Spider Solitaire

Two packs dealt into ten columns, with the job of building runs down from king to ace and clearing them off the table. Eight of them to finish, as many as a spider has legs.

How to play

A card will land on any card one rank above it whatever the suit, but only a run of a single suit picks up and moves as a block, and the gap between those two rules is the whole game.

  1. Tap a card, then where it goes Onto a card one rank higher, or into an empty column.
  2. Move runs of one suit together A mixed run has to be taken apart card by card.
  3. Turn the cards underneath Emptying a face-down card turns it over.
Full instructions

In depth

Clearing all eight suits in the layered card puzzle

What the ten-column layout means, why same-suit runs are the only ones that travel, how to read the stock and the empty columns, and the habits that separate a stuck board from a clean win.

Screenshot: How to play Spider Solitaire
How to play Spider Solitaire as it appears when the page opens.

The setup and the goal

Two full packs of cards are shuffled together, giving one hundred and four cards in total. Fifty-four are dealt face down across ten columns: six cards in each of the first four columns, five in each of the remaining six. The top card of every column is turned face up. The other fifty cards form the stock, sitting in five deals of ten.

The goal is to build eight complete runs, each from king down to ace in a single suit. Whenever a run is finished it lifts off the table automatically. Clear all eight and you win. The game counts your moves, and fewer is better.

Moving cards between columns

Tap a face-up card, then tap the column you want to move it to. A card may land on any face-up card that is exactly one rank higher, regardless of suit. A five goes on a six, a jack on a queen, and so on. Any card may also move into an empty column.

Here is the key rule: a group of cards moves together only when every card in the group shares the same suit and descends by one rank. A run of five spades from nine down to five travels as a block. A run of five cards that mixes hearts and spades must be taken apart one card at a time. That difference is the entire game.

The stock and why empty columns block the deal

When you run out of useful moves, tap the stock pile on the right. It deals one card face up to every column at once, ten cards in total. There are five deals available, and each one buries whatever was on top.

The deal is refused while any column is empty. A card dealt onto nothing would be stranded with no way to get underneath it, so the rules insist that every column has at least one card before the deal goes ahead. This means you sometimes need to fill an empty column just to unlock the next deal, which feels wasteful but is part of the planning.

Turning face-down cards and why it matters most

Every hidden card is a decision you cannot make. You do not know its rank or suit, so it might be exactly what you need or it might block everything. Turning a face-down card over gives you information, and information is what lets you plan.

When two moves are otherwise equal, prefer the one that reveals a face-down card. A pretty in-suit stack that leaves all the hidden cards buried is almost always worse than a messy move that flips one. Early in the game, focus on columns with fewer face-down cards; clearing those first gives you an empty column sooner.

Empty columns are the most valuable thing on the board

An empty column accepts any card. That means it is the only place where you can temporarily park a card that is in the way. Need to reach a nine buried under a jack? Move the jack to the empty column, move the ten somewhere else, grab the nine, then put everything back.

Guard empty columns. Do not fill one with a king unless you are certain nothing else needs that space. A king in an empty column locks that column for the rest of the game, because nothing is higher than a king and nothing will ever land on top of it. The best use of an empty column is a sequence of short-term parks that end with the column empty again.

Building in suit even when off-suit is legal

Placing a black nine on a red ten is legal. The nine sits on the ten and everything looks tidy. But now those two cards are welded together. Moving the nine later means moving just the nine, because the ten is a different suit. The run does not travel as a group.

Whenever there is a choice between an in-suit placement and an off-suit one, take the in-suit option. A complete in-suit run from king to ace is the finish line, and every off-suit placement is a step away from it. Sometimes off-suit is unavoidable, but treating it as a last resort rather than a habit makes a visible difference in win rate.

The three difficulty levels

The Suits dropdown offers one suit, two suits, and four suits. One suit uses only spades, copied enough times to fill two packs. Every card matches every other card, so every run travels as a group and the only challenge is the layout. It is a gentle way to learn the mechanics.

Two suits adds hearts, so roughly half the time a placement is off-suit and locks two cards together. The difficulty jumps noticeably. Four suits uses all four, and now three out of four placements are off-suit on average. Four-suit Spider is widely regarded as one of the hardest single-player card games. Start at one suit and move up only when one suit feels routine.

