Patience · Game 181 of 388 ♦
Accordion
Squeeze a whole deck into a single pile by jumping cards onto matching neighbours – simple to learn, fiendishly hard to win.
- Players
- 1
- Duration
- 5 min
- Age
- 7+
- Difficulty
- easy
- Cards
- 52 cards, no jokers
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood relaxedlearned in 5 minutes
Collections: Solitaire games · Games for kids
Full rules
Overview
Accordion is a patience (a card game for one player, also called solitaire) that needs no knowledge of card games at all – only sharp eyes. You lay the cards out in a long line and jump them onto matching cards to their left, so the line keeps growing and shrinking like the bellows of an accordion. You win if the whole deck ends up in one single pile. That is very hard: only about one game in a hundred comes out.
- Players: 1
- You need: one standard 52-card deck, no jokers, and a table with room for a long row of cards.
Matching cards
Two cards match if they have the same suit (both ♥, for example) or the same rank (both 7s, for example). 5♠ matches 9♠ and 5♥, but not 9♥.
Setup
Shuffle and hold the deck face down: this is the stock. Deal the cards one at a time, face up, in a row from left to right. If you run out of room, go on in a new row below – the rows count as one long line, read like a book.
Playing
Every card or pile in the line is a place; only the top card of a pile counts.
- Moving: a card may be put onto the card directly to its left, or onto the card three places to its left (skipping two), if the two cards match.
- Piles: a pile moves as a whole onto its left neighbour or the pile three to the left. Whether it may move depends only on its top card.
- Closing gaps: when a card or pile moves away, push everything to its right one place to the left, so the line has no gaps. Now new neighbours may match – check again.
- Dealing: deal the next card from the stock to the end of the line whenever you like. You don't have to make a move just because you can – it is often wise to deal a few more cards first to see which choice is best.
Example: The line shows 5♠ 6♠ 10♦ 5♥ K♣. The 6♠ may go onto the 5♠ (its neighbour, same suit), or the 5♥ onto the 5♠ (three places left, same rank). The 10♦ and K♣ cannot move. If you move the 5♥, the line becomes 5♥ 6♠ 10♦ K♣ – and the 6♠ can no longer go onto the 5♥.
Winning
When the stock is empty and you can make no more moves, the game is over. You win if all 52 cards are in one pile. Otherwise, the fewer piles you have left, the better.
Tips for beginners
- Before every move, look at what it does to the neighbours: moving a card changes which cards are next to each other.
- Try to keep cards of one rank that lie near each other together; the four cards of one rank can later sweep up piles of all four suits.
- Moves to the third place on the left shorten the line faster – but check that you are not breaking up a useful pair.
- Don't play automatically: often the card you are about to deal would give you a better choice.
Variants
All optional – agree before you start.
- Five piles win: Alfred Sheinwold suggested counting it as a win if five piles or fewer are left – much more achievable.
- Strict rules (The Idle Year): as in the oldest printed rules, a card must be moved as soon as it can, and if it could go to either place, it must go onto its direct neighbour.
- Whole deck at once: deal out all 52 cards first, then start making moves.
Background & history
- Family: Patience (non-builder: cards are put together by matching, not sorted into foundations)
- Origin: unknown; first printed in New York in 1883 as "The Idle Year"
- Also known as: The Idle Year, Tower of Babel, Methuselah, Leapfrog
- Related games: Royal Marriage, The Queen and Her Lad, Nidgi Novgorod, Aces Up
According to Wikipedia, the oldest known rules appear under the name The Idle Year in William Brisbane Dick's Games of Patience, published in New York in 1883. The name was a joke: with a well-shuffled pack, Dick wrote, it would take about a year to get it out. The name Methuselah, after the man in the Bible said to have lived 969 years, presumably makes the same joke. Dick's rules were strict – a card had to move as soon as it could, onto its nearest neighbour if there was a choice – while a book by "Tarbart" in 1905 let the player decide.
The name Accordion is in use by 1949: Morehead and Mott-Smith list the game under that name, with Idle Year, Tower of Babel and Methuselah as other names, and give it a chance of one in a hundred. The 1950s card-game books of Ely Culbertson and Charles Goren use it too, and they also allow the player to deal another card before deciding on a move. The name comes from the way the line of cards stretches and shrinks during play. Morehead and Mott-Smith once wrote that they had never heard of anyone winning it – and promptly received seven letters, one saying: "I have played Accordion every night for twenty years, and I have won it no less than three times."
Similar "eliminating" patiences appeared in England in the 1890s, such as Royal Marriage, where the deck has to be reduced to a King and Queen of the same suit.