Everything you need to know about Klondike Solitaire. Rules, Turn 1 vs Turn 3, win rates, strategy tips and common questions answered.
Everything you need to know about Klondike Solitaire. Rules, Turn 1 vs Turn 3, win rates, strategy tips and common questions answered.
Q: How do you set up Klondike Solitaire?
Klondike Solitaire is dealt from a standard 52-card deck. Seven tableau columns are dealt left to right: column one gets one card face-up, column two gets one card face-down and one face-up, column three gets two face-down and one face-up, and so on, until column seven has six cards face-down and one face-up. The remaining 24 cards form the stock pile in the top-left corner. Four foundation piles sit in the top-right corner, one per suit, built from Ace to King. For a full step-by-step guide see our how to play Klondike Solitaire page.
Q: What are the basic rules of Klondike Solitaire?
Tableau columns build downward in alternating colour — a red 7 on a black 8, a black 6 on a red 7, and so on. Only face-up cards are playable. Sequences of face-up cards in correct alternating-colour order can be moved together as a group to another valid tableau column. Aces go to the foundations as soon as they are accessible; foundations build upward in suit from Ace to King. When a face-down card is exposed by removing all the cards above it, it is flipped face-up and becomes playable. When a tableau column is completely emptied, only a King (or a sequence beginning with a King) can fill it. Draw from the stock when no tableau or foundation move is available.
Q: What is the difference between Turn 1 and Turn 3 Klondike?
In Turn 1 Klondike, one card is flipped from the stock at a time — every card in the stock is immediately accessible as it is turned over. In Turn 3 Klondike, three cards are flipped together and only the top card of each group of three is accessible until that top card is played. Turn 1 is significantly easier and produces win rates of roughly 35–45% with good strategy. Turn 3 is harder — the restricted stock access means many cards are temporarily inaccessible — and produces win rates of roughly 15–25% with the same quality of play. For a full comparison see our Turn 1 vs Turn 3 guide.
Q: Can you move multiple cards at once in Klondike?
Yes — any correctly ordered alternating-colour sequence of face-up cards may be moved together as a group to a valid destination. The destination column's top card must be one rank higher and opposite colour to the bottom card of the sequence being moved. For example, a sequence of red 7, black 6, red 5 can be moved as a group onto a black 8. Individual cards within a sequence that is not in correct alternating-colour order cannot be moved as a group — only one card at a time in that case.
Q: What can go in an empty column?
Only a King or a sequence beginning with a King can be placed in an empty tableau column. An empty column cannot receive a lower-rank card. In most standard implementations, a King moved to an empty column may carry a sequence of correctly ordered cards beneath it. Choosing which King — and which sequence — to place in an empty column is one of the most consequential strategic decisions in Klondike; see the strategy section below for guidance.
Q: How many times can you go through the stock?
In Turn 1 Klondike, the stock is typically recycled with no limit — you can pass through it as many times as needed. In Turn 3 Klondike, the stock is also typically recycled, but some implementations limit the number of redeals or apply a score penalty for each redeal. Our free Klondike game indicates the stock rules in effect for each session.
Q: Do you have to move a card to the foundation immediately when it becomes available?
No — sending a card to the foundation is optional in standard Klondike. You may choose to leave an Ace, 2, or any other foundation-eligible card in the tableau if you have a strategic reason to do so. In practice, Aces and 2s should be sent to the foundation immediately since they have no useful tableau building role, but for cards ranked 3 and above, there are situations where keeping the card in the tableau is better than sending it up. See the strategy section for the full foundation timing guidance.
Q: What percentage of Klondike Solitaire games are winnable?
Approximately 75–82% of Klondike Solitaire deals are theoretically winnable — meaning a winning sequence of moves exists — but many of those deals require a level of perfect play that is not achievable in standard human play. In practice, roughly 20–25% of deals are unwinnable regardless of play quality, and a further significant proportion are technically winnable but practically impossible without perfect information and solver-level planning. Casual players win roughly 5–15% of games; strategic players win roughly 35–45%. See our solitaire win rates guide for a full breakdown.
