Yukon Solitaire FAQ: Your Questions Answered

Everything you need to know about Yukon Solitaire. Rules, how moving groups works, win rates, strategy tips and common questions answered.

Everything you need to know about Yukon Solitaire. Rules, how moving groups works, win rates, strategy tips and common questions answered.

Rules and Setup

Q: How do you set up Yukon Solitaire?

Yukon Solitaire uses a single standard 52-card deck. One card is dealt face-up to the first column; the remaining six columns each receive a face-down base plus additional face-up cards dealt on top. Specifically: column one gets one face-up card; columns two through seven each get one face-down card plus one, two, three, four, five, and six face-up cards respectively. This means the tableau has 28 face-down cards and 24 face-up cards at the start — every face-up card is accessible from the first move. Four foundation piles sit above the tableau and are built up in suit from Ace to King. There is no stock pile and no waste pile — all 52 cards are dealt to the tableau at the start of the game. For a full setup guide see our Yukon Solitaire guide.

Q: What are the basic rules of Yukon Solitaire?

The goal is to move all 52 cards to the four foundation piles, built up in suit from Ace to King. Tableau columns build downward in alternating colour — a red card on a black card, a black card on a red card — just as in Klondike. The defining Yukon rule is that any face-up card in the tableau can be moved regardless of whether the cards on top of it form a valid sequence. This means a group of face-up cards can be relocated even if those cards are not in sequential order with each other — it is only the card being placed onto the destination column that must be one rank lower and the opposite colour to the destination card. When a face-down card is the last remaining card in a column, flipping it face-up is automatic. An empty column can receive any single card or any group of face-up cards headed by a King.

Q: What makes Yukon different from Klondike Solitaire?

The two games share the same alternating-colour tableau building rule and the same foundation structure, but differ in three critical ways. First, Yukon has no stock pile — all 52 cards are dealt to the tableau at the start, so there are no draws and no hidden-information surprises from a deck. Second, Yukon allows any face-up card to be moved with all the face-up cards on top of it, even if those cards do not form a valid sequence — in Klondike, only correctly ordered sequences can be moved as a group. Third, Yukon deals face-up cards onto all seven columns immediately, meaning more cards are accessible from the very first move. These differences make Yukon a pure positional puzzle with complete information about the face-up cards and no randomness introduced during play. Play Klondike in our free Klondike Solitaire game.

Q: Can you move any face-up card in Yukon, even mid-sequence?

Yes — this is the rule that defines Yukon. Any face-up card in the tableau, regardless of what face-up cards rest on top of it, can be moved to another column provided the destination card is one rank higher and the opposite colour. The face-up cards resting on top of the moved card travel with it as a group. Those travelling cards do not need to be in any particular order relative to each other — they are simply carried along. This freedom to move any face-up card is both Yukon's primary advantage over Klondike and its primary source of strategic complexity: moves that appear beneficial can displace a buried card whose position was critical, so every candidate move requires a two-step evaluation — does it benefit the destination, and does it harm the source?

Q: What happens when a column is emptied in Yukon?

An empty column in Yukon can be filled by any single card or any group of face-up cards, but the card at the head of the group — the card that will sit directly on the empty column — must be a King. This is identical to Klondike's empty-column rule. Empty columns are a significant strategic resource in Yukon: because there is no stock, the empty column is the only temporary staging space available, and using it to uncover a face-down card or enable a critical sequence rearrangement is almost always higher priority than filling it with a long King-headed sequence that simply parks cards rather than advancing the game.

Q: How are face-down cards revealed in Yukon?

Face-down cards are revealed by moving all face-up cards that cover them. Because Yukon allows any face-up card to be moved with its face-up stack, any face-up card directly above a face-down card can be relocated — taking all cards on top of it — to expose the face-down card. The face-down card flips automatically when it becomes the top card of its column with nothing covering it. Uncovering face-down cards is the primary goal of early Yukon play: the 28 face-down cards in the initial layout represent unknown cards that, once revealed, give more complete positional information and expand available moves.

Q: Is there a stock pile in Yukon Solitaire?

No — Yukon has no stock pile and no waste pile. All 52 cards are dealt to the seven tableau columns at the start of the game. This means there are no additional cards coming into the game during play — every move is made with the cards already in the tableau. The absence of a stock makes Yukon a closed, finite puzzle: the full card distribution is deterministic from the deal, and no luck element is introduced after the initial layout. This also means that if the tableau reaches a state where no move is possible and no face-down card can be uncovered, the game is over regardless of how many cards have been sent to the foundations.

