Crescent Solitaire Strategy: 9 Tips to Win More Games
Crescent is a hard game. With only three shuffles, plenty of deals cannot be finished no matter what you do, and even a good player loses more often than not. But the difference between a careless game and a careful one is large. The Crescent Solitaire strategy tips below will not win every deal, but they will get many more cards home, and they turn a fair number of near misses into wins.
If you are still learning how the game works, start with the Crescent Solitaire rules.
1. Look at All Sixteen Piles Before Every Move
The crescent is wide, and it is easy to miss a card on the far side. Before you move, run your eye around all sixteen top cards and all eight foundations. Ask two questions: does any card fit a foundation, and which cards of the same suit are neighbors?
In our game the cards that can move have a thick outline, which does half of this work for you. The other half, working out which move is best, is still yours.
2. Foundations First, Almost Always
A card that goes to a foundation never gets in the way again, and it turns up a fresh card underneath. When a card fits a foundation, play it. Then look again, because the new card often fits too.
The one time to pause is when a card fits both foundations of its suit. Then it matters which one you feed, and tip 7 explains how to choose.
3. Save Your Shuffles
Three shuffles is not many, and a shuffle changes every pile at once. Before you press Shuffle, make sure there is truly nothing useful left to do:
- No top card fits a foundation.
- No top card can step onto a neighbor to uncover a card you have not seen.
- No card can cross between the two foundations of a suit to open a spot.
A good target is to have at least thirty cards on the foundations before your first shuffle, and to keep the last shuffle for the final dozen cards.
4. Remember What a Shuffle Really Does
A shuffle brings the bottom card of every pile to the top. The old top card is still there, right underneath. This has two useful consequences.
- Tidy up first. A card you could have played before the shuffle will be buried by it. Play everything you can before you shuffle, not after.
- Runs get interrupted. If you built a neat run of 9, 8, 7 on a pile, a shuffle drops a stranger on top of it. Send finished runs to the foundations before shuffling whenever you can.
Short piles change the most. A pile of two cards simply swaps them. A pile of one card does not change at all.
5. Stack Cards So They Come Off in the Right Order
Only the top card of a pile moves, so a stack on a pile comes apart from the top down. Think about which foundation those cards are headed for.
- If the cards will go to a foundation that is building up, the lowest card should end up on top. Stack 7 on 8 on 9, and they leave as 7, 8, 9.
- If they will go to a foundation that is building down, the highest card should end up on top. Stack 9 on 8 on 7, and they leave as 9, 8, 7.
A stack built the wrong way round is not a disaster, because the cards can be re-stacked one at a time onto another neighbor. But that takes a free neighbor, and it takes moves. Getting it right the first time is better.
6. Prefer the Move That Shows a New Card
When two moves look alike, choose the one that turns up a card you have not seen. Information is what wins this game. Moving a card off a pile of six is usually better than moving a card that is already sitting on its own neighbor, because the second move only shows you a card you already know.
For the same reason, do not shift a card back and forth between two neighbors. It feels like progress and it is not.
7. Watch Both Ends of Every Suit
Each suit has a pile climbing from the Ace and a pile coming down from the King. A middle card can often go to either one. Before you choose, look at the other cards of that suit you can see.
Example. The Ace pile of Diamonds shows the 6 and the King pile shows the 8. You have a 7 of Diamonds on top of a pile. If you can also see an 8 of Diamonds waiting, send the 7 up to the Ace pile, so the 8 can follow it. If instead you can see a 6 of Diamonds waiting, send the 7 down to the King pile, so the 6 can follow.
And remember that the two foundations can trade their top cards when they meet. If you chose wrongly, tap the foundation card to move it across. This little-known rule rescues a surprising number of games.
8. Empty Piles Are Not a Prize
In many solitaire games you fight to clear a column. In Crescent an empty pile is no use at all, because nothing can be put there. Worse, every pile you empty is one fewer top card to build on.
So do not go out of your way to finish off a short pile. Dig into the tall piles instead. That is where the unseen cards are, and a tall pile gives a shuffle more to work with.
9. Use Undo to Look Before You Leap
Undo is unlimited in our game, and it takes back shuffles too. Use it as a way of peeking. If two moves each turn up a new card, try one, see what appears, and take it back if the other might be better. There is no penalty, and it is the fastest way to learn how the game behaves.
The Hint button is the other half of this. It points to a useful move and tells you why. It plays fair: it only uses cards you have already seen.
Want to practice planning? Turn on Show all cards face up in Settings. Each pile then lists the cards under its top card, so you can see what a move or a shuffle will bring up. Once the patterns feel familiar, switch it off again for the real game.
A Simple Routine for Every Turn
- Play every card that fits a foundation. Repeat until none does.
- Look for a card that can step onto a neighbor and uncover a card you have not seen. Make that move, then go back to step 1.
- Check whether the two foundations of a suit have met. Would moving a card across let a waiting card go up?
- Only when all of that is exhausted, shuffle.
Follow that routine and you will be playing better than most. From there, the rest is paying attention to which way your stacks will unwind.
How Often Should You Win?
Be kind to yourself. With three shuffles, many deals cannot be finished at all, so losing more games than you win is normal, even for careful players. If that feels too stern for a quiet afternoon, the variations page explains the unlimited-shuffle game, which can be won most of the time.
For a two-deck game with more room to plan, try Spider solitaire. For one where nearly every deal can be solved, there is FreeCell.