Q: Is Klondike Solitaire always solvable?
No. Approximately 20–25% of randomly dealt Klondike hands are mathematically unwinnable — no sequence of moves can clear the tableau regardless of how well the game is played. When a game feels stuck and you have drawn through the stock multiple times without progress, it is likely that the deal falls into this unwinnable category. Recognising an unwinnable deal and starting a fresh hand is always more efficient than exhausting every possible combination on a deal that cannot be completed.
Q: What is a good Klondike Solitaire win rate?
Win rates vary significantly by variant. In Turn 1 Klondike: below 20% is beginner level; 30–40% is competent; above 45% is strong strategic play. In Turn 3 Klondike: below 10% is beginner; 15–20% is competent; above 25% is strong. Because a meaningful proportion of deals are genuinely unwinnable, win rates above 50% in standard implementations are extremely rare even with optimal play — a 45% Turn 1 win rate represents near-ceiling performance for human play.
Q: Why do I keep losing Klondike even when I seem to be playing well?
Three causes account for most Klondike losses that feel unjust. First, the deal is genuinely unwinnable — no strategy can win it. Second, an early-game move committed a sequence to a column that later blocked access to a key buried card. Third, Turn 3 stock access meant that a needed card was buried two positions below the accessible card and could not be reached in time. The most impactful improvements are: uncovering face-down cards before any other move, avoiding premature foundation plays for mid-rank cards, and planning King placements carefully in empty columns rather than filling them immediately with the first available King.
Q: What is the most important Klondike Solitaire strategy tip?
Uncover face-down cards before any other tableau move. Every face-down card is a locked unknown that may contain the Ace, sequence connector, or foundation card you need most. Moves that uncover face-down cards are almost always better than moves that rearrange already-visible face-up cards. When you have a choice between a move that reveals a new card and one that only reorganises existing face-up cards, choose the revealing move. For the full beginner strategy framework see our Klondike beginner strategy guide.
Q: Should I always move cards to the foundation as soon as I can?
For Aces and 2s, yes — move them immediately. For cards ranked 3 and above, sending them to the foundation is sometimes wrong. A mid-rank card on the foundation cannot be used for tableau building, and prematurely clearing a 5 or 6 can leave the opposite-colour card of the rank below it with no valid tableau placement. The safest rule: only send a card ranked 3 or above to the foundation when both cards of the rank below it in the same colour group are already on the foundation or are simultaneously accessible for placement.
Q: What should I do with empty columns?
Only Kings can fill empty columns, so the question is really: which King goes there, and does it carry a useful sequence? An empty column is a premium resource — it enables sequence transfers that would otherwise be impossible. Before filling an empty column, ask whether filling it with a specific King and sequence will uncover a face-down card or enable a sequence transfer. An empty column filled thoughtfully with a purpose-selected King is far more valuable than one filled immediately with whatever King is first accessible.
Q: Is it better to play Turn 1 or Turn 3 Klondike to improve?
Turn 1 is better for learning strategy fundamentals — the more accessible stock means more decisions can be explored and the consequences of individual moves are easier to trace. Once the core habits (uncovering priority, foundation timing, King placement) are well established, Turn 3 adds the additional challenge of stock access management and card-grouping awareness that constitutes advanced Klondike play. Most players benefit from developing competence in Turn 1 before transitioning to Turn 3.
Q: How do I know when a Klondike game is unwinnable?
Common indicators of an unwinnable deal: you have cycled through the stock three or more times in Turn 1 without making any new face-down card reveals or foundation plays; all four Aces are either on the foundation or accessible but the 2s of those suits are all buried under multiple face-down cards with no way to reach them; a circular dependency exists where column A needs column B to move first, column B needs column C, and column C needs column A. When two or more of these conditions apply simultaneously, resigning and starting a fresh hand is the right decision.
Q: What are the main Klondike Solitaire variants?