Winning and Win Rates

Q: What percentage of Yukon Solitaire games are winnable?

Approximately 70–85% of Yukon deals are theoretically winnable. Yukon's win rate is higher than Klondike's because the ability to move any face-up card (not just correctly sequenced groups) gives substantially more positional flexibility, and because dealing all cards face-up initially means face-down cards are fewer relative to the tableau size. In practice, strategic players win roughly 65–80% of hands. The gap between theoretical winnability and practical win rate is mostly explained by early moves that create colour conflicts or bury critical low-rank cards before the foundations have been sufficiently advanced. See our solitaire win rates guide for a full comparison.

Q: Is Yukon Solitaire always solvable?

No — approximately 15–30% of Yukon deals are genuinely unwinnable. The most common unwinnable pattern involves a colour conflict that cannot be resolved: two cards of the same colour and adjacent rank that must be placed on each other but are both trapped in positions where no legal move can separate them. A secondary unwinnable pattern is a circular dependency among face-down cards — where uncovering the cards that would enable progress requires moves that cannot be made until those same cards are uncovered. Recognising an unwinnable position early and starting a fresh deal is more efficient than exhausting all move combinations in a stuck position.

Q: What is a good Yukon Solitaire win rate?

Below 40% suggests significant room to improve — most losing hands at this level are winnable with better move evaluation. 55–70% is competent strategic play. Above 75% is strong. Above 85% is expert-level application of the two-move evaluation, colour discipline, and endgame backward-planning techniques described in our advanced Yukon strategy guide. Because Yukon is a closed-information puzzle after the initial face-up cards are revealed, improvement at Yukon is almost entirely a matter of strategic habit development rather than luck management.

Q: Why do I lose Yukon games that feel like they should be winnable?

Four causes account for nearly all avoidable Yukon losses. First, partial moves — relocating a group of face-up cards for tidiness or convenience rather than for a specific strategic purpose — displace cards from positions where they were needed and create new colour conflicts. Second, empty columns are filled with long King-headed sequences that park cards rather than uncover face-down cards. Third, low-rank cards (Aces, 2s, 3s) are buried by early sequence moves before the foundations are ready to receive them. Fourth, the last few face-down cards are revealed without a plan for completing the foundations, creating a final-position trap. See our Yukon beginner strategy guide for the full framework.

Strategy

Q: What is the most important Yukon Solitaire strategy tip?

Before making any move, ask two questions: what does this move achieve at the destination, and what does it cost at the source? In Yukon, a move that places a useful card at the destination may simultaneously bury a critical card at the source column, or displace a card from a position where it was covering a face-down card that needed to be uncovered. Moves that have a clear benefit at the destination and a neutral or positive effect at the source are high priority. Moves that benefit the destination but harm the source — called partial moves or Type 3 moves in the advanced framework — should only be made when the benefit clearly outweighs the cost. Moves made purely for tidiness, without a specific strategic purpose, are the primary source of avoidable Yukon losses. The full evaluation framework is in our Yukon beginner strategy guide.

Q: What should I prioritise in the early game of Yukon?

Two priorities dominate the opening: uncovering face-down cards and identifying the shallowest face-down card in each column. The shallowest face-down card — the one with the fewest face-up cards covering it — is the most accessible and should be targeted first, since uncovering it costs the fewest moves and expands the available card pool most efficiently. Alongside uncovering face-down cards, send Aces and 2s to the foundations immediately when accessible — each Ace and 2 sent establishes a foundation lane and enables 3s and 4s to follow. Avoid filling empty columns with anything other than a group whose immediate purpose is to uncover a face-down card.

Q: How should I use empty columns in Yukon?

Empty columns are the scarcest resource in Yukon because there is no stock to replenish cards — the empty column is the only temporary staging space in the game. The highest-value use of an empty column is to stage a group of cards temporarily while uncovering a face-down card that would otherwise be inaccessible. The second-highest use is to hold a card or group that enables a foundation advancement in the next one to two moves. The lowest-value use — and one that should be avoided unless no productive alternative exists — is filling the empty column with a King-headed sequence simply because the King is accessible and the sequence appears tidy. An empty column that is genuinely empty is worth more than an empty column containing a sequence that has no immediate productive destination. For full empty-column strategy see our advanced Yukon strategy guide.

