Klondike, Spider, and FreeCell are the three pillars of computer solitaire, bundled together on countless machines and beloved by millions. They look similar at a glance, all involving tableaus of cards and a goal of sorting the deck, but they play very differently. One rewards luck-tempered instinct, one demands patient sequence-building, and one is almost pure logic. Knowing how they compare helps you pick the right game for your mood and skill.
This guide sets the three side by side: their rules, their decks, their difficulty, and the balance they strike between skill and luck. Whether you are a devoted Klondike player curious about the others or a newcomer deciding where to start, you will leave knowing which game to open. Let us compare them properly.
Klondike: The Classic
Klondike is the default, the game most people mean by solitaire. It uses a single 52-card deck dealt into seven tableau columns, with the top card of each column face up and the rest hidden. You build the tableau downward in alternating colours, fill empty columns with Kings, and feed the four foundations up by suit from Ace to King. A stock and waste pile supply extra cards when the tableau stalls.
Klondike's defining feature is hidden information. Most of the tableau starts face down, so you play under uncertainty and a fair amount of luck rides on the shuffle. This makes it accessible and endlessly replayable, though it also means some deals cannot be won. If you need the full rules, our Klondike rules explained covers every detail, and beginners should start with how to play Klondike solitaire.
Klondike also comes in two flavours set by the draw mode. Draw one turns a single stock card at a time and is forgiving, while draw three flips three at once and demands more planning. This flexibility lets the same game serve as both a casual relaxer and a genuine challenge, which is part of why it remains the most popular solitaire of all despite the luck involved.
Spider: The Marathon
Spider is the most ambitious of the three, using two full decks, 104 cards, dealt into ten columns. Its goal is different too: rather than building foundations from a stock, you assemble complete sequences from King down to Ace within the tableau, and each completed run is removed. Clear all eight runs and you win.
Building by Suit
Spider's signature rule is that sequences build down by rank regardless of colour, but a run must be in a single suit to be moved as a group or removed. This is why Spider is often played in easier one-suit or two-suit variants before tackling the punishing four-suit version. Managing which cards to place where, so that same-suit runs come together, is the core challenge.
A Test of Patience
With two decks and no separate foundations, Spider is a longer, more deliberate game than Klondike. It rewards patience and careful planning over many moves, and its difficulty scales dramatically with the number of suits in play. Try it yourself with a game of Spider to feel the difference from Klondike's quicker rhythm.
FreeCell: The Puzzle
FreeCell is the thinker's solitaire. It uses one 52-card deck dealt into eight columns, but crucially every single card is dealt face up from the start. There is no hidden information and no stock. Instead, you get four free cells, each able to hold one card temporarily, which act as manoeuvring space.
Because everything is visible, FreeCell is a game of pure calculation. The famous consequence is that almost every FreeCell deal is winnable with correct play, so losing usually means you made a mistake rather than got a bad shuffle. This shifts the entire character of the game from luck toward logic, making it a favourite of players who want a fair, solvable puzzle every time. Open a game of FreeCell and you will never wonder whether the deal was fair.
The free cells are the mechanism that makes this possible. Each cell holds one card, giving you four temporary parking spots to shuffle cards out of the way and reach what is buried beneath. Skilful FreeCell play is largely about using those cells sparingly, since a cell full of stranded cards is dead space that can lock up the whole board. That discipline of not over-committing your resources is exactly the kind of forward planning that carries back into Klondike. The number of free cells and empty columns available even acts as a rough measure of how much freedom you have on any given turn, and experienced players guard that freedom carefully rather than spending it on the first tempting move.
Side-by-Side Comparison
Here is how the three games stack up across the features that matter most when choosing:
- Decks: Klondike and FreeCell use one deck; Spider uses two.
- Hidden cards: Klondike hides most of the tableau; Spider hides some; FreeCell hides none.
- Building rule: Klondike builds down in alternating colours; Spider builds down and removes same-suit runs; FreeCell builds down in alternating colours with free cells as helpers.
- Goal: Klondike and FreeCell fill foundations Ace to King; Spider assembles and removes King-to-Ace runs.
- Skill vs luck: FreeCell is nearly all skill; Klondike blends skill and luck; Spider leans on skill with luck rising as suits increase.
- Winnability: Almost every FreeCell deal is winnable; most Klondike deals are; Spider varies widely by suit count.
Which Should You Play?
The best choice depends on what you want from a session. Use this quick guide:
- Want the classic, casual experience? Play Klondike. It is quick, familiar, and forgiving in draw one.
- Want a fair puzzle with no luck? Play FreeCell, where almost every deal can be won by pure thinking.
- Want a long, patient challenge? Play Spider, and choose your suit count to set the difficulty.
- Learning solitaire for the first time? Start with Klondike, then try FreeCell to build planning skills.
- Craving maximum difficulty? Four-suit Spider is the sternest test of the three.
Many players keep all three in rotation, reaching for Klondike to relax, FreeCell to think, and Spider for a marathon. There is no single best game, only the right one for the moment. Whichever you favour, the tableau discipline and planning habits carry across, and our Klondike strategy guide sharpens skills that help in all three.
Skill Transfers Across the Family
One joy of playing all three is that they teach complementary skills. FreeCell, with everything visible, is the best trainer for thinking several moves ahead, a discipline that improves your Klondike planning even under uncertainty. Spider builds patience and sequence awareness. Klondike sharpens decision-making with incomplete information. Together they form a well-rounded card education, and moving between them keeps any one from growing stale. If you want to raise your results across the board, our tips on improving your win rate apply to all of them.
Conclusion
Klondike, Spider, and FreeCell share a family resemblance but reward different tastes. Klondike offers the classic, luck-tinged experience on one deck; Spider delivers a patient two-deck marathon of same-suit runs; FreeCell provides a fully visible, almost-always-winnable puzzle of pure skill. Pick the one that matches your mood, and try the others to grow as a player. Start now with a game of Klondike, or explore every variant and guide on the dukeofsolitaire.com homepage.