Spider Solitaire

Build 8 complete king-to-ace runs, each in a single suit, and the deal is won. Deals are not screened for solvability, so at 4 suits some genuinely cannot be won — and the win rate in your statistics is the honest number that follows.

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The table, and how you win

Spider is dealt from 2 decks — 104 cards — and that is what makes it a different game from Solitaire and FreeCell rather than a larger one. 54 of those cards go to the table, dealt 1 at a time from the left, so the first 4 columns end up holding 6 cards each and the other 6 hold 5. Only the top card of each column starts face up.

The other 50 cards are the stock: 1 tap deals 1 card to every column at once, so the stock is spent in 5 deals. A run of 13 cards in the same suit, king down to ace, leaves the columns for the Completed runs area, and 8 of them wins the game.

Two decks is where this game parts company with the other two card games here: Solitaire and FreeCell each play a single 52-card deck, and this table carries 104. There are also no foundations to feed from the ace upwards — a run is assembled in the columns themselves, and it only leaves once it is complete.

Controls

What stacks, what travels, and when the stock will deal

Placing a card is loose. Anything may sit on a card 1 rank higher, whatever the suit — a red 8 onto a black 9 is an ordinary move — and an empty column accepts any card at all.

Moving more than 1 card is the part that decides the game. A group only travels if it is a single suit in descending order. Loose stacks are easy to build and impossible to move as one, and telling those two apart, early, is most of Spider.

You have to be able to read the suits for the travel rule to work, and 10 columns leave little room for it: at 320px a card is about 28px across, with about 11px of it showing from under the next one. So the corner index puts the suit beside the rank instead of under it — stacked the other way, the rank was cut in half at that width until K, Q and J could not be told apart. Colour alone will not carry the suit either, because at 4 suits spades and clubs are both black.

Undo, Hint, and running out of moves

Undo and Hint are both unlimited and free, and neither sits behind an ad or a purchase. The number of hints you used is shown when you win, as a fact rather than a cost.

Undo steps back 1 move and everything that move brought with it: a card that turned face up goes back down, a completed run comes back to its column, a dealt row of 10 returns to the stock. Your move count is restored along with the board. Undo history is not saved between sessions, so it covers the game you are in rather than the one you closed yesterday.

OrderThe move Hint prefers
1Turns a face-down card over and lands on the same suit
2Turns a face-down card over
3Extends a same-suit run — the longest one first
4Empties a column, onto a column that is not empty
5Fills your last empty column so the stock can deal
6Deals a row from the stock

A deal can run out of moves. Once the stock is spent and nothing fits anywhere, the app says so once, quietly, beside the table — no overlay across the board and no verdict. Undo takes you back from there as far as you like. Sliding an entire column into an empty one does not count as a move for this purpose, because the board afterwards would be the same board.

Suits, the daily deal, and what is recorded

Suits is the difficulty, set on the game’s home screen: 1 suit, 2 suits or 4 suits. 1 suit is the default. The setting applies from the next deal, so the ground never shifts under a game in progress.

Changing it does not change which cards are dealt where. The same seed lays the same cards in the same places at every difficulty — what changes is how many suits they are read as, and therefore how much of the table can travel together. That is why the daily deal is 1 deal rather than 3.

Your move count is shown while you play; no clock is. Time is recorded quietly and appears when you finish and in your statistics. There is no score of any kind — not the classic 500-point system, nothing that pays you for speed. Moves and time are the only two numbers, and neither of them hurries you.

Tips

Questions people ask

Can every deal be won?

No. Deals are not screened for solvability — no solver runs before the cards reach you — and at 4 suits deals that cannot be won genuinely come up. That is also why the win rate in your statistics is a real number rather than a flattering one.

Why won’t the stock deal me a new row?

Because a column is empty. The classic rule is that every column must hold at least 1 card before the stock deals, and the app says so in one line rather than ignoring the tap. Fill the gap and the deal is available again.

Should I start at 1 suit, 2 suits or 4 suits?

1 suit is the default, and it is the one that teaches the mechanic: every descending stack you build is already a single suit, so it can all travel and you learn what a workable column looks like. 4 suits is a different game — most of the stacks you can legally build will never travel as a group, and have to be taken apart 1 card at a time. Whichever you choose, it applies from the next deal and leaves a game in progress alone.

Is there a streak on the daily deal?

No. The record is which days you won, never how many in a row, and no consecutive-day count appears anywhere. The last 30 days stay open, so a day you skipped is still there to play.

Will Hint get me out of a stuck board?

Not always. Hint names 1 sound legal move on the board in front of it, and when the board has none left it says so instead; it is not a solver and it is no proof the deal can still be won. Spider has a Hint at all because this table has face-down cards on it — pointing at a move that uncovers one lifts a cover rather than taking the decision. FreeCell shows all 52 of its cards from the start, so a hint there would be solving the puzzle for you, and it has none.

Do I need an internet connection?

The Android app deals every board on your device from a seed, so it plays from the first launch with no connection. The browser version needs to load the page once, and then the game itself runs in your browser. There is no account and no cloud save; your games and statistics stay on the device.

Everything described here is implemented in the open: read the source code on GitHub.