#01
Accordion
A one-player patience: deal cards in a line and collapse matching neighbors until, ideally, one pile remains.
Solo list
Solo card games come in two very different families. Classic solitaire (also called patience) needs nothing but a standard deck and a table. Modern solo card games come in their own box, add a theme, and often feel more like a puzzle or a small campaign.
This page keeps those families apart so you can pick by what you have on hand: a deck of cards, a few minutes, or a whole evening.
Deal these right now with an ordinary 52-card deck (Spider and Forty Thieves need two). Rule links go to a solitaire specialist reference.
#01
A one-player patience: deal cards in a line and collapse matching neighbors until, ideally, one pile remains.
#02
Deal four piles, discard lower cards of a suit, and try to finish with only the four aces on the table.
#03
An open patience: aces start in the middle and every card is visible, so success depends on planning moves.
#04
A purely mechanical solitaire laid out like a clock face; it ends when the fourth king turns up.
#05
A patience with four free cells and every card visible; nearly every deal can be won with careful play.
#06
Lay out all 52 cards, remove the aces, and slide cards into the gaps to build each row in suit order.
Also called Montana.
#07
The solitaire most people simply call “Solitaire”: build down in alternating colors and up by suit to the foundations.
#08
Turn over two cards at a time and remember their positions to collect matching pairs.
#09
Pair cards that add up to 13 to dismantle a pyramid of 28 cards; kings leave on their own.
#10
A demanding two-deck patience where only single cards may move and the tableau quickly clogs up.
Needs two decks.
#11
A cooperative game for a standard deck: defeat twelve royal enemies by playing cards whose suits trigger powers.
#12
A two-deck patience where you build full king-to-ace runs in suit inside the tableau to clear them.
Needs two decks.
Designed for one player, or one or two at most. Small boxes, quick setup, and a real puzzle every game.
#13
A solo deck-builder: help Robinson survive the island by fighting hazards and slowly trimming weakness from your deck.
#14
A tiny roguelike: explore a dungeon deck, roll your hero’s dice into card challenges, and level up before the boss.
Uses dice alongside the cards.
#15
Escape a labyrinth of dreams by playing cards in color runs to find eight doors before the deck runs out.
#16
A whole game held in one hand: rotate and flip cards to grow a village, no table required.
Built as cooperative games, but they play fully solo—often by running one or two heroes yourself.
#17
A cooperative tile-laying card game for kids and families: close every tunnel before the bandit escapes.
#18
Cooperatively play cards 2–99 onto rising and falling piles, hinting without naming numbers.
#19
A cooperative deck-builder where you never shuffle, so the order of your discards becomes part of the plan against a boss.
#20
A series of single-use escape rooms in a box, solved with riddle cards, a decoder wheel, and sometimes scissors.
Each box can be played once.
#21
Recruit Marvel heroes into your deck and fight together against a mastermind and its villain scheme.
#22
Build a city from just 18 cards, overlapping zones and roads to satisfy three random scoring goals.
#23
A series of card-based escape rooms, with an app that checks codes and runs the timer.
#24
A cooperative, story-driven living card game where investigators build decks and play through linked horror scenarios.
Four players need extra core content.
#25
Build a hero deck and cooperate to defeat a villain before its scheme succeeds.
#26
A cooperative living card game where heroes quest through Middle-earth scenarios, playable fully solo.
Normally played with friends, with an official one-player mode for nights alone.
#27
Make books and runs across eleven rounds as the hand size and wild rank change.
#28
Plant herbs into different pots—some need variety, some need pairs—in a calm, pretty set-collection game.
#29
Find three cards where each feature—color, shape, number, shading—is all the same or all different.
#30
Buy heroes and constructs from a constantly changing center row, or spend power to defeat monsters for honor.
#31
A deck-building word game where your cards are letters: spell words to buy better letters and wild cards.
#32
Build words from letter cards as hand sizes grow over eight rounds.
#33
Roll dice each turn to activate citizens for everyone, then recruit more, slay monsters, and build domains.
#34
Arrange flowers and trees around your village green to satisfy changing award cards.
#35
A deck-building civilization game where your nation evolves from barbarian to empire, each with unique cards.
Questions
With a standard deck, Klondike is the classic and FreeCell is the most skill-based—nearly every deal can be won. If you want a boxed solo game, Friday and Onirim are small, cheap, and designed for one player.
Yes. “Patience” is the traditional British name for one-player card games; “solitaire” is the usual American one. Klondike is the game most people simply call Solitaire.
Everything in the first section, plus Regicide, a cooperative boss-battle game that uses a normal 52-card deck with jokers.
Only when the rules say so. We list a game here only if its base rules include a one-player mode; games that need an imaginary opponent or house rules are left out.
Lists by situation
58 games
Big-group, hidden-role, and fast slap games that work for six or more people.
See the list112 games
Simple card games you can learn in about five minutes, sorted by deck and group size.
See the list112 games
Card games kids, parents, and grandparents can all play together—from Go Fish to Sushi Go!.
See the list128 games
Traditional games played with ordinary cards—trick-taking, rummy, fishing, shedding, and solitaire.
See the list216 games
Games built for exactly three—Skat, Dou Dizhu, Ninety-Nine—plus easy and strategic picks that shine at three.
See the listA–Z letter guides
Each letter has its own page with every checked game, quick picks, and links to the rules.