Golf Solitaire

Easy★☆☆☆☆· hard to win

Also known as: Golf Solitaire, One Foundation

By Ace McShuffle · Updated

Play now:
Difficulty
1/5
Decks
1
Time
~5m
Win Rate
3%

Golf scores like the sport—every card left counts as a penalty stroke. Zero is a hole-in-one. It has a 3% win rate. Thirty-five cards deal into seven columns of five. You clear the tableau by chaining cards one rank up or down onto a single foundation, drawing from stock when stuck.

Understanding Golf Solitaire

Golf solitaire earns its name from its scoring system. Like the sport, the goal is the lowest score possible. Each card left in the tableau at the end of a round counts as one stroke, and skilled players aim for zero by clearing every card. This scoring format makes Golf ideal for multi-round play, tracking cumulative score across nine or eighteen "holes."

If you already know how to play solitaire, Golf will feel refreshingly simple — the rules take under a minute to learn.

The gameplay is straightforward. Thirty-five cards are dealt into seven columns of five cards each, all face-up, with only the bottom card of each column available for play. A single foundation card is turned up from the stock. Players build on it by adding cards exactly one rank higher or lower, regardless of suit. A 7 on the foundation accepts either a 6 or an 8.

What makes Golf compelling is its speed. Games typically last under five minutes — perfect for quick breaks. Decisions come fast: should you clear a card that extends your current run, or save it to unblock something buried? Those rapid choices create surprising strategic depth for such a simple game.

If you like Golf's pace but the chain mechanic feels random, try the pairing variant — same five-minute hit, but you remove cards in pairs that sum to 13 instead of chaining ranks.

The game also sparks debate about Kings and Aces. In the strict version, sequences cannot wrap — you cannot place a King on an Ace or vice versa, creating dead ends that add challenge. The relaxed variant allows wrapping, which raises the win rate significantly and is preferred by many casual players.

How Do You Play Golf?

Setup: Shuffle a standard 52-card deck. Deal 35 cards face-up into seven columns of five cards each. Cards overlap within each column — all are visible, but only the bottom card of each column is fully exposed and available. Turn one card from the remaining 17-card stock face-up to start the foundation.

On each turn:

  1. Play to the foundation. Look for an exposed tableau card exactly one rank higher or lower than the current foundation card, regardless of suit. Move it to the foundation — it becomes the new foundation card. Continue chaining plays as long as matches exist.
  2. Draw from the stock. If no exposed card matches, draw the next stock card and place it on the foundation. Continue from that new card. Sequences can go up and down freely — for example, 5, 6, 7, 6, 5, 4 is valid. In standard rules, Kings and Aces are dead ends. Nothing goes on a King (no rank 14) and nothing goes below an Ace (no rank 0). When either becomes the foundation card, you must draw from the stock. The game ends when all tableau cards are moved to the foundation (a win) or the stock runs out with no moves left. Your score is the number of cards still in the tableau.

King and Ace rules: standard vs. relaxed

The single biggest rule decision in Golf is how Kings and Aces behave on the foundation. Strict (standard) rules treat them as dead ends — no rank exists above King or below Ace, so when either lands on the foundation you must draw from the stock. Relaxed (wrap-around) rules allow King-to-Ace and Ace-to-King transitions, treating rank as a 13-position loop. Wrap rules raise the win rate from roughly 3% to 15-20% depending on stock luck. Most digital apps default to strict; check your settings before assuming the rate you see online matches your game.

Multi-round scoring: playing 9 or 18 holes

Golf's scoring mechanic enables tournament play across multiple deals. Standard formats:

  • 9 holes — 9 deals, target under 90 strokes total, ~45 minutes at 5 min/deal
  • 18 holes — 18 deals, target under 180 strokes total, ~90 minutes at 5 min/deal
  • Stroke play — variable deals, lowest cumulative total wins, track personal best
  • Match play — 2 players over 9-18 deals, win individual holes head-to-head Our suggested score tiers per deal (no universal Golf solitaire standard exists, so this is the framing we use across this site):
  • 0 strokes — hole-in-one (cleared the tableau)
  • 1-5 strokes — birdie (excellent finish)
  • 6-10 strokes — par (typical good game)
  • 11-20 strokes — bogey (cards stranded)
  • 21+ strokes — double bogey or worse (stuck early)

Strategy: How to Beat Golf

  • Keep runs going as long as possible. Every stock draw loses momentum. Before playing a card, check whether removing it enables a longer chain of plays. A move that clears one card but breaks a five-card run is a bad trade.
  • When multiple cards match, pick the one that unblocks the most cards above it. Columns with more buried cards have greater potential for long runs once cleared.
  • Spot "clearable columns" early. A column like 4, 5, 4, 5 can be cleared in one run if you reach either end value on the foundation. Plan your stock draws around reaching those entry points.
  • In the wrapping variant, prioritize King-Ace transitions. These connect what would otherwise be dead ends, making them the most valuable plays in the game.
  • Read the board before you spend a stock card. The stock is your only reset, and in strict rules it holds just 17 cards. Before drawing, scan all seven exposed cards twice — a chain you missed is far cheaper than a draw you can't undo.
  • Sacrifice a short run to open a tall column. Clearing a two-card run feels productive, but if a five-deep column is one play from collapsing, take that instead. Depth beats width: the longest columns hold the most trapped strokes, and emptying one early is usually what separates a par from a hole-in-one.

