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4 Suits

Settle in for four suits and a table that asks for a closer look. A hidden card becomes visible when you clear the cards above it.

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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Four suits, one objective

The key details are straightforward. 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. The objective remains eight same-suit sequences from King to Ace. Spades, hearts, clubs and diamonds each contain two copies of every rank.

Read rank and suit

The key details are straightforward. 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

Keep these details in mind. Small same-suit sequences can provide flexible building blocks. Joining two matching segments often frees a column or exposes another card. 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.

Find hidden cards

Keep these details in mind. The starting layout contains hidden cards beneath the exposed bottom cards. The identities of those hidden cards are not shown by the Hint feature. Moving the final exposed card away turns the next hidden card face up. Opening columns gives you more information for later decisions.

Manage empty columns

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

Think about Kings

On this website, the following points apply. 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. A same-suit group starting with a King follows that same destination rule.

Deal carefully

Keep these details in mind. You must fill every empty column before the stock can be used. A stock deal places one card onto each of the ten columns. Use the visible layout to plan before dealing, while recognizing that hidden stock cards are unknown. 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

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

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Local four-suit progress

The timer counts active visible play rather than time spent away from the page. Use Privacy & Cookie Settings to manage saving or remove those local records. 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.