Using undo to explore without committing

The Undo button takes back the last move, and there is no limit on how many times you press it. You can undo all the way back to the opening deal. Undo does not add to your move count; it rolls it back.

Use this freely. Try a sequence of moves, see where it leads, then undo the whole thing if it goes nowhere. The game is a puzzle, not a memory test, and playing without undo punishes exploration. The best players undo more, not less, because they test more lines before committing.

Common mistakes that lock the board

  • Filling an empty column with a king too early. That column is now permanently occupied and you have lost your best parking space.
  • Dealing from the stock before checking every possible move. A deal buries ten cards and reduces your options. Exhaust the board first.
  • Building long off-suit runs. A thirteen-card mixed run looks impressive but cannot move at all. You will need to disassemble it card by card, and that requires empty columns you may not have.
  • Ignoring the columns with the most face-down cards. Those columns hide the most information and will cause the most trouble later. Prioritise uncovering them.
  • Forgetting that the stock requires full columns. If you empty a column and then cannot fill it, you are stuck until you find something to put there.

Planning the first few moves

Before you touch anything, scan the ten face-up cards. Look for two things: in-suit placements that are free right now, and columns where the face-up card is low enough to accept something useful. A face-up three is more promising than a face-up king, because cards can land on the three immediately while the king needs the whole alphabet stacked on top of it.

If two or three in-suit moves are available from the start, make them all before doing anything else. Each one frees a column position, may turn a face-down card, and builds toward a run. After those obvious moves, look at what the newly revealed cards offer before committing to anything off-suit.

Reading a stuck board

When nothing seems to move, check three things. First, is there a card one rank higher than a run you need to extend, sitting at the bottom of another column? That tells you how many parks you need. Second, do you have enough empty columns or soon-to-be-empty columns to hold the cards you need to move out of the way? Third, is there a deal left in the stock that might give you the card you need on top of a useful column?

If all three answers are no, the game is likely lost. The game will tell you when no moves remain, but spotting it early saves time and lets you undo to a point where a different line might work.

Your cards stay on your device

The game runs entirely inside the page. No part of your game state is sent to a server, there is no login, and no record of your play exists anywhere except the high-score entry stored in your browser on this device. Once the page has loaded it works offline. Closing the tab ends the session completely.

Help

How to play Spider Solitaire

A card will land on any card one rank above it whatever the suit, but only a run of a single suit picks up and moves as a block, and the gap between those two rules is the whole game. A run finished from king down to ace leaves the table by itself, and there are eight of them to clear before you have won.

Tap a card, then where it goes

Onto a card one rank higher, or into an empty column.

Move runs of one suit together

A mixed run has to be taken apart card by card.

Turn the cards underneath

Emptying a face-down card turns it over.

Deal a row when you are stuck

One card to every column — but not while a column is empty.

Complete eight suits

King down to ace in one suit, eight times over.

Runs on your device

The whole game is played inside this page. Nothing is uploaded, there is no account, and your best score is stored in this browser only. Once the page has loaded it works offline.

Good to know

An empty column is the most valuable thing on the board

It takes any card, which is the only way to unpick a mixed pile. Guard it, and think twice before filling it with a king.

Build in suit even when you do not have to

Dropping a black nine on a red ten is legal and it welds two piles together. Wait for the matching ten if there is any chance of one.

Turn face-down cards over first

Every hidden card is a move you cannot plan. Prefer the move that exposes one, even when a tidier move is available.

Undo is free and unlimited

Spider without undo is a memory test rather than a puzzle. Try a line, and take it back if it goes nowhere.

Common questions

Why can I only move one card?
Because the cards below it are not the same suit. Any run moves as a group only when every card in it shares a suit and descends by one.
Why will it not deal?
Because a column is empty. A dealt card would land on nothing and be stranded, so the rules refuse the deal until every column has a card.
Which difficulty should I start with?
One suit. It is a gentle puzzle and teaches the shape of the game. Four suits is one of the hardest solitaires there is.
Is it free?
Yes — no account, no limit on how many games you play, and no ads inside the game area itself. Ads on the page around it pay for the site.
Does it work on a phone?
Yes. The columns narrow to fit and every card in a column stays readable.
Where is my best score kept?
In your browser on this device. It is never sent anywhere and will not follow you to another computer.