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.
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.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Piles | Four, dealt one card each to begin. The other 48 stay in the stock. |
| Card order | Twos are lowest and aces are highest — the reverse of most solitaire games. |
| Playing | |
| Dealing | One card onto each of the four piles at once. Thirteen deals in total, and you cannot deal a partial row. |
| Removing | Discard the top card of a pile if another pile shows a higher card of the same suit. |
| Empty piles | Move any top card into an empty pile. Apart from dealing, it is the only move that is not a discard. |
| Suits | Cards are only ever compared within a suit. A king of clubs does nothing to a queen of hearts. |
| Ending | |
| Win | The stock is empty and only the four aces remain. |
| Loss | The 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.
Discard rules
Which cards you may discard
| The situation | Verdict | Why |
|---|---|---|
| The 6 of hearts is on top, and another pile shows the queen of hearts. | Legal | Same 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. | Legal | Aces are high here, so the ace beats the king. |
| The 9 of spades is on top, and another pile shows the 9 of diamonds. | Illegal | Different suits, and equal rank does nothing anyway. |
| The 3 of hearts is buried, and another pile shows the jack of hearts. | Illegal | Only the top card of a pile is ever in play. |
| You move the queen of hearts into an empty pile. | Legal | Any top card may fill an empty pile. |
| You deal a new row while one pile sits empty. | Legal | Legal, 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.
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.
| Name | What it is | Notes |
|---|---|---|
| Drivel | The 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 Squad | The same game, under its 1940 name. | Used by Wood and Goddard. Most later books settled on Aces Up. |
| Idiot's Delight | Another 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 High | Other names for the same game. | The first is a nickname for how rarely it comes out. |
| Aces only into spaces | A 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.
This version
The strict no-redeal ruleset
- Four piles, dealt four cards at a time, thirteen deals in total.
- Aces are high; nothing can ever remove an ace.
- A card is discarded only when a higher card of the same suit is exposed on another pile.
- Any top card may be moved into an empty pile, including one that sits on its own.
- You may deal at any time, even with a discard available or a space open.
- No redeal and no reshuffle of the discards.
Undo is free and there is no timer. The game keeps a record of your games and discards on this device only.
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.
| Game | Board | Removal rule | Spaces | Typical length |
|---|---|---|---|---|
| Aces Up | Four piles fed by the stock | Higher card of the same suit removes a lower one | Any top card fills an empty pile | Two or three minutes |
| Golf | Seven open columns of five | One rank up or down onto the waste | Cleared columns are simply gone | Three or four minutes |
| Pyramid | A 28-card triangle | Pairs that total thirteen | None — cards are removed in place | Four or five minutes |
| Accordion | A single row that compresses | Match rank or suit, one or three places back | The row shortens as you play | Five 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.
Golf Solitaire
Another two-minute clearing game, built on runs one rank up or down.
Play nowSpider Solitaire
The opposite of quick: two decks, ten columns, and eight runs to build.
Play nowFreeCell Solitaire
Nothing hidden and four cells to work with, where almost every deal can be solved.
Play nowSolitaire Variations
Every playable game here, compared by layout, reserve, and stock rules.
BrowseTested 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