Move Point System

A five-step scoring system for Josephine Solitaire. Put a number on every legal move, compare them honestly, and always know which one to play first.

Here is a simple point system to give you an edge when choosing between available moves in Josephine Solitaire. Follow the five steps below to value a move based on the card being moved, the card it uncovers, the waste pile and the use of empty tableau piles.

This is a strategy system, not a rule of the gameNothing here changes how Josephine Solitaire is played. The scores exist only to help you compare two or more legal moves and decide which one to play first.

The five steps

Step 1Assign points to the move

Use the highest single value that describes the main result of the move. Do not add two values from this table for the same move — the adjustments in the following steps account for the extra benefits.

Type of movePoints
Move an available Ace to a foundation8
Move an available 2 or 3 to a foundation7
Move the top waste card to a foundation7
Move the top waste card to the tableau6
Move a same-suit sequence and uncover another card5
Join two same-suit sequences4
Move a card from 4 through 10 to a foundation3
Move any card or sequence into an empty pile2
Move a Jack, Queen or King to a foundation1
Turn over the next stock card0

Step 2Adjust for the card uncovered

What the move uncoversAdjustment
An Ace that can immediately reach a foundation+2
A 2 or 3 that can immediately reach a foundation+2
Another card with an immediate legal move+1
A card that has no legal move0
Nothing — the move blocks access to a lower card you need−1

Only adjust for the card that becomes available as a direct result of the move.

Step 3Adjust for the waste and stock

Effect on the waste and stockAdjustment
The move plays the current waste card+2
The move creates a destination for the current waste card+1
The move turns the stock while a useful tableau or foundation move remains−2
The move covers a waste card that could have been played−3

Since there is no redeal in Josephine Solitaire, protecting playable waste cards is extremely important.

Step 4Adjust for empty piles and sequences

Effect on empty piles and sequencesAdjustment
The move creates an empty tableau pile+2
The move creates a second empty tableau pile+2
The move creates a sequence of four or more same-suit cards+1
The move fills your final empty pile−2
The card placed in the empty pile has no planned next move−1
The move separates a useful same-suit sequence−2
The move sends a card to a foundation that is still needed as a tableau support−2

Step 5Choose your action from the total

Total pointsAction
8 or moreMake this move first
5 to 7Strong move. Make it unless another move scores higher
2 to 4Make the move only if it supports a clear plan
1 or fewerAvoid the move unless no stronger move remains

When two moves have the same score, choose the move that keeps an empty tableau pile available, or the one that uncovers the lower-ranked card.

Twelve worked examples

Example 1Moving an Ace and emptying a tableau pile

Example

Card layout for this example
Foundationempty club foundation
Pile AA♣
Pile B6-5
ACLUB FOUNDATIONAPILE A65PILE BACE TO A FOUNDATION 8 · CREATES AN EMPTY PILE +210 POINTS · MAKE FIRST
8 for the Ace, +2 for the empty pile — 10 points, play it first.

You can move the Ace of clubs from Pile A to an empty foundation. Moving an available Ace to a foundation is worth 8 points. The move creates an empty tableau pile, which adds 2 points. You have 10 points, so make this move first.

After the move the club foundation holds A♣, Pile A is empty and Pile B is unchanged.

Example 2Avoiding a King in the final empty pile

Example

Card layout for this example
Pile AEmpty
Pile BK♠
Pile C9-8-7
EMPTYPILEPILE AKPILE B987PILE CINTO AN EMPTY PILE 2 · FILLS THE LAST SPACE −2 · NO NEXT MOVE −1−1 POINT · AVOID
2 for the move, −2 for the last space, −1 for no follow-up — −1 point.

The King of spades can be moved into the empty tableau pile. Moving a card into an empty pile is worth 2 points. The move fills your final empty pile, so subtract 2. There are no lower spades ready to play onto the King, so subtract 1 more because the King has no planned next move.

You have −1 point, so avoid the move. Leave the pile empty until it can uncover an important card, save a waste card or rearrange a same-suit sequence.

