Reduce the Nertz pile first
Every Nertz card you move removes a possible two-point penalty and exposes another card. A work pile can be as useful as a foundation when it releases the next Nertz card. Keep an empty column when it gives that card a destination.
Look before turning again
A work-pile top may fit a foundation even when the Nertz and waste cards do not. A suffix run can uncover a useful card. Check the shared tops as other players build them: a place for your card can appear between your stock turns.
Read the public race
Open an opponent’s layout summary to inspect their face-up work cards. Their exposed Nertz card and remaining count are always listed. An opponent with one card left may end the hand soon, so a certain foundation point can matter more than a long rearrangement.
Three computer levels
At Normal computer speed, Easy scans every 0.65–1.00 seconds and considers only its Nertz and waste tops. Standard scans every 0.45–0.70 seconds and also uses work tops when a move opens a visible play. Expert scans every 0.30–0.48 seconds, considers suffix runs and up to 32 candidates for one additional work move, and can prefer a foundation that blocks an opponent’s exposed Nertz card. The search is a small public-layout heuristic, not a complete solitaire solver.
A delayed scan adds a second timing draw: about one in five Easy scans, one in sixteen Standard scans and one in thirty Expert scans. It delays the next scan rather than discarding a selected card. Every timed decision uses the cards visible when that scan fires. No level sees hidden Nertz cards, stock order or buried waste, and none memorizes an unseen deck. Computer speed scales these intervals; rule changes start with a new match and difficulty changes with the next hand.
In 1,000 four-player computer matches per level, one tested player against three Standard players won 0% on Easy, 25% on Standard and 90.7% on Expert. These measure computer strength, not your chance of winning. Easy leaves many work-pile openings unplayed.