Play Solitaire & Card Games

Play free online solitaire — Klondike, Spider, FreeCell, Pyramid and more — or deal a shared deck for Hearts, Spades, Rummy, Go Fish and other card games with friends. No downloads, no account.

Solitaire — play on your own

  • Klondike Solitaire — Classic single-player solitaire: build the four foundations up by suit, Ace to King.
  • Spider Solitaire — Build down by rank across ten columns, move same-suit runs, and lift completed King-to-Ace suit runs off to win. Deal from the stock when stuck. Two decks.
  • FreeCell Solitaire — Build the foundations up by suit using four free cells and eight face-up tableau columns. All cards are visible — pure skill.
  • Yukon Solitaire — Klondike with no stock: move any face-up card plus everything on top of it. Build down in alternating colours, up to the foundations by suit.
  • Pyramid Solitaire — Clear the pyramid by removing pairs of cards that total 13 (K alone, Q+A, J+2, …).
  • TriPeaks Solitaire — Clear three peaks by moving exposed cards onto a waste one rank above or below the top (Kings and Aces wrap). Flip the Stock to keep going.
  • Golf Solitaire — Golf Solitaire: clear seven face-up columns onto the waste, playing a card one rank above or below the top of the pile. Flip the Stock when stuck.
  • Scorpion Solitaire — Build King-to-Ace runs by suit right in the seven columns, moving any card with everything on top of it. Deal the three Stock cards when stuck.
  • Forty Thieves Solitaire — Build eight foundations up by suit using ten face-up columns, a stock, and a waste. Two decks; a tough patience.
  • Aces Up Solitaire — Deal four at a time across four piles; discard the lower of any two same-suit tops (Aces high). Win when only the four Aces remain.

Play with friends

  • Hearts — Classic 4-player Hearts: avoid taking hearts and the Queen of Spades. 13 cards each.
  • Spades — 4-player partnership trick-taking: bid your tricks, spades are trump. 13 cards each.
  • Gin Rummy — Two-player Gin Rummy: draw and discard to build runs and sets, then knock. Deal 10 each.
  • Rummy — Draw and discard to meld runs and sets, laying them face-up. First to go out wins. Deal 13 (2 players) or 7 (3+).
  • Crazy Eights — Match the top card's rank or suit; eights are wild. First to empty their hand wins. Deal 7 (2 players) or 5 (3+).
  • Go Fish — Ask other players for ranks to collect books of four; draw from the Pool when you miss. Most books wins. Deal 7 each (2–3 players) or 5 (4+).
  • War — Both flip the top card at once; higher card wins both. Ties mean War. Collect the whole deck to win. Pure luck.
  • President — Climbing game: beat the last play with a higher card or set, or pass. First to empty their hand is President, last is Scum. Whole deck dealt.
  • Palace — Play equal-or-higher onto the discard, special cards clear it. Shed your hand, then your face-up table cards, then the face-down ones blind. Last with cards loses.
  • Big Two — Beat the last play with a higher single, pair, or five-card combo, or pass. 2s are highest. First to empty their hand wins. Deal 13 each.
  • Kings in the Corner — Build down in alternating colours on the four cross piles and place Kings in the corners. First to empty their hand wins. Deal 7 each.
  • Sevens (Fan Tan) — Build each suit up and down from its 7 in the centre. Play a card if you can, or pass. First to empty their hand wins. Whole deck dealt.
  • Golf (Card Game) — Six-card Golf: swap cards into your 2×3 grid to make the lowest hand. Draw from the Stock or take the Discard; low score wins. Adapts to 2–6 players.
  • Canasta — Two-deck rummy with wild 2s and jokers: meld sets, build canastas of seven, and go out. Deal 15/13/11 for 2/3/4 players. Partnerships at four players.
  • Concentration (Memory) — The whole deck face-down in a grid: flip two cards and keep them when they match in rank and colour. Most pairs wins. A classic memory game.
  • Garbage (Trash) — Garbage (Trash): fill positions 1–10 with the right cards (Kings wild). First to flip all ten wins the round; the winner needs one fewer card each round, racing down to a single card. Adapts to 2–6 players.
  • Whist — 4-player partnership trick-taking with a trump suit, no bidding. Score the tricks you take past six. 13 cards each.
  • Pinochle — Four-handed partnership Pinochle: bid, meld, and take tricks with the 48-card deck.
  • Two-Player Pinochle — Two-handed Pinochle: deal 12 each, draw from the stock against the turned-up trump, meld, and take tricks.
  • Beggar-My-Neighbour — Flip cards onto the centre pile; Aces and face cards make the other player pay a penalty. Win the whole deck. Pure luck — a great one for kids.
  • Five Suits — Five Suits (a.k.a. Five Crowns): eleven rounds dealing 3 up to 13 cards. The round number is wild and jokers are always wild — make runs and sets to go out. Lowest score wins.
  • Three Thirteen — Three Thirteen (3-13), the public-domain rummy behind Five Crowns: eleven rounds dealing 3 up to 13 cards. The round number is the only wild — make runs and sets to go out. Lowest score wins.