Example 3Saving a waste card

Example

Card layout for this example
Waste7♣
Pile A8♣
Pile BQ-J
STOCK7WASTE8PILE AQJPILE BWASTE CARD TO THE TABLEAU 6 · PLAYS THE WASTE CARD +28 POINTS · MAKE FIRST
6 for the waste move, +2 for playing the waste card — 8 points.

You can move the 7 of clubs from the waste pile onto the 8 of clubs. Moving a waste card to the tableau is worth 6 points, and playing the current waste card adds 2. You have 8 points, so make this move first.

If you turn over another stock card instead, the 7 of clubs is covered. It only returns to play once every card above it has been legally removed, which with a single stock pass you cannot rely on.

Example 4Joining two sequences and creating an empty pile

Example

Card layout for this example
Pile AQ
Pile BJ-10-9
Pile C6♣
QPILE AJ109PILE B6PILE CJOIN TWO SEQUENCES 4 · FOUR-CARD RUN +1 · EMPTIES PILE B +27 POINTS · STRONG MOVE
4 to join, +1 for a four-card run, +2 for the empty pile — 7 points.

You can move the J-10-9 sequence of diamonds onto the Queen of diamonds. Joining two same-suit sequences is worth 4 points, the completed four-card sequence adds 1, and Pile B becoming empty adds 2. You have 7 points, so this is a strong move.

Example 5Keeping a support card in the tableau

Example

Card layout for this example
Heart foundationA-2-3-4-5
Club foundationA♣-2♣
Pile A7
Pile B6-3♣
5HEARTS A-52CLUBS A-27PILE A65PILE B211 POINT · AVOIDMOVE ONE · TO THE FOUNDATION8 POINTS · MAKE FIRSTMOVE TWO · ONTO THE 7 OF HEARTS
Banking the 6 scores 1. Keeping it in the tableau scores 8.

Move one — move the 6 of hearts to the foundation. A card from 4 through 10 is worth 3 points, but the 6 is still needed as a support for the 7 of hearts, so subtract 2. That leaves 1 point: avoid this move for now.

Move two — move the 6 of hearts onto the 7 of hearts. Joining cards in the same suit is worth 4 points. The move uncovers the 3 of clubs, which can immediately reach the club foundation, so add 2. Once the 3 of clubs is played, Pile B is empty, so add 2 more. That is 8 points, so play move two first.

Example 6Uncovering an Ace with a sequence move

Example

Card layout for this example
Pile AA♠-10♣-9♣-8♣
Pile BJ♣
Pile C5
A1098PILE AJPILE B5PILE C12THEN THE ACE GOES HOMESEQUENCE THAT UNCOVERS 5 · UNCOVERS AN ACE +2 · EMPTIES PILE A +29 POINTS · MAKE FIRST
5 for the sequence, +2 for the Ace, +2 for the empty pile — 9 points.

You can move the 10-9-8 sequence of clubs onto the Jack of clubs. Moving a same-suit sequence that uncovers another card is worth 5 points, and uncovering an Ace that can reach a foundation adds 2. After the Ace moves, Pile A is empty, adding another 2. That is 9 points.

  1. Move 10♣-9♣-8♣ onto J♣.
  2. Move A♠ to an empty spade foundation.
  3. Keep Pile A empty for future rearrangements.

Example 7Turning the stock too early

Example

Card layout for this example
Stockface-down deck
Waste5
FoundationA-2-3
Pile A4
Pile B9♠-8♠
STOCK5WASTE3DIAMONDS A-34PILE A98PILE B12TURN THE STOCK 0 · A USEFUL MOVE REMAINS −2 · COVERS A PLAYABLE WASTE CARD −3−5 POINTS · AVOID
0 for the turn, −2 for the move left on the table, −3 for burying the waste — −5.

Turning the stock is worth 0 points. A useful foundation move remains, so subtract 2. Turning the stock would also cover a waste card that becomes playable once the 4 of diamonds moves, so subtract 3 more. You have −5 points: do not turn the stock.

  1. Move the 4 of diamonds to the foundation.
  2. Move the 5 of diamonds from the waste to the foundation.
  3. Only then turn over the next stock card.

