Card Game Rules

Patience (Sir Tommy family) · Game 185 of 388 ♥

Calculation

Count in ones, twos, threes and fours – a patience with no luck in the layout and all the skill in where you put the next card.

Players
1
Duration
15 min
Age
10+
Difficulty
tricky
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 focusedlearned in 5 minutes

No. 6 in Best patience games

Collections: Solitaire games

Quick rules

  • Goal: all cards onto 4 foundations, each ending in a King. Suits don't matter.
  • Setup: take out any A, 2, 3, 4 as foundations; the other 48 = face-down stock.
  • They build by 1, 2, 3 and 4. A = 1, J = 11, Q = 12, K = 13; past 13, subtract 13 (Q + 2 → A).
  • Turn 1 card and place it at once: onto a foundation if it fits, else onto any of 4 waste piles.
  • The top card of a waste pile may go to a foundation any time – never to another waste pile.
  • One pass, no redeal. Win: all 52 on the foundations; stuck: lost.

Cheat sheet

Foundations (any suit)

Base Next cards
A (+1) 2 3 4 5 6 7 8 9 10 J Q K
2 (+2) 4 6 8 10 Q A 3 5 7 9 J K
3 (+3) 6 9 Q 2 5 8 J A 4 7 10 K
4 (+4) 8 Q 3 7 J 2 6 10 A 5 9 K

Using the waste piles

  • Spread each pile to see every card.
  • Keep one pile for Kings – a King blocks everything under it. Once three are down you may risk it.
  • Build piles in falling steps of a foundation (9, 7, 5 for the 2-foundation).
  • Don't put two cards of one rank on the same pile.
  • Cover a card only with one needed sooner.
  • About 1 game in 5 comes out. Harder: start foundations only as A, 2, 3, 4 turn up, or use 3 waste piles.

Full rules

  1. Overview
  2. Card values
  3. The parts of the layout
  4. The four sequences
  5. Setup
  6. Playing
  7. Winning
  8. Tips for beginners
  9. Variants

Overview

Calculation is a patience (a card game for one player, also called solitaire) for people who like to think ahead. You build four piles at once: the first counts up in ones, the second in twos, the third in threes and the fourth in fours – and all four must end with a King. Suits don't matter at all. The whole skill lies in choosing where to put the cards you can't use yet.

  • Players: 1
  • You need: one standard 52-card deck, no jokers.
  • Time: about 15 minutes per game.

Card values

For counting, Ace = 1, 2–10 count their number, Jack = 11, Queen = 12, King = 13.

When a count goes past 13, you start again from the beginning: subtract 13. For example, counting in twos from the Queen (12) you reach 14, and 14 − 13 = 1, so the next card is an Ace.

The parts of the layout

  • Foundations: four piles in a row, started with an Ace, a 2, a 3 and a 4 (any suits). You build on them in fixed steps – see the table below. Each ends with a King.
  • Waste piles: four piles below the foundations, empty at the start, where you put cards you can't use yet. Spread each pile downwards so you can see all its cards, but only the top (last placed) card of each can be played.
  • Stock: the face-down rest of the deck, which you hold in your hand.

The four sequences

Suits don't matter – any card of the right rank will do.

Foundation Builds by Order after the base card
A 1 2 3 4 5 6 7 8 9 10 J Q K
2 2 4 6 8 10 Q A 3 5 7 9 J K
3 3 6 9 Q 2 5 8 J A 4 7 10 K
4 4 8 Q 3 7 J 2 6 10 A 5 9 K

Setup

  1. Take any Ace, any 2, any 3 and any 4 out of the deck and lay them in a row, left to right. They are the foundations.
  2. Shuffle the remaining 48 cards and hold them face down as the stock.
  3. Leave room below the foundations for four waste piles.

Playing

Turn over the top card of the stock. You must place it straight away:

  • on a foundation, if it is the next card that foundation needs, or
  • on any one of the four waste piles – any card may go on any waste pile, in any order.

At any time you may also move the top card of a waste pile to a foundation, if it fits there. Moving that card uncovers the one below, which may then fit too.

Cards can never be moved from one waste pile to another, or from a foundation back to a waste pile. Once a card is on a waste pile, it can only leave it by going to a foundation.

Example: You start with A, 2, 3, 4. You turn up a 6 – it goes on the 3 (3, 6, 9 …). Next an 8 – it goes on the 4 (4, 8, 12 …). Then a King: no foundation wants a King yet, so it goes on a waste pile. You decide to keep that pile for Kings only. Next comes a 5: the A-foundation needs a 2, the 2-foundation a 4 – so the 5 also goes on a waste pile, but not on the Kings.

A♣A♣♣+12♥2♥♥+23♠3♠♠6♦6♦♦+34♦4♦♦8♣8♣♣+444StockK♥K♥K5♠5♠♠Waste
Calculation – the example after four turned cards

Winning

There is only one pass through the stock – no redeal. When the stock is used up, keep moving waste-pile cards to the foundations for as long as you can. You win when all 52 cards lie on the four foundations, each topped by a King. If cards are left on the waste piles and none of them fits, the game is lost. Morehead and Mott-Smith estimated a chance of about one game in five.

Tips for beginners

  • Keep one waste pile for Kings: a King on top of a low card blocks it until a whole foundation is finished. Once three Kings (maybe two) are down, you may risk using all four piles for other cards.
  • Try to build waste piles in descending steps that match a foundation – for example 9, 7, 5 on one pile for the 2-foundation. Even two or three cards in the right order help a lot.
  • Avoid putting two cards of the same rank on the same pile.
  • Keep an eye on how soon each card will be needed, and cover cards needed soon only with cards needed even sooner.

Variants

All of these are optional – choose one before you start.

  • No foundations in advance: don't take out A, 2, 3, 4 at the start; start each foundation when a suitable Ace, 2, 3 or 4 turns up in play. William B. Dick (1883) already described this as more interesting but harder – "it seldom succeeds".
  • Three waste piles: play with only three waste piles instead of four. Much harder.

Background & history

  • Family: Patience (Sir Tommy family: cards from the stock go to a few waste piles, foundations regardless of suit)
  • Origin: probably France; first described in English by William B. Dick in 1883
  • Also known as: Broken Intervals, Hopscotch, Four Kings Solitaire; La Plus Belle (France)
  • Related games: Betsy Ross (Musical), Sir Tommy, Devil's Grip

The oldest description we found is in Dick's Games of Patience (New York, 1883), under the name "The Calculation". The rules are exactly those played today: any Ace, 2, 3 and 4 as foundations, building by ones, twos, threes and fours regardless of suit, four waste piles "arranged at the player's discretion", no moving cards between them and no redeal. Dick adds that some players only start the foundations when their base cards turn up, which "seldom succeeds". According to Wikipedia, the game comes from France, where it is called La Plus Belle.

Morehead and Mott-Smith (1949) list it as Calculation, also called Broken Intervals, estimate 15 minutes per game and a chance of one in five, and write that it calls "for utmost skill" but often nullifies it through bad luck. Their advice – keep one waste pile for Kings and build short descending runs on the others – is still the standard strategy.

Calculation belongs to the Sir Tommy family, in which cards from the stock go onto a few waste piles and only their top cards can be played. Its closest relative, Betsy Ross (also called Musical), builds in the same steps but has only a single waste pile and allows two redeals. The names overlap: Wikipedia lists Four Kings and Plus Belle among the names of both games.

Sources