Generous moves, unforgiving suits
Scorpion Solitaire
Pick up any face-up card and everything on top of it comes too, however jumbled — then find somewhere to put it, because Scorpion builds down by exact suit and there are no foundations to unload onto. Four king-to-ace runs, assembled in the tableau itself.
- Build down by suit
- Move any face-up packet
- A three-card tail
- No foundations
Play Scorpion Solitaire
Select a face-up tableau card, then choose a valid tableau column. The selected card carries every card above it as one packet.
Deal the tail once: one card to each of the first three columns.
Seven columns, three held
Scorpion Solitaire rules
Short, because there is almost no stock and there are no foundations. The move rule and the suit rule pull in opposite directions, and that is the game.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Seven columns of seven cards, 49 in total. |
| Face down | Three in each of the first four columns — twelve in all. The last three columns are entirely face up. |
| The tail | The remaining three cards, held back. |
| Moving | |
| Building | Down by exact suit. A 6 of hearts goes only onto a 7 of hearts. |
| The packet rule | Select any face-up card and it moves with every card on top of it, in whatever order they happen to be. |
| What has to fit | Only the card you selected. The cards riding with it are ignored. |
| Empty columns | Kings only, or a packet led by a king. |
| Face-down cards | Cannot be selected. They flip once nothing covers them. |
| The tail and winning | |
| Dealing the tail | Once, and only once: one card onto each of the first three columns. There is no other stock. |
| Clearing | A complete king-to-ace run in one suit is finished and leaves the board. |
| Win condition | All four suits assembled as king-to-ace runs. |
Blocks move regardless
How to play Scorpion Solitaire
Forty-nine cards go into seven columns of seven. The first four columns bury three cards each under four face-up ones; the last three columns are dealt entirely face up. That leaves twelve hidden cards and three left over — the tail.
There are no foundations. You build downward inside the tableau by exact suit, and when a column contains a complete run from king down to ace in one suit, that run is finished and leaves the board. Four runs wins the game.
The move rule is the interesting part, and it is borrowed from Yukon: pick up any face-up card and every card stacked above it comes with it, in whatever order it happens to be. Only the card you selected has to land legally.
- Face up
- Face down
- The tail
What you may drag
What Scorpion lets you drag
| The move | Verdict | Why |
|---|---|---|
| A column ends in the 7 of hearts. You play the 6 of hearts. | Legal | Down by exact suit — the only building rule here. |
| A column ends in the 7 of hearts. You play the 6 of diamonds. | Illegal | Same colour is not enough. Scorpion wants the suit. |
| You move the 6 of hearts with four unrelated cards stacked on it. | Legal | Only the lead card has to fit. The passengers come along regardless. |
| You move a king and its pile into an empty column. | Legal | Empty columns take a king, and the king brings whatever is on it. |
| You move a queen into an empty column. | Illegal | Kings only, even though everything else about the move rule is generous. |
| You deal the tail a second time. | Illegal | The tail is three cards, dealt once. There is nothing else to draw. |
| You select a face-down card in column two. | Illegal | It has to be uncovered first, and it flips on its own. |
Two rules pulling opposite ways
You can move almost anything, almost nowhere
The packet rule is the most permissive in solitaire: any face-up card, plus everything on it, in one move. The suit rule is among the strictest: a 6 fits onto exactly two cards in the whole deck — the 7 of its own suit, and nothing else, since there is only one of each.
Scorpion is the tension between those two. You are never short of things you could move; you are constantly short of anywhere legal to put them. That is the opposite problem from most tableau games, and it is why the game rewards deciding where a packet is going before you pick it up.
Dragging well
Scorpion Solitaire strategy
Start in the open columns. Five, six and seven are fully visible, so before your first move you can read exactly which cards sit where and plan two or three moves deep. That planning is free, and it is the only free information the deal gives you.
Dig the first four columns early. Twelve face-down cards is not many, but they are all in the same four columns, and every one you leave buried is a card that might be the 9 of clubs your run needs at the end. Uncovering beats tidying, every time.
Deal the tail while it can still help. Held back as insurance it usually just becomes three more obstructions. Played when one of the first three columns is close to opening something, it can be the move that unlocks the deal.
Protect the low cards. A run only counts when it reaches the ace, so aces and twos of the suits you are assembling are the cards to keep reachable. Because the packet rule lets you dump anything anywhere legal, burying one by accident is depressingly easy.
Three ways to stall
What ends a Scorpion deal
Spending the tail to escape a stall
Three cards onto the first three columns is all you get, and it lands wherever it lands. Taken early it can unblock a column; taken as a last resort when nothing else moves, it usually just adds three more cards to piles that were already stuck.
Burying a low card of a suit you are assembling
The packet rule means you can drop anything anywhere legal, and it is easy to park a stack on top of the 2 of spades you will need at the very end. A run only completes when it reaches the ace, so the low cards are the ones to protect.
Emptying a column with every king already buried
Clearing a column is achievable here and feels like real progress. It is worth nothing if no king can reach it — and unlike Yukon there is no colour choice, so a specific king has to become available, not just any of the four.
Scorpion's chances
Is Scorpion Solitaire winnable?
Some deals, not most. Scorpion is harder than Yukon despite sharing its move rule, because same-suit building removes roughly half the destinations and there are no foundations to unload onto — every card stays on the table until its whole run is finished.
Skill matters a great deal here, more than the difficulty suggests. Because three columns are open from the start and only twelve cards are hidden, a player who plans before moving will clear far more deals than one who does not. We do not publish a figure: Scorpion versions differ on whether spaces take any card, and that single rule moves the number a long way.
This version
The strict king-only ruleset
- Seven columns of seven, twelve cards face down, three-card tail.
- Any face-up card moves with everything above it, in any order.
- Building is down by exact suit. Colour is never enough.
- Empty columns take a king or a king-led packet only.
- The tail is dealt once, onto the first three columns, and cannot be recalled.
- Completed king-to-ace suit runs clear automatically.
Undo is unlimited and unpenalised. Some published versions let any card fill an empty column, which makes Scorpion markedly easier — Wasp is that variant, and it has its own page here.
Kings only, strictly
Scorpion, Wasp, Yukon and Spider
Scorpion sits between two families: it moves like Yukon and it scores like Spider. The table shows what each neighbour changes.
| Game | Move rule | Tableau builds | Goal | Stock |
|---|---|---|---|---|
| Scorpion | Any face-up card, with everything on top | Down by exact suit | Four king-to-ace runs in the tableau | Three cards, dealt once |
| Yukon | Any face-up card, with everything on top | Down, alternating colour | Four suit foundations | None |
| Wasp | Any face-up card, with everything on top | Down by exact suit | Four king-to-ace runs in the tableau | Three cards, dealt once |
| Spider (one suit) | Ordered runs only | Down by rank | Eight king-to-ace runs | Fifty cards in five forced rows |
Wasp is the one to try if this page defeats you. It is Scorpion in every respect except that an empty column will take any card, and that single difference turns a frequently hopeless game into a frequently winnable one.
Explore
More solitaire games
Try the forgiving version, or the same move rule with foundations to unload onto.
Wasp Solitaire
Scorpion with a kinder space rule — the single most useful change in the family.
Play nowYukon Solitaire
The same packet rule with alternating colours and real foundations, which is much friendlier.
Play nowSpider Solitaire
The other king-to-ace run builder, on two decks with a forced stock instead of a tail.
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