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Patience Parlour
EN

Which patience to play

Klondike, FreeCell, Yukon, Forty Thieves, Canfield, Scorpion and Spider compared by difficulty, length and luck, with the results of our solver on hundreds of random deals.

Patience games differ in three ways: how much is hidden, how strict the building rules are and how much room you have. Together they decide how often a game can be won and how much it rewards thinking ahead.

What the solver found

To choose our numbered deals, a solver that sees every card tried hundreds of random shuffles. Its results are a rough guide to difficulty. They are a lower limit: a deal the solver did not win within its search budget may still be winnable.

Gentle

One-suit Spider and Klondike Draw 1 forgive mistakes and teach the basic moves. FreeCell is gentle in another way: nothing is hidden, so a careful player wins nearly every deal.

Steady

Yukon and two-suit Spider ask for planning. You will win often, but not by playing the first move you see.

Testing

Klondike Draw 3, Canfield and Scorpion lose more games than they give. Each has its own trap: the rhythm of the stock, the reserve and buried Kings.

Formidable

Forty Thieves and four-suit Spider are long games with little room. Wins are rare and well earned.

Luck or skill?

The deal is luck; the play is skill. In FreeCell, where everything is visible, the result is almost all skill. In Klondike Draw 3 or Forty Thieves the cards have more say. Our numbered deals help either way: replay the same deal and you will see how much a better plan changes the outcome. Start in the library.

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