Beleaguered Castle
Aces out as foundations, eight fanned rows to dismantle: no stock, all in the open.
How to play Beleaguered Castle
The four Aces are lifted out to start the foundations, and the other 48 cards fan out in eight rows of six, all face-up. Only the right-hand card of each row is in play. Tap it to send it to a foundation, or tap it and then tap another row to move it there. Foundations build upward from Ace to King in the same suit, while the rows build downward by rank in any suit, one card at a time. An empty row will take any single card you like. Complete all four foundations up to the King to win.
Reading the whole board before you touch a card
Beleaguered Castle hands you everything face-up from the very first second. The four Aces already sit as foundations, and the other forty-eight cards fan out into eight rows of six. Nothing is hidden, which means nothing is down to luck once the deal is on the table. Every game you lose, you lost by playing too fast. Every game you win, you won by looking before you moved.
The only card you can touch in each row is the one on the right-hand end. That single limit is the whole puzzle. A King stranded on the right end of a long row is nearly dead weight, because it builds on nothing and no rank sits above it. The one way to shift a King is onto a completely empty row, which is exactly why an empty row is the most valuable thing on the table.
Where games are won
- Empty a short-ish row early. Six-card rows are stubborn, so target one that already has a low card or two you can move straight up to the foundations.
- Treat an empty row as a workbench, not a parking spot for a King. Shuffle two or three cards through it to dig out a buried 2, then decide what actually deserves to live there.
- Do not send a card to its foundation just because you can. That 6 of clubs might be the only landing spot for the 5 you will need next turn.
- Build down in any suit within the rows, so a 9 happily accepts an 8 of any colour. Use those moves to reorder cards before you commit anything upward.
Count the moves before you make them
Every rescue in this game has a price you can count in advance. Suppose the 2 of hearts sits third from the right in its row. Freeing it means relocating the two cards to its right, so you need two legal homes: row ends one rank higher than each card, or an empty row. Count the homes before you touch anything. If only one exists, the dig stalls halfway and you have wrecked a row for nothing. That one habit separates players who finish the board from players who almost do. The same arithmetic warns you off greedy digs. Rescuing a card that needs four homes when only two exist is not a plan, just a slower way to lose; spend those moves emptying a row instead, because space serves every future dig, not only this one.
Pace the foundations evenly, too. If clubs race ahead to the 9 while spades sit on the 3, every middle club has left the rows, and those were landing spots the low spades needed. Holding a foundation move back for a beat often costs nothing, since the card can always go up later, and it keeps a landing row alive while you work.
Why the twos are the villain
The foundations need their 2s before much else can flow, and in a rough deal those 2s sit near the left of a row with five cards piled on top. Reaching them is the real work of the game. Some deals simply cannot be solved no matter how cleverly you play, and that is normal for this old open patience. It is also why seasoned players restart a hopeless layout without a shred of guilt rather than grinding away at a lost cause.
An old castle with two siblings
The name paints the scene. The Aces are the castle and the eight fanned rows are the armies camped around it, which is how the classic tabletop layout arranges them, rows flanking the foundations on both sides. The game has appeared in patience books since the late 1800s and has two well-known relatives. Streets and Alleys deals all fifty-two cards into the rows with no Aces lifted out, a harder start. Citadel softens things the other way: during the deal, any card that fits a foundation flies straight up before play begins. If you enjoy this one, both siblings are worth a look, and both reward exactly the same habit of counting your landing spots before you commit to a dig.
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Beleaguered Castle: frequently asked questions
How is Beleaguered Castle different from Klondike?
There is no stock or waste (every card is on the table from the start) and the tableau ignores suit and colour, building strictly down by rank. Suit only matters on the four foundations, which begin already seeded with the Aces.
What can I put on an empty row?
Any single card. Clearing a row and using it as a temporary parking space is one of the main tactics, since you can only ever move one card at a time.
How is the score calculated?
Your score is the number of cards on the foundations, up to 52. Because the Aces start there, you begin at 4 and aim to reach 52 to win. Your best score is saved, and not every deal can be solved.
Do the foundations really start with the Aces already placed?
Yes. All four Aces are lifted out before play begins, so the foundations are seeded from the start. You build each one upward in its own suit, from 2 all the way to King.
Can I move more than one card at a time between rows?
No. Only the rightmost card of a row is live, and it moves on its own. To relocate a run you shift the cards one at a time, which is why keeping an empty row open matters so much.
What can I put on an empty row?
Any single card you like. There is no King-only rule in Beleaguered Castle, so use the space to park an awkward card or to temporarily unload cards while you dig for a buried low one.
Is every deal winnable?
No. Some layouts are dead from the start because the low cards are buried too deep to reach. A good share are solvable with careful planning, but when you have no productive move left, restarting is completely fair.
Why does building down in any suit help?
The tableau ignores suit, so a 9 of any suit takes either a red or a black 8. That freedom lets you reorder cards within the rows to expose the ones you need, even though the foundations themselves are strict about suit.
How is Beleaguered Castle different from FreeCell?
Both are open games where every card is visible from the first move, but FreeCell hands you four free cells as parking spaces and almost every FreeCell deal can be won. Beleaguered Castle gives you no storage beyond the rows you manage to empty, so it plays much tighter and a fair share of deals cannot be beaten.
Is Beleaguered Castle free to play?
Yes. Beleaguered Castle is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.
Can I play Beleaguered Castle unblocked?
Yes. Beleaguered Castle runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.
More games to play
In the mood for more? Try Chess, Tic Tac Toe, Connect Four, Reversi, or browse all board games and the full games list on Inkplay. Beleaguered Castle also appears in Solitaire.