Four piles, one lever

Aces Up Solitaire

Deal four cards at a time and throw away everything you can: a card goes when another pile shows a higher card of the same suit. Win by ending with nothing but the four aces — which happens far less often than the game's other name suggests.

Also known as Idiot's Delight, Firing Squad and Drivel.

  • Four piles
  • Aces are high
  • Same suit, higher card wins
  • Thirteen deals

Play Aces Up Solitaire

Use the deal button to add one card to each pile. Top cards are buttons. Remove a lower top card when a higher top card of the same suit is visible, or select a top card and then choose an empty pile to move it.

GoalClear every card except the four aces.

Stock48
Removed0
Moves0

Deal cards, remove lower matching suits, and try to leave only the four aces.

Tap the deck to deal one card to each pile.

Four piles, one rule

Aces Up Solitaire rules

The whole game fits in one table. It takes about thirty seconds to learn and considerably longer to win.

Aces Up Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
PilesFour, dealt one card each to begin. The other 48 stay in the stock.
Card orderTwos are lowest and aces are highest — the reverse of most solitaire games.
Playing
DealingOne card onto each of the four piles at once. Thirteen deals in total, and you cannot deal a partial row.
RemovingDiscard the top card of a pile if another pile shows a higher card of the same suit.
Empty pilesMove any top card into an empty pile. Apart from dealing, it is the only move that is not a discard.
SuitsCards are only ever compared within a suit. A king of clubs does nothing to a queen of hearts.
Ending
WinThe stock is empty and only the four aces remain.
LossThe stock is empty and anything other than the four aces is still on the table.

Discard and refill

How to play Aces Up

Four cards are dealt, one to each pile. Look across the four exposed cards for any two of the same suit: the lower one can be discarded and the higher one stays. Repeat until nothing else can go, then deal four more cards on top and look again.

Aces are high, which is unusual and is the entire point of the game — nothing can ever remove an ace, so the four aces are the cards that survive. Everything else is trying to find a bigger card in its own suit before the deck runs out.

There are thirteen deals in a game and no redeal. You will get through them in a couple of minutes, and most of the time you will finish with rather more than four cards on the table.

Which card can be removedFour piles showing the six of hearts, queen of hearts, nine of spades and three of diamonds. Only the six of hearts can be discarded, because the queen of hearts is a higher card of the same suit.THE FOUR EXPOSED CARDS6♥goesQ♥stays9♠stays3♦staysThe queen outranks the six and shares its suit — so the six goes.
Two cards of the same suit are all you ever look for. The 9 of spades and the 3 of diamonds are irrelevant to each other — suits are never compared across. And note what the queen is doing: until the next deal covers it, any lower heart that surfaces on another pile can go too, which is why it pays to look at all four piles again after every removal.

Discard rules

Which cards you may discard

Legal and illegal Aces Up moves
The situationVerdictWhy
The 6 of hearts is on top, and another pile shows the queen of hearts.LegalSame suit, and the queen is higher. The 6 is discarded.
The king of clubs is on top, and another pile shows the ace of clubs.LegalAces are high here, so the ace beats the king.
The 9 of spades is on top, and another pile shows the 9 of diamonds.IllegalDifferent suits, and equal rank does nothing anyway.
The 3 of hearts is buried, and another pile shows the jack of hearts.IllegalOnly the top card of a pile is ever in play.
You move the queen of hearts into an empty pile.LegalAny top card may fill an empty pile.
You deal a new row while one pile sits empty.LegalLegal, but the empty pile is filled by the deal and the move is usually wasted.

The only real decision

An empty pile is the whole game

Removals are rarely a real decision — if a card can go, it almost always should, because the higher card that beat it is still showing. The one genuine choice in Aces Up is what you do with an empty pile, and there are only two options: move a top card into it, or deal over it.

Dealing over it wastes it completely. Moving a card into it uncovers whatever was underneath, which is the only way in the entire game to reach a buried card. So the question every time a pile empties is not whether to use it but which card to lift — and the answer is the one whose move sets off the most discards.

What actually wins

How to actually win Aces Up

Use every space before you deal. The deal fills empty piles automatically, so an unused space is simply gone. In 100,000 simulated games, dealing over every space won just 3 of them.

Fill each space with the move that sets off the most discards, and look a move or two ahead: lifting a card that uncovers a discard, which then empties another pile for the next move, is worth more than a move that frees nothing. Treat an ace like any other card here. Moving an ace into a space feels tidy, because it can never leave — but that is exactly the problem, since that pile can never empty again.

Re-check after every removal. Each discard exposes the card underneath, which may be removable itself or may be the higher card that clears another pile, so a single removal can set off several more. Look at all four piles again before you decide the round is finished.

Watch the suits you have not seen. With thirteen deals and four cards each, you see the whole deck. A buried low card can still go as long as a higher card of its suit — at worst, the ace — is showing when it surfaces, so count what is left of each suit before you write a pile off.

The Hint button plays by the same rule: when a space is open, it suggests the move that sets off the most discards over the next couple of moves.