The principal variants are Turn 1 (one card drawn from stock at a time) and Turn 3 (three cards drawn, only top accessible). Beyond draw-count variants, Double Klondike uses two decks across ten columns; Thoughtful Klondike (also called Klondike with perfect information) reveals all stock cards face-up from the start, dramatically increasing win rates by eliminating hidden information. Yukon Solitaire is a close relative that deals all cards to the tableau with no stock and uses a more flexible move rule. See our solitaire variants guide for deeper comparisons.
Q: How is Klondike Solitaire scored?
Scoring implementations vary by version, but the most common system awards points for moving cards to the foundation (typically 10 points per card), flipping face-down cards (5 points each), and playing waste pile cards to the tableau (5 points). Time bonuses may apply in timed versions. Score penalties are sometimes applied for redealing the stock in Turn 3 versions. Our free Klondike game shows the scoring system in use at the start of each session.
Q: What is the difference between Klondike and Spider Solitaire?
Klondike uses one deck of 52 cards; Spider typically uses two decks of 104 cards. Klondike has a stock pile and builds foundations from Ace to King during play; Spider has no separate foundation-build phase — complete same-suit sequences of 13 cards are automatically removed when formed. Klondike builds in alternating colour; Spider 1-Suit allows any suit; Spider 2-Suit and 4-Suit require matching suit builds for group moves. Klondike is generally easier for beginners; Spider 4-Suit is one of the most difficult mainstream solitaire games. You can play Spider in our free Spider Solitaire game.
Q: What is the difference between Klondike and FreeCell?
The primary structural difference is that FreeCell deals all 52 cards face-up to the tableau from the start — no hidden cards, no stock. FreeCell also provides four free cells as temporary card-holding spaces, which enables a level of tactical flexibility not available in Klondike. FreeCell is theoretically solvable for 99.999% of deals; Klondike is winnable for roughly 75–82% but practically much harder due to hidden information. Most experienced solitaire players find FreeCell more analytically engaging and Klondike more variable and suspenseful. Play our free FreeCell game to compare directly.
Q: Can Klondike Solitaire be played without a computer?
Yes — Klondike is one of the oldest patience games and was played with physical cards long before digital versions existed. The physical setup is identical to the digital version: deal seven tableau columns in the standard pattern, set aside the remaining 24 cards as the stock, and play to the four foundation positions. The main practical difference in physical play is that the stock cannot be automatically reshuffled, so turn order and redeal rules should be agreed before starting.
Q: What does it mean when Klondike says no more moves?
A no-more-moves notification means the game engine has determined that no legal move is currently available in the tableau, waste pile, or foundation — the position is completely stuck. This can occur either because the deal is genuinely unwinnable, or because an earlier sequence of moves closed off all available paths while a solution still theoretically existed. When a stuck notification appears after you have cycled through the stock multiple times, the deal is almost certainly unwinnable; starting a new game is the practical response.
Klondike Solitaire is dealt from a standard 52-card deck. Seven tableau columns are dealt left to right: column one gets one card face-up, column two gets one card face-down and one face-up, column three gets two face-down and one face-up, and so on, until column seven has six cards face-down and one face-up. The remaining 24 cards form the stock pile in the top-left corner. Four foundation piles sit in the top-right corner, one per suit, built from Ace to King. For a full step-by-step guide see our how to play Klondike Solitaire page.
Tableau columns build downward in alternating colour — a red 7 on a black 8, a black 6 on a red 7, and so on. Only face-up cards are playable. Sequences of face-up cards in correct alternating-colour order can be moved together as a group to another valid tableau column. Aces go to the foundations as soon as they are accessible; foundations build upward in suit from Ace to King. When a face-down card is exposed by removing all the cards above it, it is flipped face-up and becomes playable. When a tableau column is completely emptied, only a King (or a sequence beginning with a King) can fill it. Draw from the stock when no tableau or foundation move is available.
In Turn 1 Klondike, one card is flipped from the stock at a time — every card in the stock is immediately accessible as it is turned over. In Turn 3 Klondike, three cards are flipped together and only the top card of each group of three is accessible until that top card is played. Turn 1 is significantly easier and produces win rates of roughly 35–45% with good strategy. Turn 3 is harder — the restricted stock access means many cards are temporarily inaccessible — and produces win rates of roughly 15–25% with the same quality of play. For a full comparison see our Turn 1 vs Turn 3 guide.
