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THE DAILY CARD TABLE QZHZKJ.COM PLAY AT YOUR PACE

THE NEXT MOVE IN PRINT · THE NEXT LINE IS YOURS

4 Suits

Read the whole table before choosing which suit to free next. Read across the columns before choosing where a card belongs.

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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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NOTES FROM THE TABLE

The full four-suit game

Keep these details in mind. Spades, hearts, clubs and diamonds each contain two copies of every rank. 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.

Read rank and suit

On this website, the following points apply. Spades and clubs remain different suits even though both are shown in dark ink. You can place an exposed card on a card exactly one rank higher even when their suits differ. A group can move together only when all selected cards share a suit and descend by one rank. Matching colors are not enough to create a movable sequence.

Build matching segments

Keep these details in mind. 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. Small same-suit sequences can provide flexible building blocks.

Find hidden cards

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

Manage empty columns

Keep these details in mind. Spare columns can help separate suits that have become interleaved. 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. Moving a whole column to another empty column changes its position without improving the layout by itself.

Think about Kings

The key details are straightforward. A same-suit group starting with a King follows that same destination rule. 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.

Prepare for the stock

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

Count complete runs

Keep these details in mind. 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. The counter advances whenever a full same-suit run is collected. A descending mixed-suit run remains on the table until its suits can be separated.

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Use the learning controls

Here is what to know. 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

Here is what to know. The timer counts active visible play rather than time spent away from the page. Local statistics show started games, wins and the best move count recorded on this device. This browser can save four-suit progress separately from the other difficulty modes. Use Privacy & Cookie Settings to manage saving or remove those local records.