gamesarefree

How to Play Spider Solitaire

Learn Spider solitaire from scratch: two packs, ten columns, eight runs to build, and the one rule about suits that decides every game you play.

Rules checked against the engine that runs the board on .

Play Spider Solitaire now Free, in this tab, no sign-up

How to play Spider Solitaire, step by step

The Spider table, labelled: stock, foundations, tableau.Stock?FoundationsTableau9♠4♥K♠7♥2♠J♥5♠10♥3♠Q♥
Two decks, ten columns, and eight foundations — each one takes a complete suit from king down to ace. The stock deals ten more cards at a time, one to every column.
  1. Look at what has been dealt

    Spider solitaire uses two packs of cards shuffled together — 104 cards — dealt into ten columns across the table, which together are called the tableau. Fifty-four cards go out: six each to the first four columns and five to the other six, with only the last card of each column face up. The remaining fifty cards stay face down in the stock at the top left. There is no waste pile and no pile you play cards to by hand.

  2. Know what you are building

    The goal of Spider is to build eight complete runs, each one a single suit going down from King to Ace: King, Queen, Jack, 10 and so on to the Ace. A run is built inside a tableau column, not on a separate pile. The moment a column ends in a finished King-to-Ace run in one suit, it lifts off the table by itself into one of the eight spaces at the top, and the card underneath turns face up. Clear all eight and the game is won.

  3. Move a card onto the next rank up

    Any face-up card at the bottom of a column can be moved onto the bottom card of another column if that card is exactly one rank higher, no matter what suit either of them is. A red seven is a legal move onto a black eight. Colour does not matter in Spider at all, and matching suits is not required to place a card — it is only required to pick a group of cards back up, which is the subject of the next step.

  4. Learn the rule that decides the game: only same-suit runs move together

    A single card always moves on its own. A group of cards can only be lifted and carried as one piece if it is already a run in the same suit, descending by one — the nine, eight and seven of hearts, for example. A nine of hearts on an eight of spades is a perfectly legal build, but those two cards can never travel together again. Building in suit whenever you have a choice is the whole skill of Spider.

  5. Deal a new row when you run out of moves

    Click or tap the stock at the top left and one card is dealt face up onto every one of the ten columns at once. There are five of these deals in a game, and the game refuses to deal at all while any column is empty, so you must fill a gap before you can use the stock again. A deal buries every column by one card, so it is worth spending every useful move you have before you take one.

  6. Use an empty column, and pick the suits you want

    A column you empty completely will accept any card or any movable run, not just a King, which makes an empty column the most useful thing on the Spider table — it is a place to unstack a mixed pile one card at a time. The suit control above the table sets the shoe: one suit is the gentle introduction, two suits is the standard game, and four suits is genuinely hard. Each one keeps its own record, because they are not the same game.

Play Spider Solitaire That is enough to start. The rest of this page is the reference.

The rules in full

Everything the Spider Solitaire lesson above skipped: the edge cases, what happens when you run out of moves, how the game ends and how it is scored. 8 sections, written to be looked things up in rather than read straight through — the contents at the top of the page jump to any of them.

The words on the table

Spider borrows most of its vocabulary from the rest of the solitaire family, but it uses two of the words differently, and that is where new players come unstuck.

Shoe
All the cards in play. Spider's shoe is two packs — 104 cards — which is why you will see two of every card.
Tableau
The ten columns of cards you play in. Everything in Spider happens here.
Stock
The face-down pile at the top left, holding the fifty cards not dealt. It deals a whole row at once, never a single card to a waste pile.
Build
To place a card on another card. In Spider you may build any card onto a card one rank higher, whatever the suits.
Run
Cards in one column in descending order and all of one suit. Only a run can be picked up as a group. A descending sequence in mixed suits is a legal build, but it is not a run and it does not move.
Completed run
A full King-down-to-Ace run in one suit. It leaves the table by itself. Eight of them is the win.
Void
An empty column. In Spider a void takes any card at all, and the stock will not deal while one is open.

The deal

Two packs are shuffled together and fifty-four cards are dealt into ten columns: six cards each into the first four columns, five into the remaining six. The last card of each column is turned face up; everything under it is face down. The other fifty cards stay in the stock, which is exactly five more rows of ten.

At one suit the shoe is 104 spades; at two suits it is spades and hearts, each appearing four times; at four suits it is two ordinary packs. The number of cards is always the same. Only the variety changes, and that is what makes the low-suit games easier.

  • A card onto the next rank up, any suit. The bottom card of any column may move onto the bottom card of another column if that card is one rank higher. Suit and colour are irrelevant here.
  • A same-suit run onto the next rank up. Several cards move together only if they are already in descending order in one suit. The card at the head of the run has to be one rank below the card it lands on — again, in any suit.
  • Any card or run into an empty column. No rank restriction, unlike Klondike.
  • A row from the stock. One card face up onto every column, all ten at once, refused while any column is empty.

