1 PLAYER · 1 DECK · 52 CARDS
Solo card games
kit
Five real card games you can play on your own with one standard deck — Clock, Golf, Pyramid, Accordion and FreeCell. The printable has a page of rules for each game, a setup diagram for every layout, and a score sheet for your best rounds.
The five games
Easiest first. Every one of them needs 52 cards exactly — the jokers come out.
01
Clock Solitaire
PURE LUCK~5 min · No decisionsThe whole deck goes face down into thirteen piles of four — twelve in a clock face, one in the middle. Then the game plays itself.
- Deal 13 piles of 4 cards face down: 12 in a circle like a clock face, the 13th in the middle.
- Turn the top card of the middle pile and slide it face up under the pile matching its number. Ace = 1, Jack = 11, Queen = 12.
- Take the top face-down card off the pile you just fed and send it to its own position. Kings go back to the middle.
- All 13 piles face up = you win. The fourth King before that = you lose. Expect to win about 1 game in 13.
02
Golf Solitaire
THE FAST ONE~3 min · SomeSeven columns, one foundation, one move. The fastest game on the list and the only one with a real scorecard.
- Deal 7 columns of 5 cards, face up and overlapping. The other 17 are the stock; turn one over as the foundation.
- Play the bottom card of any column onto the foundation if it is one rank higher or lower. Suit does not matter.
- Out of moves? Flip the next stock card — that becomes the new foundation. Nothing goes on a King.
- Your score is the number of cards still stuck on the table when the stock runs out. Zero is a hole in one.
03
Pyramid Solitaire
MAKE 13~8 min · RealTwenty-eight cards in a pyramid and one number that runs everything: thirteen.
- Deal 28 cards face up in rows of 1, 2, 3, 4, 5, 6 and 7. The remaining 24 are the stock.
- Remove pairs of uncovered cards that add up to 13. Ace = 1, Jack = 11, Queen = 12, King = 13.
- A King is 13 on its own, so a King always comes off alone.
- Stuck? Flip a stock card to the waste — it pairs with the pyramid or with the next flip. Clear all 28 to win.
04
Accordion
THE BRUTAL ONE~10 min · HighOne row, one deck, and the shortest goal in card games: finish with all 52 cards in a single pile.
- Deal cards one at a time face up in a single long row, wrapping onto more lines but read as one continuous row.
- A pile may move onto the pile immediately to its left, or the pile three to its left.
- It may only move if the top cards match in suit, or match in rank. The whole pile travels and lands on top.
- Everything to the right slides over to close the gap. Prefer the suit match; fear the three-step jump.
05
FreeCell
ALL SKILL~15 min · All skillEvery card face up from the first second, which means there is no luck left in it anywhere. Learn this one if you only learn one.
- Deal all 52 cards face up into 8 columns — four of seven, four of six. Keep 4 free cells and 4 foundations empty above them.
- Move a bottom card into a free cell, onto a column card one rank lower and the opposite colour, or up to its foundation from the Ace.
- You move one card at a time, so in practice a run of (free cells + 1) cards. An empty column doubles that.
- Of the 32,000 numbered deals in the original computer version, all but one are solvable — only #11982 is not.