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4 Suits

Look beyond the obvious move when four suits compete for space. A full King-to-Ace run of one suit leaves the table automatically.

THE NIGHT TABLE
01 · 02 · 04
4 SUITS Ready to play
Time 00:00 Moves 0 Runs 0 / 8

Select a face-up card, then a destination column. Dragging also works.

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The full four-suit game

Keep these details in mind. The objective remains eight same-suit sequences from King to Ace. Four suits adds more suit conflicts without changing the basic descending-rank rule. This game uses two complete decks for a total of 104 cards. Spades, hearts, clubs and diamonds each contain two copies of every rank.

Two things to check

You can place an exposed card on a card exactly one rank higher even when their suits differ. Matching colors are not enough to create a movable sequence. A group can move together only when all selected cards share a suit and descend by one rank. Spades and clubs remain different suits even though both are shown in dark ink.

Preserve useful groups

Here is what to know. Small same-suit sequences can provide flexible building blocks. A long mixed-suit build may require several intermediate destinations to dismantle. Before moving a segment, check where the cards below it could go next. Joining two matching segments often frees a column or exposes another card.

Gaps solitaire

Find hidden cards

Here is what to know. The identities of those hidden cards are not shown by the Hint feature. The starting layout contains hidden cards beneath the exposed bottom cards. Moving the final exposed card away turns the next hidden card face up. Opening columns gives you more information for later decisions.

Create working space

Keep these details in mind. Moving a whole column to another empty column changes its position without improving the layout by itself. Consider which temporary arrangement leaves you with the most useful follow-up move. An empty column accepts any exposed card or legal same-suit group. Spare columns can help separate suits that have become interleaved.

Plan a long sequence

Here is what to know. A same-suit group starting with a King follows that same destination rule. A King can move only to an empty column because no rank is higher. Moving a King into the only empty column can limit your ability to reorganize other cards. A completed King-to-Ace run leaves the tableau automatically once all thirteen cards are face up and aligned.

Deal carefully

The key details are straightforward. Use the visible layout to plan before dealing, while recognizing that hidden stock cards are unknown. You must fill every empty column before the stock can be used. A stock deal places one card onto each of the ten columns. A new row can interrupt promising groups as well as create new connections.

Count complete runs

A descending mixed-suit run remains on the table until its suits can be separated. The counter advances whenever a full same-suit run is collected. The win message appears only after the game has collected all eight valid runs. Eight collected runs account for all 104 cards in the game.

Use the learning controls

Hints list legal moves and do not solve the whole deal. Undo restores the previous card arrangement, including automatic flips and completed runs. Replay begins the same shuffle again so you can compare a different opening plan. A random deal is not advertised as guaranteed winnable.

Local four-suit progress

Here is what to know. The timer counts active visible play rather than time spent away from the page. This browser can save four-suit progress separately from the other difficulty modes. Local statistics show started games, wins and the best move count recorded on this device. Use Privacy & Cookie Settings to manage saving or remove those local records.