
An empty column is worth more than any exposed card because it lets you move other cards. In Spider, movement is information: you uncover face-down cards, join suited runs, and repair damage after the stock. Spend an empty column only when the board gives you more mobility back.
If you already know the rules, the useful question is not whether a spider solitaire empty column is good. It is what you do with the first one, and how hard you fight to keep it. Weak Spider play treats empty space as a spare shelf. Strong spider strategy treats it as a tool that must earn rent every move.
Two-suit Spider makes this obvious. The suits clash often enough to block you, but not so often that every plan dies on contact. That makes your judgement visible. You can ask a concrete question before each move: does this use of an empty column reveal a card, make a longer suited run, or preserve a future move after the stock? If the answer is no, wait.
Why is an empty column worth more than any single card?
A single exposed card gives you one landing point. An empty column gives you a landing point for almost anything, and that means it can create several legal moves in a row. The best use is usually temporary: move a build into the gap, uncover a face-down card elsewhere, then move the build out again. You have turned space into information.
Heuristic: value an empty column above any move that merely tidies the tableau. The practical difference is the number of buried cards you can reach. Tidying makes the board look cleaner, but it often leaves the same number of unknown cards buried. Empty space lets you choose which buried card to attack next. The wrong move is clinging to the empty column when a deal is coming and every other column is already playable; if filling it creates a complete suited run or opens another column, spend it.
Heuristic: prefer moves that preserve the empty column after they finish. A move that uses the gap and gives it back is almost always better than one that parks a mixed build there. Your next decision stays flexible. The wrong move is refusing to park a build when the parked cards are the only route to turning a face-down card. A column that never gets used has no value.
Spider solitaire columns are not equal containers. A buried king in a tall column is a problem. A short column with one face-down card is an opportunity. Empty space changes which of those problems can be solved first.
Which columns should I empty first?
- Empty the column with the fewest face-up cards first. Reason: fewer lifts usually mean fewer chances to trap a mixed run in the gap. Wrong move: if that column’s face-up cards are your only clean suited run, breaking it may cost more than the empty space gains.
- Choose the column where the top face-down card can be reached without destroying a suited sequence. Reason: the first empty column should buy information cheaply. Wrong move: if another column contains a near-complete suit run, freeing that run may be better than turning one random card.
- Prefer columns blocked by off-suit joins over columns blocked by rank gaps. Reason: off-suit joins are hard to move as a unit, so clearing them reduces future friction. Wrong move: if the off-suit column starts with a king and has no legal exit, you may only move the problem to the empty space.
- Attack columns that can become empty again after the move. Reason: recycling the space is stronger than spending it once. Wrong move: if the recyclable line reveals no card and no suited improvement, it is theatre, not progress.
- Leave a tall, messy column until you have a second empty column. Reason: one gap may not be enough to unpick several mixed joins. Wrong move: if the tall column is the last large stack of face-down cards, delaying it can starve you of new cards while the stock makes every column heavier.
When should I move a build into an empty column?
Move a build into an empty column when the move has a job you can name before you make it. Parking cards because the space is available is how a good board becomes cramped.
| Move into the empty column if | Reason | Wrong when |
|---|---|---|
| It uncovers a face-down card this turn | Information beats neatness; a new card can change every column | The card you move cannot leave the empty column afterwards and blocks a stronger line |
| It lets you combine same-suit cards into a longer run | Suited runs move together, so they repay the space later | The join buries a key rank needed to open another face-down card |
| It frees a king from a non-empty column | Kings need empty columns, so moving one deliberately can release trapped cards below | The king carries a mixed tail that will sit there for several turns |
| It sets up an immediate column clear | One empty column can become two, and two columns let you repair far more | The clear depends on drawing a particular unseen card |
| It protects a playable column before dealing stock | A controlled blocker is better than a random blocker on every column | You still have useful face-down cards to turn before the deal |
A useful test is blunt: after moving the build, count the legal moves you expect to have, not the cards you have made tidy. If the count falls and no hidden card turns, you have probably spent the empty column too cheaply.
When is filling the empty column the better play?
- Fill it to complete a suited run. Reason: removing a full run clears space permanently, which is better than guarding temporary space. Wrong move: if completing the run steals the only card that can uncover a face-down card elsewhere, take the information first.
- Fill it when the card placed there can leave immediately. Reason: this uses the empty column as a bridge, not a store cupboard. Wrong move: if the exit depends on moving a mixed build, the bridge may collapse into a blockage.
- Fill it with a king when the king releases hidden cards. Reason: kings cannot sit on other ranks, so empty columns are their natural cost. Wrong move: if the king column is already dead and another column can be cleared without using the gap, keep the gap.
- Fill it before stock if leaving it empty would force a useless deal. Reason: Spider stock adds cards to existing columns only when all columns are occupied, so sometimes the empty column must be spent to continue. Wrong move: if you can create a better fill first, do that rather than dropping any available card into the space.
- Fill it to stop a fragile suited run being broken. Reason: preserving a movable run can be worth one empty column because it stays mobile later. Wrong move: if the run is short and no face-down card is at stake, the empty column is usually the stronger asset.
