Play Addiction Solitaire Online
Addiction deals the whole deck into 4 rows, then removes the 4 Aces and leaves gaps in their places. All 48 playable cards stay face up. To win, arrange 1 suit in each row from 2 through King and leave the final space empty.
There is no stock and no spare cell away from the grid. Whenever a card fills a gap, its old position becomes the next gap. A useful opening may travel through several parts of the table. If it lands after a King, however, it cannot take another card until the next reshuffle.
4 Gaps Set the Table in Motion
With 48 cards sharing 1 grid, the opening takes a moment to read. Nothing is hidden, though. You can find every 2, trace the next few cards of each suit and spot the Kings that could leave an unusable gap behind.
The board is wider than a FreeCell layout, yet it asks a different question. FreeCell gives you storage cells and movable stacks. Addiction gives you 4 empty positions, and every move changes where those positions live.
A Gap Is a Route, Not Storage
The first gap in a row accepts a 2. Every other gap takes the next rank in the suit immediately to its left. Fill the space and another opens where the card used to be, so a move changes both the row you are building and the route available for the next play.
Correct Rows Survive a Reshuffle
Once a row begins with a 2 and continues in suit, that correct section is safe. A reshuffle leaves it alone and redeals only the loose cards. Instead of watching foundation piles rise, you can measure progress by the firm blocks growing from the left edge.
The Useful Space Keeps Travelling
Suppose a gap follows the 6 of clubs. Only the 7 of clubs can enter it. After that play, the gap appears where the 7 had been, perhaps beside a card that opens a different suit. A productive sequence can move through several parts of the table without ever resembling a tableau stack.
Seeing every card does not make the choice automatic. The destination may be obvious, but the card's old position matters just as much. That is where your working space will be after the move.
Real Progress Starts at the Left Edge
The clearest progress starts at the left edge. A correctly placed 2 can collect the 3, 4 and higher cards of its suit in order. As that prefix grows, fewer cards remain loose and future reshuffles affect a smaller part of the table.
A long sequence elsewhere in a row may look tidy, but it is not anchored until the correct 2-to-rank chain reaches it from the left. The board meter counts cards in those anchored prefixes, which is more useful than counting attractive fragments that still need to move.
Kings Leave Gaps That Cannot Advance
A gap after a King has no legal successor because King is the last rank in the row. Players often call this a dead gap. It still occupies 1 of the 4 empty positions, but it cannot carry another card until a reshuffle relocates the unfinished part of the layout.
Kings are not bad cards. Every completed suit needs its King in column 12. The danger comes from moving a King too early when its old position creates a gap with no useful continuation. That tension gives the middle game much of its character.
3 Reshuffles Reset the Unfinished Cards
A deal allows 3 reshuffles. Each reshuffle leaves every correct row prefix untouched, gathers the remaining cards and deals those cards back into the unfinished positions. A new gap is placed immediately after each protected prefix.
The reshuffle is therefore neither a full restart nor a random second chance. Work secured from the left edge survives. Weak fragments disappear. The value of a reshuffle depends on how much real progress was protected before it was used.
The Last Few Cards Need a Different Check
Near the finish, each row should show 1 suit in an unbroken line from 2 through King. The last column stays empty because the Aces were removed before play. At this stage, stop scanning the whole grid. Read the short unfinished tail of each row, note its next missing rank and find the card that can feed that gap.
The late game is less about searching a crowded layout and more about checking whether the remaining gaps can reach the required cards in a useful order. The complete Addiction rules guide follows that process from the opening deal through row starts, dead gaps, reshuffles and the final cards.
Every Certified Deal Has a Known Winning Line
The public rotation contains 1,000 certified Addiction deals. Each entry stores a complete 52-card order and a legal winning replay. The same engine used on this page checks every move, preserves completed prefixes during reshuffles and confirms the win only when all 4 suits run from 2 through King.
Hints, undo and the stored winning line are available for practice. Public leaderboard results remain limited to clean finishes on certified deals. A shared link carries the deal seed, so another player receives the same opening rather than a look-alike board.