Card Game Rules

Patience · Game 188 of 388 ♦

Clock

Deal thirteen piles round a clock face and let the cards find their own way home – will the fourth King strike too soon?

Players
1
Duration
5 min
Age
5+
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: turn up all 52 cards before the 4th King.
  • Deal 13 piles of 4 face down: 12 round a clock (A at 1 … J at 11, Q at 12), 1 in the centre for the Kings.
  • Turn up the top card of the centre pile.
  • Slide it face up under the pile of its rank, then turn up that pile's top face-down card.
  • King: under the centre pile; next card from the centre.
  • 4th King out: game over. All cards face up = win; any face-down card left = lost.

Cheat sheet

Which pile?

Card Clock position
A 1 o'clock
2–10 2 to 10 o'clock
J 11 o'clock
Q 12 o'clock
K centre

Reminders

  • New card goes under its pile, face up – never on top.
  • The next card comes from the pile you just added to.
  • Example: 4♦ from the centre → under the 4; its top card J♣ → under the 11; its top card K♥ → under the centre; next card from the centre.
  • About 1 game in 13 comes out. Pure luck.
  • Watch (variant): 4th King too early? Swap it for any face-down card, carry on with that card; the game ends when the King turns up again.

Full rules

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

Overview

Clock is a very simple patience (a card game for one player, also called solitaire). The cards are dealt in piles around an imaginary clock face, and then each card you turn up tells you where to go next. You make no decisions at all – it is pure luck, which makes it a good first patience for children. You win if every card has been turned face up before the fourth King appears.

  • Players: 1
  • You need: one standard 52-card deck, no jokers, and a table with room for a circle of piles.

Setup

Shuffle and deal all 52 cards face down into 13 piles of 4 cards. Lay out 12 of them in a circle like the numbers on a clock face, and put the 13th pile in the middle:

411 (J)412 (Q)41 (A)41042494K(centre)434844474645
Clock – 13 piles of 4 cards, face down

Each pile stands for one rank: the pile at 1 o'clock belongs to the Aces, 2 o'clock to the 2s and so on up to 10 o'clock for the 10s; 11 o'clock belongs to the Jacks, 12 o'clock to the Queens, and the pile in the centre belongs to the Kings.

Playing

  1. Turn up the top card of the centre pile.
  2. Put it face up at the bottom of (underneath) the pile it belongs to – a 7 under the 7 o'clock pile, a Queen under the 12 o'clock pile, a King under the centre pile.
  3. Now turn up the top face-down card of that pile, and put it face up under its own pile.
  4. Carry on like this: each time, the pile you have just added to gives you your next card.
  5. When a King comes up, put it under the centre pile and take the next face-down card from the centre.

Because you always slide the new card underneath, the face-down cards stay on top where you can take them, and the face-up cards collect beneath them.

Example: The first card from the centre is a 4♦. You slide it under the 4 o'clock pile and turn up that pile's top card: a J♣. It goes under the 11 o'clock pile, whose top card is a K♥. The King goes under the centre pile, and you turn up the centre's next card …

Winning

The game ends when the fourth King is put under the centre pile – then you have nowhere left to go.

  • If at that moment all 52 cards are face up, the clock is complete and you win.
  • If there are still face-down cards anywhere, you lose.

About one game in thirteen comes out.

Tips for beginners

  • There is nothing to decide, so play quickly – a game takes only a few minutes.
  • Great for children learning the order of the cards: they have to find the right number on the clock each time.
  • Take care to put every card under its pile, not on top – otherwise the game gets muddled.

Variants

  • Watch: when the fourth King comes up while there are still face-down cards, you may swap it for any face-down card: put the King face down in that card's place and carry on with the card you took. The game ends when that King turns up again.

Background & history

  • Family: Patience (pure luck; "shuttling" games of the Wandering Card type)
  • Origin: Europe; described in English books since the 19th century
  • Also known as: The Clock, Clock Patience, Sundial; sometimes Travellers or Hidden Cards
  • Related games: Wandering Card, Travellers, Hidden Cards, Watch; not to be confused with Big Ben or Grandfather's Clock

According to Wikipedia, the game was known in the 19th century as The Clock; the name has since been shortened to Clock. It appears in Mrs E. D. Cheney's Patience (1869) and in Foster's Complete Hoyle (1897), and later in David Parlett's Penguin Book of Patience and in Morehead and Mott-Smith's Hoyle's Rules of Games. Wikipedia describes it as a variation of Wandering Card, an old game of European origin.

Some books give Travellers and Hidden Cards as other names for Clock. Wikipedia points out that these are really separate variations of Wandering Card, with different layouts and ways of moving the cards – but the idea is the same: each card turned up sends you to the next pile.

Clock involves no decisions at all: the shuffle decides everything, and the chance of winning is exactly 1 in 13. That makes it a popular first patience for children – the Swiss site Jassverzeichnis recommends it for learning the order of the cards. The name "Clock" is also used for other clock-shaped patiences that need real skill, such as Big Ben and Grandfather's Clock, which have nothing else in common with this game.

Sources