How to Play Cruel
How to Play
A deterministic one-deck patience: the Aces sit as foundations and the other 48 cards are dealt into 12 four-card piles, playable up by suit to foundations or down by suit between piles, with an ordered (non-shuffling) redeal when stuck.
Cruel is a one-deck patience in which the four Aces are set aside as foundations and the remaining 48 cards are dealt face up into twelve four-card piles. You move one top card at a time, either onto the next higher same-suit card on another pile or onto its foundation. The distinctive feature is the redeal: when you are stuck, gather the piles in order (not shuffled) and lay them out again four at a time. Redeals are unlimited but deterministic, so skilled play is a pure puzzle where every move shapes the layout you will see after the next redeal.
Quick Reference
- Remove all 4 Aces as foundations.
- Deal the other 48 cards face up into 12 piles of 4.
- Play a top pile card to its foundation (same suit, next rank up).
- Or move a top pile card onto another pile top of the same suit, one rank higher.
- When stuck, redeal: gather piles in fixed order and deal out in fours (no shuffle).
- Win by placing all 52 cards on foundations.
- Lose when a redeal reproduces the exact previous layout.
Players
Solitaire for one player. Because the game is information-complete and deterministic, it is sometimes played as a puzzle race between two solvers using the same seed.
Card Deck
- One standard 52-card deck, no jokers.
- All four Aces are removed at the start and placed in a row as foundation bases: .
- The other 48 cards form the twelve face-up play piles (four cards per pile).
- Ranks for building: foundations go up in suit (Ace low, King high); tableau piles build down in suit (one rank lower, same suit).
Objective
Build each foundation pile up by suit from Ace through King (13 cards per suit) so that all 52 cards are on the foundations. The game is lost when no legal move exists and a redeal produces the same layout as the previous position.
Setup and Deal
- Shuffle the 52-card deck.
- Remove the four Aces and place them as a row of foundation bases.
- Deal the remaining 48 cards face up into 12 piles of 4, one card at a time, left-to-right and top-to-bottom.
- Only the top (last-dealt) card of each pile is available. Buried cards are fully visible but not playable until exposed.
Gameplay
- Step 1 (play to foundation): If a top card of any pile is the next rank up of its foundation's suit (for example, the 2 of hearts when the heart foundation shows an Ace), move it to that foundation. Foundations build up strictly by suit: Ace, 2, 3, ..., King.
- Step 2 (play to another pile): A top pile card may be moved onto the top of another pile if the destination card is the same suit and exactly one rank higher. For example, place the onto a . Only one card moves per action; you never move a stack.
- Step 3 (repeat): Keep making moves in any order as long as legal options exist. Freeing low cards onto foundations often unblocks middle cards that can rearrange several piles in sequence.
- Step 4 (redeal): When no legal move remains, perform a redeal. Gather the piles in a fixed order (the standard is: pick up pile 12 onto pile 11 onto pile 10 ... onto pile 1, preserving each pile's internal order). Then deal the stack back out four cards at a time into piles, left to right. The redeal does not shuffle; the final pile on the table may be short if cards have been played off.
- Step 5 (end): If the redeal leaves the layout identical to the previous one, the game is blocked and lost. Otherwise continue play.
Scoring
- Binary win or loss: all 52 cards on the foundations is a win; a blocked redeal is a loss.
- Progress score (for session play): count cards on foundations when the game ends; 52 is a win, anything less is a loss.
- Optional move-count score: track the total number of tableau and redeal moves used; fewer is a cleaner win.
Winning
The game is won when all four foundation piles reach King. It is lost when a redeal produces the same layout as the previous position, meaning no future move can improve the board. Expert play on a random deal reaches an estimated win rate between 15 and 30 percent, varying with patience and willingness to plan redeals.
Common Variations
- Perseverance: Same mechanics, but the piles are fanned so all cards are visible at once; identical logic, easier to plan.
- Ripple Fan: Redeals distribute cards one at a time across fans rather than in groups of four, changing the deterministic pattern.
- Royal Family: Same layout, but the tableau builds up alternating colours (like Klondike) instead of down by suit.
- Limited Cruel: A house rule capping redeals at three or five to convert the game from a puzzle into a risk decision.
- Seeded challenge: Two players solve the same starting deal (recorded seed) and race to the lowest move count.
Tips and Strategy
- Before every move, check what the next redeal will produce. A sub-optimal move now might leave the board one card short of a stall after the redeal; the right move often is the one that sets up the redeal rather than the one with the biggest immediate effect.
- Foundations are the main progress meter. Any move that plays to a foundation is almost always worth taking, even if it appears to close a pile.
- Avoid moving a card that unblocks nothing. Moving a 7 onto an 8 is only useful if either the exposed card beneath is needed or the new pile top is needed.
- Plan for emptying a pile. An empty pile is not refilled by the redeal (you just deal fewer piles), so emptying a pile is rarely helpful; do it only as a last step before a redeal that otherwise stalls.
- If a redeal looks like it will stall again, try a small earlier rearrangement. Moving one card between piles before the redeal is often enough to change the pattern entirely and reopen the board.
Glossary
- Foundation: One of the four Ace-to-King suit piles at the top of the layout.
- Pile: One of the twelve tableau stacks of up to four cards.
- Top card: The last-dealt (and only playable) card of a pile.
- Redeal: A deterministic gather-and-redeal of all pile cards that preserves their order.
- Block: A state in which no move is legal and a redeal produces the same layout; a loss.
Tips & Strategy
Play to foundations at every opportunity; pick tableau moves that change what the next redeal looks like; a single pre-redeal nudge often rescues a position that would otherwise stall into a permanent block.
Think of each redeal as a move in its own right. The best Cruel players choose their last tableau move of a round to reshape the pile order so that the next redeal exposes cards currently blocked; the game is less about local tactics and more about position planning.
Trivia & Fun Facts
Despite its name, Cruel is one of the fairer patiences because every position is visible and every redeal is deterministic; experienced players who plan several moves ahead beat the game at roughly twice the rate of casual players.
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01What is unusual about the redeal in Cruel compared with most patience games?Answer The redeal preserves card order: piles are gathered in a fixed sequence (typically pile 12 onto pile 11 onto pile 10 and so on) and redealt without shuffling. This makes Cruel fully deterministic.
History & Culture
Cruel is a 19th-century French patience, related to Perseverance and known in French compendia as Le Terrible. It became widely familiar to modern players after being included in Microsoft's 1990 Windows Entertainment Pack solitaire suite.
Cruel became a household patience through the Windows Entertainment Pack in the early 1990s and sits alongside Klondike, FreeCell, and Spider as one of the four most recognised digital solitaires, distinguished from them by its deterministic redeal.
Variations & House Rules
Perseverance fans the piles for easier planning, Ripple Fan changes the redeal distribution, and Royal Family alters tableau building to alternating colours. House variants may cap the redeal count to convert the game from a puzzle into a risk gamble.
For a lighter game, allow one free shuffled redeal per session. For a harder variant, cap total redeals at three. For a competitive puzzle, record the seed of a winnable deal and race two solvers on move count.
More Solitaire Variants