New variant

Grampus Solitaire

Also known as Stalactites. Deal four foundation cards, arrange the remaining 48 cards into eight columns of six, and build every card onto a foundation regardless of suit. Choose to build in ones (A-2-3-…-K) or twos (A-3-5-…-Q). Use the two reserve cells to park cards temporarily — but once parked, a card must go straight to a foundation.

Moves: 0Timer: 00:00Status: In progress
Build method:

Click a card to select it, then click a highlighted destination — or drag and drop.

1/131/131/131/13
Reserve (2 cells — once placed, can only go to a foundation)
Tableau (8 columns × 6 cards)
#16
#26
#36
#46
#56
#66
#76
#86

What is Grampus?

Grampus is a compact foundation game with an unusual multi-step progression rule. Four pre-seeded foundations each build from a specific starting card, but the build interval alternates between steps — one card advances by one rank, the next by two ranks, and so on. Two reserve cells provide temporary parking. The game is a rapid foundation race where the alternating-step rule creates non-obvious sequencing requirements.

Full rules

One 52-card deck. Four foundation piles are seeded with starting cards. Foundations build regardless of suit following an alternating progression: the sequence for each foundation alternates between one-step and two-step rank advances (implementation details vary). Two reserve cells hold single cards temporarily.

Stock deals one card at a time. Each card goes to a foundation (if it fits), a reserve cell, or the waste. Only the waste top card is available for play. Win when all 52 cards reach the foundations.

The alternating-step progression

The alternating step rule means the sequence of ranks each foundation needs is not a simple ascending scale. Computing the full sequence for each foundation before play begins prevents the common mistake of playing a card “one rank above” the current foundation top when the actual next needed rank is two steps above.

The reserve cells become most valuable when the waste produces a card needed on a later step — parking it prevents losing it when the waste cycles, without committing it to a position that blocks a different foundation.

Read the Grampus strategy guide →

Reserve cell discipline

Two reserve cells are limited. Filling both with cards that have no clear near-term foundation path leaves no buffer for the next useful waste card. The best reserve use is a card whose specific step in the foundation sequence is known to be two or three deals away — close enough that the cell will not be occupied indefinitely.

Related foundation games