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Spider Solitaire Strategy: One to Four Suits

Spider solitaire strategy for one, two and four suits: build in suit, protect empty columns, uncover cards before you deal and manage the stock.

By the DailyGameClub teamUpdated 5 min read

Spider Solitaire uses two packs in ten columns. You build down regardless of suit, but only a run in a single suit moves as a unit, and only a complete run from king to ace in one suit leaves the table. Clear all eight and you win. Easy days use one suit, medium two, hard all four; the difference in difficulty is enormous, but the strategy is the same throughout, applied with more care as the suits multiply. Every daily deal has been played through by a solver and can be won.

The rules that matter

  • Any card may be placed on a card one rank higher, of any suit.
  • Only cards in sequence and in the same suit move together.
  • Any card or movable run may go into an empty column.
  • Dealing from the stock puts one card on every column; no column may be empty when you deal. There are five deals.
  • A full king-to-ace run in one suit is removed automatically.

Build in suit whenever you can

The central tension in Spider: a red seven on a black eight is a legal move, but it creates a mixed run that cannot move together later. When you have the choice between placing a card on a card of its own suit or another suit, choose its own suit, even if the other move looks tidier. Mixed runs are the debt you pay later; same-suit runs are the capital you build with.

When a mixed move is the only way to uncover a face-down card, take it, but note which column now holds a mixed run so that you can unmix it when an empty column arrives.

Uncover face-down cards

As in Klondike, the face-down cards are the real obstacles. A move that turns a card over is almost always better than one that merely lengthens a run. Prefer to work on columns with the fewest face-down cards left, since each one you clear becomes a column you can empty.

Empty columns are everything

An empty column in Spider is worth more than any other asset, because it lets you move a run piece by piece: put the bottom card in the empty column, move the next card onto a suitable card elsewhere, bring the first card back, and so on. With one empty column you can rearrange two mixed runs; with two you can untangle almost anything.

So: make an empty column as early as possible, use it to fix mixed runs, and refill it only when you must (before a deal) or when refilling uncovers something. A king in an empty column is permanent, since nothing can go under it, so place a king there only when you have no better use for the column.

Using an empty column to unmix

Column three reads, from the top down, black nine, red eight, black seven, black six. The red eight breaks the run. Column eight is empty and a red nine shows in column five. Move the black seven and six (a same-suit pair) into the empty column, then the red eight onto the red nine. Column three now ends in the black nine and column eight holds a clean seven-six. You have spent the empty column for now, but the mixed run is gone, and as soon as a black eight lands on that nine the seven-six comes across and column eight is empty again. Unmixing costs space now and returns it with interest.

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Before every deal

A deal covers every column with a new card, so before you tap the stock make every helpful move first: uncover cards, consolidate same-suit runs, and if possible leave the top cards of your columns high (kings, queens) so that the newly dealt cards have places to go. Never deal while a column is empty if you can avoid it; filling an empty column with a single card just to deal is sometimes necessary but always costs you.

One suit, two suits, four

  • One suit (easy): every card joins every run, so the game is about uncovering and empty columns. Play quickly but still build long runs; a run leaves the table only when it is complete.
  • Two suits (medium): spades and hearts. Keep the two suits in separate columns where you can; a column of mixed colours is a column that will not move.
  • Four suits (hard): patience. Expect to spend the early game making one empty column, then use it relentlessly. Count the suits of exposed cards before each move and prefer moves that keep each column to a single suit.

Common mistakes

  1. Building on a card of another suit when the same suit is available. Mixed runs lock the table.
  2. Dealing too early. Make every move first; the deal buries them.
  3. Filling an empty column with a king out of habit. It kills the column.
  4. Ignoring columns with few face-down cards. Those are the quickest to empty.
  5. Playing fast on four-suit days. The hard deals are won in the first ten moves, slowly.

Glossary

  • Run: cards in descending order; a same-suit run moves as a unit.
  • Mixed run: a descending sequence containing more than one suit, which cannot move together.
  • Deal: tapping the stock to put one card on every column.
  • Empty column: the working space that lets runs be rebuilt card by card.

Play it now

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Questions and answers

Can I move a run of mixed suits?

No. Only cards in sequence and in the same suit move together. A mixed run must be taken apart one card at a time, which needs spare places such as an empty column.

Why can’t I deal from the stock?

Every column must hold at least one card before a deal. Fill the empty column, ideally with a card or run that helps, then deal.

Is a four-suit deal really winnable?

Yes. Each daily deal, including hard four-suit days, is played to the end by a solver before it is published. They are hard, but they can be won.

How many deals are there?

Five, of ten cards each, after the initial layout. Make every useful move before each one.

Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.

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