and the 7 of Hearts disappears from the row, which means the card that was three positions to the right is suddenly only two positions away from whatever is on its left. Good players mentally simulate the row two or three moves ahead, not because they can see every branch but because they have learned which compression patterns open up further moves and which ones strand cards permanently.
Our second principle is avoid creating singletons mid-row. When you compress the row such that a card with no matches on its left ends up sitting between two unfriendly neighbours, that card becomes a blocker for everything to the right of it. The singleton cannot move, and the cards to its right cannot reach across it. Great players spend their early moves establishing redundant matches — multiple same-suit runs, clusters of same-rank cards — so that when the row finally compresses, the awkward cards have somewhere to jump.
A third principle is prefer the 3-jump over the 1-jump when lengths diverge. One-position jumps collapse local structure; three-position jumps reach across the row and often merge two separate match-clusters into one. Since the winning deals usually end with a long final cascade of 3-jumps, preserving the cards that enable those reaches is the quiet skill behind consistent wins.
Difficulty & Win Rate
Accordion has one of the lowest win rates in all of solitaire. With optimal play aimed at a single final pile, roughly 5-10% of deals are solvable, with the upper bound depending on how rigorous the solver is and how strictly the “single pile” target is enforced. Relaxing the goal to “fewer than 5 piles” pushes the win rate up toward 30%, and most players quietly celebrate finishing with 2-3 piles as a moral victory. That gradient of partial success is one of the reasons Accordion has stayed enjoyable for so long — even a losing deal has an honest scoreboard.
Skilled players who use undo and backtracking can edge toward the 10% ceiling. Blind play — no undo, first-move-that-looks-good — typically wins 1-2% of deals, which matches the historical Victorian estimates exactly. In other words, the game has not gotten any easier in 150 years; we have just gotten better at tracking our losses.
Common Mistakes
The most common mistake is greedy early compression. New players see a legal move and take it immediately, collapsing the row without thinking about which matches they are destroying. Sometimes the best move is to skip a legal merge because taking it destroys a future 3-jump that would have reached a stubborn singleton. A second frequent error is ignoring the 3-jump rule — players see the 1-jump because it is closer and miss the better move that lies across the row. Always scan for both options on every card.
A third mistake is tunneling on one suit. Because matches work on rank or suit, players often chase long same-suit chains and forget that a same-rank cross-suit match could have unlocked a trapped region. Finally, new players sometimes confuse direction — Accordion only moves cards leftward, never rightward, and the asymmetry is the whole engine of the game. If you find yourself wanting to move a card to the right, you have misread the puzzle; re-scan for left-hand matches on the cards that are further right.
How This Game Compares
Accordion sits in the compression family of patience games — designs whose objective is to reduce the cards to a single pile rather than to build sorted foundations. Its clearest relatives are La Belle Lucie (fan compression), Decade (arithmetic compression by matching to ten), and Royal Marriage (row compression with a targeted endgame). Compared to foundation-building games such as FreeCell or Klondike, Accordion feels like an inversion: instead of sorting cards up by suit, you are collapsing them into a single heap by any local match. Compared to other intentionally hard patience games such as Cruel or Beleaguered Castle, Accordion is the most tactical — every move is local, but its consequences ripple across the entire row.
Variant Notes
Several rule variations shape how forgiving Accordion feels. The strict Victorian ruleset allows only 1-jumps and 3-jumps, matching rank or suit, and scores only a single-pile completion as a win. Looser house rules allow 2-jumps or even arbitrary-distance jumps, which turns the win rate from single digits into a majority. Some rule books permit picking up piles as single units and moving them wholesale — this is a significant softening. Others flip the goal and count success at fewer than 4 piles, giving players a gradient of partial wins. The game is sometimes played with a target of exactly thirteen piles of four cards each, a Victorian fortune-telling variant tied to the 13 lunar months. Whichever variant you play, the core mechanic is the same: compress leftward, match on rank or suit, and accept that most deals are meant to be lost.
Frequently Asked Questions
What is Accordion Solitaire?
Accordion Solitaire is a patience card game where all 52 cards are dealt face-up in a single row. You can move a card onto the card immediately to its left or 3 positions to its left, as long as the cards match by rank or suit. When a card is moved, the row compresses to close the gap. The goal is to compress all 52 cards into a single pile.
How do you win Accordion Solitaire?
You win by compressing all 52 cards into a single pile. This requires moving every card onto another by matching rank or suit, moving 1 or 3 positions to the left each time. The win rate is extremely low — approximately 5-10% of deals are winnable with perfect play, depending on how strictly you measure success.
What is the win rate for Accordion Solitaire?
Accordion Solitaire has one of the lowest win rates of any solitaire game, estimated at approximately 5-10% with skilled play when the target is a single pile. If you relax the goal to fewer than five piles, win rates climb to around 30%.
Why is it called Accordion Solitaire?
The game is called Accordion because the row of cards compresses like an accordion as you make moves. Each successful move removes a position from the row, gradually squeezing the 52-card spread into fewer and fewer piles until (ideally) only one remains.
Can I move cards to the right in Accordion?
No. Cards can only be moved to the LEFT — specifically 1 position left or 3 positions left. You cannot move cards to the right. This directional constraint is what makes the game so challenging.
Learn More
- How to Play Accordion Solitaire — Complete rules and strategy guide
- Accordion Solitaire Strategy Guide — Tips and winning tactics
- Play Cruel Solitaire — Another challenging patience variant with redeals
- Play La Belle Lucie — Fan-based compression patience
- Play FreeCell — The classic free cell solitaire
- Types of Solitaire — Explore 20+ solitaire variants
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