Difficulty, measured honestly
The Hardest Solitaire Games, Ranked by Real Win Rates
Which solitaire game is truly hardest? We ranked nine serious challenges using real player finishes where we have them and solver evidence where we do not. Every number is clearly labeled, and every game opens free in your browser.
177 real starts · June 2026 snapshot
How we ranked these games
A low finish rate can mean a brutal deal, a demanding decision tree, or both. We keep the two questions separate.
Player finish rate
What people actually complete
1.1% Four-suit Spider on this siteDeal solvability
Whether any winning line exists
≈ 7% Russian Solitaire exact sampleHow the evidence labels work+
Two questions hide inside “hard.” The first is solvability: does any winning line exist for the shuffled deal? The second is player difficulty: how often does a person find that line while cards are hidden, choices are irreversible without undo, and a new deal is one click away? A game can be highly solvable and still punish ordinary play.
Measured player rates count games won divided by deals started on this site, with abandoned deals and unlimited undo included. Solver figures answer a different question. An exact result settles every sampled deal; a lower bound proves some wins but leaves searches undecided; a catalog result comes from a known numbered-deal set; a literature estimate is included only when we do not own a comparable solver run.
Because those evidence classes are not interchangeable, the entries below are an editorial difficulty order rather than a fake decimal score. Each card prints its evidence type beside the current registry value. The full measured win-rate table and methodology publishes sample windows, solver kinds, caveats, and the open data behind the comparison.
The hardest solitaire games
These games are hard for different reasons — few solvable deals, tight movement rules, or too many tempting moves. Always read the evidence label: player rates and solver limits answer different questions.
Familiar benchmark 31% of roughly 188,000 measured starts win Solitaire Draw 1
Four-suit Spider
Its measured finish rate is the lowest real-player result in this ranking — a true test of suit control.
Why it is hard+
Four suits turn every temporary off-suit stack into debt. Cards can be placed across suits, but only a clean same-suit sequence moves as a unit and only a complete King-to-Ace suit leaves the table. A move that creates short-term space can split a future run across three colors.
Its player result is the clearest measured hardship in this list, although the sample is much smaller than Solitaire Draw 1’s. The literature says many deals have a line; finding it through hidden cards and five compulsory stock deals is the problem. Empty-column timing and suit purity matter more than speed.
Spider Solitaire 4 Suits ›Russian Solitaire
Same-suit building and no stock leave almost no recovery room when the needed parent card is buried.
Why it is hard+
Russian begins like Yukon, with every card dealt to the tableau and no stock. The cruel change is that tableau building must stay in suit. A red 8 cannot borrow a black 9 while you search for its proper parent; if the matching 9 is buried, the lane may remain closed.
The registry figure comes from an exact solver sample, not player telemetry. That makes Russian the strongest answer when “hardest” means the smallest proven share of random deals with any winning line. Group movement is generous, but same-suit destinations and King-only empty columns make early direction decisive.
play Russian Solitaire ›Forty Thieves
Two decks create scale, but single-card movement and one unforgiving stock pass remove flexibility.
Why it is hard+
Forty face-up tableau cards look informative, yet the rules ration mobility. Tableau builds descend in suit, only one card moves at a time, and the stock has no forgiving recycle. A needed low card can sit under a correct-looking stack that cannot move together.
Its solver number is a lower bound: proved wins are real, but unresolved searches are not losses. The game is still an honest hard challenge because every useful empty column must be created card by card, while two foundations per suit compete for the same ranks. Stock order punishes casual foundation moves.
play Forty Thieves ›Scorpion
Large groups move freely, yet only four clean same-suit runs count at the finish.
Why it is hard+
Scorpion lets you pick up a face-up card with everything below it, even when that carried group is disordered. The freedom is deceptive. Only same-suit descending runs count toward the finish, there are no foundations to absorb low cards, and empty columns accept Kings alone.
A spectacular group move can relocate disorder instead of reducing it. The solver has proved a floor rather than settled every sampled deal, so the true solvable share is higher than the displayed lower bound. The practical task is to reveal cards without trapping the Kings needed to organize the final four runs.
Scorpion Solitaire ›Canfield
A thirteen-card reserve, wrapped foundations, and Draw 3 stock packets must all be managed together.
Why it is hard+
Canfield exposes only the top card of a thirteen-card reserve. Foundations begin from a random base rank and wrap through King to Ace, while the stock deals three at a time. You are solving the tableau, reserve order, stock packets, and foundation cycle at once.
The solver result is a budgeted lower bound under a capped redeal model, while the playable version allows unlimited redeals. That caveat prevents a clean ceiling claim. What remains true at the table is that every stalled reserve card narrows the position, and an empty column is valuable only when it helps uncover the next one.
Canfield Solitaire ›Crescent
Sixteen fans feed foundations building both up and down, while only three order-preserving shuffles help.
Why it is hard+
Crescent surrounds eight foundations with sixteen fans. Aces build upward, Kings build downward, and both ends wrap. The same rank can look useful on several destinations, so a locally legal move can block the only route that lets the two foundation directions meet.
Three reshuffles rescue some boards, but each preserves the order inside every fan rather than creating a fresh deal. The solver number is a proved lower bound with unresolved searches, not a loss rate. Difficulty comes from coordinating sixteen exposed top cards across two foundation directions before the final shuffle is spent.
Crescent Solitaire ›Yukon
Every card is visible, but the huge number of legal group moves makes the right plan difficult to see.
