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KLONDIKE
The classic solo game. No AI needed — just you and the deck.
Solo
- Click a card to select it, then click a destination pile to move it.
- Build tableau piles downward, alternating colors (red on black, black on red).
- Build foundation piles upward by suit, starting from Ace.
- Click the draw pile to flip a new card to the waste pile.
- Win by getting all 52 cards onto the four foundations.
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SPIDER SOLITAIRE
Ten columns, one suit, build full runs to clear the board. Deal 10 more when you're stuck.
Solo
- Click a card to select it and everything stacked below it, then click a destination pile.
- You can only pick up a group if it's already in perfect descending order.
- Place any card on a pile whose top card is exactly one rank higher — suit doesn't matter here.
- Build a full King-to-Ace run in one pile to clear it off the board automatically.
- Click the deal pile to add one card to every column — can't deal if any column is empty.
- Clear all 8 runs to win.
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CORKED
Match colors and numbers, dump your hand first. Watch out for the Cork wilds.
Vs. the House
- Play a card matching the color or the number of the top discard.
- No playable card? Click the draw pile — play it if it works, or your turn passes.
- Skip / Reverse: in this 2-player version, it just gives you (or the House) another turn.
- +2: the other side draws 2 cards and you go again.
- Cork = wild, pick any color. Cork+4 = wild, and the other side draws 4.
- First to empty their hand wins.
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SIXES WILD
Roll, hold, and fill your scorecard. Highest total after 13 categories wins.
Vs. the House
- Roll up to 3 times per turn. Click dice to hold them between rolls.
- After any roll, click an available category to score it — you don't have to use all 3 rolls.
- Once a category is scored, it's locked for the rest of the game.
- Full Pour = full house (3 of one number + 2 of another) — worth 25.
- Sixes Wild = five of a kind — worth 50, the big one.
- Game ends when both scorecards are full (13 categories each). Highest total wins.
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PUSH YOUR LUCK
Draw, bank your points, or push for more. One Bust and it's all gone — unless you're holding a Defuse.
Vs. the House
- On your turn, draw cards one at a time — each safe card adds to your turn's pot.
- After any safe draw, choose: Bank It (pot goes to your score) or Draw Again (risk it for more).
- Draw a Bust card and you lose the whole pot for that turn — turn over.
- Everyone starts with one Defuse: the first Bust you draw is cancelled instead of costing you.
- After 6 rounds each, highest total score wins.
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LOADED
Six dice, real combos, real risk. Bank your points or push for the big score — one bust wipes the turn.
Vs. the House
- Roll 6 dice. Click any scoring dice you want, then Set Aside — 1s (100), 5s (50), and three-or-more-of-a-kind all count.
- Roll the dice you have left, or bank your turn total anytime.
- Roll with zero scoring dice at all = Bust — lose everything from that turn.
- Score all 6 dice in a turn = Hot Dice — reroll all 6 and keep stacking the same turn.
- Your first bank of the game needs 500+ to get on the board.
- First to 4000 wins.
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PHASE SHIFT
Seven hands, seven phases, climbing difficulty. Build sets and runs before the House clears all seven first.
Vs. the House
- Draw one card (deck or discard), then optionally lay down your current phase, then discard one to end your turn.
- 7 phases climb in difficulty — from a set + color combo up to a full 7-card run.
- Wild cards fill any gap in a set, run, or color group.
- Skip cards make the other side lose their next turn. Extra Turn cards let you go again — chain several for multiple bonus turns.
- Complete your phase this round to advance — even if the other side goes out first.
- Once your phase is down, dump extra cards onto it instead of holding them.
- First to clear phase 7 wins.