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Spider Solitaire — 4 Suits

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Awards for Spider Solitaire — 4 Suits

  • No take-backs Win a solitaire deal without using undo. Needs: no undo Locked
  • Web weaver Win four-suit Spider. Needs: all four suits Locked

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About Spider Solitaire — 4 Suits

Updated 21 Sept 2026

Two full decks. A run moves only in suit. The hard game.

Four-suit Spider is the version the other two are practice for. Two complete decks, all four suits, dealt into ten columns; eight complete runs to clear; five deals from the stock and not one more. Every rule is the same as in two-suit Spider. What changes is how often the one rule that matters gets in your way.

That rule: you may place any card on any card one rank higher, whatever the suit, but you may only pick up a run that is a single suit from top to bottom. With two suits, half your placements are in suit by accident. With four, most of them are not, and a table full of legal-looking descending runs can be a table on which almost nothing can move. Four-suit Spider is a game about refusing moves you are allowed to make.

Where the game is actually won

Not in the runs — in the empty columns. An empty column is the only place a mixed run can be taken apart, one in-suit piece at a time, and the number of empty columns you hold decides how large a tangle you can unpick. Strong players count empty columns the way chess players count tempo: one column is survival, two is room to work, three is a position you can probably win. The deal takes them away — it drops a card on every column, empty ones included — so the rhythm of the game is to build, to empty, to move everything that can move, and only then to deal and start repairing.

The stock refuses to deal while any column is empty. That is not the game protecting you; it is the game forcing you to spend your best asset before it gives you more cards. Filling the column with a single card you can lift again is the standard answer. Filling it with a mixed run is how deals are lost.

Playing it here

The ten columns fit a phone screen and grow to fill a desktop, and the cards keep their proportions at every size. Touch a card and the in-suit run beneath it lifts; a run that will not lift shakes instead, so the rule is never silent. Legal destinations are marked before you commit, a completed run lifts off the table by itself, and undo goes back a thousand moves within a deal — further than any real deal runs — because this is a puzzle, and you are allowed to think with your hands.

An honest record

The panel under the table keeps your best time, your win streak, your win rate and how many four-suit deals you have finished, on this device and nowhere else. Four suits is kept separately from one and two suits, because a four-suit clear is a different achievement. Expect the win rate to be low. That is the game, not you.

Four suits is the version where reading the card matters most, so the size control earns its place: L draws large cards, the largest that fit, with the corner index big enough to tell a club from a spade at a glance. The table is green felt until you pick another surface, high contrast included.

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How to play Spider Solitaire — 4 Suits

5 steps
  1. Two complete decks — all four suits, 104 cards — are dealt into ten columns, fifty-four cards down with one face up at the end of each. The other fifty wait in the stock. The undealt pile. Turn a card from it when nothing on the table will move.
  2. Build downwards. Any card may go on any card one rank higher whatever the suit, but you may only pick up and carry a run that is a single suit from top to bottom.
  3. A column that ends in a complete King-to-Ace run in one suit lifts off the table by itself. Clear all eight runs — two per suit — to win.
  4. Tap the stock to deal one card onto every column. Five deals, and the deal refuses while any column is empty.
  5. Any card or in-suit run Cards already in order and all of one suit. Only a run like that lifts as a unit. may move into an empty column. With four suits, an empty column is the only tool that can untangle a mixed run.

Strategy that actually helps

5 tips
  • Refuse legal moves. The placement rule lets you drop a card on any card one rank higher, and in four suits most of those placements are traps: a mixed run cannot be lifted, so a red eight on a black nine is a stack you have just glued to the table. Place off-suit only when it uncovers a face-down card or empties a column, and know that you will need an empty column to undo it.
  • Count columns, not cards. The single most important number on the table is how many empty columns you have. One empty column lets you move a two-card mixed run in two steps; two empty columns let you shift a three-card run; each empty column roughly doubles what you can rearrange. Protect them accordingly.
  • Build in suit even when it is slower. A five-card run in spades that took six moves is worth more than a nine-card mixed run that took two, because the first one can still be moved when the deal comes and the second one cannot.
  • Deal late. Every deal buries every column, and in four suits it also breaks any in-suit run whose top card now has a stranger on it. Exhaust every move first, then deal, then expect to spend the next several moves repairing.
  • Do not expect to win most deals. Four-suit Spider is a game a careful player loses often. A lost deal you played well is not a failure; treat each one as a position to study, use undo freely, and count the runs you cleared.

Controls

Mouse, keyboard, touch

Mouse and keyboard

  • Click a card to pick up the in-suit run beneath it, then click the column it should go to. A mixed run will not lift — that is the rule, not a bug.
  • Or drag the run directly across the table.
  • Click the stock in the top left to deal a row.
  • 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, rings every pile the lifted card can go to. It starts on, and stays off if you turn it off. Hint shows the one move it rates best.

Touch

  • Tap a card to lift its in-suit run, then tap the destination column.
  • Or drag with one finger; the run rides under your thumb.
  • Tap the stock to deal.
  • Tap a lifted card again to set it back down.
  • Legal moves rings every legal destination while your finger is on a card; Hint shows the one move it rates best.

Questions

5 answered

What makes four-suit Spider the hard version?

The lifting rule. In every version of Spider you may place any card on any card one rank higher, but you may only pick up a run that is a single suit throughout. With four suits in play, most of the legal placements create a run you can never move again, so the game becomes a discipline of refusing moves — and an empty column is the only way to unpick a mistake.

How often can four-suit Spider be won?

Far less often than one or two suits. Not every deal is winnable, and even winnable deals demand careful play. If you clear a good share of your deals you are playing well; the record under the table keeps your honest win rate for four suits separately from the other suit counts.

Should I play two suits first?

Yes, unless you already know Spider. Two suits is the standard game and our default Spider page; it has the same lifting rule but half as many ways to fall foul of it. One suit removes the rule altogether and is the place to learn the deal and the empty column. Come here when two-suit deals stop feeling hard.

Why does the run I built not move?

Because it contains more than one suit. Building down in mixed suits is legal and sometimes necessary — it can be the only way to turn a card over — but what you build that way you cannot pick up in one piece. Only an in-suit run lifts. Use an empty column to take it apart one in-suit piece at a time.

Does it save my game and my record?

Yes, on this device. A half-finished deal is restored when you come back, and your best time, win streak and win rate for four suits are kept separately from one- and two-suit Spider. There is no account and nothing is sent anywhere.