Play Will o' the Wisp Solitaire Online for Free (Compact Spider by Geoffrey Mott-Smith)
Will o' the Wisp Solitaire applies Spider movement rules to a uniquely compact opening. Seven columns of exactly three cards each start play with only the top card face-up, while the remaining 31 cards wait in stock for up to five deal rounds. Designed by Geoffrey Mott-Smith as a Spiderette alternative with uniform column depth.
What is Will o' the Wisp Solitaire?
Will o' the Wisp is a single-deck Spider variant attributed to Geoffrey Mott-Smith, the twentieth-century American card game author and bridge authority. It uses one standard 52-card deck with all four suits and targets four same-suit King-to-Ace completions. Where Spiderette deals 1-to-7 cards per column in a pyramid, Will o' the Wisp deals exactly three cards to every column - creating a flat, uniform starting position with no column being deeper or shallower than another.
Will o' the Wisp Solitaire history
Geoffrey Mott-Smith (1902-1960) introduced Will o' the Wisp as part of a broader effort to create Spider-family variants with more controlled opening conditions. The name references the atmospheric light phenomenon - a will-o'-the-wisp lures travelers toward it and then disappears, reflecting the game's deceptive openings where a balanced initial layout can quickly become elusive to convert into a win. Mott-Smith is also known for his contributions to Canasta rules and bridge theory.
Will o' the Wisp deal layout
Seven columns, each starting with exactly three cards. Only the top card of each column is face-up. The remaining 31 cards sit in stock, dealt one per occupied column when all columns are non-empty.
| Column | Starting cards | Face-down | Face-up | Notes |
|---|---|---|---|---|
| 1-7 (all) | 3 each (21 total) | 2 | 1 | Uniform depth - unlike Spiderette's pyramid |
| Stock | 31 | 31 | 0 | Deals 7 at a time (4 full rounds + 1 partial of 3) |
After the initial 21-card deal, the game has 4 full stock deals of 7 cards (28 cards) plus one final partial deal of 3 cards to columns 1-3, totaling all 31 stock cards across up to 5 deal rounds.
How to play Will o' the Wisp Solitaire - step by step
- Flip face-down cards quickly. Each column starts with only 2 face-down cards, so you can reveal everything in a column after just 2 moves. Do this before making cosmetic rearrangements.
- Build in-suit descending runs from the first move. Every card placed onto a different-suit sequence becomes orphaned from multi-card stack movement. The small starting tableau punishes suit-mixing early.
- Aim to create at least one empty column before the first stock deal. With only 3 cards per column, a column can empty in 2-3 moves if one card moves to a neighbor and the next moves elsewhere.
- Use empty columns as extraction lanes - move blocking card(s) aside, expose what is beneath, then return them to their suit sequence. Never park cards in empty columns with no plan to retrieve them.
- Deal from stock only after all useful tableau moves are exhausted and all seven columns are occupied. Early dealing congests already-tight columns.
- Track stock rounds: after 4 full deals the board has 49 cards across 7 columns averaging 7 deep. The final partial deal adds only 3 cards to columns 1-3. Plan your suit consolidation before that last deal.
Strategies to win Will o' the Wisp Solitaire
- Flip both face-down cards in as many columns as possible before the first deal to maximize board information.
- Preserve suit continuity from the first move - in-suit stack mobility is the engine of the endgame.
- Avoid filling all seven columns before exhausting tableau move options.
- Empty columns are rare but powerful - use them for extraction, not permanent card storage.
- Track stock rounds remaining and complete suit consolidation before the final deal saturates columns 1-3.
Will o' the Wisp vs. Spiderette comparison
| Feature | Will o' the Wisp | Spiderette (Baby Spider) |
|---|---|---|
| Deck | 1 deck, 4 suits | 1 deck, 4 suits |
| Columns | 7 | 7 |
| Column depth | Uniform: 3 per column | Pyramid: 1-2-3-4-5-6-7 |
| Starting face-down | 2 per column (14 total) | 0-1-2-3-4-5-6 (21 total) |
| Stock cards | 31 | 24 |
| Designed by | Geoffrey Mott-Smith | Traditional / unknown |
| Est. win rate | ~20% | ~10% |
How difficult is Will o' the Wisp Solitaire?
Will o' the Wisp is medium-to-hard. The shallow starting columns expose face-down cards quickly, but the uniform depth means no column provides quick early workspace. Mixed suits and the compressed 7-column layout make reorganization expensive - every move in a 7-column game has wider ripple effects than in a 10-column game.
What is the Will o' the Wisp Solitaire win percentage?
A practical win rate for Will o' the Wisp is about 20%. The uniform column depth makes early workspace creation harder than Spiderette's pyramid, but the slightly smaller hidden-card count (14 face-down versus 21) provides better early information. Suit-aware sequencing from move one is the strongest predictor of reaching a win.
What is the difference between Will o' the Wisp and Spiderette?
Both use one deck and seven columns with Spider movement rules, but Spiderette deals 1-2-3-4-5-6-7 cards per column (a pyramid) while Will o' the Wisp deals exactly 3 cards to every column. Spiderette's short column 1 empties immediately and provides early workspace. Will o' the Wisp's uniform depth requires deliberately working to empty even the shortest column. Will o' the Wisp also has 7 more stock cards than Spiderette (31 vs 24), giving slightly more relief deals but a heavier endgame board.