How Golf Started

Golf solitaire appears in card game collections from the mid-20th century, though its exact origins are uncertain. The game likely evolved from simpler single-foundation patience games popular in Europe during the 1800s.

It gained renewed popularity through digital versions, especially on mobile platforms where its short play time and simple mechanics translate perfectly to touchscreen interfaces. Golf became one of the most-played mobile card games of the 2010s, with several dedicated apps reaching millions of downloads.

The scoring system and multi-round format inspired competitive variants where players chase the lowest cumulative score over nine or eighteen rounds — directly mirroring golf tournament play. Some digital versions even feature virtual golf courses where each hole represents a new deal.

How does Golf compare?

Golf vs Pyramid

Both clear a single-deck layout in about five minutes, but Golf chains cards one rank up or down while Pyramid removes pairs that add to 13.

These are the two great quick games, and people who like one often bounce off the other. Golf is a momentum game: you ride a single foundation up and down through long runs, and a good deal feels like a melody you don't want to interrupt. Pyramid is a pairing game: you hunt for two exposed cards that sum to 13, and a good deal feels like defusing a structure one brick at a time.

I reach for Golf when I want flow and Pyramid when I want a puzzle, and their win rates tell the same story — Golf's roughly 3% in strict rules is unforgiving, but Pyramid's 5% is barely kinder. If you want the five-minute hit without the chaining rhythm, Pyramid is the natural switch; if you find pairing fiddly, Golf's up-or-down chain is the more forgiving motion to learn.

What Playing Golf Feels Like

Golf is what I play when I only have three minutes. It is fast, it is decisive, and it rewards the kind of rapid sequential thinking that I have spent years cultivating for exactly this purpose. The no-wrapping variant is the correct variant — Kings and Aces as dead ends force real decisions, and I will not be taking questions about that. My personal best streak is clearing the entire tableau three times in a row, back to back to back, and I still bring it up at parties. Nobody at the parties finds it interesting. I have considered finding different parties but the streak still stands and it deserves acknowledgment.

Ace McShuffle, Commissioner & Professional Patience Practitioner

Frequently Asked Questions

Why is it called Golf solitaire?

Like the sport, the goal is the lowest score possible. Each card left in the tableau at the end counts as one stroke, and skilled players aim for zero.

Can you wrap around from King to Ace in Golf?

In the standard version, no. Kings are dead ends because nothing is higher. Some house rules allow wrapping (King to Ace or Ace to King), which significantly increases the win rate.

How many cards are in the stock in Golf solitaire?

Seventeen. After dealing 35 cards into seven columns of five, the remaining 17 cards form the stock pile.

What is a hole-in-one in Golf solitaire?

A hole-in-one means clearing every tableau card to the foundation, leaving zero cards on the board. The score for that round is 0 strokes. With a roughly 3% win rate in standard rules, hole-in-ones are rare and often celebrated by tracking streaks across multi-round play.

What is the difference between Golf and Tri-Peaks solitaire?

Both build a single foundation up or down by one rank regardless of suit, but Tri-Peaks deals 28 cards in three pyramid shapes while Golf deals 35 cards in seven columns. Tri-Peaks awards bonus points for long chains; Golf scores by leftover cards instead.

What Are Similar Solitaire Games?

Klondike

Moderate

Klondike is the most widely recognized solitaire card game, played with a single 52-card deck. Approximately 82% of deals are winnable with optimal play. Cards are dealt into seven tableau columns of increasing length. The objective is to build four foundation piles from Ace to King by suit, moving cards between columns.

1 deck~10 min82% win rate

Pyramid

Intermediate

Pyramid is a solitaire card game with only a 5% win rate where 28 cards are arranged in a seven-row triangular formation. Players remove pairs of exposed cards that total thirteen, with Kings removed individually. The goal is to dismantle the entire pyramid by removing all valid pairs before the stock runs out.

1 deck~5 min5% win rate

FreeCell

Intermediate

FreeCell is a highly strategic solitaire game with a 99% win rate where all 52 cards are dealt face-up into eight tableau columns, eliminating hidden information. Four free cells serve as temporary storage, and the goal is to move all cards to four foundation piles built in ascending order by suit from Ace to King.

1 deck~12 min99% win rate

Tri Peaks

Moderate

Tri Peaks is a single-deck solitaire with 55% win rate—highly completable. Twenty-eight cards form three overlapping pyramid peaks above face-up cards. You clear peaks by chaining cards one rank higher or lower than the waste pile top, regardless of suit. Draw from stock when stuck. Clear all tableau cards to win.

1 deck~5 min55% win rate

Carpet

Moderate

Carpet is a solitaire game with a 55% win rate, played with one 52-card deck. The four Aces are removed before play and placed on foundations. Twenty cards form a face-up 4x5 grid called the carpet. Carpet cards move to foundations when they fit, and gaps refill from the stock.

1 deck~10 min55% win rate

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