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.

GoalClear every tableau card before the stock runs out.

Stock16
Tableau35
Moves0
Waste

Play a bottom card one rank above or below the waste card.

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.

Golf Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
TableauSeven columns of five cards, 35 in total, every one face up.
StockThe remaining 17 cards; one is turned immediately to start the waste.
FoundationsNone. There is only the waste pile.
Playing
Available cardsThe bottom card of each column — seven choices at any moment.
The movePlay a card that is exactly one rank above or below the waste card.
SuitsIgnored entirely. Only rank matters.
KingsA queen may go on a king, and a king on a queen.
No wrappingA king does not connect to an ace. The chain stops at both ends.
DrawingTurn the next stock card onto the waste whenever you like. One pass, no recycling.
Ending
WinAll 35 tableau cards cleared. Cards left in the stock do not matter.
LossThe 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.

The Golf rank chainThe ranks from ace to king in a line. Each rank connects to its neighbours, but the chain stops at the ace and at the king — there is no link joining them.THE CHAIN, AND WHERE IT STOPSA2345678910JQKdead enddead endno link joins the king back to the ace
Eleven ranks have two exits. Two have one. An ace can be reached only from a 2 and a king only from a queen, and after either one the next card has to be that same neighbour again. With four of each in the deck, a stranded ace or king is often simply out of partners.

Reading the waste

Which cards the waste pile will take

Legal and illegal Golf moves
The moveVerdictWhy
The waste shows a 9. You play an 8.LegalOne rank below. Suit is irrelevant.
The waste shows a 9. You play a 10.LegalOne rank above works just as well.
The waste shows a queen. You play a king.LegalQueen to king is a normal step up.
The waste shows a king. You play a queen.LegalAllowed here. Some books let nothing go on a king.
The waste shows a king. You play an ace.IllegalNo wrapping here. A king connects only to a queen.
The waste shows an ace. You play a king.IllegalSame rule from the other end. An ace connects only to a 2.
You play a card from the middle of a column.IllegalOnly the bottom card of each column is available.
The waste shows a 7. You play a 9.IllegalRanks 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.

Golf win rate by strategyHorizontal bars for 100,000 deals. Playing the first card that fits wins 0.9%; a random card that fits 1.2%; the card from the tallest column 2.6%; planning the longest run 3.5%.First card that fits0.88%A random card that fits1.15%From the tallest column2.60%Plan the longest run3.48%Share of 100,000 deals cleared
None of these strategies can see the stock order. They differ only in which card they play when more than one fits, and that choice alone moves the win rate from under 1% to about 1 in 29.

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.

Share of deals that can be cleared, by king rule
RulesetThe ruleWinnable (our solver)Published
Nothing on a kingA 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.

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.

Golf compared with TriPeaks, Pyramid, and Aces Up
GameBoardChain wraps?What blocks a cardChoices per turn
Golf7 open columns of fiveNo — chain breaks at A and KOnly the bottom card of a columnSeven, every turn
TriPeaksThree overlapping peaksYes — ace connects to kingTwo cards cover each oneTen at the start, fewer as peaks open
Pyramid28 cards in a triangleNot applicable — pairs to 13Two cards cover each oneSeven base cards at the start
Aces UpFour piles dealt from a stockNot applicable — same-suit comparisonOnly the top card of a pileFour, 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.

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