Score-Tracked Game
Spider Solitaire Scoring
Score = 500 - moves + (100 × completed same-suit runs). Undo adds a move, while hints and elapsed time do not directly change the score. Try the formula immediately in the score-tracked game below.
Quick Answer
Spider Solitaire scoring starts at 500
The live game starts you at 500 points. Every move subtracts 1 point, every undo subtracts 1 point because undo adds to the move count, and every completed same-suit King-to-Ace run adds 100 points. Elapsed time is tracked separately, and hint use does not change the score directly.
Scoring Table
What changes the score in this live game
This page reflects the scoring behavior used by Free Spider Solitaire's live game code on this site. It is a site-specific reference, not a universal claim about every Spider Solitaire implementation.
| Scoring part | Live behavior | Example / comparison |
|---|
| Starting score | Every run begins at 500 points. | A fresh board opens with 500 before the first move. |
| Move penalty | Each move subtracts 1 point. | 176 moves means -176 points from the 500-point start. |
| Undo penalty | Undo also subtracts 1 point because it adds another move. | If you undo once during a run, the score drops by 1 more point. |
| Completed suit bonus | Each completed same-suit King-to-Ace run adds 100 points. | Eight completed suits add +800 points. |
| Elapsed time | Time is tracked separately and does not directly change the score. | A slower and faster run can have the same score if moves and suits match. |
| Hint behavior | Hints do not directly change score. | Hint can help you choose a cleaner line, but it is not a score penalty. |
Example comparison: if you finish a 2-suit game with 176 moves and 8 completed suits, the score is 500 - 176 + 800 = 1,124. Trim 11 moves from the same finish and the score becomes 1,135. Undo is worth the same -1 as any other move, while hint stays outside the formula.
Daily Score Drill
Use daily boards to compare cleaner score lines
A score is most useful when the board is repeatable. The project's June 2026 daily challenge notes recorded opening-board metrics for 2-suit daily seeds using the same deterministic shuffle path as the playable daily challenge. These are opening observations, not win-rate claims, but they show which boards are better for comparing move efficiency.
| Daily seed date | Legal top moves | Same-suit top moves | Score drill |
|---|
| 2026-06-12 | 8 | 4 | Use the extra mobility to reveal cards before spending moves on visible-only tidying. |
| 2026-06-14 | 2 | 2 | Treat this as a low-mobility replay board; every exploratory move needs to buy information. |
| 2026-06-17 | 7 | 1 | The board looks active by rank, but same-suit scarcity makes cleanup moves more expensive. |
Practical takeaway: replay the same daily board after a messy finish and try to cut only unnecessary moves. If the board had many legal moves but few same-suit moves, judge the score against that board's friction instead of against an easier deal.
Method And Evidence
What this scoring page is based on
This page is based on first-party product behavior and the site's June 2026 Spider research notes, not a copied generic rules summary. We checked the live score implementation used by the browser game on this site and paired it with the project's 25,000-seeded-deal-per-mode opening-board dataset so score advice stays tied to the actual product and difficulty structure.
- The live game code calculates score as 500 minus moves plus 100 points for each completed suit.
- Undo lowers score by 1 on this site because using undo adds another move before the score is recalculated.
- Hint is tracked as a product action, but it does not directly change the score formula.
- Elapsed time is shown as a replay benchmark, not a score modifier.
Method note: the June 2026 internal study simulated 25,000 seeded starting deals for each mode using the same deck model, seeded random flow, and Fisher-Yates shuffle pattern as the live game. That dataset measured opening-board mobility rather than full-game win rate, which is enough to explain why the same scoring formula feels different across 1-suit, 2-suit, and 4-suit runs.
Search note: Google Search Console recorded 10 impressions for this URL from June 15 through July 12, 2026, at an average position of 16. The July 13 refresh therefore puts the exact formula before the playable board and makes the title answer the scoring question directly; it does not claim clicks, rankings, or player outcomes.
Formula
The live score formula is simple
The site uses the same scoring behavior as the game code: score = 500 - moves + 100 points for each completed suit. That keeps score chasing focused on efficiency, not on padding the board with extra clicks.
- Starting score: 500 points.
- Each move: -1 point.
- Each undo: -1 point because it increments the move count.
- Each completed suit: +100 points.
- Elapsed time is tracked for comparison, but it does not change the score.
Example
A clean replay target is easy to see
Say you finish a 2-suit game with 176 moves and 8 completed suits. The score is 500 - 176 + 800 = 1,124. If you replay the same difficulty and trim just 11 moves from the run, the score becomes 1,135. That is the point of this page: the score gives you a concrete number to beat on the next attempt.
Time still matters as a second benchmark. A faster run can feel better, but if it costs extra moves, the score drops. Hint can help you avoid those wasted moves, and undo is useful for learning, but both are best treated as tools for cleaner replay lines rather than as part of the scoring formula.
Difficulty Benchmark
The formula stays the same, but the score benchmark does not
Free Spider Solitaire uses the same score formula across difficulties, but the opening-mobility data shows why high scores should be judged inside each mode. The number of rank-legal opening moves is almost identical across modes; the real split is how often those moves preserve same-suit mobility and prevent cleanup friction later.
| Mode | Starts with same-suit move | Avg same-suit top moves | Score-reading takeaway |
|---|
| 1 suit | 99.34% | 6.46 | Best mode for learning cleaner score lines because almost every opening move keeps suit mobility intact. |
| 2 suits | 96.12% | 3.20 | Useful score benchmark mode because efficiency still matters, but suit friction starts to punish extra cleanup moves. |
| 4 suits | 82.34% | 1.61 | Do not compare this score directly with easier modes. More exploratory moves are often forced by lower same-suit mobility. |
Practical takeaway: a lower 4-suit score can still reflect a sharper run than a higher 1-suit score, because the harder mode starts with far less same-suit mobility. Use score to compare replays inside the same mode first, then use move count and time as secondary benchmarks.