A face-down card exposed at the bottom of a column turns face up immediately. There is no move that turns it back, no waste pile to sort through, and no way to play a card onto a foundation by hand — which brings us to the part of Spider that has no equivalent in Klondike.

Completed runs leave by themselves

When a column ends in a King, Queen, Jack, ten, nine, eight, seven, six, five, four, three, two and Ace all of the same suit, that run is finished. It is lifted off the table automatically, into one of the eight spaces along the top, and the card it was sitting on turns face up. You never drag anything to those spaces — they are a record of what you have finished, not a pile you build.

This is why suits matter so much. A thirteen-card sequence in mixed suits is not a completed run and never becomes one; it just sits there, immovable, on top of whatever you needed.

When you run out of moves

You have five deals. Each one buries every column under a new card, including the columns you had in good order, so a deal is always a step backwards in the short term. Two habits follow from that: spend every useful move before you deal, and empty a column before you deal if you possibly can, because a void is the one asset a deal cannot take away — except that the deal will not happen at all while a void is open, so you will have to fill it first.

When the stock is empty and nothing on the table will move, the game is over. The board will tell you. Until then, Undo steps back through the last thousand moves of the deal, and Hint will show a legal move if one exists.

How Spider is scored

The board starts at 500. Every move costs one point, a completed run pays 100, and the score never falls below zero. That is Microsoft Spider’s scoring, and the consequence is worth understanding: a game won in 180 moves scores better than the same game won in 300, so undoing and re-doing a plan is not free. The clock beside it is a plain timer. Best score, fastest win and fewest moves are kept for each suit count separately — a one-suit win is not a four-suit win, and filing them together would make the number meaningless. A time is only recorded for a game you won.

Where this game makes a choice

  • Two packs, ten columns, five deals — the standard game. Some versions deal four rounds or six; ours follows the fifty-card stock, which is five.
  • No redeal and no waste pile. Cards go from the stock straight onto the columns. There is nothing to recycle.
  • The deal is refused over an empty column, as the standard rules require.
  • Any card may start an empty column, as in the standard game.
  • One, two and four suits, with a separate record each. Three-suit Spider exists in some collections; we have not built it because nobody searches for it and it sits awkwardly between two versions people do want.
  • Hints can be switched off. Lifting a card rings the piles it may legally go to. That is genuine help, so it is a control rather than a permanent feature, and it remembers what you chose.

Where these rules come from

The rules on this page follow the standard game as recorded on Pagat, John McLeod’s card-game rules archive, and each one was checked against the code that runs this board — the build and run rules in our solitaire engine’s rules.ts, the row deal and the automatic harvesting of completed runs in its game.ts. If the page and the game ever disagree, tell us: a rules correction gets a test written for it so it cannot come back.

Questions people ask

Why will the game not let me move this run of cards?
Because the cards are not all the same suit. Spider separates two rules that most solitaire games treat as one: you may place any card on any card one rank higher regardless of suit, but you may only pick up and carry a group of cards if it is a descending run all in one suit. A mixed pile has to be taken apart one card at a time, which usually means finding somewhere to put the odd cards first — an empty column, or a card of the right rank in another suit.
Why will the stock not deal a new row?
Spider refuses to deal while any column is empty. Put any card into the empty column and the deal becomes available again. It is not a bug and it is not our invention: without it you could leave a gap open forever, and dealing into a gap would cost you nothing, which removes the only real pressure in the game.
How many times can I deal from the stock?
Five. Fifty cards are left in the stock after the deal and every deal puts one card on each of the ten columns, so the stock is empty after the fifth. The board shows how many deals are left. Once they are gone the only cards you have are the ones on the table.
What is the difference between 1, 2 and 4 suit Spider?
How many different suits are in the shoe of 104 cards. At one suit every card is a spade, so every descending run is automatically movable and the game is really about turning face-down cards over. At two suits the shoe is spades and hearts, so a run you built carelessly may not move. Four suits is two full packs and the hardest version, where almost every pile needs unstacking. The rules are identical; only the shoe changes.
What can go into an empty column in Spider?
Anything — a single card of any rank, or any run that is legal to move. That is different from Klondike solitaire, where an empty column takes a King only. It also means an empty column is the most valuable asset on the board: it is the only place you can put a card that has nowhere else to go, and it is how a mixed pile gets taken apart.
How is Spider solitaire scored?
The board starts at 500 and each move costs one point, including each deal from the stock, so shuffling cards about for the sake of it makes your score worse. A completed King-to-Ace run is worth 100. It is the Microsoft Spider scoring people recognise, so a short, efficient game scores better than a long one. The score never drops below zero, and your record is kept separately for one, two and four suits.

Learn another game

Play Spider Solitaire now All the guides More like this