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THE DAILY CARD TABLE QZHZKJ.COM PLAY AT YOUR PACE

A THOUGHTFUL LITTLE DIVERSION · ROOM FOR A CHANGE OF MIND

4 Suits

Read ahead before committing space in a four-suit hand. Click or tap a card and then its destination to make a move.

One table.
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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

Four suits, one objective

Here is what to know. This game uses two complete decks for a total of 104 cards. Four suits adds more suit conflicts without changing the basic descending-rank rule. Spades, hearts, clubs and diamonds each contain two copies of every rank. The objective remains eight same-suit sequences from King to Ace.

Read rank and suit

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

Preserve useful groups

The key details are straightforward. Before moving a segment, check where the cards below it could go next. Small same-suit sequences can provide flexible building blocks. A long mixed-suit build may require several intermediate destinations to dismantle. Joining two matching segments often frees a column or exposes another card.

Find hidden cards

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

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Manage empty columns

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

Think about Kings

Here is what to know. Moving a King into the only empty column can limit your ability to reorganize other cards. A King can move only to an empty column because no rank is higher. 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.

Prepare for the stock

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.

Track the finish

Here is what to know. Eight collected runs account for all 104 cards in the game. A descending mixed-suit run remains on the table until its suits can be separated. The win message appears only after the game has collected all eight valid runs. The counter advances whenever a full same-suit run is collected.

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.

Keep your session

On this website, the following points apply. 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.