The deal that plays itself

Clock Patience

Clock Patience deals the whole deck into a clock face and then makes every decision for you. Turn a card, put it on its hour, turn the next card from there — and hope the fourth king waits until the very last one.

  • One deck
  • 13 piles of four
  • Rank picks the next pile
  • One chance in thirteen

Play Clock Patience

Place the face-up card onto the matching clock pile. Aces go to one o'clock, queens go to twelve o'clock, and kings go to the center. The next card turns over from that same pile.

GoalReveal all 52 cards before the fourth king leaves the clock unfinished.

Hidden52
Seen0
Kings0/4
Placed0
Place oncenter king pile

Place the turned card on the matching clock pile.

Twelve piles and a centre

Clock Patience rules

The whole game in one reference. It is short enough to teach in a minute, which is most of the appeal.

Clock Patience setup and rules
Setup
DeckOne standard 52-card deck, no jokers.
PilesThirteen piles of four cards, all face down.
LayoutTwelve piles arranged as the hours of a clock, one pile in the middle.
The middle pileBelongs to the kings. There is no 13 o'clock position.
Play
First cardTurn the top card of the middle pile.
PlacingSlide the face-up card under the pile matching its rank: ace to 1 o'clock, jack to 11, queen to 12, king to the middle.
Following onTurn the top card of the pile you just played to. That card decides the next pile, and so on.
SuitsIgnored completely. All four 8s go to 8 o'clock.
ChoicesNone. Every card has exactly one legal destination.
Ending
WinAll 52 cards turned face up.
LossThe fourth king is turned while cards are still face down. The middle pile is exhausted, so the chain has nowhere to continue.

The chain

How to play Clock Patience

The deck is dealt into thirteen face-down piles of four: twelve arranged like the hours of a clock, and one in the middle. Nothing is visible, and nothing needs to be — the layout is the same every single time.

Turn the top card of the middle pile. Whatever it is, it goes under the pile named by its rank: a 9 to 9 o'clock, an ace to 1 o'clock, a queen to 12. Then turn the top card of that pile, and repeat. Each card you reveal tells you where to go next, so the game runs as one unbroken chain hopping around the dial.

Kings are the exception, and the reason there is a game here at all. A king has no hour, so it goes to the middle and the chain restarts from the centre. The middle pile holds four cards, so it can absorb exactly four visits. The fourth king is therefore the last card the centre can ever supply.

The Clock Patience layoutTwelve face-down piles of four cards arranged as the hours of a clock, labelled ace at one o'clock through queen at twelve o'clock, with a thirteenth pile in the middle for the kings. Play begins by turning the top card of the middle pile.A2345678910JQKstart here13 PILES OF FOURTurn the top card of themiddle pile, place it onits rank, then turn thenext card from there.Kings come back to themiddle. The fourth oneends the deal.
  • King pile — play starts and restarts here
  • Hour piles, four cards each, face down
There is no 13 o'clock. That single design choice is the entire game: twelve ranks have an hour to go to, and the thirteenth rank has to come back to the middle. Because the middle pile holds exactly four cards and there are exactly four kings, the centre runs dry at precisely the moment the last king appears.

One move, two traps

The only move you ever have

Just one move is ever available, which makes this table short. It is here because the two illegal rows are the mistakes new players actually make.

Legal and illegal Clock Patience moves
The moveVerdictWhy
You turn the 5 of spades. You place it at 5 o'clock.LegalThe rank names the pile. Suit is irrelevant.
You turn the queen of clubs. You place it at 12 o'clock.LegalQueens are twelve, jacks eleven, aces one.
You turn a king. You place it in the middle.LegalKings have no hour. They always return the chain to the centre.
You turn the 7 of hearts. You place it at 8 o'clock because that pile still has hidden cards.IllegalThere is no discretion. A 7 goes to 7 o'clock even when that helps nothing.
You turn the next card from a pile you did not just play to.IllegalThe card you placed decides where the next card comes from.

