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A TABLE FOR NIGHT THINKERS · KEEP THE NIGHT UNHURRIED

4 Suits

Look beyond the obvious move when four suits compete for space. A little space can change the shape of a crowded column.

THE NIGHT TABLE
01 · 02 · 04
4 SUITS Ready to play
Time 00:00 Moves 0 Runs 0 / 8

Select a face-up card, then a destination column. Dragging also works.

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Four suits, one objective

Here is what to know. The objective remains eight same-suit sequences from King to Ace. This game uses two complete decks for a total of 104 cards. Four suits adds more suit conflicts without changing the basic descending-rank rule. Spades, hearts, clubs and diamonds each contain two copies of every rank.

Two things to check

On this website, the following points apply. Matching colors are not enough to create a movable sequence. A group can move together only when all selected cards share a suit and descend by one rank. You can place an exposed card on a card exactly one rank higher even when their suits differ. Spades and clubs remain different suits even though both are shown in dark ink.

Preserve useful groups

Here is what to know. A long mixed-suit build may require several intermediate destinations to dismantle. Joining two matching segments often frees a column or exposes another card. Small same-suit sequences can provide flexible building blocks. Before moving a segment, check where the cards below it could go next.

Find hidden cards

On this website, the following points apply. The starting layout contains hidden cards beneath the exposed bottom cards. The identities of those hidden cards are not shown by the Hint feature. Opening columns gives you more information for later decisions. Moving the final exposed card away turns the next hidden card face up.

Create working space

Keep these details in mind. Spare columns can help separate suits that have become interleaved. Moving a whole column to another empty column changes its position without improving the layout by itself. An empty column accepts any exposed card or legal same-suit group. Consider which temporary arrangement leaves you with the most useful follow-up move.

Plan a long sequence

On this website, the following points apply. A completed King-to-Ace run leaves the tableau automatically once all thirteen cards are face up and aligned. A same-suit group starting with a King follows that same destination rule. A King can move only to an empty column because no rank is higher. Moving a King into the only empty column can limit your ability to reorganize other cards.

Deal carefully

Here is what to know. You must fill every empty column before the stock can be used. A stock deal places one card onto each of the ten columns. A new row can interrupt promising groups as well as create new connections. Use the visible layout to plan before dealing, while recognizing that hidden stock cards are unknown.

Track the finish

Keep these details in mind. The counter advances whenever a full same-suit run is collected. The win message appears only after the game has collected all eight valid runs. Eight collected runs account for all 104 cards in the game. A descending mixed-suit run remains on the table until its suits can be separated.

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Use the learning controls

Keep these details in mind. Undo restores the previous card arrangement, including automatic flips and completed runs. Replay begins the same shuffle again so you can compare a different opening plan. A random deal is not advertised as guaranteed winnable. Hints list legal moves and do not solve the whole deal.

Local four-suit progress

The key details are straightforward. This browser can save four-suit progress separately from the other difficulty modes. Use Privacy & Cookie Settings to manage saving or remove those local records. The timer counts active visible play rather than time spent away from the page. Local statistics show started games, wins and the best move count recorded on this device.