pips&pegs

Solitaire

Seven games, one deck of cards. All free, none of them want an account, and every one of them keeps working when the wifi doesn't.

KlondikeThe one everybody means. Turn one. Klondike, Turn ThreeThe proper, difficult version. FreeCellEvery card visible. Almost always winnable. Spider (one suit)Build a king-to-ace run and it flies away. YukonNo stock. Lift any card you can see. GolfUp or down by one. Clear the course. Forty ThievesTwo decks, build in suit, no redeal. Brutal.

Which solitaire should I play?

They look alike and they are not alike. Here's the honest guide.

GameWinsWhy you'd pick it
KlondikeoftenYou want the familiar one, and you want to win a decent share of the time.
FreeCellalmost alwaysYou want a puzzle with no luck in it at all. Every card is face up from the start.
YukonusuallyYou like FreeCell's honesty but want more freedom — lift any card, whatever is on top of it.
Spiderusually (one suit)You want something to sink half an hour into. Long, absorbing, and it rewards patience.
GolfrarelyYou have two minutes. Fast, chainy, and losing costs you nothing.
Turn ThreeseldomYou've had enough of winning and want the real fight.
Forty Thieveshardly everYou want to be beaten by a card game and enjoy it. Build in suit, no redeal, no mercy.

What this table does differently

The rule everybody argues about

In FreeCell, how many cards can you actually move at once? The answer isn't a fixed number — it's (free cells + 1), doubled for every empty column. Four cells and no empty columns lets you shift five cards. Four cells and two empty columns lets you shift twenty. That single formula is why FreeCell players are so protective of empty columns, and why the game shows you the live number instead of making you count.