Guides

Solitaire Rules Explained: How Legal Moves Work

Understand solitaire rules as a system: components, legal moves, empty spaces, sequence movement, stock passes and computer-assisted actions across PlaySoli games.

Original editorial illustration of solitaire rules: cards, a blank guidebook and a compass on green felt
Original PlaySoli editorial illustration for rules and learning guides.

Short answer: A solitaire move is legal only when it satisfies the selected variant’s complete rule set: the card must be available, the destination must accept its rank and color or suit, any moving group must have the required internal order, and enough workspace must exist. Interface actions such as automatic flipping, completed-run removal, and FreeCell sequence animation implement rules but are not interchangeable with strategic advice.

Rule disagreements usually begin with an incomplete sentence: “You can put an 8 on a 9,” “a sequence can move,” or “any card can fill a space.” Each statement omits a condition. Which 8? What color or suit? Is it a single card or a group? Which game? Is the destination column empty?

This guide provides a method for resolving those questions. It does not merely list moves; it explains the structure that makes a move legal or illegal across PlaySoli’s Klondike, Spider, and FreeCell implementations SRC-001.

Contents

The seven layers of a solitaire ruleset

A complete ruleset answers seven separate questions. Keeping them separate prevents accidental rule mixing.

1. Components

How many decks are used, and which working areas exist?

  • Klondike: one 52-card deck, seven tableau columns, stock, waste, and four foundations.
  • Spider: two decks, ten tableau columns, stock rows, and eight completed-run targets.
  • FreeCell: one 52-card deck, eight tableau columns, four free cells, and four foundations SRC-001.

A component can be absent. FreeCell has no stock after the opening deal; Spider has no Klondike-style waste pile.

2. Initial layout

Which cards begin face up, and where are they placed? The layout determines the information available at move one.

Klondike conceals most tableau cards. Spider also begins with face-down cards beneath the exposed row. FreeCell exposes all 52 cards. A strategy based on discovering hidden cards is therefore central to Klondike and Spider but not FreeCell.

3. Availability

A card must be accessible before its destination matters.

  • The exposed bottom card of a tableau column is normally available.
  • The top waste card is available in Klondike; a visible card below it is not.
  • In FreeCell all 52 cards are face up, but not all are available. A tableau card is movable only when it is at the exposed end of its column or leads a legal alternating-color tail whose transfer fits the current workspace. A card in a free cell is exposed and available for a legal destination.
  • In Spider, a lower card may be part of an available group only when the moving group is a continuous descending same-suit sequence.

This is why “I can see the card” does not always mean “I can move the card.”

4. Destination rule

The destination may impose rank, color, suit, or empty-space conditions.

  • Klondike tableau: one rank lower, opposite color.
  • Spider tableau: one rank lower; destination suit does not matter for a single card or valid same-suit moving group.
  • FreeCell tableau: one rank lower, opposite color.
  • Klondike empty column: King or King-led sequence only.
  • FreeCell empty column: one card as a primitive move.
  • Foundations: next rank of the same suit, beginning with Ace SRC-001.

5. Group rule

A valid top card does not make the whole group movable.

Klondike permits a correctly ordered face-up alternating-color sequence to move together. Spider permits only a continuous descending same-suit sequence to move together. FreeCell defines movement in one-card primitives; a digital supermove is allowed only when available workspace can simulate the transfer SRC-001 SRC-007.

6. Stock or redeal rule

A ruleset must specify how new cards enter play and whether previous stock cards can return.

PlaySoli Draw 1 turns one card at a time; Draw 3 turns up to three; both permit unlimited passes. Spider deals one card to each of ten columns and blocks a new row while any column is empty. FreeCell has no stock action SRC-001 SRC-002 SRC-003 SRC-004 SRC-005 SRC-006.

7. Winning condition

A legal move is evaluated within a goal:

  • Klondike and FreeCell: all four suits reach their foundations from Ace through King.
  • Spider: eight same-suit King-to-Ace runs are completed and removed.

