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How to play Carpet

A calm one-sitting solitaire: lay out the carpet of 20 cards, bring the four aces onto the foundations and collect all four suits from ace to king. Read it — and straight to the table.

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In brief

Goal
Collect 4 suits on the foundations
Players
1
Game
5–15 min
Difficulty
Easy
Genre
Solitaire

Goal of the game

Carpet is a solitaire for one player. Your task is to collect all four suits on the foundations (houses), placing cards in order from ace to king: ace, two, three and so on up to the king. When all 52 cards end up in the four houses, the solitaire comes out and the game is won. The aces already lie on the foundations as a footing — all that remains is to build each house up correctly.

Setup: laying out the carpet

A deck of 52 cards is divided like this: the four aces are laid out on the foundations at once — that is the start of each of the four houses. The rest of the cards are shuffled, and from them a 4 × 5 carpet is laid out — a rectangle of 20 face-up cards. The remaining 28 cards go into the closed deck (the stock), which refills the freed carpet cells as the game goes on. Above the carpet you see the four foundations, and below them the carpet itself.

Rules: how to lay out and solve

Houses are built by suit

Each foundation collects one suit. A card goes into a house only in ascending order and only in its own suit: after the ace comes the two of the same suit, then the three and so on up to the king.

Only carpet cards are played

Only face-up cards from the carpet can be moved to a house. A matching card is highlighted with a golden frame and lifts slightly — that means it can be sent to the foundation right now.

The cell is refilled from the deck

As soon as a card goes into a house, the freed carpet cell is immediately covered by the top card from the closed deck. That is how the carpet keeps producing new options for moves.

The deck runs out

Once the stock is exhausted, freed cells are no longer refilled and simply empty out. From then on you play only with what remains face-up on the carpet.

The aces must not be touched

The four aces are the bases of the houses; they are fixed from the very start. They are neither moved nor removed: you build on top of them.

Dead end

If not a single card on the carpet fits at least one house, there are no more moves. The system will mark a "dead end" — start a new game.

When the solitaire comes out

The solitaire counts as solved when all 52 cards end up in the houses — that is, each of the four suits is built up from ace to king. A panel will appear on the table reading "Carpet solved!" with the final score, the time and the number of moves. The faster you gather the carpet, the higher the bonus to your score. But if no matching cards remain on the carpet while the houses are not yet finished — that is a dead end: the game will have to be replayed with a new layout.

Controls on muta.pro

🖱️
Moving a card
Click a highlighted carpet card — it will go into the house of its suit on its own, and the cell will refill from the deck.
Auto-collect
The "Auto-collect" button plays all available moves in a row — handy when several obvious cards are ready at once.
💡
Hint
The "Hint" button (or the H key) highlights a card that can be sent to the foundation right now.
🔄
New game
The "New" button reshuffles the deck, lays the aces out on the foundations and deals a fresh carpet.

Tips

Watch every suit

Before you move, check each house: sometimes it pays to first play a card that will open the cell holding the one you need next.

Don't rush the auto-collect

Auto-collect plays greedily. If you want to control the order, move by hand and hold back the cards that suit you.

Keep an eye on the deck

The counter shows how many cards are left in the stock. The closer to zero, the more carefully you should manage your free cells.

Hint against a dead end

If it seems there are no moves, press the "Hint" — it will either find a card or confirm that this is a dead end.

Strategy: think a move ahead

Carpet looks like a game on autopilot — tap the highlighted cards, and that's it. But the solve rate rises noticeably if you look not only at the available move, but at the queue beneath the top cards. Every discard opens a cell, and a new card arrives from the stock — in effect you decide what appears on the table next.

Keep all four houses in mind

Before a move, check against every foundation: which suit is built up to which rank. There is always exactly one right card for a house, and it is easier to spot when you remember the current "ceiling" of each suit.

A move just to open a cell

Sometimes a card is worth playing not because it matters, but because the freed cell will pull a fresh card from the stock. While there are cards in the deck, every discard is one more chance to draw out a stuck two or three.

Count the deck remainder

The stock counter is your timer. While it is not zero, empty cells refill; after zero the carpet only melts away. Make bold openings while the deck is still feeding the table.

A23

The spades house is built up to the three — only the four of spades will be accepted on the foundation, everything else waits.

