Patience · Game 302 of 388 ♣
Pile-On
Thirteen muddled piles, two empty spaces and one goal – sort the whole deck into sets of four, like the colour-sorting puzzles on your phone.
- Players
- 1
- Duration
- 10 min
- Age
- 8+
- 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 focusedlearned in 5 minutes
Collections: Solitaire games · Games for kids
Full rules
Overview
Pile-On is a patience (a card game for one player, also called solitaire) that works like a sorting puzzle. The whole deck lies face up in thirteen small piles of four mixed cards, with two empty spaces. You shift cards from pile to pile until every pile holds four cards of the same rank – four Aces, four 2s and so on up to four Kings. If you know the "ball sort" or "water sort" puzzles on phones, where coloured balls are sorted into tubes, you already know the idea. Suits play no part at all.
All cards are visible from the start, so there is almost no luck: nearly every deal can be solved if you plan well.
- Players: 1
- You need: one standard 52-card deck, no jokers.
- Time: about 10 minutes per game.
Setup
- Shuffle the deck.
- Deal the cards face up into 13 piles of four cards. Spread each pile slightly to the right so you can see all four cards; the card furthest to the right lies on top.
- Leave room for two more piles. These two empty spaces are what make the game possible.
A tidy way is to lay out 15 places in rows of 4, 4, 4 and 3, with the two empty spaces at the end.
Playing
There are no turns – you make one move after another, in any order you like. Only the top card of a pile can be moved. The cards below it become free as the cards above them are moved away.
- Same rank: you may put the top card of a pile on the top card of another pile if both have the same rank – a 7 on a 7, a Queen on a Queen. The suit does not matter.
- Groups: if the top two, three or four cards of a pile all have the same rank, you may move them together as a group.
- Four at most: a pile may never hold more than four cards. A pile of four is full, even if its top card would match.
- Empty spaces: you may put any top card, or any group of top cards of the same rank, into an empty space. It starts a new pile there.
Cards never leave the table: finished piles of four simply stay where they are.
Example: In the deal above, three Queens lie on top (Q♥, Q♠ and Q♣), but every pile is full, so they cannot go on each other. Move the Q♥ into an empty space, then put the Q♠ and the Q♣ on it: that pile now holds three Queens. Their old piles now show the 2♠, J♠ and 9♠ on top. Put the 2♥ on the 2♠, the J♣ on the J♠ and the 9♥ on the 9♠. The fourth Queen, the Q♦, is at the bottom of the last pile – you will have to dig it out later.
Winning
You win when all 52 cards lie in 13 piles of four of a kind, with two spaces empty again. If you can make no more useful moves – or only move cards back and forth – the game is lost. With perfect play the game is almost always winnable: in Mark Masten's computer analysis of a million deals, 99.18% could be solved.
Tips for beginners
- Keep at least one space empty whenever you can. Fill a space only with a move that will soon free another one.
- Look for ranks with three free cards: moving them into a space together clears the way quickly.
- A pile that holds only one rank (for example three 8s) is clean. Put matching free cards on clean piles first, not on mixed ones.
- Don't build three cards on top of a single different card unless you know where the fourth card of that rank is – otherwise that pile may be stuck for good.
- Try to empty short piles that hold only two ranks: moving their cards away gains you a new space.
Variants
All of these are optional – choose one before you start.
- Three spaces: lay out 16 places with three empty spaces. Much easier – according to Masten's analysis practically every deal can then be solved. Good for learning.
- One space: only one empty space (14 places). Very hard – according to Masten, only about one deal in 10,000 can be solved.
- Columns instead of fans: lay the 15 places side by side as columns (each pile spread downwards). Some players find it easier to see which piles still have room.
Background & history
- Family: Patience (open sorting game: pack cards by rank only into sets of four)
- Origin: computer patience collections of the 1990s; no known printed source
- Also known as: Beeswax, Pile Sort, Fifteen Puzzle, Pileon, Häufeln
- Related games: Beehive (Honeybee), colour-sorting puzzles ("ball sort", "water sort")
Pile-On is one of the few patiences that has, as far as anyone knows, never appeared in a card-game book. Michael Keller of the Solitaire Laboratory calls it "an excellent open solitaire I have never seen in a book, though there are a fair number of computer versions". The earliest he names is Maurice Abraham's freeware collection Patience Pack, first published in 1994, where it is called Pile Sort. The GNOME collection AisleRiot includes it as Pileon (its game file carries a 1998 copyright by Nick Lamb), and the commercial Pretty Good Solitaire calls it Fifteen Puzzle – a name Keller finds unfortunate, because the game has nothing to do with Sam Loyd's sliding-block puzzle. A German online rules collection (eulengesang.de) lists it as Häufeln.
Keller himself calls the game Beeswax, because it is an open version of Beehive, an old children's patience in which cards are also collected in sets of four of a kind. He rates it "one of the best open solitaires": with patience and an undo button he wins up to 98% of deals, but only about one in three at the first try.
The same idea became hugely popular in the 2010s and 2020s as a puzzle without cards – coloured balls, hoops or liquids sorted into tubes ("Ball Sort", "Water Sort"). Keller notes that he does not know whether the puzzle came from the card game or the other way round. Mark Masten's computer analysis found that 99.18% of deals with two empty spaces can be solved; with one empty space almost none can, with three practically all.