Shuffling…
Spider with a single suit — the friendliest way in. Build columns downwards and clear a King-to-Ace run to send it off the table. Every deal is constructed from a solved game, so a winning line always exists.
ObjectiveClear the table by assembling eight complete King-to-Ace runs. A finished run lifts off the board.
Spider deals two full decks — one hundred and four cards — into ten columns and asks you to assemble eight complete King-to-Ace runs. In the one-suit game every card is a Spade, which removes the rule that defeats newcomers in harder Spiders: since everything shares a suit, any sequence you build can also be picked up and moved as a group.
That makes one-suit Spider the right place to learn the game's actual subject, which is not suit-matching at all. It is the management of ten columns, five stock deals of ten cards each, and the empty spaces everything else revolves around.

Fifty-four cards go into ten columns — six each in the first four, five in the rest — with only the top card of each column face up. The other fifty sit in the stock, dealt ten at a time, one card onto every column.
Columns build downward in rank, and any exposed card can move onto any card one rank above it. Finish a full King-to-Ace run and it leaves the table permanently. Do that eight times and the game is won.
It is the only place a stranded King can go and the only room you have to reorder anything at all. Players who spend their last empty column on a convenient placement usually lose four moves later.
The stock deals blindly onto every column, ready or not. Depth you leave alone does not stay the same — it gets ten cards worse, and the cards you buried are the ones you were planning to use.
Every column must be occupied for the stock to deal at all, so a deal forces you to fill your empty columns first. Dealing onto a fragile board buries exactly what you were about to play.
A King that starts a column can eventually accept the entire run beneath it. An Ace can accept nothing at all. Starting your structures high means every later card has somewhere to land.
A finished run leaves the table and takes thirteen cards of clutter with it. Holding one back for a tidier finish risks the next deal landing on top of it, and there is no reward for elegance here.
Spider has a property that makes ordinary verification useless: positions branch so fast that no practical solver can search a full game. So this table does something stronger — it builds each deal backwards. Starting from a finished, won board, the generator plays legal moves in reverse until the cards look like a fresh opening, then replays the whole forward line through the real engine to certify it.
The Built Winnable badge means exactly that: the moves that scrambled this deal, undone in order, are a winning line. You will not find that line by memory — the scrambling is long and the result looks like any other shuffle — but it guarantees the thing that matters. No Spider deal on this site is a trap.
| One suit | Two suits | Four suits | |
|---|---|---|---|
| Cards that can group-move | Any sequence | Same-suit only | Same-suit only |
| Legal parents per card | 8 (both decks) | 2 | 1 |
| Cost of an off-suit stack | None — no off-suit exists | Recoverable | Often fatal |
| Best for | Learning the deal timing | Practising same-suit discipline | Mastery |
Two suits introduces the mixed-suit penalty gently; four suits is Spider as designed. If Spider's stock pressure appeals but you want foundations to escape to, Scorpion builds its runs in place with no stock at all.