Tactics: the order of moves decides

When several matching cards are on the carpet at once, the order in which you take them matters. The right sequence opens cells where the continuations you need are hidden beneath, and the wrong one locks the layout into a dead end.

Lone cards first

If a card is needed by only one house and there is no second like it on the table — take it without hesitation. Holding it back gains you nothing and wastes the cell.

Keep the suits balanced

Pull all four houses along roughly evenly. An imbalance, where one suit is at the king while three are stuck on twos, is what most often drives you into a dead end.

Auto-collect at the end

While you have a choice, move by hand. Auto-collect is greedy and takes cards in its own order; save it for the moment when the obvious moves have run out.

5vs5=6

Both fives are available, but hearts leads to an exposed six — take the heart one first.

Variations of the solitaire

Carpet comes from the family of simple solitaires about collecting houses from ace to king. On muta.pro the basic variant is played, with a 4 × 5 carpet and a stock that refills the cells, but the family has recognizable relatives.

Size of the carpet

Classically 20 cards are laid out (4 × 5). There are lighter versions with a smaller field — fewer "dead" cells and a higher solve rate — and denser ones, where a dead end lurks more often.

With refilling and without

Our variant refills the freed cells from the deck until it runs out. In strict versions the cells are not refilled at all — every carpet card counts, and the game becomes noticeably harsher.

Relatives in spirit

Algerian, FreeCell, Pyramid are neighbors in the catalog: everywhere the goal is to collect the houses by suit, but the layout and freedom of maneuver differ. Once you master Carpet, it is easy to move on to them.

79Q

A carpet row: face-up cards are available to play, face-down ones come in as replacements from the stock.

Common mistakes

Most lost Carpet deals are not about bad luck but about a couple of typical slips. They are easy to remove, and the solve rate rises noticeably.

  1. Taking cards blindly. Clicking the first highlighted card you see is a sure path to a dead end. First weigh what will open beneath it and which house that helps.
  2. Forgetting the deck counter. While there are cards in the stock, openings are almost free; when it hits zero, every empty cell is forever. Make bold moves in advance.
  3. Pushing one house ahead. Building spades up to the king is pleasant, but if hearts, diamonds and clubs are stuck on low cards, the table quickly runs into a dead end.
  4. Hitting auto-collect right away. It takes cards in the order convenient to it and may close a cell you were saving. Set it loose only when there are no manual moves left.

Hint instead of panic

Feels like there are no moves? Press the "Hint": it will either find a card or honestly confirm the dead end — and you'll start a new one without doubt.

A dead end is normal

Some deals are unsolvable in principle. If you're stuck, don't hunt for a move that isn't there — press "New" and take a fresh carpet.

Frequently asked questions

How many people play Carpet?
It is a solitaire — you play alone. The card layout itself is your opponent here.
Can cards be moved between carpet cells?
No. Carpet cards go only to the foundations. You cannot move them onto one another or into empty cells.
Why won't a card respond?
Only matching cards are clickable — the ones that continue their house by suit one rank higher. The rest are blocked for now and not highlighted.
Can the carpet always be solved?
No. Some deals lead to a dead end, when no matching cards remain. In that case press "New" and try a fresh layout.
What does the golden frame around a card mean?
It is a hint from the engine: the card fits one of the houses right now and can be sent to the foundation. Cards without a highlight do not continue any suit yet.
Does speed affect the final score?
Yes. The faster you gather the carpet and the fewer needless actions you make, the higher the bonus to your score. Time and the number of moves are shown on the final panel.
Can the last move be undone?
Carpet is designed for play without take-backs: cards go into a house for good. If a deal hits a dead end, it is easier to start a new one with the "New" button than to try to roll back.
Why did the freed cell stay empty?
It means the stock deck is already exhausted. Refilling works only while there are cards in the closed deck; after that empty cells stay empty until the end of the game.
In what order is it best to take cards if several fit at once?
First take the cards that only one house needs, and try to pull all four suits along evenly. That way you less often drive yourself into an imbalance that leads to a dead end.
How does Carpet differ from Algerian solitaire?
Both build the houses by suit from ace to king, but Carpet has a compact 4×5 layout with cells refilled from the stock, while Algerian has a different layout and more room to maneuver between columns.
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