Thieves Rush

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How to play Thieves Rush?

Game Objective:

The primary goal in Thieves Rush Solitaire is to move all cards from the tableau and stock to the foundation piles, building each foundation up in suit from Ace to King using two standard 52-card decks.


Setup & Layout:

  • Deck: Use two standard 52-card decks (104 cards total).
  • Tableau: Deal 10 tableau piles. Each pile receives 4 cards, all dealt face up, for a total of 40 cards in the tableau.
  • Foundations: There are 8 foundation piles, one for each suit, to be built up from Ace to King.
  • Stock: The remaining 64 cards form the stock pile, placed face down.
  • Waste: The waste pile is formed by turning cards from the stock; only the top card of the waste is available for play.

Key Play Areas:

  • Tableau: 10 columns of 4 face-up cards each.
  • Foundations: 8 piles, initially empty.
  • Stock: Draw pile for new cards.
  • Waste: Discard pile for drawn cards not immediately played.

Thieves Rush Solitaire Rules:

  • Building in the Tableau: Build tableau piles in descending order by suit (e.g., 7♠ on 8♠).
  • Card Movement: Only one card may be moved at a time; sequences cannot be moved as a group.
  • Moving to Foundations: Foundations are built up by suit from Ace to King (e.g., A♣, 2♣, 3♣, …, K♣).
  • Stock and Waste: Draw one card at a time from the stock to the waste pile. Only the top card of the waste is available for play.
  • Empty Tableau Spaces: Any single card may be moved into an empty tableau pile.
  • Redeals: Only one pass through the stock is allowed; there are no redeals.

Gameplay:

  • Turn Sequence:
  • Move any available card from the tableau or waste to a foundation if it fits the building sequence.
  • Move a card from one tableau pile to another if it follows descending order by suit.
  • If no moves are available, draw the top card from the stock and place it face up on the waste pile.
  • The top card of the waste may be played to the tableau or foundations if legal.
  • Continue making legal moves and drawing from the stock until all cards are moved to the foundations or no further moves are possible.
  • Introducing New Cards: Cards enter play either from the waste (after being drawn from the stock) or by uncovering cards in the tableau.
  • No More Legal Moves: If no moves are possible and the stock is exhausted, play ends.

Winning & Losing Conditions:

  • Winning: The game is won when all 104 cards are successfully moved to the 8 foundation piles, built up in suit from Ace to King.
  • Losing: The game is lost if the player cannot make any more legal moves and not all cards have been moved to the foundations.

Special Rules & Edge Cases:

  • Filling Tableau Spaces: Any single card from the tableau or waste may be placed in an empty tableau pile.
  • Sequence Movement Restriction: Only one card may be moved at a time, even if a tableau pile contains a correct descending sequence.
  • Stock Pass Limitation: Only one pass through the stock is permitted; once the stock is exhausted, no further cards can be drawn.
  • No Reserve or Additional Cells: Unlike some other solitaire variants, there is no reserve pile or additional holding cells in Thieves Rush Solitaire.

Note: Thieves Rush Solitaire is a specific variant of Forty Thieves, and while its core mechanics are closely aligned with the classic Forty Thieves rules, the "Rush" aspect typically refers to the single-pass stock and strict movement limitations, making the game particularly challenging.

Thieves Rush Solitaire
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