A chain with two dead ends
Golf Solitaire
Thirty-five cards in seven open columns, nothing hidden, and one pass through the stock. Play anything one rank above or below the waste card — except that kings do not join back to aces here, which is what turns an easy-sounding rule into a real game.
- 7 columns of five
- One rank up or down
- No king-ace wrap
- One stock pass
Play Golf Solitaire
Play a bottom tableau card when it is one rank higher or lower than the waste card. Draw from the stock when no tableau card is useful.
Draw from the stock when no bottom tableau card fits the waste.
One up or one down
Golf Solitaire rules
Short enough to learn in a minute. The no-wrap line is the one that catches people who have played other versions.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Seven columns of five cards, 35 in total, every one face up. |
| Stock | The remaining 17 cards; one is turned immediately to start the waste. |
| Foundations | None. There is only the waste pile. |
| Playing | |
| Available cards | The bottom card of each column — seven choices at any moment. |
| The move | Play a card that is exactly one rank above or below the waste card. |
| Suits | Ignored entirely. Only rank matters. |
| Kings | A queen may go on a king, and a king on a queen. |
| No wrapping | A king does not connect to an ace. The chain stops at both ends. |
| Drawing | Turn the next stock card onto the waste whenever you like. One pass, no recycling. |
| Ending | |
| Win | All 35 tableau cards cleared. Cards left in the stock do not matter. |
| Loss | The stock is empty and no bottom card fits the waste. |
Seven columns, one waste
How to play Golf Solitaire
Thirty-five cards go into seven columns of five, all face up. One more card is turned to start the waste, and the remaining sixteen wait in the stock. There are no foundations and no building — there is only the waste pile, and everything you clear goes onto it.
The bottom card of each column is available, so you always have seven candidates. Any of them that is exactly one rank above or below the current waste card can be played, and it becomes the new waste card. Suits never matter.
You may turn the next stock card whenever you like, and you must when nothing fits. That is where the pressure lives: sixteen draws, no recycling, and thirty-five cards to shift. A good deal is one long chain; a bad one is a series of two-card runs that burn a draw each time.
Kings and aces stop
Why kings and aces are dead ends
In many versions of Golf the chain wraps: a king connects to an ace and the sequence runs in a loop. This page does not wrap. The rank chain runs from ace to king and stops at both ends.
That single choice is most of the difficulty. Every other rank has two ways in and two ways out — a 7 can be reached from a 6 or an 8 and leads to either. An ace can only be reached from a 2, and once played the only card that follows it is another 2. A king is the same in reverse.
Reading the waste
Which cards the waste pile will take
| The move | Verdict | Why |
|---|---|---|
| The waste shows a 9. You play an 8. | Legal | One rank below. Suit is irrelevant. |
| The waste shows a 9. You play a 10. | Legal | One rank above works just as well. |
| The waste shows a queen. You play a king. | Legal | Queen to king is a normal step up. |
| The waste shows a king. You play a queen. | Legal | Allowed here. Some books let nothing go on a king. |
| The waste shows a king. You play an ace. | Illegal | No wrapping here. A king connects only to a queen. |
| The waste shows an ace. You play a king. | Illegal | Same rule from the other end. An ace connects only to a 2. |
| You play a card from the middle of a column. | Illegal | Only the bottom card of each column is available. |
| The waste shows a 7. You play a 9. | Illegal | Ranks must be consecutive; nothing may be skipped. |
A draw is always legal, even when a card fits, and that freedom is worth far more than it looks. A solver that knew the order of the stock cleared 45.2% of our deals; forbidden to draw while a card fits, the same solver cleared only 24.8%. On 20% of all deals, every winning line turns a stock card while a play is still available, saving that card to extend a run later.
Do the arithmetic
Sixteen draws, thirty-five cards
Counting the card you start with, you get seventeen waste cards to clear thirty-five, so every one of them has to carry a run of two or more on average. Every draw spent on a single card puts you further behind. That is the whole tension of Golf: the rule is trivially easy and the budget is not.
