Forty Thieves is the connoisseur's solitaire: two full decks, ten columns of four cards — the forty thieves themselves — and rules that give you nothing for free. You build down in suit, move only one card at a time, and get a single pass through the stock with no redeal.
Eight foundations must be built from Ace to King to win, and every card you bury in the tableau is a promise you will have to keep later. It is demanding, old-fashioned in the best way, and enormously satisfying when a deal finally comes out.
That is the defining rule of Forty Thieves — even a perfectly ordered same-suit run must be carried one card per trip, usually through an empty column. It is what makes the game hard.
No. Once the stock is exhausted, the cards in the waste stay where they are. One pass is all you get.
Rarely — it is one of the tougher classic solitaires, and losing most deals is normal even for strong players. Empty-column management is what separates wins from losses.
Ten points for every card you send home and minus ten for every card you take back off a foundation, plus a time bonus at the end. The penalty is the useful part: it prices the retreat you will eventually need to make, and watching the score dip is usually the first sign you sent a mid-rank card home too early.