00:00 Time
0 Moves
24 Stock
0 Points
Solvable?

Play Ten by One Solitaire — Ten Columns, One Cell, and Nothing Hidden

The name is the board. Ten by One deals all 52 cards face up into ten columns — two of six and eight of five — and sets a single empty cell beside them. The tableau builds up or down by one in the same suit, one card at a time, and an empty column takes any card. Foundations run up in suit from the Aces, which begin buried wherever the shuffle left them. There is no stock, no waste and no redeal, so the whole game is on the table from the first move and every problem in it is a problem of order. Free in your browser, no sign-up.

How Do You Play Ten by One?

Goal: build all four foundations from Ace to King by suit.

Setup

Rules

Ten by One Strategy

One cell is a small budget, and the two-way in-suit build is what you spend it on. The games that go well are the ones where the cell is used and emptied several times, not the ones where it is used once.

Ten by One and Its Parent Bastion

Ten by One is catalogued as a direct descendant of Bastion, and it keeps everything about that game except the board. The PySol Fan Club collection builds it from Bastion with a single reserve, deals three rows to ten columns and then three more passes to the columns that still want cards, and — crucially — never deals to the reserve at all. That single line is the whole difference between the two games.

The result is a study in how far a board can change a game without any rule changing. Bastion opens with both of its cells full, so your first job is to unload one and buy some freedom; Ten by One opens with its one cell free and two columns already a card deeper. One game starts by asking you to spend, the other by asking you to save. The building rule, the single-card moves, the one-way foundations and the buried Aces are identical in both.

The wider family is the open tableau: Fortress shares this exact deal shape and the two-way in-suit build with no cell at all, which makes it the cleanest measure of what one square of storage is worth. Beleaguered Castle and Streets and Alleys keep the open board and drop the suit rule; FreeCell and Eight Off take the cells to four and eight.

One honest note on difficulty. No win-rate figure for Ten by One that we can find carries a method or a sample size, so this page quotes none. What holds without a citation is a matter of logic: any deal of Fortress you could win you could also win here, because the shape is the same and the cell is optional. Ten by One is easier than Fortress by exactly what one card of storage buys, and no more.

Frequently asked questions

Why is it called Ten by One?

Because that is the layout: ten tableau columns and one free cell. The name describes the board rather than the rules, which it takes unchanged from its parent game Bastion.

How is Ten by One different from Bastion?

Only the deal. Bastion lays out ten columns of five and deals its last two cards into two free cells, so both cells start full. Ten by One has one cell, leaves it empty, and puts those two spare cards into the columns instead, making two of them six deep.

Can I build both up and down on one column?

Yes. The rule is one rank away in the same suit, in either direction, so a top card of the 9 of hearts accepts the 8 or the 10 of hearts. The card you place then decides which two ranks the column will take next.

Does the sequence wrap from King to Ace?

No. There is no wrap in this game, so the King is the top of a run and the Ace is the bottom. An Ace in the tableau has only one useful destination, and that is its own foundation.

How many cards does the free cell hold?

One. While it holds a card it refuses every other, and that card can be played back to a column or up to a foundation at any time a legal home for it exists.

Why does the game not tell me when I have lost?

Because with a free cell it almost never can say so honestly. While the cell is empty nearly every exposed card has a legal move into it, and while it is full that card usually has a move back out, so a board is hardly ever completely locked. The game leaves the judgement to you rather than claiming a verdict it cannot prove.