Seven Devils Strategy

The devils are not your worst enemy — buried face-down cards are.

Seven Devils is harder than it looks. The devil reserve cards grab attention because they are prominently restricted — foundations only, never tableau — but the real bottleneck in most lost games is the tableau itself. With 21 cards face-down across seven columns at the start, you are playing against hidden information for most of the early game. Getting those cards turned face-up as quickly as possible is the central skill of Seven Devils.

Last updated: June 2026

Understanding the starting position

Seven Devils opens with 28 cards in seven tableau columns (1 through 7 cards each), 7 devil cards face-up in reserve, and 69 cards in the stock — all face-down. Only the top card of each tableau column is visible. That means 21 of 28 tableau cards are hidden at the start.

The 8 foundations (two per suit) are all empty, waiting for Aces. The 7 devil cards are immediately visible but can only go to foundations when the right rank is ready — they cannot go to the tableau under any circumstances.

Key numbers at a glance

104 cards total. 7 face-up tableau tops. 21 face-down tableau cards. 7 devil cards (foundations only). 69 stock cards. 8 foundations, each needing A through K (13 cards). No redeal.

The devil reserve: a constraint, not a crisis

Each devil card occupies a visible slot that cannot move to the tableau. This is a real constraint — you cannot use a devil card to fill an empty column or build a tableau sequence, no matter how useful it would be. The only exit for a devil card is a valid foundation placement.

The practical consequence is timing: if none of your eight foundations are ready to accept a devil card yet (because the Ace of that suit hasn't appeared), that card sits in reserve and does nothing. That is fine in the early game. What you want to avoid is the end-game scenario where a devil card is stuck because its foundation is blocked by other sequencing problems.

Prioritise devil card moves whenever a foundation is ready to accept one. Each devil card moved to a foundation empties that reserve slot permanently — unlike Sultan's divan, there is no refill. An empty devil slot is neutral (it holds no card and gives you nothing), but it is better than a blocked one.

Scenario: a devil card blocks your priority

Devil slot 3 holds 7♥ and the hearts foundation needs a 6♥ next. You cannot use the 7♥ yet. Meanwhile, the foundation has 5♥ on top and you have a 6♥ buried in column 4 under two face-down cards. The path forward is to uncover column 4 — not to fixate on the devil card. Once 6♥ reaches the foundation, 7♥ follows immediately. The devil card resolves itself as soon as the foundation catches up to it.

The single-card-at-a-time rule: what it changes

Seven Devils allows only one card to move at a time. There are no sequence moves. This is the core mechanical difference from games like Spider, Yukon, or FreeCell, and it changes what "progress" looks like fundamentally.

In games with sequence moves, you can relocate a stack of five cards to free up a column in one action. In Seven Devils, you must move each of those five cards individually. Every move that builds a sequence is really several moves, which means planning depth is more important and the cost of reversing a bad line is higher.

Before committing to a multi-step tableau reorganisation, trace through each individual card move mentally and confirm that intermediate positions are legal. A sequence that looks clean in your head may require a card to pass through an empty column that you need for another purpose two moves later.

Uncover face-down cards first

The fastest path to a workable board is systematic uncovering. Each time you move a top face-up card from a tableau column, the card beneath it flips face-up and becomes playable. Early in the game, this is almost always more valuable than building sequences or sending cards to foundations.

Prioritise columns with more face-down cards. Column 7 starts with 6 hidden cards — every face-up card you remove from that column is a step toward unlocking 6 unknown cards. Column 1 starts with just 1 card and is already fully visible, so moves there (other than to a foundation) don't uncover anything new.

  • Move tableau tops to foundations whenever possible — it exposes the card below and advances a foundation simultaneously.
  • Move tableau tops to other tableau columns when the destination is valid — even if it does not immediately help the sequence, it uncovers a hidden card.
  • Use empty columns to park cards temporarily when you need to uncover a specific card underneath.
The uncovering multiplier

When you uncover a face-down card and it turns out to be useful (an Ace for an empty foundation, a card that unblocks a devil reserve play, or a card that continues a sequence), you have gained information and a move simultaneously. This compounding effect is the primary way Seven Devils games open up.

