Spider Solitaire
Card Games ยท 22 playsSpider Solitaire
Two decks, ten columns and eight full King-to-Ace runs to clear, in one, two or four suits.
Quick start
Move a card, or a same-suit descending run, onto any card one rank higher. Any card or run can go into an empty column. Tap the stock to deal one card onto every column; no column may be empty when you do. Score starts at 500, drops 1 per move or deal, and gains 100 for each finished run.
Controls: Tap or click
About this game
Spider Solitaire is the grand old patience for long, unhurried sittings: bigger, deeper and wonderfully absorbing. Two full decks are spread across ten columns, and fifty cards wait in the stock for five later deals of ten. You may place any card on another exactly one rank higher, whatever the suit, but only same-suit runs can be picked up together. Gather a complete King-down-to-Ace run in one suit and it lifts away. Clear all eight runs to win. Choose 1 Suit for a gentle game, 2 Suits for more of a puzzle, or 4 Suits for a real test of patience. Free to play in your browser, with no download and no sign-up.
Before your first move: read the table
Pull up a chair and look before you touch anything. Every new game hides 44 cards face down. The four columns on the left each hold five hidden cards under one face-up card; the six on the right hold four hidden cards each. Fifty more wait in the stock, which pays out ten at a time, five times in all.
That count tells you where the easy wins live. The right-hand columns are one card shorter, so they are usually the first to empty. Glance along the ten face-up cards and look for pairs one rank apart, such as a 9 next to a 10 elsewhere. Then ask a simple question of each possible move: does it turn a hidden card over? A move that flips a card is almost always better than one that just tidies.
An opening played out
Picture an Easy (one suit) deal where the face-up row reads, left to right: K, 4, 9, 2, J, 5, 10, 3, 8, Q.
There are four tempting moves: the 9 onto the 10, the J onto the Q, the 4 onto the 5, and the 2 onto the 3. Play all four. Each one lifts a lone card off a hidden pile, so you flip four cards without spending anything you will miss. Then the 8 in column nine can follow the 9 onto column seven, building 10-9-8 in one suit and flipping a fifth card.
Notice what you left alone: the King in column one. A King can only ever move into an empty column, so there is no point worrying about it yet. Work the short columns on the right until one empties, and only then think about where the big cards belong.
Habits that quietly cost you the deal
None of these feel like mistakes at the time, which is what makes them dangerous.
- Taking the first legal move you see. With eight copies of every rank in play, there are often two or three places a card could go. Check them all and prefer the one that keeps a suit together or uncovers a card.
- Burying the column you are trying to dig out. If column six has one hidden card left, do not pile a long stack on top of it. Build on columns that are already fully face up.
- Shuffling a card back and forth. Moving a 7 from one 8 to another 8 and back costs a point each time and changes nothing. If you catch yourself doing it, you are stuck and it is time to think about the stock.
- Forgetting that a deal can finish a run. The game checks every column after a deal, so a column ending in a same-suit King down to 2 will clear the moment an Ace of that suit lands on it.
- Treating Hard like Easy. In one-suit games almost every placement builds a run that can move later. With four suits most placements do not, so every off-suit drop deserves a second look.
Easy, Medium and Hard on MerryArcade
Every mode uses 104 cards, but the suit mix changes. Easy is all spades: eight full sets of thirteen. Medium deals four sets of spades and four of hearts. Hard uses all four suits, two sets each. Red and black make no difference to where a card may go; only rank matters for placing, and only suit matters for lifting a group.
The step from Easy to Medium is gentler than it sounds, because a heart and a spade are easy to tell apart at a glance. Hard is a different game. With only two cards of any exact rank and suit, you will often have to drop a card off-suit just to reach a hidden one, then come back later and sort it out using an empty column. The game remembers the last mode you chose, and you can switch from the โป button, which asks first if you are mid-game.
Think of the score as a move budget
You begin on 500. Every move and every deal takes one point away, and every finished King-to-Ace run adds 100, so one completed run pays for a hundred actions. The score can never fall below zero, and the timer runs only for your own interest.
A practical way to use this: a win that takes 250 actions, five deals included, finishes on 1,050. Shave that to 200 and you finish on 1,100. Your best is saved on your device only when you win, so a scrappy first win still counts, and you can chase a cleaner one later. Undo hands back the point as well as the move, which makes it a free scouting tool rather than a penalty.
When the stock runs dry
After the fifth deal, nothing new arrives. From here the game is pure planning, and it often helps to stop and count. Pick a suit and ask where its King, Queen and Jack are sitting; a run can only be completed in a column where those top cards can be reached.
Group your work around empty columns. One empty column lets you take a mixed stack apart a card at a time; two let you shift much longer chains. Since there is no limit on how many cards move together, a long same-suit run can always travel in one go, so assemble pieces into one suit first and carry them as a block. Completed runs vanish automatically, and the card beneath them flips, sometimes opening the very space you needed.
Family tips
Since the score falls with every move, a tidy game is a high-scoring one, but winning comes first. Favour moves that turn over a face-down card; each one brings fresh information and fresh options.
Mixed-suit stacks can't be lifted as one piece, so whenever you have the choice, build on a card of the same suit, even if a different-suit spot looks just as handy. In the 2- and 4-suit games this habit makes all the difference.
An empty column is the most valuable space on the table, letting you shuffle runs about to sort the suits. Keep it free as long as you can, and only deal from the stock when you have run out of helpful moves, because each deal drops a new card on top of every column. Undo is always there if you change your mind.
Questions about Spider Solitaire
What is the difference between 1 suit, 2 suits and 4 suits in Spider Solitaire?
All three use 104 cards. Easy (1 suit) is eight sets of spades, Medium (2 suits) is four sets each of spades and hearts, and Hard (4 suits) is two sets of every suit. Fewer suits means more of your placements build runs you can move later.
Why can I not drag a group of cards?
A group only lifts together when it is a descending run in one suit that reaches the bottom of its column. If a different suit or a gap in rank sits anywhere in the group, only the cards below that break can move.
Is there a limit on how many cards I can move at once?
No. Unlike FreeCell, this version lets a same-suit descending run of any length move in one go, onto a card one rank higher or into an empty column.
Do I have to move a finished run to the foundation myself?
No. When a column ends in a full King-to-Ace run of one suit, it clears on its own, adds 100 points and flips the card underneath if one is hidden. Clear all eight runs to win.
Will I lose my game if I close the page?
No. Your game is saved in this browser and picks up where you left off next time, with your recent moves still available to undo, up to the last 30.
Can I undo a deal from the stock?
Yes. Undo (the โฉ button or Ctrl/Cmd+Z) reverses deals as well as moves and gives back the point it cost, so you can peek at what a deal brings and take it back.