Time
0:00
Best
—
The pairing patience also called Weddings. Twenty-five cards lie in a 5×5 grid; remove pairs of the same rank that touch, even diagonally, then gather the cards to close the gaps and refill from the stock. Clear all 52. Every deal here is checked to be solvable, so it is a race against the clock.
Tap a card, then tap a card of the same rank that touches it — beside it, above or below it, or diagonally — and the two are removed. If a card has only one possible partner, a single tap removes the pair at once; if it has more, the partners light up in green and you pick one. Suits do not matter, only ranks.
Removing pairs leaves gaps in the grid. Press Gather whenever you like: the remaining cards slide forward in reading order — left to right, top to bottom — to close every gap, and the empty places left at the end are filled with new cards from the stock. Gathering changes which cards touch, so a card that had no partner may find one afterwards. The button lights up when there are no pairs left and gathering is the only move.
You win by removing all 52 cards. The game is stuck when there are no touching pairs and gathering would change nothing. Every deal here has been checked by a solver to be winnable, so if you get stuck, use Undo to go back and try a different order — undo works as many times as you like, through gathers too.
The clock starts when the deal appears and runs on real time; your score is the time to clear the board, and lower is better. Save a good time to the Hall of Fame from the result card.
Do not take a pair just because you can. When a card has two possible partners, the choice decides which card is left behind, and that card may be stranded with no neighbour of its rank. Before removing a pair, look at the other two cards of that rank still in play: if one of them would be left with no way to pair, take a different pair first.
Think about Gather before you press it. The cards slide forward in reading order, so every gap pulls the cards after it back by one place. A gap in the top-left corner shifts almost the whole grid, while a gap near the bottom-right barely moves anything. Removing pairs from the end of the grid before gathering keeps the earlier cards where they are, which helps if you have already lined up good neighbours there.
Save pairs across a gather. Two cards of the same rank that are not touching now may touch after a gather — for example, two cards one place apart in reading order become neighbours when the card between them leaves. If you can see that coming, remove the card between them first and let the gather bring them together, instead of spending them on other partners.
Use Undo as a planning tool. Every deal can be solved, so a stuck position only means the order was wrong. Step back to the last gather and try removing the pairs in a different order; often a single different choice early on is enough. Monte Carlo is an old one-deck patience, also known as Weddings or Double and Quits; in a random deal it is won fairly often by careful players and much less often by people who simply take the first pair they see.