♠What counts as the endgame in Spider
The endgame in Spider Solitaire begins when you have dealt the last row from the stock. At that point no new cards will enter the tableau, every remaining card is either face-up or sitting beneath face-up cards you already know about, and the game becomes a closed system. Before that moment, play is a mixture of strategy and risk management — you plan around partial information because you do not know what the next deal will bring. After that moment, the game is purely strategic. Every card is accounted for, every column is visible, and the only question is whether you can untangle what you have into eight completed suits.
Some players mark the endgame differently: after three suits are complete, or after reaching fewer than forty cards on the tableau. Those are reasonable working definitions, but the stock-empty threshold is the structurally meaningful one, because it is the point where the nature of the game changes. Before the last deal, you are playing a game of adaptive risk. After the last deal, you are solving a fixed puzzle. The skills overlap, but the mindset should shift.
In practical terms, the endgame often covers between fifteen and forty moves. That is not a large window, but the decisions inside it are dense. A single misplaced card in the endgame can deadlock a position that was solvable thirty seconds earlier. The margin is thin precisely because no new information will arrive to bail you out.
♥Recognizing a winnable position
Not every endgame is winnable. In 4-suit Spider, a substantial fraction of games reach the final phase already dead — the cards are tangled in a way that no sequence of moves can resolve. Recognizing whether your position is live or dead before you start executing saves time and teaches you to read board states, which is itself a transferable skill.
The first diagnostic is empty columns. If you enter the endgame with at least one empty column, your position is usually live. Empty columns are the working space you need to disassemble mixed runs, shuttle cards between stacks, and reassemble same-suit sequences. A position with zero empty columns and significant off-suit entanglement is almost always dead in 4-suit, and often dead in 2-suit as well.
The second diagnostic is near-complete suits. Count how many suits have ten or more of their thirteen cards already arranged in descending same-suit order somewhere on the tableau. Each near-complete suit is close to removal, and removing a suit frees thirteen card slots — which in turn may open the empty columns you need for the remaining suits. A position with two near-complete suits and one empty column is stronger than a position with zero near-complete suits and three empty columns.
The third diagnostic is blocker count. A blocker is an off-suit card sitting inside an otherwise same-suit run, preventing that run from being moved as a group. Count the blockers across all your near-complete suits. One blocker per suit is usually solvable. Two blockers per suit requires an empty column for each untangling step. Three or more blockers per suit in 4-suit is a strong signal that the position is dead unless you have ample free columns.
Run these three diagnostics before committing to a move sequence. If the position looks dead, scroll through the options once to confirm, then resign and start a new hand. Playing out a dead endgame teaches nothing and wastes the time you could spend on a hand that has something to teach.
♦Clearing the last suits
Completing a suit in Spider means assembling a descending same-suit run from King down to Ace in a single column. Once assembled, the thirteen cards are automatically removed to the foundation. In the endgame, suit completion is both the objective and the primary tool — every suit you complete frees space for the remaining suits.
The critical tactical question is sequencing: which suit do you complete first? The answer is almost always the suit that is closest to completion and whose removal creates the most usable space. A suit missing only one card, where that card is accessible on top of another column, should be completed immediately. A suit missing three cards that are buried under other runs should wait until the easier suit is gone and the freed space can be used for excavation.
A common mistake is completing a suit that removes structural support from the rest of the tableau. If a near-complete Spades run is sitting on top of a Hearts sequence that you also need, pulling the Spades run out will collapse the column and scatter the Hearts cards. In that scenario, completing Spades is correct only if you have somewhere to park the Hearts cards during the transition. If you do not, the completion destroys more structure than it creates.
The practical approach is to plan completions in pairs. Before finishing suit A, ask: once A is gone, can I immediately begin assembling suit B in the space that opened? If yes, proceed. If finishing A leaves you in a position where B is no closer to done, you may be completing suits in the wrong order. Endgame suit completion is not a race — it is a domino chain, and the order of the dominoes matters.
♣Managing the final stock deals
The transition from mid-game to endgame revolves around the last one or two stock deals. These are the most consequential deals in the game, because they set the tableau state you will have to solve without any further help. How you prepare for them determines whether you enter the endgame with a solvable position or a dead one.
Before making the second-to-last deal, run a quick assessment: how many empty columns do you have, how many same-suit runs are close to complete, and how much disorder exists on the tableau? If you can create an additional empty column before dealing, do it — even if the move costs you a partial run. An extra empty column absorbs a bad deal far better than a slightly longer run does.
Spider requires that every column contain at least one card before a deal can be made. This rule forces you to fill any empty columns right before dealing. The choice of which cards to place in those columns is not throwaway — it is a strategic decision. Place cards that are least useful elsewhere: orphaned off-suit singles, low-value cards that are not part of any active run, or cards from suits you have already given up on completing. Never fill a pre-deal column with a card that is part of an active same-suit sequence.
