Solitaire
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SOLITAIRE · 02 / 3 · CARDS IN ORDER

The First Boba Tea Shop in London

Choose a place before you see the next card.

Preparing your table…

The goal

You have four rows of cards, from low to high. Choose a + before the next card is revealed. If it fits, it joins the row. If not, decide whether to replace that row or discard the new card. Try to use up the deck without sending all four cards of one value to the discard pile.

Play free in your browser without an account. Your current deal, move history and personal high scores are saved only in this browser.

How to play

The key idea: choose a place for an unknown card first. Only then do you find out which card arrives.

  1. You have four queues, shown as four rows of cards. Your goal is to get through the deck and keep as many cards on the table as possible. Each row starts with one card. You do not move cards between rows.
  2. Cards in each row go from low to high, left to right: 3 → 7 → 10. Equal values are allowed: 3 → 7 → 7. Ace A = 1, followed by 2–10, Jack J = 11, Queen Q = 12 and King K = 13. Suits and colours do not affect placement.
  3. Tap a + in any row to take a turn. You are choosing a place for the next card BEFORE you know which card it is. The game reveals it for you. You choose the gap, rather than a card or an entire row. Nothing needs dragging.
  4. The range under each + shows which values fit, including both ends. Between 3 and 7, the range is 3–7: a 3, 4, 5, 6 or 7 fits. With just an 8 in a row, the left gap is A–8 and the right gap is 8–K. A and K are the lowest and highest deck values. K–K means kings only; A–A means aces only. Ranges come from neighbouring cards and change as the row changes.
  5. A card that fits joins automatically. Choose the gap between 3 and 7 and draw a 5: the row becomes 3 → 5 → 7 → 10. That turn is complete. You may now choose any + in any row. A wider range accepts more possible values, but the next card is still unknown.
  6. A card that does not fit waits above the rows. For example, Q♦ arrives for the gap between 3 and 7. The game does not discard the row automatically: choose one of the two buttons. Your chosen gap stays highlighted and fixed for now.
  7. “Discard queue (3 cards) and keep Q♦” sends all three old cards from that row to the discard pile. Q♦ becomes its only card. For example, 3 → 7 → 10 is replaced by Q♦. The other three rows stay unchanged. This does not restart the whole deal. The number on the button tells you how many queued cards you will lose.
  8. “Send away · discard next card too” discards BOTH the customer that did not fit and the next unseen card in the deck. The row stays unchanged. If cards remain, another customer is revealed for the SAME gap. You cannot choose a different gap yet. If this customer does not fit either, choose between the two buttons again.
  9. The deal ends immediately if the discard pile contains all four cards of one value, such as 8♠, 8♥, 8♣ and 8♦. They can have been discarded on different turns. Discarding any four unrelated cards does not end the deal. The unseen card discarded by Send away counts too. The result tells you which four cards ended the deal.
  10. Otherwise, work through the whole deck. If the final customer is still waiting, first replace its queue or send it away. You reach the goal once the deck is empty and no customer is waiting. On either ending, every card still in the four rows is worth one point. Discarded cards do not score, so replacing a row can reduce your score.
  11. Inspect discard shows cards already discarded. Inspect draw deck shows cards still in the deck. Both lists are sorted by value, then suit; this is not their draw order. Opening or closing a preview never shuffles cards or counts as a turn. Before discarding, check whether three cards of the same value are already in the discard pile.
  12. Swipe a long row sideways to reach all its + spaces. Undo returns to the previous action, including an accidental queue replacement. Restart repeats the same deal with the same starting cards. New deal gives you a newly shuffled deck. The move history contains only the current deal.

Before your first deal

  • A gap between 3 and 7 accepts 3, 4, 5, 6 or 7; a wider range gives more possible arrivals a place.
  • Before sending a customer away, remember that the next unseen card is discarded too and can complete a discarded set of four.