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Play Duke Solitaire — Four Small Reserves, Four Free Choices

Duke asks a question the rest of the Canfield family never does: does it matter how a reserve is divided? Twelve cards under a single top card give you one choice at a time. The same twelve cards split into four piles of three give you four, every turn, all game. That is the whole design. Four little spreads sit face up beside four single-card columns, an emptied column is never refilled, and the stock turns one card at a time with two redeals. Free in your browser, no sign-up.

How Do You Play Duke?

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

Setup

Rules

Duke Strategy

Four reserve tops and four columns means eight cards you can act on at any moment, in a game with only 52. That is unusually generous, and the difficulty sits somewhere else: in what you spend those choices on.

Why Splitting a Reserve Changes Everything

Compare Duke with Storehouse, which buries thirteen reserve cards under one playable top. In Storehouse the reserve is a queue: it comes out in one order and you either can use the next card or you cannot. In Duke the reserve is a hand. Twelve cards, four of them live, and you choose which one to spend — so a card that is useless right now can simply be left alone while you work another pile. That is a completely different kind of decision, from an almost identical pile of cards.

It also changes what a bad deal looks like. A Storehouse deal dies when the queue jams. A Duke deal dies when all four tops are dead at once, which is rarer and takes longer to arrive — so Duke plays slower, feels more controllable, and punishes the specific mistake of draining your own options. Players who like FreeCell's open information but want a stock to work with usually take to it quickly.