The ending

Why the fourth king stops everything

Every king sends the chain back to the centre, and the centre has four cards. The first three kings are survivable: each one uses up a centre card but leaves at least one behind, so the chain can continue. The fourth king takes the last of them.

At that moment one of two things is true. Either all 52 cards are already face up, in which case the deal is complete and you have won — the fourth king is not a loss in itself, which surprises a lot of people. Or some pile still holds a face-down card, and there is now no card left to turn. The chain has nowhere to go and the deal is over.

This is why Clock Patience has no comeback mechanic. There is no stock to recycle, no alternative pile to try, and nothing you could have done differently. The shuffle decided the outcome before you turned the first card.

The odds, exactly

Why is Clock Patience exactly 1 in 13?

A deal comes out only if nothing is still face down when the fourth king lands in the middle — that is, if the fourth king is the 52nd card you turn. So the real question is how often a king is the last card.

Imagine that after a loss you kept going instead of stopping: pick any pile that still has cards face down, turn its top card, and carry on the same way until every card is up. Now the whole deck comes out one card at a time, and that order is exactly as random as the shuffle itself. Any of the 52 cards is equally likely to come out last.

If the deal was going to come out, that last card is the fourth king. If it was going to be lost, all four kings had already been turned before you kept going, so the last card is not a king. The deal wins exactly when the last of the 52 is a king: 4 chances in 52, which is exactly 1 in 13 — about 7.7%. Our 10 million simulated deals came out at 7.69%.

The bottom cards

Can you tell a deal is lost before you start?

Yes — if you are allowed to look at the bottom card of each hour pile. The bottom card is the last one a pile gives up, so it says where the chain goes once that pile is finished.

Draw an arrow from each of the twelve hour piles to the hour its bottom card belongs to, with kings pointing to the middle. If every chain of arrows ends in the middle, the deal will come out. If any arrows run round in a loop that never reaches the middle, it is already lost — each pile in the loop is waiting for a card that sits at the bottom of another pile in the same loop.

Two chains of bottom cardsTop row: the five o'clock pile has a nine at the bottom, so it points to nine o'clock; nine o'clock has a king at the bottom, so it points to the middle. That chain comes out. Bottom row: seven o'clock has a three at the bottom, three o'clock has a ten, and ten o'clock has a seven, which points back to seven o'clock. That loop never reaches the middle, so the deal is lost before any card is turned.COMES OUT — THE CHAIN REACHES THE MIDDLE5 o'clockbottom card 99 o'clockbottom card KMiddlethe king pileLOST AT THE DEAL — A LOOP7 o'clockbottom card 33 o'clockbottom card 1010 o'clockbottom card 7back to 7 o'clock — never reaches the middle
Every hour pile has an arrow like these. The deal comes out only when all twelve chains end in the middle. One loop anywhere, even a single pile pointing at itself, and the cards at the bottom of the loop can never be reached.

The smallest possible loop is one pile pointing at itself: a seven at the bottom of the seven o'clock pile. Only the other three sevens can open that pile, and it takes four visits to reach its last card, so that seven will never be turned.

That figure is exact rather than measured: it is the chance that none of the four kings lands among the twelve bottom cards. The arrow rule itself held on every one of the10 million deals we simulated.

The game at the top of this page uses the same rule. When a deal is lost, the result screen names the loop that did it, and those piles stay marked on the clock so you can check the bottom cards for yourself.

Measured on this page's game

What happens in 10 million deals

We played 10 million shuffled deals through the same game code that runs at the top of this page. These are the numbers that came out.

  • 7.69%of deals come out
  • 7.25%lost with a single card still face down
  • 44cards turned in a typical deal
  • 26.4%end with one to four cards unturned

A win is the single most likely way for a deal to end, and yet more than nine deals in ten still lose. You are almost exactly as likely to lose with one card still face down as you are to win. Early wipe-outs are rare: only 0.18% of deals end before the thirteenth card, and 95% turn at least half the deck.

