Twenty-one cards you cannot see
Klondike Solitaire
Klondike is the seven-column game most people mean when they say solitaire. Twenty-eight cards go into the tableau and twenty-one of them start face down, so every deal is a question of which hidden card you uncover first.
- Draw-one Klondike
- Seven tableau columns
- 21 cards face down
- Unlimited stock recycling
Play Klondike Solitaire
Select a face-up card or sequence, then choose a tableau column or foundation. Tableau cards build down by alternating color. Foundations build up by suit from ace.
Draw one card to the waste.
The rules everyone knows
Klondike Solitaire rules
Everything this version enforces, in one reference. Print it if you are dealing Klondike with a real deck.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Seven columns holding 1 to 7 cards, 28 in total. Only the last card of each column is face up. |
| Face down | 21 cards start hidden. Uncovering them is the real work of the game. |
| Foundations | Four, one per suit, empty at the start. |
| Stock | The remaining 24 cards. |
| Tableau | |
| Building | Down by rank, alternating red and black. A red 8 takes a black 7. |
| Moving | One face-up card, or a whole run already in correct descending alternating order. |
| Face-down cards | Cannot be moved or played. The card flips automatically once nothing covers it. |
| Empty columns | Only a king, or a run led by a king, may move in. |
| Foundations | |
| Building | Up by exact suit, ace through king. Suit is strict here and nowhere else. |
| Coming back down | Allowed. The top foundation card may return to the tableau when it fits legally. |
| Stock and waste | |
| Drawing | One card at a time onto the waste. Only the top waste card is playable. |
| Recycling | When the stock empties, the waste turns back over in the same order. No shuffle, no limit. |
| Winning | |
| Win condition | All 52 cards on the four foundations. |
Twenty-eight on the table
How to play Klondike Solitaire
Twenty-eight cards are dealt into seven columns as a staircase: one card in the first, two in the second, and so on to seven in the last. Only the final card of each column is turned face up. That leaves twenty-one cards hidden and twenty-four in the stock.
Two systems run in opposite directions. The four foundations climb from ace to king in a single suit, and every card has to end up there to win. The tableau runs the other way, packing down by rank in alternating colours, and its job is temporary — it exists to hold cards in a useful order while you dig the hidden ones out.
That digging is the whole game. A legal move is easy to find; a move that reveals something is not. Klondike is decided by which face-down card you turn over first and whether the cards you needed were still available when you got there.
- Face up, playable
- Face down
- Destination only
A naming question
Is Klondike the same as Solitaire?
Not quite, and the distinction is worth a sentence. Solitaire is the family name for one-player card games — FreeCell, Spider, Pyramid, TriPeaks, Golf and Aces Up are all solitaire. Klondike is one specific game in that family: seven columns, alternating-colour packing, four suit foundations, a draw stock.
It became the default meaning because it shipped with Windows for two decades and taught a generation of office workers to use a mouse. Older British books call the whole family patience, and Klondike itself sometimes appears under that name. On this page Klondike means exactly the ruleset in the table above.
Reading the board
What counts as a legal move
Suits are strict in exactly one place. Foundations must stay in a single suit; the tableau cares only whether a card is red or black.
| The move | Verdict | Why |
|---|---|---|
| A column shows the black 9. You play a red 8. | Legal | One rank down, opposite colour. That is the only tableau rule. |
| A column shows the black 9. You play a black 8. | Illegal | Rank is right, but tableau colours must alternate. |
| You move a red 8 with a black 7 and red 6 attached. | Legal | A run already in descending alternating order travels as a unit. |
| You move a red 8 with a red 7 attached. | Illegal | The run itself is not in alternating order, so it is not a run. |
| An ace goes to an empty foundation. | Legal | Aces open the foundations. Nothing else can. |
| A queen moves into an empty column. | Illegal | Empty columns take a king, or a run led by a king, and nothing else. |
| The 4 of hearts returns from its foundation to a black 5. | Legal | Foundation cards may come back down on this page when they fit. |
| You play a face-down tableau card. | Illegal | It has to be uncovered and flipped first. |
Kings and spaces
An empty column is not storage
Emptying a column is the most powerful thing you can do in Klondike and the easiest to get wrong. The space is not a free slot: only a king, or a run led by a king, can move into it. Everything else has to wait.
So the question is never "can I empty this column" but "which king goes in it, and what does that king unlock". A king that arrives with a long packed run behind it moves a lot of cards at once. A king sitting alone in a space, with nothing that can build on it, has turned your hard-won column into a dead end.
Colour matters more than players expect. A king only accepts a queen of the opposite colour, so which king takes the space decides which half of your queens can move next.
The stock
The stock is a queue, not a shuffle
Draw a card and it lands face up on the waste. Only that top card is playable; draw again and it is covered by the next one. Nothing else about the stock is visible, which makes it the one part of the board you have to remember rather than read.
When the stock empties, the waste turns back over in exactly the order it went in. There is no shuffle between passes, so the sequence you saw the first time is the sequence you will see again. That is worth more than it sounds: if you noticed the black 4 sitting six cards deep, it will still be six cards deep next time round, and you can count your way back to it.
Draw one with unlimited passes also means every stock card is reachable on every pass. That is not true of draw three, where two cards in every three slide by unseen and playing a waste card changes which cards surface later. It is the main reason this version is the forgiving one, and the main reason a draw-three win is worth more.