Managing empty columns

An empty tableau column accepts any card — no restriction on suit, color, or rank. This makes it the most flexible space on the board. In a game where sequences cannot be moved as units, an empty column is your primary staging area for individual card reorganisations.

Guard empty columns carefully. The temptation after clearing a column is to immediately fill it with a useful card. Resist this unless the card you are placing will directly enable a sequence that uncovers hidden cards or sends a devil card to a foundation. An empty column held in reserve for one more move often enables a reorganisation that would otherwise be impossible.

With only 7 columns total (versus 10 in Spider or 8 in Klondike), empty columns are scarce. Losing two or three columns to stagnant single-card parking can leave the board completely gridlocked. Think of empty columns as a resource with a cost to use, not just a convenient place to put a card that has nowhere else to go.

Stock and waste: draw discipline

With 69 cards in the stock and no redeal, drawing from the stock is a one-way door. Every card drawn to the waste must eventually reach a foundation — and if it sits in the waste while you draw more cards, it becomes progressively harder to access because only the top waste card is playable at any time.

Draw from stock only when:

  • No tableau moves are available that would uncover cards or send something to a foundation.
  • No devil cards can move to a foundation.
  • You need a specific card that is likely to appear from the stock to unblock a position.

Avoid drawing rapidly without playing. Rapid drawing builds up the waste pile with cards you cannot access, and with no redeal, those cards simply wait. The later in the game you are, the more important it is to play every available waste card before drawing the next one.

Scenario: should you draw now?

The waste top is 8♦ and the diamonds foundation is at 5♦. You cannot play the 8♦ yet. Column 3 has a 7♣ face-up but nowhere valid to move it. Column 5 is empty. Column 7's top card is K♥, which could go to an empty column — but that would fill your only open column. Before drawing, ask: does moving K♥ to the empty column uncover something useful in column 7? If column 7 has several hidden cards, yes — move K♥, uncover the next card, and then reassess before drawing. If column 7 only has one more card, the value is lower and drawing might be better.

Foundation pacing: keep all eight moving

With two foundations per suit, you need to distribute Aces carefully. The first Ace of a suit goes to foundation 1, the second to foundation 2. After that, the cards going to each foundation must come from separate copies — both clubs foundations compete for the same clubs cards from the two decks, and each card can only go to one of them.

A common trap is advancing one foundation in a suit far ahead of the other and then running out of the right-rank cards because both copies went to the same pile. Try to pace the two foundations of each suit together, keeping them within two or three ranks of each other. This ensures that both copies of each rank remain useful rather than being redundant.

Watch for foundations that stall. A foundation stuck at 4♠ while the other spades foundation is at 10♠ is a problem — the right cards for the stalled foundation may have already passed to the advanced one, making recovery difficult. If you notice a stall early, prioritise plays that advance the lagging foundation, even at the cost of slowing the leading one.

Why games are lost in Seven Devils

  • Filling empty columns too early. Using the only empty column to park a card that has no immediate purpose gives up the staging space you need for the next reorganisation. The position locks up.
  • Drawing from stock while tableau moves exist. Each stock draw buries the current waste card under a new one. If you had two moves available and drew instead of playing, you now have three waste cards to work through before reaching the buried one.
  • Neglecting face-down uncovering in favor of sequences. Building a nice-looking alternating sequence across two columns feels productive, but if it uses every available move without uncovering a single hidden card, the information state of the board hasn't improved.
  • Letting one suit's pair of foundations diverge too far. Once both copies of a required rank have gone to the same foundation, the other foundation in that suit stalls permanently. Watch this especially for suits where a devil card is parked at a high rank — the foundation needs to reach that rank, which requires every lower rank to be available.
  • Forgetting that devil cards cannot go to tableau. It is easy to mentally plan a reorganisation that "needs" a devil card to move to a column temporarily. That move is illegal. Plan around the restriction rather than against it.