Q: How does colour discipline work in Yukon?

Because Yukon builds in alternating colour, the colour of every card in a sequence affects which cards can be placed on it. Colour discipline means tracking the colour pattern of each column's face-up cards — not just the top card — and making sequence moves that maintain future flexibility. A common colour conflict occurs when two face-up cards of the same colour and adjacent ranks sit in positions where each needs to be placed on the other: this is a circular colour conflict that cannot be resolved by any legal move. The disciplined habit is to check one to two levels deep before making any sequence move — if the card being placed starts a colour pattern that will block the card beneath it from being placed correctly later, the move creates a conflict that will surface in later play. See our advanced Yukon strategy guide for the full colour-tracking framework.

Q: What is the best approach to the Yukon endgame?

When the last face-down card has been revealed, the game becomes a closed finite puzzle with complete information — every card's location is known. At this point, switch from forward planning to backward planning: identify the winning final position (all four foundations complete), work backward to determine what the tableau must look like five to ten moves before the end, and plan forward toward that intermediate target rather than toward the foundations directly. The most common endgame trap is a three-card sequence where the order of foundation sends is constrained by colour — sending one card too early removes it from a tableau column where it was still needed as a temporary platform. The escape from this trap requires backward-tracing the exact sequence of moves that leads to the winnable position. Full endgame techniques are in our advanced Yukon strategy guide.

Q: Should I move groups of cards just because I can in Yukon?

No — this is the most important discipline to develop in Yukon. The freedom to move any face-up card with its stack is a powerful tool, but using it without a clear purpose is the primary cause of avoidable losses. Before moving any group, confirm that the move achieves at least one of these specific goals: it uncovers a face-down card; it enables a foundation play within the next two moves; it resolves a colour conflict that was blocking a critical sequence; or it frees an empty column for immediate productive use. If the move achieves none of these four goals, it is almost certainly a tidying move that costs more than it gains. The discipline is not to avoid group moves but to require a specific purpose before making them.

Variants and Comparisons

Q: How is Yukon different from Klondike Solitaire?

Yukon and Klondike share alternating-colour building and Ace-to-King suit foundations but differ structurally in two major ways. Yukon deals all 52 cards to the tableau at the start with no stock, meaning no cards enter the game after the deal; Klondike has a stock of 24 cards that are drawn one or three at a time. Yukon allows any face-up card to be moved with its stack regardless of sequence order; Klondike allows only correctly ordered alternating-colour sequences to be moved as a group. The result is that Yukon is a fuller positional puzzle with more mobility from the first move, while Klondike has more hidden-information tension and stock management. Most players find Yukon more analytically satisfying and Klondike more suspenseful.

Q: How is Yukon different from Spider Solitaire?

Spider uses two decks (104 cards), ten tableau columns, no foundations until full sequences are built, and no alternating-colour requirement — Spider builds same-suit sequences for maximum score, though off-suit building is allowed. Yukon uses one deck, seven columns, four suit foundations built progressively from the deal, and strict alternating-colour building. Spider's win condition is completing eight same-suit sequences that auto-remove; Yukon's is building four Ace-to-King suit foundations. Spider 4-Suit is winnable roughly 30–40% of the time; Yukon is winnable roughly 70–85%. Play Spider in our free Spider Solitaire game.

Q: How is Yukon different from FreeCell?

FreeCell deals all 52 cards face-up to eight columns with four additional free cell holding spaces; Yukon deals to seven columns with face-down cards and no free cells. FreeCell's complete-information deal (no face-down cards at all) makes it a pure logic puzzle from move one; Yukon has 28 face-down cards that are progressively revealed. FreeCell's super move formula means the number of cards movable as a group is precisely calculable; Yukon's group-move freedom is less constrained but also less predictable in consequence. FreeCell is winnable ~99.999% of the time; Yukon ~70–85%. Play FreeCell in our free FreeCell game.

Q: Is Yukon Solitaire a game of luck or skill?

More skill than most patience games, given its full-information structure after the face-up cards are revealed. The initial deal determines which face-down cards are where and in what order they become accessible — this is the luck element, and it is significant. Once the face-up cards are in play, however, the quality of decisions made in uncovering face-down cards, managing colour discipline, using empty columns, and planning the endgame accounts for most of the difference between winning and losing on winnable deals. On unwinnable deals, no strategy can overcome the layout. Yukon's combination of accessible early moves and escalating strategic complexity rewards sustained practice more consistently than most patience games.

