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Spider Solitaire (2 Suits)

Spider Solitaire (2 Suits)

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Spider Solitaire (2 Suits) is a one-player card game played with 104 cards in just spades and hearts. Ten columns hold 54 cards, with only the bottom card of each face up. You stack down by rank in any suit, but only a same-suit run moves as one piece, and only a same-suit King-to-Ace run of 13 is taken away. Clear all 8 sets to win.

At a glance

Players1
Decks2
JokersNo
DifficultyMedium
Computer opponentsNo

How to play

The deck, the deal and the table

Spider Solitaire (2 Suits) uses two standard 52-card decks, 104 cards in total, with no jokers — but only spades ♠ and hearts ♥ appear. There are 52 spades and 52 hearts, which makes four complete A-to-K sets of each suit. Ranks count as A=1, 2 to 10 at face value, J=11, Q=12 and K=13. Every face-up card shows both its rank and its suit symbol in the corner; spades are black and hearts are red, but the colour is only a quick aid — the ♠ and ♥ symbols are what the rules actually follow.

The deal puts 54 cards into ten columns: the first four columns get 6 cards each and the remaining six columns get 5 cards each. Only the last card of each column is dealt face up; everything above it is a face-down card whose rank and suit you cannot read yet. So a new game starts with exactly 10 cards visible and 44 face-down cards on the table.

The other 50 cards stay in the deck at the side of the table, and they leave it ten at a time, one card per column, over five deals. The status area shows how many deals are left, how many sets you have cleared out of 8 (and how many of those are spades and how many hearts), how many face-down cards are still on the table, your move count and your time. Nothing here is a timer counting against you — it is simply a record of the deal.

Stacking ignores suit, moving a run does not

There are only two kinds of move in the whole game: move cards between columns, or deal a row.

Inside a column you build down by rank, and the suit does not matter for stacking: any card may be placed on a card exactly one rank higher, so 7♥ may go on 8♠, 7♠ may go on 8♥, and any Q may go on any K. The top card of any column can always be picked up on its own.

Moving several cards at once is stricter. They must form a same-suit run in unbroken descending order. 8♥ 7♥ 6♥ is a run and can travel as one unit onto any 9 or into an empty column. 8♠ 7♥ is in rank order but mixes suits, so it cannot move together — you have to move the 7♥ away by itself first. This is the heart of Spider 2 Suits: placing a card on the other suit is always legal, but from then on those cards no longer move as one block, and they have to be taken apart card by card later.

An empty column is the most valuable thing on the table. Any card, or any same-suit run you are allowed to move, can be placed into an empty column — no particular rank or suit is required to start it. That freedom is also a trap, because of the deal rule below.

When you move cards away and leave a face-down card on top of a column, that card turns over at once and joins the game. Revealing face-down cards is how the deal opens up, and the counter in the status area drops by one each time.

Dealing a row from the deck

When you run out of useful moves, you can deal a row: the deck puts one card face up on every one of the ten columns at once. Five deals are available, and the number remaining is shown next to the deck.

Two conditions apply. You cannot deal a row while any column is empty — every empty column must be filled first, which is why spending an empty column carelessly can cost you the rest of the game. And once all five deals are gone, the deck is empty, the button is greyed out, and it says plainly that there are no cards left to deal. A dealt row lands on top of whatever you have built, in whatever suit it happens to be, so it often breaks a same-suit run in two; choosing the moment for it is one of the central decisions of the game.

Completing a same-suit set from King to Ace

The goal of every column is a run of thirteen cards of one suit from K down to A. The moment such a run appears in a column, those 13 cards leave the table on their own and travel to one of the eight foundation places, and the counter moves to "Sets N/8"; the foundation row and the announcement both say whether the set was spades or hearts. You never have to collect a set yourself, and a set that has gone to a foundation never comes back into play.

Note that a K-to-A column that mixes spades and hearts is not taken away. Only thirteen spades, or thirteen hearts, in unbroken order count as a set.

Eight sets of thirteen cards make 104, so clearing four spade sets and four heart sets empties the table and wins the game. Because the eight sets use every card, all five deals must be dealt before the last set can be completed.

Controls: tap, drag and the segment picker

Three ways to move cards exist, and one press can only ever be one of them.

  • Tap a face-up card and the run from that card to the bottom of the column is moved immediately to the best available target. The choice is fixed and predictable: a target that completes a same-suit King-to-Ace set at once, then a card of the same suit one rank higher, then any other legal non-empty column (a card of the other suit), and only then an empty column, with the lowest-numbered column breaking a tie. Nothing is selected and nothing waits for a second tap. If the card you tap has a card of the other suit below it, the cards from there down are not a same-suit run, so nothing moves and a short line tells you that only a same-suit run in order can move together — tap the first card of the same-suit part further down instead.
  • Drag a card and its run follows your finger or pointer; drop it on the column you want. Dragging is the most direct way to put a card on the other suit on purpose. If the drop is not legal, the cards spring back and the position is unchanged.
  • Press and hold a column (or right-click it, or move focus to it with the keyboard and press Enter) to open the segment picker. This overlay enlarges the column so you can read the rank and suit of every face-up card in it one by one, lets you choose with ▲ and ▼ how many cards to take from the bottom of the column — it only stops on runs that can actually move — and lists every legal target, marking the ones that would complete a set and any empty column. Long lists of targets are paged rather than trimmed, so nothing is hidden from you. Confirm to move; cancel, Esc or a tap outside changes nothing.

