Card Game Rules

Patience · Game 180 of 388 ♥

Aces Up

Four piles, one rule – throw out every card beaten by a higher one of its suit, and hope only the four Aces are left.

Players
1
Duration
3 min
Age
6+
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

Quick rules

  • Goal: only the 4 Aces left. Aces high.
  • Deal 4 cards face up in a row: your 4 piles. Rest = stock.
  • Only each pile's top card counts.
  • Two top cards of the same suit: the lower one goes on the discard pile. Check the card below – repeat.
  • Empty pile: may take the top card of another pile.
  • Nothing more to do: deal 4 more, one onto each pile.
  • Stock used up, no moves: 4 Aces left = win; otherwise count the cards out.

Cheat sheet

What you may do

Situation Move
Two top cards of one suit lower one out
Empty pile top card of another pile into it
Nothing left to do deal 4, one onto each pile
Ace on top can't go out – only move it

Card order and tips

2 → 10 → J → Q → K → A. A win (48 cards out) comes about once in 10 to 35 games.

  • An empty pile is your best tool: use it to dig out a buried Ace or King.
  • An Ace lying on other cards blocks its pile – move it into a space, if no other pile needs it more.

Aces only: only an Ace may fill a space – about 1 in 270. Score: total the cards out over several games.

Full rules

  1. Overview
  2. Card order
  3. Setup
  4. Playing
  5. Winning
  6. Tips for beginners
  7. Variants

Overview

Aces Up, also called Idiot's Delight, is a quick patience (a card game for one player, also called solitaire). You deal the cards onto four piles and throw out every card that is beaten by a higher card of the same suit. You win if, at the end, only the four Aces are left. A game takes two or three minutes – ideal for a short break.

  • Players: 1
  • You need: one standard 52-card deck, no jokers, and room for four piles.

Card order

In Aces Up the Ace is high. From lowest to highest:

2 – 3 – 4 – 5 – 6 – 7 – 8 – 9 – 10 – J – Q – K – A

The suits are ♠ spades, ♥ hearts, ♦ diamonds and ♣ clubs. Only cards of the same suit are compared.

Setup

Shuffle and hold the deck face down: this is the stock (draw pile). Deal four cards face up in a row, side by side. These are the first cards of your four piles. Leave room for a discard pile where thrown-out cards go.

Playing

Only the top card of each pile (the one on top, fully visible) counts. Repeat these steps:

  1. Throw out: if two of the top cards are of the same suit, the lower one goes on the discard pile. Keep doing this as long as you can – each thrown-out card uncovers the card below it, which may make new throws possible.
  2. Fill spaces: if a pile is empty, you may move the top card of another pile into the space. This uncovers a new card – check again for cards to throw out.
  3. Deal again: when you can do nothing more (or want nothing more), deal four new cards from the stock, one face up onto each pile, covering the cards already there. Then go back to step 1.

When the whole stock has been dealt and you can make no more moves, the game is over.

Example: After the second deal the top cards are 8♥, K♥, 9♣ and 6♣. Throw out the 8♥ (the K♥ beats it) and the 6♣ (the 9♣ beats it). Under the 8♥ lies the Q♥ – out too, because of the K♥. That pile is now empty, so move the K♥ into it; this uncovers the J♠ that was under the K♥. Under the 6♣ lies the 2♦, which stays. Nothing more fits – deal four new cards.

44StockQ♥8♥8♥♥J♠K♥K♥K4♠9♣9♣♣2♦6♣6♣♣Discard
Aces Up – the example after the second deal (8♥ and 6♣ are thrown out)

Winning

You win if only the four Aces are left at the end – 48 cards on the discard pile. Otherwise, count the cards you threw out: the more, the better. Winning is rare – depending on the source, about one game in 10 to one game in 35.

Tips for beginners

  • An empty pile is your most valuable tool. Use it to dig out a high card (an Ace or King) that is buried under lower cards.
  • An Ace can never be thrown out, so an Ace lying on other cards blocks that pile. Moving it into a space frees those cards – but don't do it automatically if another pile needs the space more.
  • Before filling a space, think about which pile would reveal the most useful card.
  • When the game can no longer come out, shuffle and start a new one.

Variants

All optional – agree before you start.

  • Aces only: only an Ace may be moved into an empty pile. Much harder – according to Wikipedia, only about one game in 270 comes out.
  • Score: keep a running total of cards thrown out over several games; 48 is a perfect game.

Background & history

  • Family: Patience (discarding game: no building, cards are thrown out)
  • Origin: England, first recorded in 1900
  • Also known as: Idiot's Delight, Aces High, Firing Squad, Drivel, Drivel Patience
  • Related games: Accordion, Four Ace Patience; unrelated games that share its names: Easthaven ("Aces Up"), Perpetual Motion and King Albert ("Idiot's Delight")

According to Wikipedia, the rules were first recorded in England in 1900 by Mary Whitmore Jones in the fifth series of her Games of Patience, under the name Drivel Patience. She admitted that it "is not a complimentary name", but said it was the one by which the game was generally known – fitting enough, she felt, for a game that needs neither care nor consideration.

The game kept collecting unflattering names. Clement Wood and Gloria Goddard called it Firing Squad in 1940, and Morehead and Mott-Smith (1949) list it as Aces Up, with Idiot's Delight and Firing Squad as other names. Most later books use Aces Up, a name that simply describes the goal. Idiot's Delight is also used for two other, unrelated patiences, and there is a Klondike variant called Aces Up as well.

Morehead and Mott-Smith rated Aces Up at two minutes, with one win in ten games. Wikipedia quotes a lower figure from computer simulations: with normal play only about one game in 35 is won, even though many deals could be won with perfect knowledge of the cards.

Sources