Example 8Filling an empty pile to uncover a 2

Example

Card layout for this example
FoundationA♠
Pile AEmpty
Pile B2♠-9-8-7
Pile C10
ASPADES AEMPTYPILEPILE A2987PILE B10PILE C12SEQUENCE THAT UNCOVERS 5 · UNCOVERS A 2 +2 · A SECOND EMPTY PILE +29 POINTS · MAKE FIRST
5 for the sequence, +2 for the 2 of spades, +2 for a second empty pile — 9 points.

Move the 9-8-7 sequence of hearts onto the 10 of hearts. The sequence move that uncovers another card is worth 5 points, and the 2 of spades reaching its foundation adds 2. Once it is played, Pile B is empty, adding 2 more. That is 9 points.

You finish with two empty tableau piles.

Example 9Comparing duplicate cards

Example

Card layout for this example
Pile AA-8♣-7♣
Pile BK-8♣-7♣
Pile C9♣
Pile DEmpty
A87PILE AK87PILE B9PILE CEMPTYPILEPILE D9 POINTS · MAKE FIRSTFROM PILE A · OVER THE ACE5 POINTS · STRONG MOVEFROM PILE B · OVER THE KING
The sequence hiding the Ace scores 9. The one hiding the King scores 5.

Two identical 8-7 sequences of clubs can be moved onto the 9 of clubs. Moving the one from Pile A is worth 5 points because it uncovers another card; the Ace of diamonds reaching a foundation adds 2, and the resulting empty pile adds 2 more. That is 9 points.

Moving the sequence from Pile B is also worth 5 points, but it uncovers the King of diamonds, which has no immediate move, so nothing is added and no pile is emptied. Move the sequence from Pile A.

Example 10Breaking a long sequence without a benefit

Example

Card layout for this example
Pile AK♠-Q♠-J♠-10♠-9♠
Pile BEmpty
Pile C6
KQJ109PILE AEMPTYPILEPILE B6PILE CINTO AN EMPTY PILE 2 · FILLS THE LAST SPACE −2 · SPLITS A SEQUENCE −2−2 POINTS · AVOID
2 for the move, −2 for the last space, −2 for splitting the run — −2 points.

Moving a sequence into an empty pile is worth 2 points. The move fills your final empty pile, so subtract 2, and it separates a useful same-suit sequence, so subtract 2 more. You have −2 points: avoid the move.

Keep the complete K-Q-J-10-9 sequence together until separating it uncovers an important card or creates a clear path to the foundations.

Example 11Creating a destination for the waste card

Example

Card layout for this example
Waste6
Pile A8
Pile B7-4♣
Club foundationA♣-2♣-3♣
STOCK6WASTE3CLUBS A-38PILE A74PILE B123CARD 4-10 TO A FOUNDATION 3 · MAKES A HOME FOR THE WASTE CARD +14 POINTS · CONDITIONAL
3 for the foundation move, +1 for opening a home for the waste card — 4 points.

The 6 of hearts cannot be played while the 7 of hearts is covered by the 4 of clubs. Move the 4 of clubs to its foundation: a card from 4 through 10 is worth 3 points, and creating a destination for the current waste card adds 1.

Four points is only a conditional score on its own, but the planned run of moves makes it correct.

  1. Move 4♣ to the club foundation.
  2. Move 7 onto 8.
  3. Move 6 from the waste onto 7.

Example 12Choosing between two foundation moves

Example

Card layout for this example
Heart foundationA-2
Diamond foundationA-2-3-4-5
Pile A3
Pile B6-5♣
Pile C4
2HEARTS A-2A2345DIAMONDS A-53PILE A65PILE B4PILE C8 POINTS · MAKE FIRSTTHE 3 OF HEARTS3 POINTS · CONDITIONALTHE 6 OF DIAMONDS
The 3 of hearts scores 8. The 6 of diamonds scores 3.

Moving the 3 of hearts is worth 7 points, and it lets the 4 of hearts follow it to the foundation, which is another immediate legal move, so add 1. That is 8 points.

Moving the 6 of diamonds is worth 3 points. It uncovers the 5 of clubs, which has no immediate move, so nothing is added. Move the 3 of hearts first.

Score your next deal

Open a fresh game and put a number on the first three moves you consider.

Play Josephine Solitaire