It also means a long chain is worth far more than its length suggests. Clearing six cards on one waste card is not just six cards — it is five draws you did not spend, which is nearly a third of your stock.
Reading ahead
Golf Solitaire strategy
We tested the usual advice by playing 100,000 deals several ways, none of which could see the order of the stock. The clear winner is also the simplest to describe: find the longest run the face-up cards allow, and play its first card. Every move changes the waste, so a run you can see now may not exist after one careless move. Trace the whole sequence — 8, 7, 6, 5 — and check that each step really is at the bottom of a column before you start.
When two runs are equally long, start the one in the taller column. Taking from the tallest column was the next best habit we measured, at 2.6%. Options are the resource in Golf: tall columns hold the cards you have not reached yet, and a column dug to the floor early is one choice fewer for the rest of the deal.
The Hint button plays exactly this strategy, and it never draws while a card fits. We also tried a smarter blind rule — draw early whenever the cards known to be in the stock promise a longer run than playing now — and it won 3.54%, within the margin of careful play's 3.48%. Early draws pay off when you know what is coming, and in a real game you do not.
Three costly reflexes
Where Golf deals get away from you
Emptying a column too early
A cleared column is one fewer choice for the rest of the deal. With seven columns you have seven options each turn; with three you have three, and the odds that any of them fits the waste collapse. Spread the clearing out rather than digging one column to the floor.
Playing a card just because it fits
Every move changes the waste card, which changes what is available next. Taking an 8 to reach a 7 is only good if a 7 is actually down there. Look one step ahead before committing, because the alternative may have opened a longer run.
Forgetting what the stock holds
Every card outside the stock is face up, so you always know exactly which sixteen cards are still to come — only their order is hidden. If no queen is left in the stock, none will arrive from there to rescue a king, and a column blocked by one needs a queen you can already see in the tableau.
Measured on this page's game
Is Golf Solitaire winnable?
Often, if you could see the stock; rarely, if you cannot. We played 100,000 shuffled deals through the same game code that runs at the top of this page, several different ways, and gave every deal to a solver that knew the order of the stock.
- 3.5%careful play — about 1 in 29
- 0.9%playing the first card that fits
- 45.2%knowing the order of the stock
- 23%one card short, even knowing the order
45.2% of deals can be cleared, in line with the published figures for these rules: solitairewinrates.com measured 45.1% over 10 million deals, and Politaire 45.1% over 100,000. The catch is the other number. Careful play without knowing the order cleared 3.5%, about 1 in 29, and on 42% of all deals the cards were there to win and careful play still lost.
The misses are close, too. Of the deals no line of play can clear, 42% can still be brought down to a single card, so 23% of all deals end one card short even with perfect knowledge.
Method: 100,000 uniformly shuffled deals played through this page's own Golf engine with a fixed random seed, so the run can be repeated exactly. Every deal the solver cleared was replayed move by move through the same engine. Measured 29 September 2026.
Most deals end with a few cards left, and that is normal. A careful game typically leaves 6 cards, and half end with between 3 and 9. Finishing with three or fewer puts you among the best 28% of careful games. When a deal is lost, the result screen asks the solver for the best finish that deal allowed, so you can tell a bad shuffle from a missed chance.
Nine holes
Keeping score: why it is called Golf
The name comes from the scoring. Each deal is a hole, and your score for it is the number of cards left in the tableau. Clear the tableau and each card still in the stock counts one below zero. Nine deals make a round, lowest total wins, and par for a round is usually given as 45 — five cards a hole.
That par is harder than it sounds. Careful play left an average of 6.6 cards a deal, about 60 over nine holes (counting a cleared tableau as zero), and playing the first card that fits averaged 9.4. Morehead and Mott-Smith set an even lower par of four a hole, and that was for the stricter game in which nothing may go on a king. Beating either takes better play than our careful strategy manages.
