Two games spliced together
Easthaven Solitaire
Easthaven builds like Klondike and deals like Spider. Seven shallow columns of three, packing down in alternating colours towards four suit foundations — and a stock that lands a card on every column at once, five times, whether you are ready or not.
- Seven piles of three
- Klondike building
- Spider-style row deals
- Five deals, then nothing
Play Easthaven Solitaire
Select a face-up card or ordered sequence, then choose a tableau column or foundation. Tableau cards build down by alternating colour. Deal a row to add a card to every column.
Deal a row whenever you want to add new tableau cards.
Seven piles of three
Easthaven Solitaire rules
If you know Klondike you already know most of this. The stock section is the part that is different.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Seven columns of three cards — twenty-one in all, with only the last card of each turned up. |
| Face down | Fourteen cards, two in every column. |
| Stock | The remaining thirty-one cards. |
| Moving | |
| Building | Down by rank in alternating colours, exactly as in Klondike. |
| Sequences | An ordered, alternating run moves as a unit. A jumbled pile does not. |
| Empty columns | Kings only, or a run led by a king. |
| Foundations | Four, built up by exact suit from ace to king. |
| The stock | |
| Dealing | One card face up onto every column at once — you cannot choose which. |
| When | Whenever you like. Unlike Spider, an empty column does not block the deal. |
| How many | Five deals: four rows of seven and a final row of three. Then the stock is gone. |
| Winning | |
| Win condition | All 52 cards on the four suit foundations. |
Klondike meets Spider
How to play Easthaven Solitaire
Twenty-one cards go into seven columns of three, with only the bottom card of each turned up. That is fourteen hidden cards and a board far shallower than Klondike's staircase — every column is the same shallow depth, and every one of them has exactly two cards to dig out.
Building and foundations are pure Klondike: down by rank in alternating colours, ordered runs move together, empty columns take a king, and four foundations climb by suit from ace to king.
The stock is pure Spider. There is no waste pile and nothing to draw one card at a time. Instead you deal a whole row — one card face up onto every column simultaneously — and you get to do that five times.
Column by column
What Easthaven columns accept
| The move | Verdict | Why |
|---|---|---|
| A column ends in the black 9. You play a red 8. | Legal | Down one rank, opposite colour. |
| You move an ordered red 8, black 7, red 6 together. | Legal | A correctly alternating run travels as a unit. |
| You move a red 8 with a red 7 attached. | Illegal | That is not a valid run, so it cannot move as one. |
| You move a queen into an empty column. | Illegal | Kings only, the same as Klondike. |
| You deal a row while one column is empty. | Legal | Legal here. Spider forbids this; Easthaven does not. |
| You play a face-down card. | Illegal | It flips automatically once nothing covers it. |
The difference that catches Spider players
An empty column does not block the deal
In Spider the stock refuses to deal while any column is empty, which forces you to fill spaces before taking a row. Easthaven has no such rule: you can deal with as many columns open as you like.
That sounds purely generous and it is not. The row will fill those spaces with whatever the stock hands you, and an empty column here is the only home a stranded king has. Getting the convenience means remembering to use your spaces first — the game will not stop you throwing one away.
Between two games
Easthaven Solitaire strategy
Keep the board flat. Every deal thickens all seven columns at once, so the depth you are carrying when you press deal is the depth you have to dig back out of. A board of short piles absorbs a row; a board with two long columns does not.
Use your kings before dealing. A space is worth more here than in Klondike because there is no waste pile to park anything in — and the next row will close it. If a king can move, move it first.
Be slower with foundations than in Klondike. With no waste and only five deals, the tableau is almost your entire working area, and a 6 sent up early is a 5 with nowhere to land. Aces and twos always; past that, check what the tableau still wants.
Count the deals. Five is not many, and each one is irreversible. Knowing you have two left changes whether it is worth breaking up a good column to chase a reveal.
Three recurring errors
Where Easthaven deals get away
Dealing a row over an empty column
The deal is allowed with a column open, which is a genuine convenience — and a trap. A space is the only place a stranded king can go, and the row will fill it with whatever comes next. If you have a king ready to move, move it before you deal.
Treating the deal as free because it is unlimited in timing
You may deal whenever you want, but only five times. Each deal buries the top card of all seven columns at once, including the ones you had just arranged. Deal when you have loose cards and short piles, not when the board is finally in order.
Digging one column while the others thicken
Every deal adds a card to all seven, so the columns you are ignoring are getting deeper whether you look at them or not. Working across the board keeps the piles shallow enough that a row deal is survivable.
Five deals, then nothing
Is Easthaven Solitaire winnable?
Less often than Klondike. The alternating-colour rules are identical, but Klondike's draw-one stock lets you see cards individually and cycle them repeatedly, while Easthaven gives you five blind rows and nothing else. There is no waste pile to hold a card in and no second pass.
The shallow opening helps — fourteen hidden cards spread evenly is much friendlier than Klondike's twenty-one stacked into a staircase — but the forced deals more than take that back. We do not publish a figure, since Easthaven versions differ on the deal count and on whether spaces are king-only.
This version
One deck, five deals, king-only spaces
- One deck, seven columns of three, fourteen cards face down.
- Down by alternating colour; ordered runs move as a unit.
- Empty columns take a king or a king-led run only.
- Row deals of seven, taken whenever you choose — five in total, the last of only three cards.
- An empty column does not prevent a deal.
- Foundations build up by exact suit and are one-way.
Undo is unlimited and unpenalised, with no timer or score. Some published Easthaven rules use a two-deck board or allow any card into a space; this page uses the one-deck, king-only form.
Its two parents
Where Easthaven sits between its parents
| Game | Tableau builds | Stock | Empty columns and the deal | Goal |
|---|---|---|---|---|
| Easthaven | Down, alternating colour | Five row deals onto every column | Deal allowed with columns empty | Four suit foundations |
| Klondike | Down, alternating colour | Draw one to a waste, unlimited passes | — | Four suit foundations |
| Spider (one suit) | Down by rank | Five row deals onto every column | Deal refused while any column is empty | Eight king-to-ace runs |
| Spiderette | Down by rank | Row deals, one deck | Deal refused while any column is empty | Four king-to-ace runs |
Spiderette is the closest thing to Easthaven's mirror image: the same one-deck row-deal shape, but you build runs in the tableau instead of foundations, and the empty-column restriction comes back.
Explore
More solitaire games
Try either parent: the draw-one version, or the run-building one.
Klondike Solitaire
The same building and space rules, with a draw-one stock you can cycle instead of forced rows.
Play nowSpiderette Solitaire
One-deck row deals again, but you build runs in the tableau rather than suit foundations.
Play nowSpider Solitaire
The full two-deck version of the row-deal idea, with the strict empty-column restriction.
Play nowSolitaire Variations
Every playable game here, compared by layout, reserve, and stock rules.
BrowseTested rules
How this solitaire game is checked
Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.
How we make and test solitaire games