How to Play Accordion Solitaire

Accordion is a variant of Solitaire which is quite simple to play but can be challenging to actually win. As a game of Solitaire, Accordion is designed for one player and uses one standard 52 card deck. There is no relative ranking of one card to another in Accordion. The game is also sometimes played under the name Idle Year.

To begin the player should thoroughly shuffle the deck to be used for the game. The player then begins dealing the layout used in the game. Traditionally the game is played by dealing out the entire deck in one row. Due to obvious space constraints, this row will most probably be dealt in such a way that it will span multiple rows, but these rows should logically be considered one long, continuous line for purposes of gameplay. An alternate method of dealing, sometimes used to conserve space, in which moves are made as they appear during the deal, is described in the variants section below.

Once the layout has been fully dealt, the player then begins play. Play consists of examining the row, searching for special combinations of cards which will allow these cards to be compacted. If any card in the row is directly adjacent (to it's left or right) to another card of the exact same rank or a card of the same suit, the two cards can be combined into one pile containing both of these cards, with the card further to the right being placed on top of the other, left card. If one or both of the cards are actually part of a pile (having previously been combined with other cards), the entire piles are added together, again with the pile or card furthest to the right placed on the top. Similarly, if a card is of the same rank or suit as another card which is two spaces (cards or piles) to it's right, the two can also be combined, with the card (or pile) further right, being placed on top of the card further left. As these cards or piles are combined, the entire cards to the right of the card moved should be slid to the right to compact the row as there is no concept of empty spaces in this game.
Possible moves in Accordion

If the player manages to get the entire deck into one large pile (such as to resemble a real accordion) he is said to have won the game. While this can be a difficult game to won, it has been shown, with sophisticated computer modeling that every game of Accordion can theoretically won if specific moves are made in a very specific order.

Variations and Optional Rules

Compacted Initial Deal format: An alternate method to play this game, usually in an effort to conserve space or if playing the game in a more limited area, is to instead of dealing all 52 cards out at once, to instead begin dealing and make all the available plays immediately as they are available during the deal. The game rules are identical to the standard variant of Accordion as described above, with the only difference being that in this variant plays are made as soon as available during the deal. This usually does require a smaller playing area than the standard variant, the game can be even more difficult to win. Thus, using this dealing variant, Accordion can be a rather difficult Solitaire game to win, with a winning probability of approximately .05%. As this game can be quite difficult to bring to a winning conclusion, many players consider the game a victory if the player manages to end the game with the line containing five or fewer piles. Note that this dealing method can also alternatively be used with most of the variants as described below.

Winning at Royal Marriage solitaire Royal Marriage: Royal Marriage is played similarly to standard Accordion. The differences are in the initial deal and the method by which the initial layout is compacted.

For the initial deal, the King and Queen of Hearts should be removed from the deck. Thus, the Queen is first dealt and then the remaining 50 cards in the deck and then lastly the King dealt at the very end of the line of cards.

Once this layout has been completed, the player may then begin play. In this variant, instead of combining cards, cards are simply removed from the layout and set aside. The rules for removal of cards from the layout are as follows: As cards are removed from the layout, the cards to either side should be slid to close any gaps made from the removal of those cards. In order to be considered a win, the entire line must be removed save the King and Queen of Hearts, which would end up, with the removal of all the other cards, being the only remaining cards and adjacent. On average this game is won on approximately 19% of all deals.

Push Pin Solitaire: Push Pin Solitaire is played similarly to Royal Marriage. However, Push Pin uses two standard 52 card decks shuffled together. The player then begins dealing all 104 cards in one long line (which may need, by space constraints to be dealt as multiple rows).

After the entire deck is dealt out, the player may then begin removing cards from the layout as able and willing. The following are the legal plays in Push Pin Solitaire: As cards are removed from the layout, the cards from the right should be pushed to close the gaps made in the line by card removal. The game is won if the all but two cards can be removed from the layout. The probability of a win in this solitaire game is approximately .05%.

Double Jump: Double Jump is another solitaire card game with rules based from Accordion Solitaire. Double Jump uses one standard 52 card deck to play.

To begin the player should thoroughly shuffle the deck and begin dealing out the entire 52 cards in the deck in one line. Due to space limitations, the actual line may need to span multiple rows, but the cards should be thought to be in one continuous line.

Example move in Double Jump solitaire Once all cards are dealt, the player should then examine the layout in an attempt to remove cards from the layout. Any two cards from the layout may be removed from that layout if they satisfy the condition that they are surrounded, on the right and left, of two other cards, in which those two other cards are of the same suit or same rank. Cards removed from the layout are set aside and out of play. As cards are removed from the layout, cards from the left should be slid to the right to compact the layout, filling in gaps formed by removal of cards from the line.