After the final deal lands, pause. Do not move anything for ten seconds. Scan the entire tableau. Identify which of the newly dealt cards extend existing runs, which create new problems, and which are neutral. The post-deal scan is the most important single habit in Spider endgame play, because the first move you make after the last deal sets the trajectory for the rest of the hand.
♠Empty column strategy in late game
Empty columns are worth more in the endgame than at any other point in the game. In the mid-game, an empty column is valuable but replaceable — you can always clear another column later, and the stock will keep feeding you cards that create opportunities. In the endgame, empty columns are finite. Once you fill one, you only get it back by completing a suit or consolidating an entire column elsewhere. Both of those actions are expensive.
The fundamental endgame rule is: never fill an empty column without a concrete plan to recover it. A concrete plan means you can name the sequence of moves that will empty that column again. If you cannot articulate the recovery in specific moves, do not place the card. Find a different approach.
Empty columns serve three purposes in the endgame. First, they are staging areas for card-by-card disassembly of mixed-suit runs. If you need to extract a Hearts card from the middle of a mixed Spades-Hearts-Clubs stack, you need an empty column to park the Spades cards while you access the Hearts card. Second, they are temporary holding for cards displaced during suit completion — when you pull a completed King-to-Ace run off a column, the cards beneath it need somewhere to go. Third, they serve as buffers that let you rearrange the order of cards within a column by cycling them through the empty space.
In 4-suit endgames, the number of empty columns you need is roughly equal to the number of off-suit blockers you must resolve. If three cards need to be shuttled out of mixed runs, you need at least two empty columns to execute the disassembly without deadlocking. Players who enter the 4-suit endgame with only one empty column often find that it is not enough, which is why the pre-deal column-creation push described above is so important.
♥When multiple suits are close to complete
The best endgame positions present a luxury problem: two or even three suits are within a few cards of completion, and the question is which to finish first. This is not a trivial choice. The order in which you complete suits determines whether the remaining suits can be assembled with the space you have.
The default heuristic is to complete the suit that has the fewest blockers and whose missing cards are most accessible. A suit missing one card that sits on top of a column is a faster completion than a suit missing one card buried under four others. Speed matters because every completed suit returns thirteen card slots to the working space, and those slots are the fuel for the next completion.
A subtler consideration is interdependence. Sometimes the missing card for suit A is trapped inside a near-complete run of suit B. In that case, you must complete B first to release A's missing card, even if A is otherwise closer to done. Mapping these dependencies before you start moving is the highest-leverage endgame skill. Draw the dependency chain mentally: B must finish before A, A must finish before C, so the correct sequence is B-A-C regardless of which suit looks closest at a glance.
When two suits are independent -- neither blocks the other -- complete the one that frees the most columns. If completing Hearts opens two columns and completing Diamonds opens one, finish Hearts first. The extra column makes the Diamonds completion easier. When both suits free the same number of columns, complete the shorter remaining run, because it requires fewer intermediate moves and leaves your empty columns intact longer.
♦Avoiding endgame deadlocks
A deadlock occurs when no legal move improves your position and at least one suit cannot be completed regardless of move order. Deadlocks in Spider are not always obvious — the tableau may still have legal moves available, but none of them lead to a path where all remaining suits complete. The game is dead even though it does not look obviously stuck.
The most common deadlock pattern is the circular block. Card X sits on top of card Y, but moving X requires space that only becomes available after Y is moved, and moving Y requires X to be gone first. In a two-card circular block, one empty column breaks the cycle. In a three-card or larger circular block, you need correspondingly more empty columns. When you do not have enough columns to break the cycle, the position is dead.
The second common pattern is the buried King. A King that sits beneath other cards in a column cannot be moved to another column (Kings can only go into empty columns), and if the cards above it are needed for a different suit completion, you face a dilemma: excavate the King and disrupt the other suit, or abandon the King's suit entirely. In endgames, buried Kings are the single most frequent cause of unwinnable positions.
Prevention is the best cure. The habits that prevent endgame deadlocks are formed in the mid-game: keep Kings mobile or anchored at column bottoms, avoid building long mixed-suit stacks that will be expensive to disassemble, and maintain at least one empty column through the late mid-game so that the post-deal tableau has working room. Players who consistently arrive in the endgame with one or two empty columns deadlock far less often than players who arrive with zero.
When you suspect a deadlock, test it. Pick the suit closest to completion and mentally trace every move required to finish it. If any step requires a column you do not have and cannot create, the position is dead. Confirm by checking the second-closest suit. If both suits are blocked, resign. Testing a suspected deadlock takes thirty seconds and saves you five minutes of fruitless shuffling.
