Spider Solitaire Win Rates: 1-Suit, 2-Suit, and 4-Suit Analysis

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Last Updated: October 3, 2026

Spider uses the same rules in its 1-suit, 2-suit, and 4-suit modes. Only the number of suits changes, and each extra suit makes the game harder. This page shows what our players won in August 2026, explains why each suit count costs wins, and shows how to push your own results higher.

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Spider Win Rates by Difficulty

Klondike and FreeCell have solver studies that count how many deals can be won. We know of no such study with a figure for Spider. So the only win rates on this page are our own player data, from our August 2026 player report. They count every Spider game started on TrySolitaire in August 2026. A game left unfinished counts as not won, so the figures include players who gave up early.

Mode Suits in play Our players, Aug 2026 Where the difficulty lives
1-suit (beginner) Spades only 59.4% Mostly resource management
2-suit (intermediate) Spades + Hearts 33.0% Suit separation under pressure
4-suit (expert) All four 24.2% Constant suit collisions

The figures fall as suits are added. They also depend on who plays each mode. The report notes that during August the mix of players changed: some players who were winning at 2 suits moved up to 4 suits. A win rate for one month is a picture of our players, not a limit on what careful play can do.

One correction to these figures: until 3 October 2026, our 2- and 4-suit games let a run of mixed suits move as one unit, which the standard rules do not allow. The 2- and 4-suit figures above come from that easier game. The game now follows the standard rule, so its 2- and 4-suit games are harder, and our later reports will show lower win rates for them.

1-suit: space is the only problem

In single-suit Spider, all 104 cards are Spades. Every card matches every other for moving sequences. The hardest part of Spider, keeping suits apart, disappears. What is left is space management: when to deal from the stock, how to use empty columns, and when to commit to a King-down run.

Why 1-suit is the easiest mode:

Where 1-suit games are lost

Suits never block a move in 1-suit, so a lost game comes down to decisions. Common errors are dealing from the stock too early, filling empty columns too cheaply, and committing to a sequence too soon. Fix those and your own win rate goes up.

2-suit: sequences stop moving as blocks

Adding a second suit changes how the board moves. You can still build descending mixed-suit columns, but only same-suit runs move as a block. A mixed-suit sequence moves one card at a time, so a long mixed column is hard to rearrange.

Why 2-suit is much harder than 1-suit:

4-suit: the standard challenge

Four-suit Spider is the version Microsoft Solitaire Collection calls "expert," and the version many players know simply as "Spider." The deck and rules are the same as the easier modes. What changes is how few cards fit: only one suit in four matches any given sequence.

Why 4-suit is harder than 2-suit:

What Determines Whether a Spider Game Is Winnable

Some Spider deals cannot be won from the moment they are dealt. Others are easy. A few factors swing the balance.

1. Initial deal distribution

The starting tableau matters most. Favorable deals look like this:

2. Stock pile distribution

The 50 cards in the stock shape the game after the opening. The stock deals 10 cards at a time. Each deal can solve a problem or wreck the position.

Favorable distributions:

Unfavorable distributions:

3. Empty column timing

Empty columns are Spider's most powerful tool. They're temporary storage and suit-sorting space. A game where you can create empty columns early and protect them through stock deals is much easier than one where every column stays full.

Creating and keeping empty columns means:

4. Sequence-building opportunities

How often you can build same-suit runs decides a lot. Games with many natural in-suit pairs are far easier than games that force constant suit-mixing.

Easy deals tend to feature:

5. Move-order sensitivity

Some deals have a single correct move order. Take the right cards in the wrong sequence and the deal becomes unwinnable, even though the right sequence would win. These are why Spider sometimes feels unfair — even strong players miss them without trial-and-error.

How to Push Your Own Win Rate Higher

Some Spider deals can't be saved no matter how well you play. In the others, your decisions are everything. Avoid the common mistakes and apply these principles.

Strategic principles

  1. Make an empty column early. Your first goal each game should be clearing one column before you draw from stock. Empty columns are flexibility.
  2. Build same-suit when you have the choice. Mixed-suit runs are legal but they don't move as blocks. Only mix when there's a tactical reason.
  3. Delay stock draws. Each draw lands 10 cards on your tableau and often breaks runs. Draw only when the current position is fully worked.
  4. Preserve options. When several moves are available, take the one that leaves the most future moves open.
  5. Verify before completing. Before sending a King-to-Ace run off the board, check that you don't need its cards for another sequence.
  6. Use undo as a learning tool. Don't be afraid to undo five or ten moves. Spider rewards experimentation.
  7. Recognize dead positions. Learning to spot truly stuck deals saves time. If careful analysis shows no path forward, restart.

Common mistakes that cost wins

What to work on in each mode

1-suit. Focus on creating empty columns fast. Suits don't matter; space management does. Move up when 1-suit wins start to feel routine.

2-suit. Master suit tracking and suit separation. Learn when mixing is forced and when to keep runs pure.

4-suit. Expect to lose often. Learn to spot a dead position early and restart instead of playing it out. Every move needs care.

Comparison to Other Solitaire Games

The same August 2026 report counts Klondike and FreeCell in the same way: wins divided by all games started, with unfinished games counted as not won.

Game Our players, Aug 2026
Spider 1-suit59.4%
FreeCell58.1%
Klondike Draw 135.3%
Spider 2-suit33.0%
Spider 4-suit24.2%
Klondike Draw 315.5%

In August 2026, our players won 1-suit Spider about as often as FreeCell. They won 4-suit Spider less often than Klondike Draw 1, but more often than Klondike Draw 3.

Track Your Progress

The fastest way to improve is to measure. TrySolitaire tracks per-mode statistics automatically:

Set steady goals:

Realistic expectations

Don't measure 2-suit play against 1-suit standards. Don't expect frequent wins in 4-suit. Knowing how hard each mode is helps you judge your own results — the rest is steady decision-making.

Conclusion

The same Spider rules produce three almost different games depending on suit count. The 1-suit version rewards space management. The 2-suit version adds suit separation. The 4-suit version requires both, plus a tolerance for losing.

Pick the mode that suits you. Track your numbers. Focus on decision quality over win count. Even a few percentage points of improvement over hundreds of games is real progress.

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References & Sources

  1. TrySolitaire. "TrySolitaire August 2026: What 147,673 Games Tell Us." Published September 1, 2026. Source for every win rate on this page: wins divided by all games started in August 2026, with unfinished games counted as not won.
  2. Microsoft. Microsoft Solitaire Collection. Microsoft Solitaire. Source for Spider's "Beginner / Intermediate / Expert" suit-count modes and the de facto modern reference implementation.
  3. Parlett, David. The Penguin Book of Patience. Penguin, 1979. Standard reference for the ruleset and historical context of Spider and other patience games.

Related Spider Guides

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