Data StudyWin RatesKlondikeFreeCellSpider

Solitaire Win Rates: All 17 Variants Ranked (A Data Study)

We pulled win-rate data for 17 solitaire variants into one chart — then used the gap between theoretical and human win rates to measure which games actually reward skill. From FreeCell at 99.99% to Pyramid at under 2%.

Nicholas Marks
11 min read

Two solitaire games can sit a single menu click apart and be separated by a factor of fifty. FreeCell is solvable 99.99% of the time. Pyramid, under classic rules, is winnable less than 2% of the time. We pulled the win-rate data for 17 variants into one chart — and then went a step further: by comparing what a perfect player could win against what a real player actually wins, you can measure exactly how much each game rewards skill versus luck. That gap turns out to be the most interesting number in solitaire.

The Chart: 17 Variants, Ranked

Every bar below is the practical win rate — what a typical human player actually wins, not the theoretical ceiling. Colour is the difficulty tier. It is, as far as we can tell, the single most lopsided chart in casual gaming: the top bar is forty-five times longer than the bottom one.

Practical win rate — ranked

typical human player

FreeCell
80–95%
Spider (1 Suit)
60–70%
TriPeaks
45–60%
Baker's Dozen
40–55%
Klondike (Turn 1)
35–45%
Yukon
30–40%
Spider (2 Suit)
25–40%
Golf
20–35%
Russian
15–30%
Scorpion
10–20%
Klondike (Turn 3)
11–18%
Canfield
5–15%
Spider (4 Suit)
5–15%
Gaps / Montana
3–7%
La Belle Lucie
2–5%
Forty Thieves
2–5%
Pyramid
0.5–2%
EasyMediumHardExpert

The shape tells a story. There is no smooth curve — instead there are clear bands. A cluster of genuinely winnable games up top (FreeCell, 1-suit Spider, TriPeaks), a broad middle where most classics live (Klondike, Yukon, Golf), and a long, grim tail of games that were often designed to be nearly unwinnable (Forty Thieves, La Belle Lucie, Pyramid).

Why Every Game Has Two Win Rates

You cannot talk about a solitaire win rate without saying whose win rate. There are two, and they can differ by seventy percentage points:

  1. Theoretical win rate — the share of deals a flawless player with full information could win. It is a fixed mathematical property of the shuffle, measured by exhaustive computer solvers.
  2. Practical win rate — the share a real person wins, complete with missed lines, dead ends, and hidden cards. It is always lower, and the size of the shortfall is where the game actually lives.
📊
Klondike Turn 1 is winnable by a perfect solver around 79–91% of the time. Real players win 35–45%. That 45-point shortfall is not bad luck — it is the price of imperfect information and imperfect planning. It is, in a word, skill.

The Skill Gap: A Way to Measure Skill vs Luck

Here is the idea that makes the data interesting. Subtract the practical rate from the theoretical rate and you get the skill gap — the room between how a deal could end and how it usually does. A wide gap means the deal is often winnable and humans keep fumbling it: skill decides the outcome. A near-zero gap means once the cards are down, the result is essentially fixed: luck decides it.

GameTheoreticalPracticalSkill gapVerdict
Klondike Turn 382–91%11–18%~70 ptsSkill (when winnable)
Klondike Turn 179–91%35–45%~45 ptsSkill-dominant
Baker's Dozen80–90%40–55%~37 ptsSkill-dominant
Scorpion40–55%10–20%~30 ptsSkill-dominant
TriPeaks70–85%45–60%~25 ptsSkill-leaning
Yukon60–75%30–40%~30 ptsSkill-leaning
FreeCell99.99%80–95%~10 ptsAlmost pure skill*
Forty Thieves10–15%2–5%~8 ptsLuck-leaning
Pyramid0.5–2%0.5–2%~0 ptsPure luck of the deal

*FreeCell's gap is small for the opposite reason to Pyramid's: almost every deal is winnable, so there is little luck left to remove — the only thing standing between you and a win is your own play. A small gap can mean "pure skill" (FreeCell) or "pure luck" (Pyramid). You have to read it alongside the win rate itself.

The win rate tells you how often you'll win. The skill gap tells you whether winning was up to you.

Reading the Tiers

The winnable top (FreeCell, 1-Suit Spider, TriPeaks)

These are the games to play when you want to actually finish. FreeCell is the purest: every card is face-up from the first move, only one deal in the first 32,000 (#11,982) is provably unsolvable, and a careful player clears the large majority. If you lose at FreeCell, the deal almost never gets to take the blame.

The honest middle (Klondike, Yukon, Golf, 2-Suit Spider)

This is where most people's idea of "solitaire" sits. Klondike Turn 1 at roughly 40% is the archetype — winnable often enough to feel fair, hard often enough to matter. Yukon trades the stock pile for a fully dealt board and rewards players who plan several moves deep.

The brutal tail (Forty Thieves, La Belle Lucie, Pyramid)

Several of these games are old casino games, and it shows. Canfield was sold by the card and paid out by the card at a ruinous house edge; Forty Thieves uses two decks, strict same-suit building, and a single pass through the stock. Pyramid sits at the bottom because most deals are simply impossible — the pairs that sum to 13 are buried out of reach before you make a move.

💡
New to solitaire and want to feel good? Start at the top of the chart — FreeCell or 1-suit Spider. Want a real fight? Drop to Klondike Turn 3 or Forty Thieves, where even a great player loses most of the time.

The Luck-to-Skill Spectrum

Put the two ideas together — win rate and skill gap — and every variant lands somewhere on a single line, from "the deal decides" to "you decide."

← Luck decidesSkill decides →

Mostly luck: Pyramid, Gaps, La Belle Lucie — recognise a winnable deal, then execute. Little to decide.

Mixed: Forty Thieves, Spider 4-Suit, Canfield — the deal can doom you, but good play still moves the needle.

Mostly skill: FreeCell, Klondike, TriPeaks, Yukon, Scorpion — winnable deals are common; whether you win is mostly on you.

Which Game Should You Play?

ℹ️
Want to win a lot: FreeCell or 1-suit Spider.
Want a fair fight: Klondike Turn 1 or TriPeaks.
Want to actually get better at solitaire: FreeCell — no luck means every loss is a lesson.
Want a genuine challenge: Klondike Turn 3, Forty Thieves, or Canfield.
Want a quick puzzle of pure chance: Pyramid.

Methodology & Sources

Theoretical rates are drawn from published solver work and exhaustive deal analyses (notably large-scale Klondike solvability studies and FreeCell's well-documented solvability of the standard 32,000 Microsoft deals). Practical rates are best-estimate ranges for experienced human players, compiled from simulation studies and large samples of recorded play. Solitaire win rates vary with exact rules (redeal limits, draw count, empty-column rules), so every figure here is a representative range, not a single authoritative constant. Where a precise figure is unknown, we give the consensus band rather than invent precision.

Want the rules and strategy behind any of these numbers? Each game on Mr. Solitaire has its own full guide — and you can test these win rates yourself, free, with no download.

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