Tefuda — poker solitaire, one card at a time

Tefuda is a free poker solitaire game you play in the browser. Cards arrive one at a time, and each one has to go into one of three hands — placed is placed. Build a poker hand and you can cash it for points, or leave it standing and wait for the deck to turn it into something bigger.

The name is Japanese: 手札 — tefuda — is the hand you are holding, the cards already dealt and still yours to place. This game hands you three of them at once.

How to play

Grow a few hands side by side, cash them back-to-back, and the combo climbs.

Play
Deal each card into one of 3 hands.
Score
Make poker hands to clear cards and score.
Target
Hit each level’s target before your turns run out.
Discard
Stuck with a dud? Spend a discard to skip a card — you hold 3, and clearing a level fills you back up.
Perks
Levels 2+ twist one rule; clear a level to draft a perk for the run.
Specials
Wild — it stands in for any card. 2 per deck.
KPays a bonus when the hand cashes out. 3 per deck.
Clogs a slot until that tray cashes out — or the level clears. 2 per deck; a zen deck starts clean and fills up as you climb.

Hands & scores

Levels

Every level sets a score to reach and a number of placements to reach it in. Targets are scored fresh, so the run total beside them — everything banked so far — is the figure a leaderboard row shows. Points over the target carry into the next level, and the level’s twist can move either number, so a real run lands near these rather than on them. The clock stops at 25 while the target keeps climbing about a quarter a level: going deeper comes from perks that stack and a combo kept alive, not from more placements.

LevelTargetRun totalTurns
150050015
28001,30016
31,1002,40017
41,6004,00018
52,2006,20019
63,0009,20020
74,00013,20021
85,10018,30022
96,50024,80023
108,30033,10024

Perks

Clear a level and three perks are offered; the one you take is in force for the rest of the run, and its mark joins the strip above the cards. The figure beside a name is what one copy adds, and almost every perk can be drafted again — a second copy adds the same again, a third the same after that. The two with a badge are the exceptions.

Hand bonuses

A hand starts at 100% — its own score — and every one of these is added to that. They add to each other rather than compounding: Run Master and Flush Master both cover a straight flush, so a run holding one of each pays 100% + 150% + 100% = 350% on one, which is the ×3.5 the board shows.

Run Master
Straights, straight flushes and royal flushes.
+150%
Flush Master
Flushes, straight flushes and royal flushes.
+100%
Pair Artisan
Pairs and two pairs.
+50%
Innkeeper
Full houses.
+50%
Full Table
Hands that use all five cards.
+50%
Whetstone
Every hand type.
+20%

Per-card bonuses

These are counted once for every scoring card that qualifies, added up, and only then applied to the whole hand — so a second copy raises what one card is worth. Three copies of one suit is +30% a card, and a hand holding four of that suit is +120%. That does not join the sum above: it is added on top of whatever that sum came to, so a hand already paying 350% is paid a further 120% of that.

Spade Affinity
Every spade among the scoring cards.
+10%
Heart Affinity
Every heart among the scoring cards.
+10%
Diamond Affinity
Every diamond among the scoring cards.
+10%
Club Affinity
Every club among the scoring cards.
+10%
Gold Rush
Every gold card among the scoring cards.
+50%

Turns and resources

These have nothing to do with what a hand scores. They change how much a level lets you do. Discards are one number rather than two — what you can hold is what a cleared level hands you back — so a perk that raises it raises both at once.

Combo ShieldOne only
A turn with no cash-out stops breaking your streak. One per level.
Wild PressMax 2
Every deck from here on is shuffled with one more cat.
Long Day
+2 placements every level, this one included.
Deep Pockets
+2 discards every level, this one included.

Twists

From level 2 on, every level is dealt a twist of its own, and it leaves when the level is cleared. The two in red only take something; the rest trade one thing for another. The ×2 is the one twist that multiplies rather than adds: it doubles whatever the hand was already paying, everything the perks added included — a straight paying 250% under Run Master is boosted to 500%, not 350%.

