Plan the whole run
Every time a new card lands on the waste, count how far you could go before you play anything. Runs can go up and down as you like, so 5, 6, 5, 4, 3 is one run. Pick the order that plays the most cards.
When you have a choice, uncover
- Prefer cards that free a face-down card. A hidden card is a new option. A bottom-row card that uncovers nothing can wait.
- Break into all three peaks. A peak you ignore leaves its top cards hidden until the very end.
- The three peak tops come free last. Clearing them is how you win, so keep paths to each one open.
Keep a card in reserve
Sometimes two cards could go on the waste, say an 8 and a 6 on a 7. Play the one that leads somewhere, and leave the other. After the next stock card, the card you kept back may be exactly what you need to start a new run.
Save the stock
- The stock goes round only once. Each card you turn without playing is a chance gone.
- Only turn a stock card when you have no move at all on the table.
- Near the end, count the stock. If it's running low, favour moves that open several cards at once over the longest possible run.
King to Ace
With wrapping on, King and Ace touch, so runs can carry on through the top: Q, K, A, 2. That makes long runs much more common. Turn it off for a stricter game, where Kings and Aces become the cards that end your runs.
When you're stuck
- Undo back to the last stock card and try playing the run in a different order.
- Note the deal number and use Restart. Knowing what's under the peaks and in the stock makes the second try much easier.