How many cards a Clock Patience deal turns before it endsBar chart of 10 million deals by the number of cards turned face up, from 13 to 52. The bars rise steadily towards the right. The tallest bar is 52, a win, at 7.69%; the bar beside it, 51 cards, is almost as tall at 7.25%.0%2%4%6%8%13202632384452Cards turned face up when the deal ended
  • 52 — a win
  • 51 — one card short
  • Every other ending
Most deals get a long way before they fail. Half of all deals turn at least 44 cards. Deals that end before the thirteenth card (0.18%) are too rare to show.

Method: 10,000,000 uniformly shuffled deals played through this page's own Clock Patience engine with a fixed random seed, so the run can be repeated exactly. The game has no decisions, so every figure is a property of the shuffle. Measured 26 September 2026.

Skill, honestly

What you can and cannot control

Most solitaire guides have a strategy section. This one cannot, and pretending otherwise would waste your time. Once a card is turned, its destination is forced, and the order of the hidden cards was fixed by the shuffle. No sequence of choices exists to be made well or badly.

There is no wrong move in Clock Patience. Only a wrong shuffle.

What is left is mechanical, and it is worth getting right on a phone. Eleven and twelve o'clock sit close together at the top of the dial, and it is easy to tap the wrong one or to tap the pile the card came from out of habit. If you do, the game keeps the same card active so you can pick the correct pile straight away — a misplaced tap costs nothing.

Undo is here for reviewing rather than rescuing. It can take back a placement so you can look at the position again, but it cannot change what is under the face-down cards. Restart replays the identical chain; only New game reshuffles.

If you would rather watch, Play it for me makes each forced placement at the speed you choose — slow enough to follow as a lesson, or instant. Your deals and wins are kept on this device under the clock, beside the long-run rate, so you can watch your own record drift towards one in thirteen.

A first card game

Is Clock Patience good for children?

It makes a very good first card game, precisely because it has no decisions. A young child practises reading the numbers on the cards and finding where each hour sits on a clock face, and a whole deal takes a couple of minutes. It is honest about luck, too: when a deal does not come out, nobody played it badly.

Same game, other names

Clock Solitaire, Sundial, Watch, and German Clock

Clock Patience is old. Nineteenth-century card books called it The Clock, and it descends from an older European game called Wandering Card. The names have multiplied since, and one of them belongs to a completely different game.

What each clock name actually means
NameWhat changesNotes
Clock SolitaireThe same game.The usual American name for the identical thirteen-pile game. Nothing changes.
Sundial, ClocktimeThe same game.Older and less common names for the same dial and the same fourth-king ending.
Circle SolitaireThe same game.A less common name for the same thirteen-pile game; the dial is sometimes drawn as a plain ring rather than a clock face.
WatchOne swap: an early fourth king is exchanged for a face-down card, and play goes on until that king comes round again.A mercy rule. Swapping blind, 28% of deals come out in our simulation — nearly four times the strict rate.
Travellers, Hidden Cards, Four of a KindRelated games, not this one.Some sites use these names for Clock itself; the older books describe them as separate members of the same Wandering Card family, with their own layouts.
German ClockA different game entirely.A foundation builder with its own stock and waste. It shares the clock imagery and none of the rules below.

Clock Solitaire, Sundial, Clocktime and Circle Solitaire all describe this same dial and the same fourth-king ending, so if you arrived looking for one of those, you have found it. Watch is the same deal with one mercy swap, and that single swap rescues about 21% of all deals.

If you want decisions

What to play when the coin flip wears thin

Clock Patience is a good thirty seconds and a poor hour. If the forced moves start to grate, the fix is a game with the same low overhead and real choices in it. Accordion keeps the compact one-deck feel and gives you a genuine decision on almost every turn. Pyramid keeps the simple card values but asks which exposed pair to clear.

For something quick but properly tactical, Aces Up and Golf both finish in a couple of minutes and both punish a careless move. And if you want the opposite extreme — a game where the shuffle almost never decides anything — FreeCell hides nothing at all.

Explore

More solitaire games

Try another playable solitaire game or browse the full variations hub.

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