Suit bonusA named suit pays +20% each
Hand ×2A named hand scores ×2
Pairs deadPairs score 0
Rush−5 turns · target −30%
Discard flood+3 discards · target +15%

Modes

Classic
The endless climb. Every level has a turn limit, a score to clear it, and its own buff-or-debuff twist.
Zen
The same climb with everything that hurries or rescues you taken off — no clock, no discards, no twists, no perks. A level can no longer be missed, only survived. What ends a zen run instead is the deck: every level you clear leaves one more ghost in it, until there is nowhere left to put a card.
Daily
One table for everyone playing today, with the day’s own twist on it.

A daily challenge carries a twist of its own on top of all this — the same one for everyone playing that day, in force for the whole run rather than for one level.

Any run can be shared as a link, and whoever opens it can take the same deal.

Keyboard

123
place the current card
QWE
cash out that hand
D
discard the current card
U
undo your last move
N
New run
C
Daily challenge
L
Leaderboard
G
Guided tutorial
Esc
open the menu

Questions

Is it free? Do I need an account?
Free, and no. Nothing to download and nothing to sign up for — open the page and the deal is already waiting.
How is this different from Klondike solitaire?
Klondike is about sorting a deck into ordered piles. Tefuda comes from the other side of the family — poker solitaire, as in Poker Squares, where each dealt card goes into a fixed slot and you score whatever poker hands you are left with. Three hands instead of a grid, and the choice of when to cash, are what Tefuda adds.
Can I play on a phone?
Yes. Tap a card and then a hand, or drag it across. On a desktop the whole game also plays from the keyboard: 1 2 3 to place, Q W E to cash.
How many discards do I get?
Three, and clearing a level fills you back up to three. It is one number rather than two: what you can hold is also what a level hands you, which is why the control reads held over that — 3/3 on a fresh level, 1/3 once you have spent two. Deep Pockets raises that number by 2 a copy, the moment you draft it and on every level after, so a run holding two plays at 5/5. Nothing you are given is taken back: the discard-flood twist adds three on top of the refill, and the badge simply reads over the well — 6/3 — until you spend them. A discard costs no placement, so skipping a card never costs you clock. The one card it cannot skip is a ghost, and a zen run has no discards at all.
How much can I undo?
One move back, three times a level. Undo is there for the wrong tray or a cash-out you meant for the hand beside it. What it is not there for is looking: place a card, read the one that turns up behind it, take the placement back — do that freely and the deck stops being face-down, which is a different game from the one everyone else is playing. Clearing a level hands you three more.
Is there a daily deal?
Every date has its own deal, and it stays the same for everyone the whole way through — the reshuffles, the twists each level rolls and the perks it offers included. So two runs on the same day can be compared.
What modes are there?
Three. The classic run is the endless climb — every level has a turn limit, a target to clear it, and its own buff-or-debuff twist. The daily is one table everyone plays that day, with a twist of its own for the whole run. Zen is the same climb with the clock, the discards and the twists all taken off: nothing hurries you and nothing rescues you, every level cleared leaves one more ghost in the deck, and it ends when the trays clog. It ranks on its own board.
Does Flush Master boost a straight flush?
Yes — and so does Run Master. A hand is only ever one type: five cards that are both a straight and a flush score once, as a straight flush, not again as a flush. But a master lifts every row its hand belongs to rather than only the row it is named after, so the straight flush and the royal flush sit on both masters’ lists. Draft both and their percentages add rather than multiply: 100% + 150% + 100% = 350%, which is the ×3.5 the board shows on either hand.
Why does five of a kind beat a royal flush?
Because it is rarer — barely. Across every five-card draw from a Tefuda deck (52 cards, two cats, two ghosts) a royal flush comes up 84 times and five of a kind 78: about one in 45,000 against one in 49,000. It also costs more to go after, since the four of a kind is already sitting in front of you worth 3,000 and you have to leave it there and wait for a cat that the other two hands want just as badly. Hence 25,000 against the royal’s 15,000. Draft Wild Press, though, and a third cat goes into every deck — which makes five of a kind the more common of the two, and is the only thing in the game that reorders the chart.