This is a Cheery Chimp original.
How To Play Convergence
An original solitaire — build every suit from both ends until it meets in the middle.
The goal
Each suit has two foundations: an up pile that climbs from the Ace, and a down pile that descends from the King. A suit is finished when the two runs meet — together they hold all thirteen cards. Converge all four suits and you win.
A23 → … ← JQK
The table
- All 52 cards are dealt face-up into eight columns — nothing is hidden.
- Up top: the eight foundations, grouped as four suit pairs (up and down), plus your free cells (four to start).
- Columns build down by suit — a card goes onto one of the same suit, one rank higher (a 7♠ onto an 8♠).
Moving cards
- Drag a card — or a same-suit descending run — onto a column, a free cell, or a foundation. Valid landing spots light up as you drag.
- Tap a card to send it straight to a foundation. If it fits both directions, it takes the up pile.
- A free cell parks one card. Empty a column and any card can start it fresh.
- Use Auto to sweep every available card up to the foundations, Undo to take a move back, and Hint if you're stuck.
How to think about it
- Get Aces and Kings out early — they seed both directions and unlock everything.
- Every middle card faces a fork: feed the climbing run or the descending one. That choice sets where the suit will meet.
- The down piles fill easily — they match your descending columns. The up piles are the squeeze: their low cards get buried, so plan the digs that free them.
Difficulty
More free cells, more breathing room. Four is a real challenge that's still winnable with good planning; bump it to five, six, or seven in Settings for an easier game.
Odds
How hard is it, really — and where does the difficulty hide? A look at the numbers behind the game.
The shape of a deal
Every game starts from all 52 cards dealt face-up into eight columns — four of seven cards and four of six — with four free cells and eight foundations waiting (an up and a down pile for each suit). Nothing is hidden, so in principle you can see the whole solution from move one. That doesn't make it easy.
You will, quite safely, never see the same deal twice — nor will anyone else, ever.
It is a game of skill, not luck
The clearest way to see that: hand the game to a bot that just plays forward — banking every card it can, digging the odd buried card, but never really planning. It wins almost nothing.
| Free cells | Naive win rate | Avg. cards home |
|---|---|---|
| 4 (default) | ~2% | 11 / 52 |
| 5 | ~4% | 14 / 52 |
| 6 | ~6% | 16 / 52 |
| 7 | ~8% | 18 / 52 |
A player who thinks even a move or two ahead leaves that bot far behind. In Convergence, the deal hands you the material; the win is something you build.
But almost every deal can be won
Point a real solver at the same deals — one that searches for a winning line rather than stumbling forward — and the picture flips completely. On the default four cells:
Across 500 fresh deals the solver found a win on about 95%, judged only about 4% truly hopeless, and ran out of time on the last 1% (those are almost certainly winnable too). So the honest headline is: at least 19 in 20 deals can be beaten — the real figure is a touch higher still.
Add free cells and it only gets kinder: at six cells the solver essentially never found a dead deal. The free-cell setting is your difficulty dial — more room, more forgiveness — but the challenge was never really about whether a win exists. It's about whether you find it.
Where the difficulty hides
The two foundations for a suit are not equally hard to feed. The down pile (King, Queen, Jack…) fills almost by itself, because the tableau also builds downward by suit — a run you're already tidying often slides straight home. The up pile is the squeeze: its low cards (the Aces, the twos, the threes) tend to be buried early and deep, and you have to dig them out in order.
The real game: free your low cards early. Aces and Kings unlock both directions of a suit, but it's the buried 2s and 3s — the food for the up piles — that decide most games. Spend your cells and your empty columns digging up, not hoarding high cards that were going to fall anyway.
A quirk of the meeting point
Because each suit is built from both ends, it can meet anywhere in the middle — the up pile might climb to the 5 while the down pile falls to the 6, or the split might land at the 9 and 10. Thirteen cards, and thirteen different places they can converge. No two suits in a game need meet in the same spot, which is exactly why the endgame rarely plays out the same way twice.
The naive figures come from a straightforward "play-forward" bot over 2,000 deals per setting; the winnability figures from a searching solver over hundreds of deals per setting. The solver banks cards to the foundations eagerly, which can cause it to miss the occasional win that needs restraint — so treat its ~4% "dead" figure as a ceiling on truly hopeless deals, and the ~95% winnable figure as a floor. Your own results will land between the bot and the solver, closer to the solver the more moves ahead you look.









