Patience · Game 297 of 388 ♣
Fourteen Out
The whole deck lies face up – clear it away in pairs that add up to 14, and plan ahead so no pair ends up blocking itself.
- 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
Fourteen Out is a simple patience (a card game for one player, also called solitaire). The whole deck lies face up on the table in twelve columns, and you clear it away in pairs of cards that add up to 14 – a King with an Ace, a 10 with a 4, two 7s. Nothing is hidden, so you can plan every move. Most games can be won with a little care, which makes it a good patience for children who can add up to 14.
- Players: 1
- You need: one standard 52-card deck, no jokers, and room for twelve columns.
- Time: about 5 minutes per game.
Card values
| Card | Value | Pairs with |
|---|---|---|
| K | 13 | A |
| Q | 12 | 2 |
| J | 11 | 3 |
| 10 | 10 | 4 |
| 9 | 9 | 5 |
| 8 | 8 | 6 |
| 7 | 7 | 7 |
The Ace counts 1, the other number cards their face value. Suits don't matter: 9♣ + 5♥ is as good as 9♣ + 5♣.
Setup
- Shuffle and deal all 52 cards face up into twelve columns (piles spread downwards so that every card can be seen), one card at a time from left to right, row after row.
- The first four columns get five cards, the other eight get four cards.
- In each column only the last card – the one nearest to you, not covered by any other card – is free. At the start, twelve cards are free.
Playing
There are no turns – you simply make one move after another:
- Take two free cards that add up to 14 and put them aside, out of play. They may come from any two columns.
- The card that lay above each removed card is now the last card of its column, so it becomes free.
- Two cards in the same column can never pair with each other while one lies on the other – the lower one must go first with a partner from somewhere else.
- An empty column stays empty; you don't fill it.
Example: In the layout above the free cards are 3♣, K♥, 10♠, 8♥, 7♦, 9♣, Q♦, J♥, 7♠, 9♦, 5♠ and 4♠. Remove 10♠ + 4♠: that frees the 3♠ and the A♦ – and the A♦ goes at once with the K♥. Next remove 7♦ + 7♠, which frees the 6♥ and the 4♣; the 6♥ pairs with the 8♥. Both the 9♣ and the 9♦ want the only free 5, the 5♠ – look at what lies above each 9 before you choose.
Winning
You win when all 52 cards have been paired off. If no two free cards add up to 14, the game is lost. Morehead and Mott-Smith gave the chance as about two games in three; a computer that plans perfectly wins about 93% of deals.
Tips for beginners
- Before your first move, look for pairs inside one column, such as a 9 lying on a 5 in the same column. The card on top must be taken away with another partner as soon as possible, or the pair blocks itself.
- Watch for crossed pairs: a 5 lies on an 8 in one column and a 6 on a 9 in another. The 8 and the 9 stay buried until the 5 and the 6 on them have gone – and those two need partners from elsewhere (another 9, another 8). Clear them early and don't use up the other 9s and 8s first.
- When you can choose between two cards of the same rank, take the one that frees the more useful card.
- Count: each rank has four cards, and every pair uses one card of each partner rank. The four 7s must pair among themselves.
Variants
All optional – agree before you start.
- Blind columns: square each column into a neat pile instead of spreading it, so you can only see the top cards. Much more luck, much less planning.
- Monte Carlo Fourteens: the same pairs, but laid out in a square – see the variants of Monte Carlo.
Background & history
- Family: Patience (adding and pairing: remove pairs that make 14)
- Origin: unknown; in American patience books since at least 1949
- Also known as: Fourteen Puzzle, Take Fourteen, Fourteen Off, Fourteen
- Related games: Pyramid, Good Thirteen, Monte Carlo, Nestor
Fourteen Out belongs to the patiences in which cards are not sorted into suits but thrown out in pairs that add up to a fixed number. Most of these games use 13, the value of the King, so that Kings go out alone – as in Pyramid and Good Thirteen. With 14 every card, the King included, needs a partner, and the four 7s pair among themselves.
The game is described in Morehead and Mott-Smith's The Complete Book of Solitaire and Patience Games (1949) as "Fourteen Out", with "Fourteen Puzzle" and "Take Fourteen" as other names. They estimated five minutes per game and a chance of about two games in three, and gave the two tips that still matter most: break up a pair that lies in one pile, and watch for "criss-crosses" between two piles. How old the game is and where it comes from is not known.
Fourteen Out spread through computer collections: it is part of GNOME AisleRiot and PySol, where it is listed among the games for children, and Jan Wolter counts it among the sixteen "core games" of his Politaire collection. Because every card lies face up, a computer can check each deal: in Mark Masten's test of a million deals, 92.8% could be won with perfect play.