Will o' the Wisp Solitaire FAQ
Can I move a card to an empty column?
Yes. Any single card or valid same-suit descending stack can be moved to an empty column. Empty columns are rare in Will o' the Wisp because all columns start with equal depth - none empties by accident from being too short. Treat any empty column as a high-value extraction space and protect it from casual filling.
When should I deal from stock in Will o' the Wisp?
Deal only after exhausting all useful tableau moves. All seven columns must be non-empty before any stock deal. Early deals that bypass useful moves bury sequence potential under mixed blockers. With 31 stock cards (4+ deals), there is a temptation to deal early when stuck. Resist it - sit with the board longer and find moves that reveal face-down cards or extend in-suit runs first.
Why does same-suit movement matter so much in Will o' the Wisp?
With all four suits in one deck compressed into 7 columns, suit collisions are very common. A mixed stack - even two cards of the right ranks but different suits - cannot be moved as a unit. As columns grow deeper through stock deals, the cost of early suit-mixing compounds. By deal 3 or 4, a board full of mixed stacks has almost no movable groups and no path to completing suit runs.
How many deal rounds does Will o' the Wisp have?
Starting with 31 stock cards dealt 7 at a time, the full sequence is: 4 complete deal rounds (7 cards to all seven columns, 28 total) plus one partial round that deals only 3 remaining cards to columns 1-3. Plan your final sequence consolidation before that last partial deal, as it adds cards asymmetrically to only 3 of 7 columns.
What makes Will o' the Wisp different from its companion game?
Our Will-o'-Wisp variant (without "the") uses the same movement rules but a slightly different column configuration. The compact "three per column" deal is the signature of Mott-Smith's original design, while variants may adjust column count or stock size. Both share the same core appeal: Spider tactics in a compressed, faster-playing format.
Other solitaire games I recommend
- All Games
- Klondike Turn One
- Klondike Turn Three
- Freecell
- Double Freecell
- Josephine Solitaire
- Forty Thieves
- Streets Solitaire
- Deauville Solitaire
- Number Ten Solitaire
- Rank and File Solitaire
- Emperor Solitaire
- Westcliff Solitaire
- Martha Solitaire
- Canister Solitaire
- Indian Solitaire
- Limited Solitaire
- Lucas Solitaire
- Maria Solitaire
- Midshipman Solitaire
- Red and Black Solitaire
- Colonel Solitaire
- Sixty Thieves Solitaire
- Octave Solitaire
- Diplomat Solitaire
- La Nivernaise Solitaire
- Striptease Solitaire
- Baker's Game
- Eight Off Solitaire
- Seahaven Towers Solitaire
- Beleaguered Castle Solitaire
- ForeCell Solitaire
- Spider One Suit
- Spider Two Suits
- Spider Relaxed
- Spider Two Suits Relaxed
- Spider Four Suits Relaxed
- Spiderette
- Will o' the Wisp
- Simple Simon
- Mrs. Mop
- Spider Four Suits
- Scorpion Solitaire
- Scorpion II
- Three Blind Mice
- Wasp Solitaire
- Double Scorpion
- Yukon Solitaire
- Russian Solitaire
- Alaska Solitaire
- Australian Patience
- Canberra Solitaire
- Tasmanian Solitaire
- Brisbane Solitaire
- Penguin Solitaire
- Accordion Solitaire
- Push-Pin Solitaire
- Royal Marriage Solitaire
- The Queen and Her Lad
- Clock Solitaire
- Travellers Solitaire
- Four of a Kind
- Hidden Cards
- Hide and Seek
- Wandering Card
- Spoilt Solitaire
- Grandfather's Clock
- Big Ben Solitaire
- Will o' the Wisp
- Simple Simon
- Mrs. Mop
- Pyramid Solitaire
- Relaxed Pyramid
- Tut's Tomb
- Apophis Solitaire
- Giza Solitaire
- Triangle Solitaire
- Pharaoh Solitaire
- Pyramid Turn 3
- Golf Solitaire
- TriPeaks Solitaire
- Double TriPeaks
- Black Hole Solitaire
- Putt Putt Solitaire
- All in a Row Solitaire
- Queens on Kings Solitaire
- Golf with Jokers Solitaire
- Pyramid Golf Solitaire
- Busy Aces Solitaire
- Congress Solitaire
- Fortune's Favor Solitaire
- Interchange Solitaire
- Thieves of Egypt Solitaire
- Deuces Solitaire
- Blockade Solitaire
- Spider One Suit Relaxed
- Easthaven
- Whitehead
- Thumb and Pouch
- Thoughtful Klondike
- Double Klondike
- Triple Klondike
- Vegas Solitaire
- Agnes Bernauer Solitaire
- Agnes Sorel Solitaire
- Moosehide Solitaire
- King Albert Solitaire
- Canfield Solitaire
- Demon Solitaire
- La Belle Lucie Solitaire
- Trefoil Solitaire
- Cruel Solitaire
- Shamrocks Solitaire
- Good Measure Solitaire
- Montana Solitaire
- Sir Tommy Solitaire
- House in the Wood
- Alexander the Great
- Double Easthaven
- Odessa Solitaire
- Double Klondike Turn 3