Order of play
Klondike Solitaire strategy
Most Klondike advice reduces to one idea: information beats tidiness. A board that looks neat but hides the same twenty-one cards has not improved. The habit worth building is checking your options in a fixed order rather than taking the first legal move you notice.
What to check, in this order, every turn
- Take the free revealsAny move that flips a face-down card costs nothing and buys information. If two are available, take the one in the deepest column — that is where the buried cards are.
- Look at the waste before you drawThe card showing may be the only one that fits a column right now. Draw past it and you may need a full trip through the stock to see it again.
- Decide which king earns the spaceIf a column is empty, do not fill it with the first king you can reach. Ask which king unblocks a run or exposes a hidden card, and whether the other colour would do more.
- Reorganise only when nothing above appliesMoves that shuffle visible cards without exposing anything are legal, not productive. They are what you do when the board has nothing better.
The most common way to lose
Foundations are a one-way door you can only just reopen
Sending a card to a foundation feels like progress, and low cards early are almost always right. Past the aces and twos it gets dangerous: a card on a foundation is no longer a landing spot in the tableau. Send the red 5 up and the black 4 that would have revealed a hidden card now has nowhere to go.
This page lets you bring the top foundation card back down when it fits legally, which softens the mistake but does not erase it — the card you need may be two ranks buried by then. Before any foundation move above a 2, check whether the tableau still wants that card.
Why deals get stuck
Why Klondike deals get stuck
These are not the reverse of the advice above. Each is a position that looks survivable and is not, and each one is worth recognising a few moves before it arrives.
An empty column with no king to fill it
Clearing a column feels like progress, but an empty column is worth nothing until a king can reach it. If every king is buried under face-down cards, you have spent real cards to create a space you cannot use.
Both reachable kings in the same colour
A queen needs a king of the opposite colour. If the only kings you can move are both black, every red queen on the board is homeless, and the columns they would have unlocked stay frozen.
Recycling the stock without changing the board
Unlimited recycling makes it feel like there is always another chance. There is not: if you go through the entire stock without making a single move, the next pass deals the identical order into the identical board. That is the honest test for whether a deal is finished.
The famous percentage
Is Klondike Solitaire winnable?
Not every deal. A random shuffle can bury the exact rank and colour you need under cards that only that card could have freed, and unlimited recycling cannot repair a bad order. This page deals genuinely random hands and does not filter for solvable ones, so a dead deal is a real outcome rather than a sign you played badly.
Skill still decides a lot of them. Most losable-but-winnable deals turn on three things: which hidden card you reveal first, which king takes the first empty column, and whether a foundation move removed a card the tableau still needed. Undo is unlimited here so you can rewind a line and see which of those it was.
This version
Which Klondike this page deals
Klondike is a family of rulesets. Where they disagree, this page does the following:
- Draw one card at a time, not three.
- Unlimited recycling of the waste, in the same order, with no shuffle between passes.
- Only a king or a king-led run may enter an empty column.
- The top foundation card may return to the tableau when it fits.
- Deals are randomly shuffled and are not filtered to guarantee a solution.
No Vegas scoring, no timer, no daily deal, and no penalty for using undo. We do not publish a win rate: any honest figure would have to be measured against this exact ruleset, and the published numbers for Klondike vary enormously depending on draw mode and redeal limits.
Other rulesets
Draw one, draw three, and Vegas
Most arguments about Klondike difficulty are really arguments about the stock. Changing how cards leave it changes the game more than any tableau rule does.
| Ruleset | What changes | What it does to the game |
|---|---|---|
| Draw one | One card turns at a time. | Every stock card becomes reachable in turn. The friendliest version, and the one on this page. |
| Draw three | Cards turn in groups of three; only the top one is playable. | Two cards in every three are skipped on a pass. Playing one waste card shifts which cards surface later, which is the real difficulty. |
| Limited passes | One or three trips through the stock, then it is closed. | Turns the stock into a spending decision instead of a renewable resource. |
| Vegas scoring | You buy the deck and earn per card sent to a foundation. | Usually pairs with draw three and limited passes, so foundations get prioritised over reveals. |
Draw one against draw three
Klondike against the games it is confused with
How much of the deck is hidden at the start is the single most useful way to tell these games apart. It predicts how much of each one is planning and how much is luck.
| Game | Hidden at deal | Tableau builds | Empty columns take | How it plays |
|---|---|---|---|---|
| Klondike | 21 cards | Down, alternating colour | Kings only | Reveal and build. Luck and planning in roughly equal measure. |
| FreeCell | None | Down, alternating colour | Any card | Pure planning. Almost every deal is solvable if you find the line. |
| Spider | 50 cards | Down, any suit; runs move by suit | Any card | Longer and heavier. Building same-suit runs is the whole puzzle. |
| Canfield | 12 in reserve | Down, alternating colour, wraps | Filled from the reserve | Klondike with the early game tightened and a base rank that is not an ace. |
If Klondike frustrates you, the hidden cards are usually why, and FreeCell is the cure — same tableau rule, nothing concealed. If you want the reveal-and-build rhythm in a shorter game, try Forty Thieves for a heavier version or the quick removal games for something lighter.
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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