Ten columns, two decks, and one goal: build every suit from King down to Ace.
Spider is the solitaire for when you have a proper break. Two full decks are dealt into ten columns, most of the cards face-down, and you work them into eight complete runs from King to Ace. Each finished run lifts off the table on its own — and watching the table empty run by run is the whole satisfaction of Spider.
Spider is really three games. With one suit every card fits with every other, and most deals come out — the gentle game for a coffee. Two suits make you think about which run to build. Four suits is the classic test: a card can go on any card one rank higher, but only a run of one suit moves as a unit, so a wrong colour blocks the column until you dig it out. Pick the level on the board; the next deal uses it.
The goal is to build eight runs from King down to Ace, each in a single suit — each one leaves the table as soon as it is complete.
In Spider progress is visible: a whole column of King-to-Ace disappears from the table and a face-down card underneath turns over. One-suit deals almost always come out; four suits is a real puzzle, and plenty of deals take several tries. Undo is unlimited here, so a dead end is a lesson rather than a loss.
One suit if you want a relaxed game that usually comes out. Two suits for a real challenge. Four suits is the classic, hardest version of Spider.
Only a run of one suit in order moves as a unit. If a card of another suit sits in the middle, take the run apart from the top, or move just the part above it.
A new row goes onto every column, so it cannot be dealt while a column is empty. Put any card or run into the empty column first.
Nearly every one-suit deal can. With four suits some deals are very hard and a few cannot be solved at all, which is why undo is unlimited.
Yes, completely, and there is no account to create.