Everything from your very first deal to the strategy that turns a losing hand around — written for people who actually want to get better.
The board, the goal and every legal move — explained the way you would teach a friend at the kitchen table.
8 min read RulesTwo decks, ten columns and eight runs to build — plus why the suit count changes everything.
7 min read RulesEvery card face up, four free cells, and almost no luck — plus the maths behind moving several cards at once.
7 min read RulesNo stock, no mercy, and only one landing spot per card. The rules, and the plan that actually beats them.
9 min read RulesTwo decks, one pass through the stock and no group moves. The rules, and why empty columns are the whole game.
9 min read RulesKlondike without the stock, and with a move so generous it changes how you read the board.
7 min read RulesPairs that add to thirteen, two redeals, and one buried card that can end the whole game.
7 min read RulesOne rank up or down, Ace wraps to King, and the streak bonus that rewards planning a chain before you start it.
6 min read RulesOne rank up or down, no wrapping, and a King that stops a chain dead.
6 min read RulesA casino game built to beat you: a thirteen-card reserve, a random base rank and foundations that wrap.
7 min readCartomancy, a Victorian rulebook, a gold rush, and the intern whose card game shipped on every PC on earth.
6 min read ReferenceFreeCell is nearly always winnable. Pyramid nearly never is. Here is what to expect from each game.
6 min read ReferenceTableau, talon, reserve, supermove — every term you will meet, defined in plain English.
5 min read