A game can also have a loss or no-progress condition even if the interface does not display a formal “loss” immediately.

A five-question legality test

When a move is rejected—or when a printed rule feels ambiguous—ask these questions in order.

Question 1: Which exact variant is active?

“Klondike” is not enough when stock access matters. State Draw 1 or Draw 3 and the redeal policy. “Spider” is not enough when discussing difficulty, though one-, two-, and four-suit PlaySoli versions share the same basic movement rules.

Question 2: Is the selected card or group available?

Check that nothing covers it and that the entire selected group satisfies the game’s internal movement rule.

Example: In Spider, a column ends 9♠–8♥–7♥. The 7♥ is available as one card. The 8♥–7♥ pair is available as a same-suit group. The three-card 9♠–8♥–7♥ group is not available because the suit changes between 9 and 8.

Question 3: Does the destination accept the top moving card?

Check rank first, then color or suit.

Example: In Klondike, 7♣ may move onto 8♦. It may not move onto 8♠ because both are black, and it may not move onto 9♦ because the rank gap is two.

Question 4: Is the destination empty?

Empty columns have special rules. A move valid onto a card can still be invalid into an empty column.

Example: Q♥ may move onto K♣ in Klondike, but Q♥ may not move into an empty Klondike column. Only a King-led move can fill it.

Question 5: Is additional workspace required?

This question is most visible in FreeCell. A perfectly ordered six-card sequence may be rejected because cells and columns are occupied. The sequence is valid as an ordering, but the transfer cannot be decomposed into legal primitive moves with the current workspace.

Klondike rules as a system

Tableau order

Build downward by one rank in alternating colors. A red Jack accepts a black 10; a black 10 accepts a red 9.

A face-up sequence already satisfying that order may move together. The sequence’s top card must fit the destination. If 10♣–9♥–8♠ is selected, the 10♣ must move onto a red Jack.

Turning hidden cards

When a move uncovers the top face-down card of a tableau column, the interface turns it face up. The flip follows from exposure. A player cannot choose to leave the card face down as a strategic option.

Empty columns

Only a King or a legal sequence beginning with a King may enter an empty column SRC-001 SRC-002 SRC-003.

Legal: K♠–Q♥–J♣ into an empty column.

Illegal: Q♥–J♣ into an empty column, even when the sequence itself is internally correct.

Foundation order

Each foundation is one suit, ascending from Ace to King. A 4♦ may go only onto 3♦. It cannot go onto 3♥, and it cannot begin an empty foundation. PlaySoli permits the exposed top foundation card to return manually to a legal Klondike tableau destination under the normal descending, alternating-color rule SRC-001.

Draw 1 stock

One stock card is turned onto the waste. The exposed card is playable. After the stock is exhausted, PlaySoli allows another pass without a fixed limit SRC-001 SRC-002.

Draw 3 stock

Up to three stock cards are turned. Only the top available waste card may be used. Removing it exposes the next card in that packet or waste order. PlaySoli again allows unlimited passes SRC-001 SRC-003.

A rulebook that permits only one or three passes describes a different implementation. It is not evidence that the PlaySoli move should be rejected.

Spider rules as a system

Rank building and suit structure are different rules

Spider allows a single card to be placed on any card exactly one rank higher, regardless of suit. That creates a legal descending column but not necessarily a movable group SRC-001.

Suppose 10♣ is exposed:

  • 9♥ may be placed on it legally.
  • 9♣ may also be placed on it legally.
  • The 10♣–9♣ connection is stronger because it extends a same-suit run.
  • The 10♣–9♥ connection introduces a suit break.

Both placement moves are legal; their strategic quality differs.

Group movement

Only an uninterrupted descending same-suit sequence moves as a group.

Legal moving group: 8♦–7♦–6♦.

Destination: any 9, regardless of its suit.

Illegal moving group: 8♦–7♣–6♣, because the internal suit changes.