Three rules for kings
Kings decide how hard Golf is
Golf is printed with three different rules for kings, and the difference is enormous. We ran the same solver on 20,000 of our deals under each one.
| Ruleset | The rule | Winnable (our solver) | Published |
|---|---|---|---|
| Nothing on a king | A king may be played, but nothing goes on it, so the next stock card must be turned. | 26.5% | 26.1% |
| Queens on kings (this page) | A queen may follow a king, and a king a queen. Aces and kings never join. | 45.2% | 45.1% / 45.1% |
| Wraparound (Putt Putt) | Ace and king are neighbours, so the chain has no ends. | 93.1% | 93.0% |
Published figures: solitairewinrates.com (10 million deals) and Politaire (100,000 deals) for queens on kings; Politaire for the other two. Every deal is solved with the order of the stock known.
Wraparound Golf can almost always be cleared; the strict game about one deal in four. This page plays the middle rule, which is also the oldest: the earliest printed version let a queen follow a king.
Reading other sources
Why do Golf odds range from under 1% to over 90%?
Because they measure different things. The king rule moves the ceiling from 26.5% to 93.1%. Knowledge moves it again: deals that perfect play clears 45.2% of the time come out about 1 in 29 for careful play without seeing the stock, and 0.9% for a player who takes the first card that fits. Even the drawing rule matters — forbidden to draw while a card fits, perfect play falls to 24.8%.
Older estimates add their own spread. Morehead and Mott-Smith put the strict game's win rate at about 5%, above what our careful strategy manages on this page's easier rules. A Golf figure means little without its rules and its player attached, which is why every number on this page comes with both.
Other names
One Foundation, Golf, and Putt Putt
The earliest known printing is One Foundation, in Tarbart's Games of Patience of 1905, named for the single pile that every card ends on. Its rules let a queen follow a king, giving runs like J-Q-K-Q-K, which is the rule this page plays. The name Golf came later, with the scoring.
The strict rule arrived in 1931, when Bonaventure's Games of Solitaire barred anything, even a queen, from going on a king; it spread mainly through American books. The wraparound version, in which king and ace join, is usually called Putt Putt. Solitaire Laboratory's notes on the game's printed history are the source for these dates.
This version
Queens on kings, no wrapping
- Seven columns of five, 35 cards, all face up from the start.
- Only the bottom card of each column is available.
- One rank up or down, suits ignored.
- A queen may go on a king, and a king on a queen.
- No wrapping: a king never connects to an ace.
- Draw whenever you like; one pass through the stock, no recycling and no redeal.
- Nothing ever moves between columns — the waste is the only destination.
Undo is unlimited and unpenalised, and there is no score or timer. If you have played the wraparound game, this one will feel much harder; if you learned the strict rule, where nothing goes on a king, it will feel kinder.
The one-pile games
Golf against the other quick clearing games
These four all clear a board rather than building foundations, and they finish in a few minutes. What separates them is how many choices you get each turn.
| Game | Board | Chain wraps? | What blocks a card | Choices per turn |
|---|---|---|---|---|
| Golf | 7 open columns of five | No — chain breaks at A and K | Only the bottom card of a column | Seven, every turn |
| TriPeaks | Three overlapping peaks | Yes — ace connects to king | Two cards cover each one | Ten at the start, fewer as peaks open |
| Pyramid | 28 cards in a triangle | Not applicable — pairs to 13 | Two cards cover each one | Seven base cards at the start |
| Aces Up | Four piles dealt from a stock | Not applicable — same-suit comparison | Only the top card of a pile | Four, plus an empty-pile move |
TriPeaks is the direct comparison and the friendlier game: it uses the same one-rank rule but the chain wraps, so no card is ever a dead end. If Golf's kings are what frustrates you, that is the page to try.
Explore
More solitaire games
Try the wrapping version of the same rule, or a different way to clear a board.
TriPeaks Solitaire
The same one-rank rule, but the chain wraps and the board is three blocked peaks.
Play nowAces Up Solitaire
Another quick discard game, where exposed suits rather than ranks decide what leaves.
Play nowPyramid Solitaire
Swap the run rule for pairs that total thirteen, on a blocked triangle.
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