38 patiences, one road through them. This page covers everything you need to sit down.
The cover offers four doors. The journey starts you at stage one of 24 and remembers where you stopped. The collection lists every game with its difficulty and your record. Tournaments deal five fixed tables and score you against the house. The ledger is the book of what you have played. A table left unfinished is offered back to you as Resume.
Drag a card, or a run of cards, onto the pile you want it on. Tap a card to send it where it obviously belongs — home if it can go home, otherwise onto the best pile that will take it. Tap the stock to turn it. In the pair games (Pyramid, Monte Carlo, Gaps) tap one card, then its partner.
| Key | Does |
|---|---|
| U | Undo, as far back as you like |
| H | Hint — the two piles light up |
| A | Send every safe card home |
| W | Watch the house play this table |
| R | Restart the same deal |
| Space | Turn the stock |
| Esc | Back to the menu |
There are no turns. A patience is yours alone: play as long as a legal move exists. The house, when you ask it to play, takes one move at a time on the same table, and stops the moment you touch anything.
Every game states its own packing rule, and the game says which in its description. The common ones: down in alternating colours (Klondike, FreeCell, Yukon), down in suit (Spider runs, Russian Solitaire, Forty Thieves), or down by rank with suit ignored (the open castles). A run travels only if it is packed in the game's own order; in Yukon and Scorpion any pile of face-up cards travels whether it is ordered or not. FreeCell-family games let you move as many cards as (free cells + 1) doubled for each empty column.
One score across all 38 games: 1000 points for how far home you got, and 500 more for clearing the table — 1500 is perfect. That is why a journey stage can ask for "reach 55% home" in one game and "clear the table" in another and mean the same kind of thing.
Each game clears in its own way: four suits built ace to king; eight king-to-ace runs taken off the table; a pyramid removed in pairs adding to thirteen; four aces left standing; a clock face turned right round. The table tells you the moment it is done, and the verdict card gives you the score and the way onward.
A patience is lost when no legal move remains and the stock is spent. The game notices and says so — you are never left tapping a dead table. In the journey, a missed target is not a wall: the same stage offers you the next deal, and the road waits.
Everything is saved as you play, in your own browser, under tronsoft_solitaires_journey_save: the table in progress, the journey and its stamps, the tournaments and the whole ledger. Leave the table by the menu and it is offered back as Resume. Restart deals the same numbered deal again; New deal moves on to the next one. Clear the book, in the ledger, erases all of it. If the browser refuses local storage the game still plays and says so once.
| Game | Family | Difficulty | Packs |
|---|---|---|---|
| Klondike (Draw One) | Klondike | 2 | 1 |
| Klondike (Draw Three) | Klondike | 3 | 1 |
| Vegas Klondike | Klondike | 5 | 1 |
| Whitehead | Klondike | 3 | 1 |
| Thumb and Pouch | Klondike | 2 | 1 |
| Double Klondike | Klondike | 3 | 2 |
| FreeCell | FreeCell | 2 | 1 |
| Baker's Game | FreeCell | 4 | 1 |
| Eight Off | FreeCell | 2 | 1 |
| Seahaven Towers | FreeCell | 4 | 1 |
| Penguin | FreeCell | 3 | 1 |
| Spider (One Suit) | Spider | 1 | 2 |
| Spider (Two Suits) | Spider | 3 | 2 |
| Spider (Four Suits) | Spider | 5 | 2 |
| Spiderette | Spider | 4 | 1 |
| Scorpion | Spider | 4 | 1 |
| Simple Simon | Spider | 3 | 1 |
| Yukon | Yukon | 3 | 1 |
| Russian Solitaire | Yukon | 5 | 1 |
| Alaska | Yukon | 4 | 1 |
| Canfield | Canfield | 4 | 1 |
| Storehouse | Canfield | 3 | 1 |
| Forty Thieves | Forty Thieves | 5 | 2 |
| Josephine | Forty Thieves | 4 | 2 |
| Number Ten | Forty Thieves | 3 | 2 |
| Beleaguered Castle | Castle | 3 | 1 |
| Streets and Alleys | Castle | 4 | 1 |
| Baker's Dozen | Castle | 4 | 1 |
| La Belle Lucie | Fan | 4 | 1 |
| Golf | Round | 3 | 1 |
| Tri Peaks | Round | 2 | 1 |
| Pyramid | Pairs | 4 | 1 |
| Aces Up | Round | 5 | 1 |
| Monte Carlo | Pairs | 3 | 1 |
| Gaps | Pairs | 4 | 1 |
| Clock | Pairs | 5 | 1 |
| Accordion | Pairs | 5 | 1 |
| Calculation | Pairs | 5 | 1 |
| Leg | Stages |
|---|---|
| The Harbour Rooms | Spider (One Suit) (clear the table); Tri Peaks (clear the table); Klondike (Draw One) (clear the table); Golf (reach 80% home) |
| The Long Coast | Monte Carlo (clear the table); Thumb and Pouch (clear the table); Storehouse (clear the table); Pyramid (reach 85% home) |
| The Cold Passes | FreeCell (clear the table); Yukon (clear the table); Klondike (Draw Three) (clear the table); Aces Up (reach 85% home) |
| The Winter Line | Eight Off (clear the table); La Belle Lucie (clear the table); Spiderette (reach 40% home); Gaps (reach 55% home) |
| The High Plateau | Beleaguered Castle (clear the table); Penguin (clear the table); Canfield (reach 50% home); Accordion (reach 90% home) |
| The Last Table | Josephine (reach 50% home); Baker's Game (reach 50% home); Spider (Two Suits) (reach 35% home); Spider (Four Suits) (reach 25% home) |
The house never earns your stamps: a table it has touched is scored for interest only.
Tronsoft Games · Solitaire's Journey v1.0.0