The full four-suit game
Keep these details in mind. Spades, hearts, clubs and diamonds each contain two copies of every rank. This game uses two complete decks for a total of 104 cards. Four suits adds more suit conflicts without changing the basic descending-rank rule. The objective remains eight same-suit sequences from King to Ace.
Read rank and suit
A group can move together only when all selected cards share a suit and descend by one rank. Matching colors are not enough to create a movable sequence. You can place an exposed card on a card exactly one rank higher even when their suits differ. Spades and clubs remain different suits even though both are shown in dark ink.
Preserve useful groups
Keep these details in mind. Small same-suit sequences can provide flexible building blocks. Before moving a segment, check where the cards below it could go next. Joining two matching segments often frees a column or exposes another card. A long mixed-suit build may require several intermediate destinations to dismantle.
Find hidden cards
Here is what to know. Opening columns gives you more information for later decisions. The starting layout contains hidden cards beneath the exposed bottom cards. Moving the final exposed card away turns the next hidden card face up. The identities of those hidden cards are not shown by the Hint feature.
Manage empty columns
On this website, the following points apply. Moving a whole column to another empty column changes its position without improving the layout by itself. Consider which temporary arrangement leaves you with the most useful follow-up move. An empty column accepts any exposed card or legal same-suit group. Spare columns can help separate suits that have become interleaved.
Plan a long sequence
A same-suit group starting with a King follows that same destination rule. A King can move only to an empty column because no rank is higher. Moving a King into the only empty column can limit your ability to reorganize other cards. A completed King-to-Ace run leaves the tableau automatically once all thirteen cards are face up and aligned.
Deal carefully
A new row can interrupt promising groups as well as create new connections. A stock deal places one card onto each of the ten columns. Use the visible layout to plan before dealing, while recognizing that hidden stock cards are unknown. You must fill every empty column before the stock can be used.
Count complete runs
The win message appears only after the game has collected all eight valid runs. Eight collected runs account for all 104 cards in the game. A descending mixed-suit run remains on the table until its suits can be separated. The counter advances whenever a full same-suit run is collected.
Practice a difficult deal
The key details are straightforward. A random deal is not advertised as guaranteed winnable. Hints list legal moves and do not solve the whole deal. Undo restores the previous card arrangement, including automatic flips and completed runs. Replay begins the same shuffle again so you can compare a different opening plan.
Keep your session
Keep these details in mind. This browser can save four-suit progress separately from the other difficulty modes. The timer counts active visible play rather than time spent away from the page. Use Privacy & Cookie Settings to manage saving or remove those local records. Local statistics show started games, wins and the best move count recorded on this device.