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.

GoalComplete four same-suit runs from king down to ace.

Completed0/52
Hidden12
Tail3
Tableau49
Moves0
Completed suits

Deal the tail once: one card to each of the first three columns.

Build down by suit and uncover the hidden cards.

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.

Scorpion Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
TableauSeven columns of seven cards, 49 in total.
Face downThree in each of the first four columns — twelve in all. The last three columns are entirely face up.
The tailThe remaining three cards, held back.
Moving
BuildingDown by exact suit. A 6 of hearts goes only onto a 7 of hearts.
The packet ruleSelect any face-up card and it moves with every card on top of it, in whatever order they happen to be.
What has to fitOnly the card you selected. The cards riding with it are ignored.
Empty columnsKings only, or a packet led by a king.
Face-down cardsCannot be selected. They flip once nothing covers them.
The tail and winning
Dealing the tailOnce, and only once: one card onto each of the first three columns. There is no other stock.
ClearingA complete king-to-ace run in one suit is finished and leaves the board.
Win conditionAll 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.

The Scorpion dealSeven columns of seven cards. The first four columns each have three face-down cards under four face-up ones. The last three columns are entirely face up. Three cards are held back as the tail.SEVEN COLUMNS OF SEVEN — 12 CARDS FACE DOWN3333000the tail —three cards,dealt onceFace-down cards per column. The last three columns start completely open.
  • Face up
  • Face down
  • The tail
The asymmetry is the point. Columns five, six and seven are open from the first move, which is where your planning starts — you can see every card in them and work out which suits are assemblable. Columns one to four are the problem, and the tail lands on the first three of those, which is either a rescue or three more cards in the way.

What you may drag

What Scorpion lets you drag

Legal and illegal Scorpion moves
The moveVerdictWhy
A column ends in the 7 of hearts. You play the 6 of hearts.LegalDown by exact suit — the only building rule here.
A column ends in the 7 of hearts. You play the 6 of diamonds.IllegalSame colour is not enough. Scorpion wants the suit.
You move the 6 of hearts with four unrelated cards stacked on it.LegalOnly the lead card has to fit. The passengers come along regardless.
You move a king and its pile into an empty column.LegalEmpty columns take a king, and the king brings whatever is on it.
You move a queen into an empty column.IllegalKings only, even though everything else about the move rule is generous.
You deal the tail a second time.IllegalThe tail is three cards, dealt once. There is nothing else to draw.
You select a face-down card in column two.IllegalIt 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.

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.

Scorpion compared with Wasp, Yukon, and Spider
GameMove ruleTableau buildsGoalStock
ScorpionAny face-up card, with everything on topDown by exact suitFour king-to-ace runs in the tableauThree cards, dealt once
YukonAny face-up card, with everything on topDown, alternating colourFour suit foundationsNone
WaspAny face-up card, with everything on topDown by exact suitFour king-to-ace runs in the tableauThree cards, dealt once
Spider (one suit)Ordered runs onlyDown by rankEight king-to-ace runsFifty 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.

Tested 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