Why it is hard+
Yukon has no stock, so every card is already somewhere in the tableau. You may move any face-up group regardless of its internal order, which creates enormous tactical freedom. The catch is that only the lead card must fit, and the disorder carried beneath it still needs to be repaired later.
Our solver finds many winning lines within budget, so Yukon is not hard because most deals are dead. It is hard because the branching factor is large and attractive moves can bury the one sequence that would have exposed a needed card. Empty columns accept Kings, making early King placement a lasting commitment.
Yukon Solitaire ›Wasp
Flexible empty columns help, but the board still must become four perfectly sorted same-suit runs.
Why it is hard+
Wasp shares Scorpion’s group-movement freedom but allows any card into an empty column. That one change gives the tableau a workbench and explains why the solver proves far more wins. It does not remove the need to finish four in-suit King-to-Ace runs in place.
The displayed number is a solver lower bound, so it establishes that Wasp is often solvable rather than measuring how often people finish. It remains in the hard set because flexible moves generate many plausible branches. Strong play uses empty columns to separate suits, not merely to move the largest visible pile.
Wasp Solitaire ›Alaska
In-suit sequences may run up or down, creating legal-looking groups that can point the wrong way.
Why it is hard+
Alaska modifies Yukon by requiring in-suit builds while allowing ranks to run up or down. That sounds flexible, but a sequence can reverse direction only through a carefully chosen join. The board can accumulate long legal groups that point away from the cards they need.
The solver finds a line on many random deals within its budget, so Alaska should not be described as rarely solvable. Its difficulty is cognitive: both directions must be considered while foundations still build upward. Moving a large group is easy; preserving a route to unwind it is the challenge.
Alaska Solitaire ›Difficulty vs. skill: which hard games reward strategy
FreeCell proves that a game can be almost always solvable and still be difficult for people. The gap is planning skill.
Logic puzzle
Branching strategy
Survival test
Which type rewards practice most?+
A low player win rate does not prove that the deal was bad. FreeCell is the cleanest counterexample: the catalog says essentially every classic numbered deal has a solution, while the measured player result is far lower. All cards are visible, so improvement comes from planning cell capacity, protecting empty columns, and refusing moves that reduce future mobility.
Yukon, Wasp, and Alaska also reward planning because their solver evidence says many deals contain a line. Their difficulty lies in finding it among a large number of legal group moves. Russian and Forty Thieves are different: strong technique matters, but the deal itself imposes a much lower or less certain solvability limit.
Choose the kind of difficulty you want. For a transparent logic puzzle, play FreeCell or Eight Off. For branching tableau strategy, choose Yukon or Wasp. For a game where survival itself is an achievement, choose Russian or Forty Thieves. Four-suit Spider combines both pressures: many theoretical possibilities and a severe real-play result.
The easiest solitaire games
“Easy” also needs a definition. Some games have highly solvable random deals; others are friendly here because the site serves a curated winnable pool. The four entries below are good starting points, but their evidence labels explain why they belong.
50.0%measured player rate
One-suit Spider
One suit removes the color-sorting tax: every descending sequence is already in suit and moves together. The measured player result is the strongest published completion rate on the site, while the literature treats almost every deal as solvable.
Spider Solitaire ›96.6%Exact solver sample
TriPeaks
TriPeaks has one rule to scan: play a card one rank above or below the waste. Its exact solver sample settles a very high share of random deals. Skill lives in choosing which peak to expose before drawing again.
TriPeaks Solitaire ›≥ 97.7%Solver lower bound
Eight Off
Eight cells provide generous temporary storage, and the solver proves almost every sampled deal within budget. In-suit building is stricter than FreeCell, but the open information and large workspace make errors easier to diagnose.
Eight Off ›Verified dealswinnable pool here
Golf on a curated deal
Random strict Golf is not especially easy according to its exact solver sample. Golf Solitaire belongs here because this site serves only pre-verified winnable deals, turning a short clearing game into a fair place to learn chain planning.
Golf Solitaire ›Lesson 01 — Find an immediate Spider reveal
This fixed one-suit deal is solver-proven and opens with six legal moves that immediately uncover a face-down card. Choose one, then inspect how much new mobility it creates. Restart returns to the same comparison so you can test a different reveal instead of receiving a different deal.
Play every game in the comparison
Difficulty makes more sense after a few deals than after another adjective. This directory covers all eighteen playable solitaire pages behind the data, from Solitaire Draw 1 and Solitaire Draw 3 through every Spider level, open-information games, clearing games, and the hardest two-deck variants.
Start here
Clear rules and forgiving workspace
Step up
More planning, still room to recover
Expert table
Narrow rules and costly decisions
Hardest solitaire games FAQ
Which is harder: Solitaire Draw 1 or Spider Solitaire?
Spider difficulty depends on the suit mode. One-suit Spider is won by 50.0% of measured starts here, while four-suit Spider is won by 1.1%. Solitaire Draw 1 currently sits at 31%. Four-suit Spider is therefore the harder real-play challenge in this comparison.
Is any solitaire game impossible to win?
Yes. Some shuffled deals have no winning line. In our exact Russian Solitaire sample, only ≈ 7% of random deals were solvable. Other rows are lower bounds or estimates, so their undecided searches must not be mislabeled as impossible deals.
What is a good solitaire win rate?
There is no useful universal target because the games differ. Current measured results range from 1.1% in four-suit Spider to 50.0% in one-suit Spider, while FreeCell combines a 11.1% player result with a 31,999 of 32,000 (99.997%) catalog ceiling. Compare your trend within one ruleset.