What changes once the board starts cycling through the stock?
The stock changes the value of every spider solitaire empty column because it adds one exposed card to each occupied column and often breaks the neatness you have built. Before dealing, your aim is not a pretty tableau. It is a board that can absorb disorder.
Heuristic: do not deal while you can still turn a face-down card without wrecking a suited run. Unseen cards are the resource that can solve current blocks; stock adds more surface cards but no mercy. The wrong move is delaying the deal when every remaining move only shuffles the same exposed cards and reduces mobility.
Heuristic: before each stock deal, make at least one column easy to clear afterwards. Reason: a near-empty column becomes your recovery valve when the new row lands badly. The wrong move is forcing a near-clear by breaking a long suited run that was already close to completion.
Heuristic: after a stock deal, use the empty column to restore suited movement before chasing every newly exposed rank. Reason: random rank matches can create mixed stacks that look active but stop moving as units. The wrong move is ignoring an immediate face-down card just because a suited repair is available; information can outweigh structure.
Later deals punish vague plans. If you spend three moves and end with fewer exits than you started with, the stock will magnify that error. Keep asking whether the next move creates space, reveals a card, or builds a run that can move as one piece.
Frequently asked questions
Rarely. An empty column is the tool that lets you reorder mixed suits, expose face-down cards, and rescue trapped runs. You can sometimes scrape through a kind deal without one, especially in Spider Solitaire (1 Suit), but in Spider Solitaire (2 Suits) you should assume space must be made before the deal turns sour.
1 empty column is useful; 2 empty columns change the whole hand. With one, you can park a run while you uncover a card. With two, you can swap order, rebuild by suit, and undo awkward mixed stacks. Do not chase a second space if the price is burying a clean same-suit run.
The common mistake is treating every King as a natural tenant for an empty column. The correction is to ask whether that King helps you move other cards. A King with a long same-suit tail is often fine. A bare King can clog the best square on the table for several turns.
In a hand, you might see 9-8 in mixed suits on top of a face-down card, with a same-suit 7-6-5 elsewhere. Moving the 7-6-5 into the empty column may let the mixed 9-8 take a useful 7, uncovering the hidden card. The space was not storage; it bought information.
It depends on the new card's consequences. If turning it over creates a fresh move, joins a same-suit run, or opens another route to a space, spending the column is sound. If it only reveals a card you cannot use, you have traded a working tool for hope.
Compared with Spider Solitaire (1 Suit), Spider Solitaire (2 Suits) punishes lazy use of space. In one suit, any descending run can later become clean. In two suits, a mixed run can sit there looking helpful while blocking a full suit build. Empty columns fix that damage, but only if you keep them available.
The short rule is: keep same-suit runs intact. The exception is when breaking one creates an empty column that immediately exposes cards or rebuilds the run better than before. Do not break a clean run just to make the board look active. Break it because the space pays you back now.
Most people do wrong by filling the space with the first legal move they see. Legal is not enough. Before you place anything in an empty column, ask what leaves that column again. A movable run is useful. A stranded high card is a tax you keep paying.
A holding move is a temporary placement into an empty column while you rearrange the rest of the board. It is good only if the held cards can move out again. In Spider Solitaire (2 Suits), the best holding moves usually involve ordered runs, not lonely cards that need several missing ranks before they can leave.
Clear every face-up move you can make without ruining a strong same-suit run. Then check whether each column has at least one card, because Spider deals one card to every column. If an empty column remains, choose deliberately: either use it now for value or fill it because the deal requires it.
Nobody knows precisely, because the value changes with the hidden cards, the stock order, and your choices. The best available figure is local: count how many face-down cards the empty column can help reveal before the next deal. If the answer is none, its value is mostly future flexibility.
FreeCell became familiar to many Windows players in the 1990s, before a lot of them met Spider on the same machines. That history matters because FreeCell teaches spare-space thinking. Spider Solitaire (2 Suits) borrows the feel but not the safety: an empty column can help you work, then punish you if you store the wrong card.
The cost is tempo. Use an empty column too early and you may spend three or four moves repairing the damage while face-down cards stay buried. Worse, the stock can add new blockers before you have recovered the space. One careless filler can turn a flexible board into ten half-built piles.
Final thoughts
The hardest habit to break is the urge to fix the visible mess. A mixed stack nags at you. A black queen sitting on a red king looks wrong. But Spider is not won by making the top layer pleasing. It is won by getting enough working room to touch the cards underneath.
So be a little rude to the board. Ignore a tidy move if it does not change your options. Leave an ugly join alone if moving it spends the only gap. Use the empty column, then get it back. If you cannot get it back, demand payment: a face-down card, a same-suit run, a new empty column, or a stock deal that would otherwise be impossible.
One small discipline helps more than any grand plan. Before dropping cards into an empty column, say the purpose of the move in plain words. If the sentence is weak, the move is weak. If the sentence is concrete, you will usually see the follow-up before you touch the card.
Good Spider play feels less like solving the whole layout and more like refusing bad trades. Space for information is a good trade. Space for permanent mobility is a good trade. Space for a mixed pile you cannot move is a loan with interest.

