One word kinder than Scorpion

Wasp Solitaire

Everything about Wasp is Scorpion — the packet move, the same-suit building, the twelve hidden cards, the three-card tail. One rule differs: an empty column will take any card at all. That is enough to turn a frequently hopeless game into a frequently winnable one.

  • Any card fills a space
  • Build down by suit
  • Move any face-up packet
  • A three-card tail

Play Wasp 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, open spaces, and uncover the hidden cards.

Scorpion, loosened

Wasp Solitaire rules

Read the empty-columns line. Everything else on this page is shared with Scorpion.

Wasp 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 altogether. The last three columns are fully face up.
The tailThe three cards left over, held back.
Moving
BuildingDown by exact suit. A 6 of hearts goes only onto a 7 of hearts.
The packet ruleAny face-up card moves with every card stacked on it, in whatever order they sit.
What has to fitOnly the card you selected.
Empty columnsAny card, or any packet. This is the rule that separates Wasp from Scorpion.
Face-down cardsCannot be selected. They flip once nothing covers them.
The tail and winning
Dealing the tailOnce only: one card onto each of the first three columns.
ClearingA complete king-to-ace run in one suit leaves the board.
Win conditionAll four suits assembled as king-to-ace runs.

Any card into a space

How to play Wasp Solitaire

Forty-nine cards go into seven columns of seven. The first four bury three cards each under four face-up ones; the last three are dealt entirely face up. Twelve cards are hidden, and three are held back as the tail.

There are no foundations. You build downward by exact suit inside the tableau, and a complete king-to-ace run in one suit lifts off the board. Four runs wins.

Any face-up card may be picked up, and everything stacked above it comes too — in whatever order. Only the card you selected has to land legally. And when you clear a column, that space will accept anything you care to put in it.

The Wasp dealSeven columns of seven cards. The first four each hide three cards beneath 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. Columns five to seven start completely open.
  • Face up
  • Face down
  • The tail
Twelve hidden cards, all in the left half. Columns five, six and seven are open from the first move, so you can read them completely and plan which suits are worth chasing. Columns one to four are the work — and they are also where the tail lands.

The one difference

What an open space rule is actually worth

In Scorpion, an empty column takes a king and nothing else. With same-suit building and twelve face-down cards, a specific king is often unreachable, which means a hard-won space can sit unusable for the rest of the deal.

Wasp removes that restriction entirely. A space accepts any card or any packet, so clearing a column is always worth doing and is always immediately useful. Nothing else about the two games differs — same deal, same move rule, same suits, same tail.

It is a good illustration of how little it takes to change a patience game. One clause, and a game most players lose becomes one they can reasonably expect to finish.

Open columns change things

Where Wasp's open columns change the answer

Legal and illegal Wasp 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.
You move a queen into an empty column.LegalAny card fills a space here. Scorpion refuses this exact move.
You move a 4 and three unrelated cards on top of it into an empty column.LegalPackets may fill spaces too, whatever they are carrying.
A column ends in the 7 of hearts. You play the 6 of diamonds.IllegalSame colour is not enough. Wasp wants the suit.
A column ends in the 7 of spades. You play the 8 of spades.IllegalBuilding is downward only. Nothing climbs.
You deal the tail a second time.IllegalThree cards, once. There is no other stock.
You select a face-down card in column two.IllegalIt has to be uncovered first, and it flips on its own.

Spending open columns

Wasp Solitaire strategy

Aim for a space early and deliberately. Because it will accept anything, an empty column is the most flexible thing on the board — it is where you park an obstruction, stage a run, or break into a buried column. Clearing one should be an actual plan rather than something that happens by accident.

Start in the open columns. Five, six and seven are visible in full before your first move, so work out which suits have their middle ranks accessible and build toward those. That planning is free and most players skip it.

Protect the low cards. A run only counts when it reaches the ace, so the aces and twos of suits you are assembling are the cards to keep reachable. The packet rule makes burying one very easy.

Spend the tail while it can still open something. Held to the end it becomes three more cards in the way; played when one of the first three columns is close to breaking open, it can be the move that unlocks the deal.

Traps the freedom does not fix

Where Wasp deals still go wrong

Filling a space with the first thing to hand

The open space rule is generous and that is exactly the danger. A space will take anything, so it is easy to dump a card in and discover you have spent your best asset on your least urgent problem. A space is how you unpick a buried column — decide which column before you fill it.

Emptying a column you then cannot refill usefully

Clearing a column is genuinely achievable here, and a space is worth a lot. But the cards you moved out have to go somewhere, and with same-suit building each of them needed a specific home. Count the destinations before you start unstacking.

Holding the tail as insurance

Three cards onto the first three columns is not a rescue package. Taken while those columns are close to opening something it can unblock the deal; saved until nothing else moves it usually just adds three obstructions to piles that were already stuck.

Where Wasp deals go wrong

Is Wasp Solitaire winnable?

Considerably more often than Scorpion, and that is the point of the variant. The open space rule means a cleared column is always immediately useful, so the main way Scorpion deals die simply does not happen here.

It is still a suit-strict game with no foundations and only three spare cards, so it is not easy. Skill matters a great deal: with three columns visible from the start and only twelve cards hidden, a player who plans before moving will clear most deals. We do not publish a figure, since the difference between this and Scorpion is exactly the sort of rule change that makes borrowed numbers meaningless.

Wasp and Scorpion

Wasp against its neighbours

Wasp compared with Scorpion, Yukon, and Spider
GameEmpty columnsTableau buildsMove ruleStock
WaspAny card or packetDown by exact suitAny face-up card, with everything on topThree cards, dealt once
ScorpionKings onlyDown by exact suitAny face-up card, with everything on topThree cards, dealt once
YukonKings onlyDown, alternating colourAny face-up card, with everything on topNone
Spider (one suit)Any card or runDown by rankOrdered runs onlyFifty cards in five forced rows

The first two rows differ in exactly one cell. It is worth looking at, because that cell is the difference between a game with a reputation for being unfair and one that is simply hard.

Explore

More solitaire games

Try the strict original, or the packet 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