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Answers to the most common questions about Forty Thieves Solitaire rules, difficulty, and strategy. Whether you are encountering this challenging double-deck game for the first time or looking to improve your win rate, you will find helpful information below.
The name refers to the 40 cards dealt face-up to the tableau at the start of the game, arranged in 10 columns of 4 cards each. These 40 visible cards are the "thieves" that steal your chances if you cannot manage them properly. The game is also known as Napoleon at St Helena (legend says Napoleon played it during his exile) and Big Forty, both referencing the same initial 40-card layout.
The same-suit building rule is the defining characteristic that distinguishes Forty Thieves from most other solitaire games. While games like Klondike use alternating colors and FreeCell allows any suit, Forty Thieves restricts you to placing cards only on cards of the same suit in descending order. This means the 5 of Clubs can only go on the 6 of Clubs. This restriction dramatically reduces available moves and is the primary reason the game has such a low win rate.
Forty Thieves enforces a strict single-card movement rule. Even if you have built a perfect descending same-suit sequence like 10-9-8-7 of Spades on a tableau column, you must move each card individually. To relocate a 4-card sequence, you need at least 3 empty columns or foundation spaces to temporarily hold cards while you disassemble and reassemble the sequence. This restriction makes empty columns extraordinarily valuable.
Forty Thieves has one of the lowest win rates among popular solitaire games, estimated at roughly 10% or less with skilled play. Many deals are mathematically unwinnable regardless of the decisions you make. By comparison, Klondike Solitaire has a win rate of approximately 30%, and FreeCell is winnable more than 99% of the time. The combination of same-suit building, single card moves, and a single pass through the stock creates an exceptionally demanding game.
No. In standard Forty Thieves rules, you get only one pass through the stock. Once all 64 stock cards have been dealt one at a time to the waste pile, the stock is exhausted permanently. You cannot pick up the waste pile and turn it back into a new stock. This single-pass restriction means every card you deal from the stock must be carefully considered, because each card placed on the waste may bury a card you need later.
Empty columns are the single most valuable resource in Forty Thieves. Because you can only move one card at a time, empty columns serve as temporary holding spaces that let you rearrange buried cards and build sequences that would otherwise be impossible. Each empty column effectively doubles your maneuvering ability. Experienced players prioritize clearing columns early in the game and avoid filling them casually. A game with two or three empty columns open has significantly better winning prospects than one with all columns occupied.
Any single card can be placed in an empty tableau column. Unlike some solitaire variants that restrict empty columns to Kings only, Forty Thieves imposes no rank restriction. This flexibility is one of the few lenient rules in the game and is crucial for strategic maneuvering. You can place a card from another tableau column or from the top of the waste pile into any empty column.
Several features set Forty Thieves apart from other double-deck solitaire games. Its same-suit tableau building is far more restrictive than the alternating-color rule used in games like Busy Aces or Diplomat. The single-card movement rule prevents the group transfers allowed in many other patience games. All 40 tableau cards are dealt face-up, unlike games with hidden cards. Additionally, the single pass through the stock is stricter than games that allow multiple passes. These combined restrictions make Forty Thieves one of the hardest solitaire games in existence.
No. A large majority of Forty Thieves deals are unwinnable regardless of how perfectly you play. Computer analysis suggests that only about 10% of random deals have a path to victory. This is very different from FreeCell, where virtually every deal is solvable. The high proportion of unwinnable deals is intrinsic to the game design and is not a flaw — it is part of what makes each successful completion genuinely satisfying.
Focus on creating empty columns as your top priority — they are essential for maneuvering single cards. Expose and play Aces to foundations as quickly as possible since each Ace removed opens the column it occupied. Avoid dealing from the stock until you have exhausted all possible tableau moves. Build on tableau columns that already have same-suit sequences rather than starting new builds. Keep the waste pile shallow by playing waste cards to the tableau whenever legal. Finally, plan several moves ahead before committing, because a single poor move can make the game unwinnable.
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