The destination rule and the group rule must both pass. The moving group must be same-suit; the destination need only be one rank higher.

Empty columns

An empty column accepts a single card or a legal same-suit descending group. Unlike Klondike, the top moving card need not be a King.

New stock rows

A row deal places one new card on every tableau column. PlaySoli prevents the deal if any column is empty SRC-001 SRC-004 SRC-005 SRC-006. Filling an empty column is therefore a precondition for the action, even if the temporary placement is strategically awkward.

Completed runs

A full same-suit K–Q–J–10–9–8–7–6–5–4–3–2–A sequence is removed automatically. A mixed-suit King-to-Ace order is not complete for removal. Eight suited runs must be removed to win.

FreeCell rules as a system

Open information

All 52 cards begin face up in eight columns SRC-001 SRC-007. There is no draw pile and no hidden-card flip. The rules problem is about access and workspace, not discovery.

Tableau order

Build downward by rank in alternating colors, as in Klondike.

Legal: 6♥ onto 7♣.

Illegal: 6♦ onto 7♥, because both are red.

Free cells

Each of four cells accepts one card. No rank or suit relation is required. The only placement condition is that the cell is empty.

A card in a cell remains available for a legal move to a tableau column or foundation. Cells are not foundations and do not build sequences.

Empty columns

An empty tableau column accepts one card as a primitive move SRC-001 SRC-007. The card may be any rank. A longer displayed transfer into an empty column is permitted only if it can be realized through the implementation’s legal supermove logic.

Foundations

Build by suit from Ace to King. PlaySoli permits the exposed top foundation card to return to a legal tableau destination; a foundation card cannot move directly into a free cell SRC-001. The fully visible layout can make foundation moves appear automatically safe, but legality and strategy remain separate: the next suited card may be legally accepted even when keeping the lower card in play would preserve a needed landing spot.

Sequence capacity

A basic FreeCell transfer moves one card. To transfer an ordered group, the interface uses empty cells and columns as temporary locations. With only empty cells and no empty columns, the intuitive capacity is one plus the number of empty cells. Empty columns can multiply capacity because subgroups can be parked and recombined. Exact capacity depends on the destination and current board, so use the dedicated supermove guide for worked formulas.

A rejected group transfer does not mean its color/rank order is wrong. It may mean the board lacks sufficient workspace.

The same-looking move in three games

Consider moving a red 8 onto a black 9.

Question Klondike Spider FreeCell
Is a single red 8 onto black 9 legal? Yes: rank descends and colors alternate. Yes: any 8 may go on any 9. Yes: rank descends and colors alternate.
Can cards below the 8 move with it? Yes, if the full moving group descends in alternating colors. Yes, only if the full moving group is one suit and descends continuously. Only if the group is ordered and enough cells/columns support the supermove.
Can the red 8 enter an empty column? No, unless it is part of a King-led sequence. Yes, as a single card or top of a movable same-suit sequence. Yes, as one primitive card move.
What hidden information changes? Moving may expose a face-down card. Moving may expose a face-down card. None; all cards are visible.

The comparison shows why a screenshot alone cannot define legality. The selected variant and the full moving group matter.

Paper rules versus computer behavior

Automatic card turning

With physical cards, the player manually turns an exposed face-down card. A computer does it automatically. The underlying condition is the same; the interface removes a mechanical step.

Automatic Spider run removal

PlaySoli removes a complete same-suit King-to-Ace run automatically SRC-001. With cards, the player would verify and remove it manually.

FreeCell sequence animation

A digital group move can compress many one-card transfers into one animation. The rules still depend on the temporary capacity of free cells and empty columns.

Move rejection

Physical cards permit a person to make an illegal placement accidentally. Software can reject it immediately. That enforcement does not prove that every accepted move is strategically sound.

Undo and hints

Undo and hints are interface policies. They affect how a session is played and measured, but they do not change rank, suit, color, or destination rules. A “no-undo” challenge is a play condition layered on top of the game.