Three avoidable losses

Where Aces Up deals are thrown away

Dealing while a pile is still empty

The deal fills every pile, including the empty one, so a space you have not used is a space you have thrown away. An empty pile is the only tool in the game for reaching a buried card — spend it before you touch the deck.

Putting an ace in the space because it is an ace

An ace can never leave, so the pile it lands on can never empty again, and that space is gone for the rest of the game. Move the card whose move sets off the most discards: sometimes that is an ace, usually it is not.

Dealing with a removal still on the table

The deal is allowed while a card can still be discarded, and it buries that card under a new one. From then on it needs a higher card of its suit showing at the same moment it is uncovered again, which may never happen.

Measured on this page's game

Is Aces Up Solitaire winnable?

Rarely, and exactly how rarely depends on how you play. We played 100,000 shuffled games through the same game code that runs at the top of this page, five different ways, and ran each one past a solver that could see every card still to come.

  • 2.71%careful play — about 1 in 37
  • 0.88%aces into spaces first
  • 0.003%never filling a space
  • 47.9%knowing every card in advance

The famous "1 in 35" is the careful-play number, not the ceiling. Our careful strategy — fill every space with the move that sets off the most discards, looking two moves ahead — won 2.71% of games on this page's rules, about 1 in 37.

The gap to the last number is the part people underestimate. A player who somehow knew every card still to come could win 47.9% of the same deals, so most losses are not a hopeless deal. They are the price of not seeing the stock.

Aces Up win rate by strategyHorizontal bars for 100,000 games. Never filling a space wins 0.003%; filling at random 0.60%; putting aces into spaces first 0.88%; choosing the move with the most discards 2.41%; the same looking two moves ahead 2.71%.Never fill a space0.003%Fill at random0.60%Aces into spaces first0.88%Most discards2.41%Most discards, two ahead2.71%Share of 100,000 games won
Every strategy here discards whenever it can. They differ only in what they do with an empty pile, and that decision alone moves the win rate from almost nothing to about 1 in 37.

Method: 100,000 uniformly shuffled deals played through this page's own Aces Up engine with a fixed random seed, so the run can be repeated exactly. None of the five strategies can see the stock. Measured 27 September 2026.

Most games end well short of the four aces, and that is normal. A careful game typically leaves 14 cards on the table, and half end with between 10 and 18. Finishing with ten or fewer puts you among the best 30% of careful games. After a loss, the game checks whether that deal could have been won by someone who knew every card — so you can tell a bad shuffle from a missed chance.

About that famous number

Where does "1 in 35" come from?

It traces back to solitairewinrates.com, which played 100 million deals by computer. Good strategies won about 2.8% there — roughly 1 in 35, and close to our careful-play figure. A solver that knew the deck order won 11.57%.

That solver played by stricter rules than this page: every discard compulsory, every space filled before a deal, and no moving a card that sits on its own. Under those same rules our solver gets 11.75%, which is how we know it counts correctly. This page's game allows all three freedoms — and a lone card moved from one space to another decides which pile the next deal lands on — so knowing the deck is worth far more here: 47.9%.

Other names

Idiot's Delight, Drivel, and Firing Squad

Aces Up has collected an unusual number of names for a game with such simple rules. The earliest in print is Drivel, from 1900; Firing Squad followed in 1940, and most later books settled on Aces Up.

Aces Up under its other names, and one variant
NameWhat it isNotes
DrivelThe earliest name in print, from 1900.Mary Whitmore Jones admitted it was not a complimentary name, but said it was the one the game was generally known by.
Firing SquadThe same game, under its 1940 name.Used by Wood and Goddard. Most later books settled on Aces Up.
Idiot's DelightAnother name for this game — and for others.The name is also used for unrelated games such as King Albert and Perpetual Motion, so check the rules before assuming.
Once in a Lifetime, Aces HighOther names for the same game.The first is a nickname for how rarely it comes out.
Aces only into spacesA harder variant: only an ace may fill an empty pile.Every other card has to wait for a discard, so the game is far harder. Not offered here.

Whatever the name, check two rules before comparing results with another site: whether any card may fill a space, and whether you may deal while a discard or a space is still open. Both are allowed here.

Other quick games

Aces Up against the other short games

If you have two minutes rather than twenty, these are the games worth knowing. What separates them is how much of the outcome you actually control.

Aces Up compared with Golf, Pyramid, and Accordion
GameBoardRemoval ruleSpacesTypical length
Aces UpFour piles fed by the stockHigher card of the same suit removes a lower oneAny top card fills an empty pileTwo or three minutes
GolfSeven open columns of fiveOne rank up or down onto the wasteCleared columns are simply goneThree or four minutes
PyramidA 28-card trianglePairs that total thirteenNone — cards are removed in placeFour or five minutes
AccordionA single row that compressesMatch rank or suit, one or three places backThe row shortens as you playFive minutes

Aces Up is the quickest of the four to lose, and careful play wins only about 1 in 37. If that appeals, it is genuinely one of the best two-minute card games there is. If it does not, TriPeaks gives you far more to decide in about the same amount of time.

Explore

More solitaire games

Browse everything playable here on the solitaire variations page, or start with one of these.

Tested rules

How this solitaire game is checked

Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.

How we make and test solitaire games