Yes — any correctly ordered alternating-colour sequence of face-up cards may be moved together as a group to a valid destination. The destination column's top card must be one rank higher and opposite colour to the bottom card of the sequence being moved. For example, a sequence of red 7, black 6, red 5 can be moved as a group onto a black 8. Individual cards within a sequence that is not in correct alternating-colour order cannot be moved as a group — only one card at a time in that case.
Only a King or a sequence beginning with a King can be placed in an empty tableau column. An empty column cannot receive a lower-rank card. In most standard implementations, a King moved to an empty column may carry a sequence of correctly ordered cards beneath it. Choosing which King — and which sequence — to place in an empty column is one of the most consequential strategic decisions in Klondike; see the strategy section below for guidance.
In Turn 1 Klondike, the stock is typically recycled with no limit — you can pass through it as many times as needed. In Turn 3 Klondike, the stock is also typically recycled, but some implementations limit the number of redeals or apply a score penalty for each redeal. Our free Klondike game indicates the stock rules in effect for each session.
No — sending a card to the foundation is optional in standard Klondike. You may choose to leave an Ace, 2, or any other foundation-eligible card in the tableau if you have a strategic reason to do so. In practice, Aces and 2s should be sent to the foundation immediately since they have no useful tableau building role, but for cards ranked 3 and above, there are situations where keeping the card in the tableau is better than sending it up. See the strategy section for the full foundation timing guidance.
Approximately 75–82% of Klondike Solitaire deals are theoretically winnable — meaning a winning sequence of moves exists — but many of those deals require a level of perfect play that is not achievable in standard human play. In practice, roughly 20–25% of deals are unwinnable regardless of play quality, and a further significant proportion are technically winnable but practically impossible without perfect information and solver-level planning. Casual players win roughly 5–15% of games; strategic players win roughly 35–45%. See our solitaire win rates guide for a full breakdown.
No. Approximately 20–25% of randomly dealt Klondike hands are mathematically unwinnable — no sequence of moves can clear the tableau regardless of how well the game is played. When a game feels stuck and you have drawn through the stock multiple times without progress, it is likely that the deal falls into this unwinnable category. Recognising an unwinnable deal and starting a fresh hand is always more efficient than exhausting every possible combination on a deal that cannot be completed.
Win rates vary significantly by variant. In Turn 1 Klondike: below 20% is beginner level; 30–40% is competent; above 45% is strong strategic play. In Turn 3 Klondike: below 10% is beginner; 15–20% is competent; above 25% is strong. Because a meaningful proportion of deals are genuinely unwinnable, win rates above 50% in standard implementations are extremely rare even with optimal play — a 45% Turn 1 win rate represents near-ceiling performance for human play.
Three causes account for most Klondike losses that feel unjust. First, the deal is genuinely unwinnable — no strategy can win it. Second, an early-game move committed a sequence to a column that later blocked access to a key buried card. Third, Turn 3 stock access meant that a needed card was buried two positions below the accessible card and could not be reached in time. The most impactful improvements are: uncovering face-down cards before any other move, avoiding premature foundation plays for mid-rank cards, and planning King placements carefully in empty columns rather than filling them immediately with the first available King.
Uncover face-down cards before any other tableau move. Every face-down card is a locked unknown that may contain the Ace, sequence connector, or foundation card you need most. Moves that uncover face-down cards are almost always better than moves that rearrange already-visible face-up cards. When you have a choice between a move that reveals a new card and one that only reorganises existing face-up cards, choose the revealing move. For the full beginner strategy framework see our Klondike beginner strategy guide.
For Aces and 2s, yes — move them immediately. For cards ranked 3 and above, sending them to the foundation is sometimes wrong. A mid-rank card on the foundation cannot be used for tableau building, and prematurely clearing a 5 or 6 can leave the opposite-colour card of the rank below it with no valid tableau placement. The safest rule: only send a card ranked 3 or above to the foundation when both cards of the rank below it in the same colour group are already on the foundation or are simultaneously accessible for placement.