♣The final stretch: last 20 cards
When the tableau is down to its last twenty or so cards -- typically two suits remaining — the game enters its most concrete phase. At this point, you should be able to see every card, name every obstacle, and plan the exact sequence of moves to the finish. If you cannot plan the finish from here, the position is probably dead.
The technique for the last twenty cards is exhaustive planning. Do not move a card until you have mentally traced the path to completion. Count the empty columns. Count the blockers. Identify the order in which cards must move. Name the intermediate parking spots. If the plan holds, execute it. If the plan breaks at step six because a column is missing, step back and look for an alternative sequence before you have committed moves that cannot be reversed.
A practical habit for the final stretch: work backwards from the completed state. Picture the two remaining suits fully assembled, King through Ace, sitting in their columns. Now ask: what is the last move before completion? What is the move before that? Walking the sequence backwards often reveals the correct move order more clearly than forward planning, because backward planning shows you which columns need to be empty at which steps.
Speed changes in the final stretch. The mid-game rewards a steady pace with occasional pauses for assessment. The final stretch rewards slow, deliberate play with no wasted moves. Every move that does not directly advance a suit completion is a move that might create an unnecessary deadlock. The discipline of touching nothing until the plan is clear is the difference between converting a winnable endgame and throwing it away.
♠When to accept a loss
Not every Spider hand is winnable, and not every winnable hand will be won. The ability to recognize a dead position and resign cleanly is a skill, not a concession. Players who grind out obviously dead endgames are not being persistent — they are burning time that could go toward a hand with better prospects.
Resign when all three of these conditions are true: you have zero empty columns, at least one suit has multiple off-suit blockers that you cannot dislodge, and no legal move creates a new empty column. That combination is the textbook dead position in Spider endgames. You may still have legal moves available — shuffling cards between columns, building cosmetic sequences — but none of them will lead to a completed suit.
Resign also when a single suit requires more column disassembly than your current free space can support. If you need to move five cards off a column to reach a critical card and you have only one empty column and no other landing spots, the math does not work. You cannot park five cards in one column.
The psychological benefit of clean resignations is real. Players who resign dead positions and immediately start a new hand maintain better focus and higher win rates over a session than players who fight every hand to its bitter end. The endgame of a dead hand teaches nothing. The opening of a new hand is full of opportunity. Allocate your attention accordingly.
♥Frequently asked questions
How many cards are typically left in a Spider endgame?
There is no fixed threshold, but most experienced players consider the endgame to begin once the last stock deal has been made and the tableau is entirely face-up. That usually leaves between 30 and 50 cards on the tableau, depending on how many suits have already been completed. The practical distinction is that once the stock is empty, the game becomes fully deterministic -- no new information will arrive, and every move is a planning decision rather than a risk assessment.
Should I complete suits as fast as possible in the endgame?
Not necessarily. Completing a suit removes thirteen cards from play, which frees space, but it also removes cards that may be serving as structural scaffolding -- holding up runs, preserving empty columns, or providing landing spots for other sequences. The correct approach is to complete a suit when the removal creates more working room than the cards were providing. If completing a suit leaves you with fewer empty columns than you had before, delay it.
What is the most common endgame mistake in Spider Solitaire?
Filling an empty column without a plan to reopen it. Empty columns are the primary resource in the endgame, and every card placed into one is a commitment. Players who treat empty columns as convenient dumping grounds lose games they should have won. Before placing anything in an empty column, you need a concrete plan -- usually expressed in moves -- for how that column will become empty again.
How do I know if my Spider endgame position is still winnable?
Count your empty columns, count the suits that are close to completion (ten or more cards in same-suit descending order), and count the number of off-suit blocks separating those near-complete runs. If you have at least one empty column and at most two off-suit blockers per near-complete suit, the position is usually solvable. If you have zero empty columns and multiple tangled suits, the position is likely dead even if it does not feel obviously stuck.
Does endgame strategy differ between 1-suit, 2-suit, and 4-suit Spider?
The principles are the same -- empty column management, suit completion sequencing, deadlock avoidance -- but the difficulty of execution scales sharply. In 1-suit, every run is automatically same-suit, so the endgame is almost always solvable if you have not wasted columns. In 4-suit, off-suit entanglements are common, and you may need to disassemble long runs card by card to resolve them, which demands far more empty columns than the same position in 1-suit.
♠Continue the Spider curriculum
The central strategy resource for Spider Solitaire at every difficulty level.
How the first ten moves shape the rest of the hand.
Quick tactical advice for common Spider situations.
What the numbers say about win rates across 1-suit, 2-suit, and 4-suit.
Test your endgame
The endgame is where good Spider players separate from great ones. Every hand that reaches the final phase with even one empty column is a puzzle worth solving. Start a game and see how you handle the closing stretch.