If a player manages to remove all but two cards from the original line layout, the player is said to have won the game. This game is said to have an approximate .04% probability of winning on any specific deal.

French Solitaire: French Solitaire is another game similar to Double Jump. French Solitaire uses one standard deck consisting of 52 cards.

For the initial deal, the player should begin dealing all the cards from the deck, face-up in a single line. In order to conserve space, this line may actually span multiple rows, but the cards should be thought of logically as in one long line.

A card may be removed from the layout if that card is surrounded on the right and the left by two cards which are of the same rank or the same suit. Cards removed from the layout are set aside and out of play.

Dissimilar to most other similar games of this type, if the player has no more moves after his first initial deal, and there are more than two cards remaining in the initial layout, he may gather all the cards up still remaining in the layout, shuffle them together, and then deal these cards out again in another layout. He then begins again removing any cards from the layout, as per the rules given above.

If the player manages, after one or two deals to remove all but two cards from the line, that player said to have won the game. The winning probability in French Solitaire is approximately .5%.

Concertina Solitaire: Named after an ancient version of the Accordion as a musical instrument, Concertina Solitaire is also played very similarly to standard Accordion Solitaire. Concertina uses one standard 52 card deck.

To begin play, the dealer starts dealing the thoroughly shuffled deck in one long line of face-up cards. To conserve this line may actually be required to span multiple rows, but these rows should still be thought to comprise one long row of cards.

As in Accordion, the player examines the line of cards, searching for cards that can be removed from the layout. The following are the allowable moves in the game: All cards removed from the layout are set aside and no longer used in the current hand. As cards are removed from the layout, cards from the right should be pushed to the left to remove any gaps showing in the layout.

If the player manages to reduce the line down to just two remaining cards, the player is said to have won the game.

Cribbage Solitaire - Accordion: Bill Beers, traditionally famous for his Chess problems, created this form of solitaire which is a mash up of Accordion Solitaire and Cribbage.

Cribbage Solitaire uses one standard 52 card deck and the player should also have handy a Cribbage board for recording his score during the hand. While possible to keep the ongoing score using pencil and paper, this is much more convenient using the Cribbage board.

The entire deck should be first be thoroughly shuffled by the player. The dealing method for Cribbage Solitaire is similar to the Compacted form as described above. In other words, the dealer should begin dealing out cards in one continuous row. As scoring combinations are revealed during the deal, the player should score for them. The following are possible scoring categories:
Scoring CombinationCombination DescriptionScoring ValueExample
One PairOne pair of cards of the same rank which are directly adjacent to each other in the line.2Pair combination
Three of a KindThree cards all of the same rank, which are all directly adjacent to each other in the line.6Three of a kind combination
Three cards, Same SuitThree cards all of the same suit but not necessarily in numerical sequence. These three cards must all be directly adjacent in the line.3Three cards in same suit combination
Three cards in SequenceThree cards, all adjacent to each other on the line, which are not necessarily all in the same suit, but which if combined, would produce a series of three cards in sequence.3Three cards in same suit combination
Three card Straight FlushThree cards, all adjacent to each other along the line, which are all of the same suit and which can be arranged to produce a series of three cards in sequential order.6Three cards in same suit combination
Two card 15Two cards, directly adjacent to each other in the line, in which the ranks of those cards sum to exactly 15.2Two card total of fifteen combination
Three card 15Three cards, all directly adjacent to each other along the line, in which the ranks of these three cards sum to exactly 15.2Three card total to fifteen combination
For purposes of calculating the sums of cards, each card has a specific summation value, as follows; Kings, Queens and Jacks have a 10 point value, Aces 1 point, and each other card the value as marked on that card. In addition, for purposes of the sequences used in the game, the cards are ranked in the deck for this game as follows (from high to low): King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.

Thus, as these combinations are exposed while dealing, the player may score for these combinations. If a player scores for One Pair, he may not, however, score for Three of a kind using those same cards. Thus, in dealing One Pair, the player should refrain from scoring the Pair until he deals the next card. If this next card makes a Three of a Kind, he may thus score for that combination, but if this does not create a Three of a Kind he may still opt to score for the Pair. Other than this exception, each combination must be scored immediately when it appears, or the opportunity is lost to score for the combination if further cards are dealt.

As soon as any combination is scored for, two of the cards in that combination are combined, placing one of those cards on top of the other. The player is free to select which card is put on top, but the player may not modify this once he makes his decision. If this change then creates a new scoring opportunity (either using existing cards already dealt) or additional cards as dealt in the line, the player may also score for these (and also combining cards as required by the rules).

If the player manages to score 61 or more points before the entire pack has been fully dealt, he is said to have won the game.
                     
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