Playable beta

A deck that folds into itself

Play Accordion Patience

Lay out the whole deck, match a pile with the pile one or three places to its left, and compress the row until only one pile remains—or no match does.

Players
1
Deck
Standard 52
Time
10–30 min
Difficulty
Thoughtful
Layout
All cards face up
Deal in progress52 piles · 0 moves

Accordion is ready with 52 face-up piles. Select a movable pile, then a highlighted pile to its left.

Deal accordion-opening- · Rules 1.0.0 · State v1

Select a pile, then a highlighted pile. Use Left/Right, Home, End, Enter, Space, or Escape from the keyboard.

Away from the screen

Play Accordion with a real deck

Remove the jokers from one standard 52-card deck. You need a broad surface, although the line may wrap into several physical rows as long as you preserve one continuous left-to-right order.

A♣7♦4♣Q♠A♥9♠Q♦

Keep counting through a wrapped row. Physical line breaks do not reset which pile is immediately left or third left.

Lay out the open line

  1. Shuffle the deck and turn every card face up.
  2. Place the cards left to right as 52 separate, single-card piles. Do not overlap neighboring piles in a way that hides their order.
  3. When space runs out, continue on the next physical row while treating the sequence as one unbroken line.

Rules version 1.0.0

Accordion rules

  1. Compare only top cards

    A pile acts as its top card. Cards buried in that pile do not take part in later matches.

  2. Match one pile to the left

    Move a pile onto the pile immediately to its left when the two top cards share a rank or share a suit.

  3. Or match three piles to the left

    The same rank-or-suit match is legal when the destination is exactly three current pile positions to the left.

  4. Move the entire pile

    Lift the whole source pile onto the destination without splitting or reordering it. The source pile's top card remains the new top card.

  5. Close the gap and count again

    Shift every pile to the right of the vacated space one position left. Legal distances always use the new current positions.

  6. Choose any legal move

    If several moves are available, including both distances from one source, you may choose among them. This version does not force a third-left or nearest move.

How the deal ends

You win only when all 52 cards occupy one pile. If two or more piles remain and none can move, the deal is stalled; this version does not count a small remainder as a win.

Think after the gap closes

Accordion strategy

Compare both distances

Before taking an immediate match, check whether that source also reaches a third-left pile. The two choices reshape the line differently.

Preview the new neighbors

Every merge closes a gap. Look at which top cards will become one and three positions apart after the move.

Value flexible tops

A top card whose rank or suit appears among nearby tops may support more follow-up choices than an isolated match.

Use undo to compare lines

A legal move can still lead to a short branch. Undo lets you compare alternatives; the hint offers one legal move, not a guarantee of the best path.

Before you compress

Common mistakes

  • Matching by color. Red on red is not enough; the top cards must share their exact suit or rank.
  • Moving only the top card. The complete source pile moves as one packet and keeps its internal order.
  • Counting old positions. After every gap closes, immediate-left and third-left relationships must be recalculated.
  • Assuming move precedence. Rules version 1.0.0 lets the player choose any legal move; the hint is only a suggestion.
  • Calling five piles a win. Partial-success rules exist elsewhere, but this game requires exactly one pile.

Choose the rules before the deal

Accordion variants

Published versions differ about deal timing, forced moves, and partial success. This table keeps those choices fixed so a saved deal always returns to the same puzzle.

Deal as you play

Some tables reveal cards gradually and pause for moves. It is not enabled here: version 1.0.0 begins with all 52 piles face up.

Forced precedence

Some rule sets require a move or prefer the third-left match. Version 1.0.0 leaves every legal choice to the player.

Partial success

Some descriptions recognize a small number of remaining piles. Here, one pile is a win and any immovable larger remainder ends the deal without a win.

No solvability promise

The game checks every move, but it does not claim that every shuffled deal can be won.

Keep a deck nearby

Choose another table