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Forty Thieves Strategy: Winning a Game Built to Beat You

A practical Forty Thieves strategy guide built around ordered choices, stock discipline, column priorities, and common traps that cost winnable deals.

Veena Games Team The people who build and test the games 8 min read

Win more Forty Thieves games by treating every move as a purchase: pay only when it opens a column, builds a foundation, or preserves a future stock card. The game punishes tidy-looking moves that reduce choice. Your first job is not to make the tableau neat. It is to keep the deal alive.

Forty Thieves is hard because it gives you two decks, ten columns, single-card moves, and only one pass through the stock. That combination makes small mistakes permanent. A card placed in the wrong column may block a whole suit. A stock card passed without a landing place may be gone for the game.

Players who already know the rules gain most by improving the next decision, not by memorising slogans. The evidence for exact win rates is thin, and different software handles deals differently, so this guide avoids fake percentages. Instead, it gives ordered, decidable forty thieves tips: what to check, why it works, and when the usual move is wrong.

What should I do first if I want to beat Forty Thieves more often?

First, look for foundation moves that cannot damage the tableau. If an Ace or the next card of a suit is available and no lower card of that suit still needs it as a stepping stone, play it. The reason is plain: foundations are safe storage, and every safe card reduces blockage. The wrong case is a low suited card in the tableau that needs that exact card above it to move. Do not promote the Five of Hearts if the Four of Hearts is buried under a card you can only shift onto that Five.

Second, search for moves that uncover a buried card or make a column empty. In Forty Thieves, a visible card is worth more than a pretty run, because single-card movement means sequences do not travel together. Empty columns are stronger still: they hold any card, rescue stock cards, and let you break jams. The wrong case is emptying a column by dumping a useful low card onto a pile where it traps the matching foundation suit behind a higher card.

Third, before touching the stock, count immediate landing places for the next useful ranks. This is the stock discipline that matters most in two deck solitaire strategy. A stock card can be played only once from the waste order you see; if it has no home, you may lose it. The wrong case is waiting so long that a column move you already had gets blocked by a higher suited card from the stock.

Fourth, avoid moves that only join same-suit cards because they look orderly. Same-suit building matters, but only when it creates access, storage, or foundation progress. The wrong case is refusing a temporary off-column hold in an empty space when it saves a vital stock card.

Which moves are usually right, and which ones are traps?

How do I decide when to spend a stock pass and when to wait?

  1. Spend the stock when the top card can be played safely now. The reason is that a playable stock card becomes new material: it may reach a foundation, fill an empty column, or create a needed same-suit landing place. The wrong case is playing it onto a column that buries a card you were close to releasing.
  2. Wait when the tableau contains a move that creates a new landing place. Stock cards are more valuable after you have space. If you can empty a column or free a suited predecessor first, do that before drawing. The wrong case is waiting on a long chain of speculative tableau moves while a known stock card already solves a real blockage.
  3. Spend when all remaining tableau moves only reduce flexibility. If every available move stacks a higher card onto a lower card without revealing, emptying, or building foundations, drawing is often better. The wrong case is ignoring a dull-looking move that puts the exact next foundation card into reach.
  4. Wait when you cannot hold the ranks you expect to need. Before drawing, ask where the next Aces, Twos, or suited connectors would go. If the answer is nowhere, improve the tableau first. The wrong case is over-preparing for imaginary cards while refusing to play the card actually in front of you.
  5. Spend late when the tableau is stable but stuck. Once columns are open and foundations are moving, the stock must supply missing links. The wrong case is burning through several stock cards because the first draw helped; one good draw does not make the next one safe.

Which columns matter most once the layout starts to open?

Give first priority to columns that can become empty with the fewest damaging moves. Count the blockers, not the height. A tall column with movable top cards may be easier than a short column capped by a card whose suit is still far from the foundation. The reason is that an empty column changes the whole deal. The wrong case is tearing apart a useful same-suit lane to empty a column you then fill with junk.

Second, protect columns that contain low cards of slow suits. In Forty Thieves, a buried Ace, Two, or Three can hold back both decks of that suit. Freeing it is usually worth more than advancing a suit that is already flowing. The wrong case is chasing a low card so hard that you block another suit with no empty column left to repair the damage.

Once the layout opens, refuse any move that spends your last repair tool unless it frees a card, advances a foundation, or saves a stock card you cannot recover later.

How does Forty Thieves compare with other hard solitaire games?

Hard solitaire games test different habits. A good move in FreeCell may be poor Forty Thieves play, because FreeCell gives open cells and complete information. Spider Solitaire (4 Suits) rewards long-term suit packing. Forty Thieves rewards restraint, especially around the stock.

GameMain pressureDecision that wins more oftenHabit that misleads you
Forty ThievesOne stock pass, ten columns, single-card movementMake space before drawing, and play stock cards only when they have a real homeBuilding neat same-suit piles that do not reveal cards or create an empty column
Canfield SolitaireA reserve pile that controls access to many cardsUse moves that reduce reserve pressure before improving ordinary tableau shapeTreating every foundation move as harmless when the reserve still needs landing places
FreeCellTemporary spaces and full informationPlan reversible sequences and keep enough free cells to undo troubleExpecting Forty Thieves to let you repair mistakes in the same way
Spider Solitaire (4 Suits)Mixed suits block packed sequencesBuild clean suit runs when they improve future mobilityCarrying Spider habits into Forty Thieves, where a run cannot move as one unit
Klondike Solitaire (Turn 3)Waste order and hidden tableau cardsTime waste plays so key cards are not buried behind the turn cycleAssuming the stock will cycle again; Forty Thieves does not give that comfort

The useful comparison is not which game is hardest. It is which skill transfers. Patience transfers. Exact memory of stock order transfers from Klondike Solitaire (Turn 3). Run-building confidence from Spider Solitaire (4 Suits) transfers badly unless you keep checking whether the move gives access.

Frequently asked questions

Final thoughts

If you want one habit to carry into the next deal, pause before any move that feels obvious. Ask what it buys. A foundation move buys safety. An exposure move buys information. An empty column buys repair power. A stock draw buys a chance, but it can also spend a card forever.

Good Forty Thieves players are not magicians. They are less wasteful. They leave themselves a column to fix trouble. They do not panic-draw because the tableau looks stuck for 5 seconds. They also do not worship rules so rigidly that they miss the present deal. Sometimes the ugly move is right because it saves a stock card. Sometimes the elegant same-suit build is poison because it locks the card underneath.

You will still lose plenty. The game is built that way, and the evidence for precise win expectations is too thin to dress up. That is part of its appeal. A strong deal can collapse after one greedy stock pass; a poor deal can survive because you kept one space open and refused three tempting moves. Play for those margins. They are small enough to miss and large enough to matter.

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