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The classic patience named after a 19th-century casino owner, Richard Canfield. Build four foundations up from a base rank that changes every deal, pack four tableau columns down in alternating colours, and dig out the 13-card reserve while turning the stock three cards at a time. Every deal here has been checked by a solver to be winnable, and your time is your score.
The deal puts 13 cards in the reserve on the left, with only the top one showing, one card on the first foundation, four cards in the tableau and the rest in the stock. The rank of that first foundation card is the base rank for this deal: every foundation starts with a card of that rank and is built up in its own suit, going round the corner from King to Ace. The empty foundation spaces show which card they are waiting for.
The four tableau columns are built down in alternating colours, again round the corner, so a black King can go on a red Ace. You can move the top card of a column to a foundation, or move a whole column onto another column when its bottom card fits. You cannot split a column. When a column becomes empty it is refilled straight away from the reserve. Once the reserve is gone, an empty column can take a card from the waste.
Tap the stock to turn three cards onto the waste; only the top waste card can be played. When the stock runs out, tap the empty space to turn the waste over and go through it again, as many times as you like.
Tap a card to move it. If it can go to a foundation it goes there; if it has only one other place it moves there; if it has several, the possible destinations light up and you tap the one you want. To put a card somewhere else — for example on a column when a tap would send it to a foundation — drag it there instead. Undo takes back any move. The clock runs until all 52 cards are on the foundations, and your time is your score.
The reserve is the whole game. Its 13 cards come out one at a time, and the surest way to release one is to empty a tableau column, because an empty column is refilled from the reserve immediately. Moving a whole column onto another is therefore the most valuable move you have: it builds a longer column and pulls a fresh reserve card into play in a single tap.
Playing a waste card changes the stock. The stock is turned in threes, so taking one card out of the waste shifts every group of three behind it, and on the next pass different cards will surface. If a card you need is stuck in the middle of a group, playing any card from earlier in the pass can bring it to the top.
Do not rush cards to the foundations just because you can. Once a card is on a foundation it stays there, and a low tableau card is often the only landing spot for the next reserve card. Keep an eye on which colours and ranks the reserve top needs before sending a possible landing spot away.
The game changes character once the reserve is empty. From then on an empty column is a free cell that can take any waste card, so pick the one that unlocks the most: usually a card that lets a whole column move, or one buried deep in the stock. And because every deal is winnable, a position that looks hopeless is worth an undo or two rather than a new deal.