Four suits is the classic brain-buster
Four-suit Spider is the version most people mean when they say the game is cruel. Two decks, four suits, ten columns, and a tableau that loves to glue itself shut. You may still build downward on any rank, but movable runs must be suited end to end — and suited ends are scarce.
This page exists so searchers who want the hard table land on hard-table guidance, the same way classic solitaire sites split one-, two-, and four-suit Spider into separate URLs.
Rules recap for the hard table
Deal, build, lift, and stock rules match the other Spider tables. The difficulty is combinatorial: every off-suit six-on-seven you accept becomes future labour. Empty columns are not luxuries; they are the only practical way to unpack a mixed tower and recover a suited spine.
Before you deal from stock, ask three questions: Can I reveal one more card? Can I create or keep an empty column? Am I about to cover the only landing rank I still need?
Rescue habits when the board locks
- Stop dealing. Exhaust every suited transfer first.
- Spend an empty column to peel a mixed stack, then rebuild with same-suit preference.
- If two empty columns appear, you often have enough leverage to reverse a bad opening — use them before the next stock row.
- If the stock is gone and no suited path remains, restart without guilt. Impossible deals are real.
Softer doors nearby
New to Spider? Start on one-suit. Ready for real packing lessons without full chaos? Play two-suit Spider. Four suits will still be here when you want the long fight — free, quiet, and saved on this device.