The segment picker is also the answer to long columns. A column in this game can grow past twenty cards, and when spades and hearts alternate down it, nothing in it can be grouped into a run. On a phone the cards in such a column have to overlap tightly; when that happens the column is marked as dense, the bottom card stays fully readable, and the picker always shows the rest at full size, rank and suit included.

Illegal actions never change the position and never pass silently: moving a block that mixes suits or has a gap in it, dropping a card on a rank that does not fit, or tapping the deck while a column is empty or after the last deal each bounce back with a short line saying why.

Undo, hints and the end of a deal

Undo is unlimited and covers everything: an ordinary move, a dealt row (the ten cards go back on the deck in order), and even a completed set, which returns to its column. If a move had turned a card face up, undoing it covers that card again, because that is the true state of the table. One thing never rolls back: what you have seen. A card that has once been face up is treated as known for the rest of the game, so hints never become more cautious than your own memory.

The hint button suggests a move worth making, in a fixed order of usefulness: first a move that turns over face-down cards, then one that empties a column, then one that completes a same-suit set, then one that joins loose cards into a longer same-suit run without breaking one you already have. Putting a card on the other suit does not count as progress, so if all that is left is that kind of stacking and shuffling back and forth, the hint says so — there is no progress to be made on the table — and points you at the next real step: deal a row, or fill the empty column first and then deal, or undo a few moves and try another line.

There is one deliberate restraint. While any face-down card or any card still in the deck has not been seen, the game will never tell you the deal is lost, because it will not look at cards you have not seen. Only when everything is known — no face-down cards left and the deck empty — can a hint state that this deal cannot be finished from here, and even then it only appears as a bar with a way out (replay the same deal or take a new one, with undo and hint still on the table). It never ends your game for you. While the search is running the bar shows a checking state and the table stays fully responsive; if the search runs out of budget you get an ordinary suggestion instead of a false verdict.

If the deck is empty and no legal move exists at all, the deal really is over and the result panel says so, offering to undo the last move, replay the same deal or start a new one. That ending is rare: as long as the deck still holds cards and no column is empty, dealing a row is always a legal move.

When you clear the eighth set, the result panel reports your time, your moves, how many spade and heart sets you cleared, and the deal identifier, which you can copy with a tap and use to replay the very same cards. The keyboard covers the whole game too: U undoes, H asks for a hint, N starts a new deal and D deals a row; the left and right arrow keys move focus between columns, Enter or Space opens the segment picker on the focused column, the arrow keys choose the run and the target inside it, and Esc closes it.

About this game

Where Spider Solitaire comes from

Spider is one of the great two-deck patience games, named after the eight legs of a spider — the eight sets you have to build. It reached a huge audience when it was bundled with desktop operating systems in the 1990s, and it has been at or near the top of every list of played solitaire games ever since.

The same rules come in versions that differ only in how many suits the deck holds. With spades alone it is the gentlest; with all 4 suits mixed together it is famously hard. Spider 2 Suits sits in between, using spades and hearts, and it is the setting that the classic desktop version labelled Medium. For many players it is the version they come back to, because it keeps the game open while still making every move matter.

What the second suit changes

With one suit, every unbroken descending block on the table is a legal run and can be carried to a new home in one piece. Add hearts and that stops being automatic. Stacking still ignores suit, but once 6♥ sits on 7♠, those two cards will never move together again. Every off-suit placement is a small loan: it can free a card or turn over a face-down card right now, but it leaves a join in the column that you will have to undo card by card later.

So the real question in Spider Solitaire (2 Suits) is when that loan is worth taking. Which column should be kept pure so that a spade run can grow toward King-to-Ace, and which one is just a workspace? Is it better to stack off-suit now, or to deal a row and hope for a better card? The game is clearly harder than the one-suit version, yet not a single rule is added — the only new thing is a suit you have to keep an eye on.

How it differs from other solitaire games

Klondike and FreeCell both ask you to build alternating red-and-black sequences and to move cards onto foundations one rank at a time. Spider works the other way around: stacking ignores colour entirely, and a set leaves the table only when all thirteen cards of one suit are already stacked in one column in order. There is no foundation to feed card by card; everything happens in the ten columns.

The second difference is the deck. In Klondike you turn the stock card by card and can usually try again; here the deck arrives in five sudden batches of ten that land on every column at once, including the ones you were carefully building. Planning around those five moments is the skill of the game.

The third difference is how much you cannot see. A Spider deal starts with 44 face-down cards plus 50 cards still in the deck, so you begin knowing just ten of 104 cards. Every card you turn over changes the plan, which is why a deal rewards patience and why undo exists.

