Accordion Solitaire

Intermediate★★★☆☆

Also known as: Idle Year, Methuselah, Tower of Babel

By Ace McShuffle · Updated

Accordion is a single-row solitaire game with only a 1% win rate, played with one 52-card deck. Cards are dealt into a line, and players move any card onto the card to its left or three positions left when they share suit or rank. The goal is to compress all 52 cards into one pile.

About Accordion Solitaire

Accordion solitaire is deceptively simple in description and deceptively difficult in practice. The setup is minimal: one deck, one row, and a single rule about when cards can stack. Yet collapsing all 52 cards into a single pile is rare enough that players who manage it consider it a real achievement.

The game takes its name from how the row expands and contracts as you play. Deal a card, check if it can stack on its neighbor or the card three positions left, collapse if possible, then deal the next card. When a pile moves onto another, gaps close and the whole row shifts — constantly changing which cards are adjacent and which are three positions apart.

Every move has consequences that ripple forward. Moving a pile three positions left changes the spacing for everything between them. A move that looks good can bury a key card under a large pile right where you need a specific suit or rank later. The game rewards lookahead thinking — not just "can I make this move?" but "should I, given what it does to my options three cards from now?"

Accordion also rewards restraint. Sometimes the correct play is to not move a card even when a move is available, because leaving it in place pays off when the next card lands. This discipline — passing on a legal move — is the central skill that separates good Accordion players from great ones.

On mobile, Accordion works beautifully. The single-row layout fits a portrait screen naturally, and the tap-to-move mechanic makes compression satisfying. It suits players who want more mental engagement than Clock but less than FreeCell.

How Do You Play Accordion?

  1. Shuffle a standard 52-card deck. Deal cards one at a time into a single horizontal row from left to right. Start by dealing the first card face-up.
  2. After placing each new card at the right end of the row, check whether it can move. A card (or pile) may move onto another card (or pile) if the top cards share the same suit or same rank. Two positions are legal: one position to the left, or three positions to the left.
  3. If a move is possible, you may make it — the moved card and any cards under it stack onto the target pile. Close any gap by sliding all cards to the right of the gap leftward. This may create new valid moves: check again and keep moving as long as valid moves exist and you choose to make them.
  4. When no more moves are wanted or available, deal the next card from the deck to the right end of the row. Repeat the process.
  5. You are not required to make every available move. Choosing which moves to make — and which to skip — is the primary strategic decision in the game. The game ends when all 52 cards are dealt and no further moves are possible. You win if the deck compresses into a single pile. Two or three piles is a good result. Most games end with four to eight piles remaining.

Accordion Strategy Tips

  • Think about spacing, not just moves. Moving a pile eliminates a position and shifts every card to its right one space closer. A card four positions from a match may become three positions away — suddenly in range. Think of each move as reconfiguring the board, not just removing a card.
  • Consolidate large piles first. A five-card pile landing on a three-card pile creates an eight-card pile in a good position — more valuable than moving single cards. Large piles are harder to displace later, so position them well early.
  • Prefer the three-space jump. It compresses more of the row in one action. When choosing between a one-space move and a three-space move, strongly prefer three spaces unless the one-space move sets up something immediate.
  • Learn when to pass. If a card is positioned where it will soon be three spaces from a match, leaving it there is often better than moving it now for a smaller gain. Passing on a legal move is a real skill in Accordion.

The History of Accordion

Accordion appears in patience anthologies from the late 19th century, where it was catalogued under names including Idle Year — a sardonic nod to how much time a player might spend trying to win. Other historical names include Methuselah and Tower of Babel, both evoking the ambitious and often futile quest to collapse the entire deck.

The game's origins are likely British, consistent with the broader Victorian passion for patience games. It appears in early patience compilations, though it never reached the mainstream popularity of Klondike. Its very low win rate and active decision-making set it apart from purely luck-based alternatives.

Digital versions revived interest in the 1990s when Windows solitaire collections began including it as a curiosity. Mobile platforms gave Accordion a second life — its single-row format fits portrait screens naturally, and short sessions suit mobile habits. It remains a favorite among players who prefer puzzle-like games over luck-dependent formats.

Playing Accordion: A Personal Take

Accordion is the game I play when I want to feel simultaneously clever and humbled within the same five minutes. I once reduced a full deck to a single pile and stood up from my chair, which I have never done for any other solitaire game. I then spent the next forty minutes failing to replicate it and refusing to stop until I understood why. The answer was that I had been moderately lucky and exceptionally disciplined in avoiding tempting but suboptimal one-space moves. I have documented this in a spreadsheet. The spreadsheet contains 340 rows. I am not accepting feedback on this.

Ace McShuffle, Commissioner & Professional Patience Practitioner

What Are Similar Solitaire Games?

Golf

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Gaps

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Clock

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Clock is a fully luck-based solitaire game with a 7.7% win rate, played with one 52-card deck. Cards are dealt face-down into 13 piles arranged like a clock face with one center pile. Players flip cards and move them to their matching clock position, winning only if the fourth King turns up last.

1 deck~3 min8% win rate

Klondike

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FreeCell

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1 deck~12 min99% win rate