Redeal handling

Printed Klondike books vary in pass limits and in how the waste is turned back. PlaySoli explicitly permits unlimited passes in both Draw 1 and Draw 3 SRC-001. When comparing results, state the policy instead of assuming a universal standard.

In brief

  • A legal move passes availability, destination, group, empty-space, and workspace tests.
  • Klondike and FreeCell build tableau sequences down in alternating colors.
  • Spider lets single cards build down across suits but moves groups only when they are continuous and same-suit.
  • Klondike empty columns are King-only; Spider and FreeCell use different empty-column rules.
  • Draw 1 and Draw 3 differ in waste access, not in tableau or foundation order.
  • FreeCell supermoves are compressed legal transfers, not unrestricted group moves.
  • Automatic flips, run removal, hints, and undo are interface behavior around the core rules.

Common rule-reading mistakes

Reading only the rank condition

“One lower” does not tell you whether colors must alternate or suits must match. Read the full construction rule.

Checking the destination but not the moving group

A Spider group’s top card may fit while an internal suit break makes the group unavailable.

Treating empty space as rule-free

Empty columns have some of the strictest destination rules in solitaire.

Assuming every visible waste card is playable

Only the top available waste card can move. This is especially important in Draw 3.

Confusing interface convenience with permission

An animation can represent multiple primitive moves; it does not bypass them. A hint can identify a legal action; it does not certify best play.

Borrowing a rule from another implementation

Stock passes, automatic moves, and even empty-column conventions vary. For PlaySoli content, SRC-001 and the current product pages control.

Frequently asked questions

Why is my move illegal when the ranks are correct?

A second condition is probably failing: color in Klondike or FreeCell, same-suit continuity for a Spider moving group, an empty-column restriction, or FreeCell workspace capacity.

Can I move a mixed-suit sequence in Spider?

Not as a group. You may build mixed suits downward one card at a time, but only a continuous descending same-suit sequence moves together on PlaySoli SRC-001.

Can a non-King fill an empty column?

In Klondike, no. In Spider, yes. In FreeCell, any single card can enter an empty column. The variant determines the answer.

Why can I play one Draw 3 waste card but not the card below it?

The lower card is covered within the waste order. Only the top available waste card is legal. Playing it may expose the next one.

Only if the suit also matches and the foundation begins with Ace. Whether the move is strategically wise is a separate question.

Why did FreeCell let me move four cards earlier but not now?

The available workspace changed. Occupied free cells or columns reduce supermove capacity, and an empty destination column may itself consume workspace.

Are PlaySoli Draw 1 redeals limited?

No fixed pass limit applies in the current PlaySoli Draw 1 implementation SRC-001 SRC-002. Draw 3 also permits unlimited passes SRC-001 SRC-003.

No. Undo reverses accepted interface actions. It does not alter the game’s construction or destination rules.

Do one-suit and four-suit Spider use different movement rules?

The core PlaySoli movement rules are the same. The suit count changes how often cards can form same-suit movable runs and therefore changes difficulty.

Sources used

  • SRC-001 PlaySoli implementation and editorial specification.
  • SRC-002 PlaySoli — Klondike Draw 1.
  • SRC-003 PlaySoli — Klondike Draw 3.
  • SRC-004 PlaySoli — Spider One Suit.
  • SRC-005 PlaySoli — Spider Two Suits.
  • SRC-006 PlaySoli — Spider Four Suits.
  • SRC-007 PlaySoli — FreeCell.

Material checked: 2026-07-17.

Disputed or unverified facts: Other books and software may use different redeal limits, automation, or sequence conventions. Those differences are variant rules, not corrections to the PlaySoli implementation described here.

Editorial responsibility: PlaySoli Editorial Team.

Editorial standard

This guide distinguishes PlaySoli's current game rules from historical variants and marks disputed claims instead of presenting them as settled facts.