Gameweave

Accordion Solitaire

A compact compression patience: deal cards one at a time into a horizontal row of piles, then merge piles leftward when tops match in rank or suit until only one stack remains.

Players

1 player (solo).

Deck

One standard 52-card French-suited deck (Ace through King in four suits).

Objective

Compress all 52 cards into a single pile. If the deck is empty, more than one pile remains, and no legal merge exists, the deal is lost.

Setup

1.
Shuffle the deck.
2.
The play area starts empty — there is no tableau deal, foundation, or waste.
3.
All 52 cards begin face down in the deck.

Turn Structure

There is no opponent. Play alternates freely between:
•
Dealing the next card from the deck, and
•
Merging any number of legal piles
You may merge as often as you like between deals. After the deck is empty, only merges remain until you win, lose, or start a new deal.

Valid Moves

Deal

Turn the top deck card face up and place it as a new pile at the right end of the row. Each dealt card begins as its own one-card pile.

Merge left (distance 1)

If pile B sits immediately to the right of pile A, and the top cards of A and B share the same rank or the same suit, move the entire pile B onto pile A. Pile B leaves the row; piles to its right shift left to close the gap.

Merge left (distance 3)

If pile D is three positions to the right of pile C (exactly two piles between them), and the top cards of C and D share rank or suit, move the entire pile D onto pile C. Gaps close the same way.
Only the top card of each pile is used for matching. Merging always moves the whole right-hand pile onto the left-hand target.
Distance 2 (and any distance other than 1 or 3) is never legal.

Scoring

No point score. The result is binary: one pile of 52 (win) or stuck with multiple piles after the last card (loss).

Special Rules

•
Matching is rank OR suit — either match is enough.
•
When several merges are available, you choose the order; strategy matters.
•
After a merge, new opportunities may appear among piles that just became adjacent.

Win / Lose

•
Win: Exactly one pile remains and it contains all 52 cards (deck empty).
•
Lose: The deck is exhausted, more than one pile remains, and no legal merge exists.

Tips

•
Prefer merges that set up long chains of suit matches along the row.
•
Saving a distance-3 merge can unlock a better distance-1 later — or the reverse.
•
Dealing every card without merging early usually strands too many piles.