Baker's Dozen Solitaire
Baker's Dozen deals all 52 cards face up into thirteen columns of four, then moves every King to the bottom of its column. Only a column's top card moves, one at a time: onto a card one rank higher of any suit, or up its foundation, which builds Ace to King in suit. An emptied column stays empty. With every card on view it is a game of planning, and most deals can be won.
New game deals a fresh shuffle, Hint highlights a legal move, and the three-dot menu at the end of the bar holds redo, auto-finish, today’s deal, the keyboard shortcuts and the rule set.
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Kept in this browser, on this device only. Abandoning a deal in progress counts as a loss, so the win rate means something.
Today’s deal
Everyone playing Baker's Dozen Solitaire today gets the same deal. It changes at midnight UTC.
Track the month on the daily challenge page.
Replay a deal
Every deal is a pure function of its number, so deal #20260726 is the same shuffle on any device, any time.
Keyboard
- U / Z
- Undo
- R
- Redo
- H
- Hint
- N
- New deal (asks first)
- F
- Full screen
- A
- Auto-finish
- Esc
- Deselect, or leave full screen
- Deck
- One deck, 52 cards
- Columns
- 13 of 4, Kings at the bottom
- Build
- Down, any suit, one card
- Empty column
- Never refilled
How do you play Baker's Dozen solitaire?
Deal the pack face up into thirteen columns of four — a baker's dozen — and move every King to the bottom of its column. Only the top card of a column is free, and only one card moves at a time. It can go up to its foundation, which starts with the Ace and climbs in suit to the King, or onto the top card of another column that is exactly one rank higher, of any suit.
A column that empties stays empty for the rest of the game: nothing may ever be put there. All 52 cards on the foundations wins. The thirteen columns sit in two rows here, seven above six, so a phone can show every card at a readable size.
Why are the Kings moved to the bottom?
Because a King can never move except up to its foundation. Nothing ranks above it, so it cannot be built on anything, and empty columns cannot be refilled. A King dealt on top of three cards would bury them until its whole suit was banked — which would usually need one of the cards beneath it. Put at the bottom, the King is harmless: it just becomes the foot of a column that everything else can build down onto.
How often can you win Baker's Dozen?
Most of the time, if you plan. A computer search of the first hundred deals on this page finds a win for 66 of them and proves just one impossible; the rest it could not settle in its time limit, so 66 is a floor, not a ceiling. Nothing is hidden and nothing is dealt later: when a winnable deal is lost, every move that lost it is there on the table.
How does Baker's Dozen compare with Forty Thieves and FreeCell?
| Baker's Dozen | Forty Thieves | FreeCell | |
|---|---|---|---|
| Decks | 1 | 2 | 1 |
| Stock | None | 64 cards, one pass | None |
| Build | Down, any suit | Down in suit | Down, alternating colours |
| Cards moved at once | One | One, or a suited run into empty space | A run, as free space allows |
| Empty column | Never refilled | Any card | Any card |
The build ignores suit, which makes landing spots easy to find — up to four cards of the right rank at once. The discipline is elsewhere: no free cells, no empty columns to use, and a card you cover stays covered until everything on it has somewhere to go. Forty Thieves is the harder cousin; FreeCell the roomier one.
How do you get better at baker's dozen?
- Get the Aces and Twos out firstThey are the only cards the foundations take at the start, and every other card of their suit waits on them. Work towards whichever is buried shallowest.
- Cover the card you need lastWhen a card could go on two or three cards of the same rank, put it on the one whose suit is furthest from its foundation. Whatever you cover now stays covered until its whole pile moves.
- Do not bank a card another card still needsA Seven in the columns is a landing spot for all four Sixes. Bank it only once every Six is up — the rule auto-finish follows.
- Untangle a column from the top downBefore starting on a column, check each card on it has somewhere to go, one rank higher and any suit. One card with nowhere to land stops the whole dig.
Baker's Dozen Solitaire questions people ask
- Can you fill an empty column in Baker's Dozen?
- No. Once a column is empty it stays empty for the rest of the game, which is why the Kings are moved to the bottom at the deal.
- Can you move a run of cards in Baker's Dozen?
- No. Only the top card of a column moves, and only one card at a time, however neatly the cards beneath it are ordered.
- Why is it called Baker's Dozen?
- A baker's dozen is thirteen, and the game is dealt into thirteen columns of four cards each.
- Does suit matter in Baker's Dozen?
- Only on the foundations, which build up in suit. In the columns any card may go onto any card exactly one rank higher.
The rules in six lines
- 1Deal thirteen columns of fourAll 52 cards face up, four to a column, every card visible for the whole game.
- 2Move the Kings to the bottomBefore play starts, every King goes to the bottom of its column; a column with two keeps them in the order dealt.
- 3Move one top card at a timeOnly a column's top card is free. No run of cards ever moves as a unit.
- 4Build down, regardless of suitA top card may go onto the top card of another column that is exactly one rank higher, of any suit.
- 5Leave empty columns emptyAn emptied column can never be refilled — not with a King, not with anything.
- 6Build the foundations up in suitAces start the foundations as they come free, and each climbs to its King. All 52 there wins.
The long version, with worked examples and the questions beginners actually ask, is on how to play baker's dozen solitaire.
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