Spider Solitaire — 1 Suit
Mouse and keyboard
- Click a card to pick up it and everything below it, then click the column it should go to.
- Or drag a card or a run directly across the table.
- Click the stock in the top left to deal a row across all ten columns.
- Undo goes back a thousand moves — further than any real deal runs — so one wrong card is never the end of a game.
- Card size: the S / M / L control above the table sets how big the cards are. L is the largest size that still fits all ten columns on your screen, for anyone who finds standard cards hard to read; no setting ever pushes a column off the edge.
- Legal moves, in the settings beside the card size, rings every pile the lifted card can legally go to. The rings are on to start with; turn them off if you would rather find the moves yourself, and the choice is kept. Hint, on the toolbar, shows the one move it rates best.
Touch
- Tap a card to lift the run, then tap the destination column.
- Or drag with one finger — the whole run rides under your thumb.
- Tap the stock to deal a new row.
- Tap a lifted card again to set it back down.
- Legal moves, in the settings beside the card size, rings every legal destination while your finger is on a card. The rings are on to start with; turn them off if you would rather find the moves yourself, and the choice is kept. Hint, on the toolbar, shows the one move it rates best.
This panel
- F full screen
- M sound on or off
- ? this list
- Esc close, or leave full screen
- The clock stops while the board is off screen
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| Board | Played | Won | Drawn | Win rate | Best | Fastest | Best run |
|---|
Awards for Spider Solitaire — 1 Suit
- No take-backs Win a solitaire deal without using undo. Needs: no undo Locked
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About Spider Solitaire — 1 Suit
A hundred and four spades. Every run moves. Learn Spider here.
One-suit Spider is Spider with the hard rule switched off, and that is a compliment rather than a criticism. A hundred and four cards, all of them spades, go into ten columns. You still have to build eight complete runs from King down to Ace, you still have five deals from the stock and no more, and an empty column is still the most valuable thing on the table. What you do not have is the rule that makes the other versions bite: in two- and four-suit Spider a run only moves if every card in it shares a suit, and here every card shares a suit, so every run moves.
That changes what the game is about. In four-suit Spider you spend most of your attention on suit discipline — refusing a legal placement because it would leave a run you cannot lift. In one suit there is nothing to refuse. Every legal placement is also a good one, and the whole game becomes a race against the stock: can you turn over the face-down cards faster than the ten deals bury them?
Why start here
Spider is the two-deck solitaire people bounce off. The ten columns look like Klondike, the placement rule sounds like Klondike, and then a run you built carefully turns out to be nailed to the table because a red seven is sitting on a black eight. One suit lets you learn everything else first — how the deal works, why an empty column matters, what a face-down card costs you — without that trap. When you can clear one-suit deals reliably, two suits adds exactly one rule, and you will understand immediately why it matters.
Reading the table
The stock sits at the top left with the fifty undealt cards. The ten columns run across the table, six of them five deep and four of them six deep, with one card face up at the end of each. Anything you can pick up is drawn as a lifted card the moment you touch it; anything that would take a run is marked as a legal destination before you commit. A completed run lifts off the table on its own and the eight foundation slots at the top right fill from left to right as you clear them.
Every move animates and every wrong move says so — a run you cannot place shakes and comes back, so you never wonder whether the table heard you. Undo takes back up to a thousand moves within a deal (a saved deal keeps its last thirty); there is no penalty, because a solitaire game is a puzzle you are allowed to think about out loud.
What the record keeps
The panel under the table keeps your best time, your win streak and how many one-suit deals you have finished on this device. It is a separate record from two-suit and four-suit Spider — a fast one-suit clear and a fast four-suit clear are different achievements and are never mixed. Nothing is sent anywhere, there is no account, and clearing your browser’s site data clears the record.
The table is green felt to start with and the settings button changes it, and because one suit means one thing to read on every card, the large cards at L cost you nothing here: ten columns of spades at L still fit a desktop window.
Also searched for as
- spider solitaire one suit
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- single suit spider
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How to play Spider Solitaire — 1 Suit
- Two decks are dealt into ten columns — fifty-four cards, one face up at the end of each column — and the other fifty wait in the stock. The undealt pile. Turn a card from it when nothing on the table will move.
- Every card in the shoe is a spade. Build downwards in the columns: any card goes on any card one rank higher, and because there is only one suit, every run you build is automatically in suit and can be picked up whole.
- When a column ends in a complete King-down-to-Ace run, it lifts off the table by itself and the card beneath turns face up. Clear all eight runs to win.
- Tap the stock to deal one more card onto every column. Fifty cards over ten columns is five deals in all, and the deal refuses while any column is empty.
- Any card or run may be moved into an empty column. In one suit, an empty column is a parking space for whatever is in your way.
Strategy that actually helps
- Turn face-down cards over before anything else. With one suit there is no such thing as a wrong build, so the only thing that can beat you is running out of visible cards to play. Every hidden card you expose is a move you did not have before.
- Empty a column early and keep it empty as long as you can. In one-suit Spider an empty column is worth more than in any other version, because absolutely anything can be parked there and picked back up later.
- Before you deal, place every card you can. The deal drops a card on every column and buries whatever is underneath, so the position after a deal is always worse than the one before it.
- Do not chase a long run for its own sake. Runs in one suit are always movable, so a King-to-Ace run that is not yet complete is just a tall stack; the win comes from turning cards, not from admiring sequences.
- When you can win here comfortably, move to two suits. One suit teaches the shape of the game — the deal, the empty column, the value of a face-down card — and two suits adds the rule that makes Spider Spider: a run only moves if it is all one suit.
Controls
Mouse and keyboard
- Click a card to pick up it and everything below it, then click the column it should go to.
- Or drag a card or a run directly across the table.
- Click the stock in the top left to deal a row across all ten columns.
- Undo goes back a thousand moves — further than any real deal runs — so one wrong card is never the end of a game.
- Card size: the S / M / L control above the table sets how big the cards are. L is the largest size that still fits all ten columns on your screen, for anyone who finds standard cards hard to read; no setting ever pushes a column off the edge.
- Legal moves, in the settings beside the card size, rings every pile the lifted card can legally go to. The rings are on to start with; turn them off if you would rather find the moves yourself, and the choice is kept. Hint, on the toolbar, shows the one move it rates best.
Touch
- Tap a card to lift the run, then tap the destination column.
- Or drag with one finger — the whole run rides under your thumb.
- Tap the stock to deal a new row.
- Tap a lifted card again to set it back down.
- Legal moves, in the settings beside the card size, rings every legal destination while your finger is on a card. The rings are on to start with; turn them off if you would rather find the moves yourself, and the choice is kept. Hint, on the toolbar, shows the one move it rates best.