Only Kings can fill empty columns, so the question is really: which King goes there, and does it carry a useful sequence? An empty column is a premium resource — it enables sequence transfers that would otherwise be impossible. Before filling an empty column, ask whether filling it with a specific King and sequence will uncover a face-down card or enable a sequence transfer. An empty column filled thoughtfully with a purpose-selected King is far more valuable than one filled immediately with whatever King is first accessible.
Turn 1 is better for learning strategy fundamentals — the more accessible stock means more decisions can be explored and the consequences of individual moves are easier to trace. Once the core habits (uncovering priority, foundation timing, King placement) are well established, Turn 3 adds the additional challenge of stock access management and card-grouping awareness that constitutes advanced Klondike play. Most players benefit from developing competence in Turn 1 before transitioning to Turn 3.
Common indicators of an unwinnable deal: you have cycled through the stock three or more times in Turn 1 without making any new face-down card reveals or foundation plays; all four Aces are either on the foundation or accessible but the 2s of those suits are all buried under multiple face-down cards with no way to reach them; a circular dependency exists where column A needs column B to move first, column B needs column C, and column C needs column A. When two or more of these conditions apply simultaneously, resigning and starting a fresh hand is the right decision.
The principal variants are Turn 1 (one card drawn from stock at a time) and Turn 3 (three cards drawn, only top accessible). Beyond draw-count variants, Double Klondike uses two decks across ten columns; Thoughtful Klondike (also called Klondike with perfect information) reveals all stock cards face-up from the start, dramatically increasing win rates by eliminating hidden information. Yukon Solitaire is a close relative that deals all cards to the tableau with no stock and uses a more flexible move rule. See our solitaire variants guide for deeper comparisons.
Scoring implementations vary by version, but the most common system awards points for moving cards to the foundation (typically 10 points per card), flipping face-down cards (5 points each), and playing waste pile cards to the tableau (5 points). Time bonuses may apply in timed versions. Score penalties are sometimes applied for redealing the stock in Turn 3 versions. Our free Klondike game shows the scoring system in use at the start of each session.
Klondike uses one deck of 52 cards; Spider typically uses two decks of 104 cards. Klondike has a stock pile and builds foundations from Ace to King during play; Spider has no separate foundation-build phase — complete same-suit sequences of 13 cards are automatically removed when formed. Klondike builds in alternating colour; Spider 1-Suit allows any suit; Spider 2-Suit and 4-Suit require matching suit builds for group moves. Klondike is generally easier for beginners; Spider 4-Suit is one of the most difficult mainstream solitaire games. You can play Spider in our free Spider Solitaire game.
The primary structural difference is that FreeCell deals all 52 cards face-up to the tableau from the start — no hidden cards, no stock. FreeCell also provides four free cells as temporary card-holding spaces, which enables a level of tactical flexibility not available in Klondike. FreeCell is theoretically solvable for 99.999% of deals; Klondike is winnable for roughly 75–82% but practically much harder due to hidden information. Most experienced solitaire players find FreeCell more analytically engaging and Klondike more variable and suspenseful. Play our free FreeCell game to compare directly.
Yes — Klondike is one of the oldest patience games and was played with physical cards long before digital versions existed. The physical setup is identical to the digital version: deal seven tableau columns in the standard pattern, set aside the remaining 24 cards as the stock, and play to the four foundation positions. The main practical difference in physical play is that the stock cannot be automatically reshuffled, so turn order and redeal rules should be agreed before starting.
A no-more-moves notification means the game engine has determined that no legal move is currently available in the tableau, waste pile, or foundation — the position is completely stuck. This can occur either because the deal is genuinely unwinnable, or because an earlier sequence of moves closed off all available paths while a solution still theoretically existed. When a stuck notification appears after you have cycled through the stock multiple times, the deal is almost certainly unwinnable; starting a new game is the practical response.