Strategy tips

  • Turn over face-down cards first. A move that reveals a new card is almost always worth more than a tidy-looking move that reveals nothing. Empty columns and long runs come from information.
  • Prefer the same suit when you have a choice. A card often has two possible homes, one in its own suit and one in the other. Take the same-suit one, and the run you are building can still move later.
  • Use off-suit stacking as a workspace, not a plan. Putting a card on the other suit to free a face-down card or empty a column is fine; just remember the run is now broken, and do not keep piling long runs beneath it.
  • Keep an empty column empty for as long as you can. It is your only workspace, and it is the only way to take apart a column where spades and hearts alternate. Remember that you must fill it again before you can deal a row.
  • Work toward one suit at a time. Spreading both suits everywhere makes it hard to finish any set. Let one column run all the way down in a single suit; the first cleared set gives the whole table room to breathe.
  • Do not bury a King. A K can only ever start a run, never sit on another card, so a K with cards piled on top of it is dead weight until you clear it.
  • Before you deal a row, tidy up. The ten new cards land on your column tops in either suit and will break any run that is not already complete, so square the table away first.
  • Undo instead of grinding. Undo is unlimited and covers dealt rows as well, so stepping back to the point where the position went wrong costs you nothing but time.

Is every deal winnable?

No. Spider 2 Suits is noticeably harder than the one-suit game, some deals cannot be finished however well you play, and there is no way to know at the start. That is normal and not a reflection of your play. The exits are always available: undo as far back as you like, replay the same cards with a clearer plan, or start a new deal. A deal usually takes somewhere between ten and twenty-five minutes, the clock pauses when you switch tabs, and rotating your phone, resizing the window or going full screen all keep the current game exactly as it stands.

Spider Solitaire (2 Suits) · FAQ

What are the rules of Spider Solitaire (2 Suits)?

Two 52-card decks' worth of cards are used, 104 in total, in spades and hearts only. Fifty-four cards go into ten columns — six in each of the first four columns, five in the rest — with only the bottom card of each column face up. You build down by rank regardless of suit, move only same-suit runs together, and fill an empty column with any card or movable run. The remaining 50 cards are dealt ten at a time in five rounds, never while a column is empty. A same-suit K-to-A run of thirteen cards leaves the table automatically, and clearing all 8 sets wins.

Can I put a heart on a spade in Spider Solitaire (2 Suits)?

Yes. Stacking only looks at rank, so any card may go on a card one rank higher: 7♥ on 8♠ and 7♠ on 8♥ are both legal. The catch is that those two cards are not a same-suit run, so they cannot move together afterwards and do not count toward the same King-to-Ace set.

Why can't I move a run of cards in Spider 2 Suits?

Because the block mixes suits or has a gap in its ranks. Only cards of one suit in unbroken descending order move as a unit, such as 9♥ 8♥ 7♥; with 9♥ 8♠ 7♥ you can only move the 7♥ first and work upward one card at a time. A tap tells you the reason, and the segment picker only lets you choose runs that can actually move.

Why wasn't my King-to-Ace column removed in Spider Solitaire?

Because the thirteen cards include both suits. A set is taken away only when all thirteen are spades or all thirteen are hearts, from K down to A without a gap. Replace the off-suit card in the middle with one of the matching suit and the set leaves the table at once.

Why can't I deal a row in Spider Solitaire?

Because a column is empty, or the deck has run out. Every one of the ten columns must hold at least one card before the deck may deal a row, so fill the empty column first. When all five deals are spent, the deck button is greyed out and says there is nothing left to deal.

Can any card go into an empty column in Spider 2 Suits?

Yes. Any single card or any movable same-suit run may go into an empty column; no particular rank or suit is required to start one. Think of it as your workspace, but remember that while it stands empty you cannot deal a row.

How much harder is Spider Solitaire (2 Suits) than one suit?

Clearly harder. With one suit every descending block is a movable run; with spades and hearts only same-suit runs move, and every off-suit placement locks cards together until an empty column helps you take them apart. The hidden cards and the five dealt rows are the same in both — the extra challenge is deciding when an off-suit move is worth it.

Can every Spider Solitaire (2 Suits) deal be won?

No. Some deals cannot be finished no matter how well you play, and nothing shows that at the start. Unlimited undo, replaying the same cards and starting a new deal are all one tap away, so a bad deal costs you nothing.

Will a hint tell me a Spider Solitaire deal has no solution?

Only when it can genuinely know. While any face-down card remains on the table or any card in the deck has not been seen, hints stick to advice about what is visible, and say there is no progress left rather than claiming defeat. Once every card is known, a hint may state that the deal cannot be finished from here and offer to replay the same cards or deal new ones.

How do I read suits in a long Spider 2 Suits column on a phone?

Press and hold the column to open the segment picker. It enlarges the column so you can read the rank and suit of every face-up card, lets you pick how many cards to take with ▲ and ▼, and lists every legal target including empty columns. Columns too tight to read at a glance carry a mark, so you always know when to open the picker rather than guess.