Technical and Practical Questions

Q: Can Yukon Solitaire be played with physical cards?

Yes — Yukon is well suited to physical play because its layout is straightforward to deal and the face-up group-move rule is easy to apply manually. Deal the seven columns as described above, keeping face-down cards face-down and face-up cards visible in the fanned column. The main practical difference from digital play is that group moves must be executed by hand and face-down card flips must be performed manually when the covering cards are moved. No additional equipment is required beyond a standard card deck and a flat surface large enough for seven columns of up to eight cards each.

Q: How is Yukon Solitaire scored?

Scoring varies by implementation. A common approach awards points for each card sent to the foundation, with time bonuses in timed modes. Some implementations track statistics including win rate, average moves per win, and deal completion percentage rather than a per-game point score. Our free Yukon Solitaire game displays the scoring system in use at the start of each session.

Q: What does it mean when Yukon says no moves are available?

A no-moves notification means no legal move exists in the current position — no face-up card can be moved to another column under the alternating-colour rule, no card can be sent to the foundation, and no face-down card can be uncovered by any sequence of moves. In Yukon, this state almost always indicates either a genuinely unwinnable deal or that a sequence of earlier moves created a colour conflict or circular dependency that cannot now be resolved. Because there is no stock to draw from, there is no way to introduce new cards — the game is over. Using undo to return to the last decision point where alternatives existed is the most useful recovery action if undo is available.

FAQ

How do you set up Yukon Solitaire?

Yukon Solitaire uses a single standard 52-card deck. One card is dealt face-up to the first column; the remaining six columns each receive a face-down base plus additional face-up cards dealt on top. Specifically: column one gets one face-up card; columns two through seven each get one face-down card plus one, two, three, four, five, and six face-up cards respectively. This means the tableau has 28 face-down cards and 24 face-up cards at the start — every face-up card is accessible from the first move. Four foundation piles sit above the tableau and are built up in suit from Ace to King. There is no stock pile and no waste pile — all 52 cards are dealt to the tableau at the start of the game. For a full setup guide see our Yukon Solitaire guide.

What are the basic rules of Yukon Solitaire?

The goal is to move all 52 cards to the four foundation piles, built up in suit from Ace to King. Tableau columns build downward in alternating colour — a red card on a black card, a black card on a red card — just as in Klondike. The defining Yukon rule is that any face-up card in the tableau can be moved regardless of whether the cards on top of it form a valid sequence. This means a group of face-up cards can be relocated even if those cards are not in sequential order with each other — it is only the card being placed onto the destination column that must be one rank lower and the opposite colour to the destination card. When a face-down card is the last remaining card in a column, flipping it face-up is automatic. An empty column can receive any single card or any group of face-up cards headed by a King.

What makes Yukon different from Klondike Solitaire?

The two games share the same alternating-colour tableau building rule and the same foundation structure, but differ in three critical ways. First, Yukon has no stock pile — all 52 cards are dealt to the tableau at the start, so there are no draws and no hidden-information surprises from a deck. Second, Yukon allows any face-up card to be moved with all the face-up cards on top of it, even if those cards do not form a valid sequence — in Klondike, only correctly ordered sequences can be moved as a group. Third, Yukon deals face-up cards onto all seven columns immediately, meaning more cards are accessible from the very first move. These differences make Yukon a pure positional puzzle with complete information about the face-up cards and no randomness introduced during play. Play Klondike in our free Klondike Solitaire game.

Can you move any face-up card in Yukon, even mid-sequence?

Yes — this is the rule that defines Yukon. Any face-up card in the tableau, regardless of what face-up cards rest on top of it, can be moved to another column provided the destination card is one rank higher and the opposite colour. The face-up cards resting on top of the moved card travel with it as a group. Those travelling cards do not need to be in any particular order relative to each other — they are simply carried along. This freedom to move any face-up card is both Yukon's primary advantage over Klondike and its primary source of strategic complexity: moves that appear beneficial can displace a buried card whose position was critical, so every candidate move requires a two-step evaluation — does it benefit the destination, and does it harm the source?

What happens when a column is emptied in Yukon?

An empty column in Yukon can be filled by any single card or any group of face-up cards, but the card at the head of the group — the card that will sit directly on the empty column — must be a King. This is identical to Klondike's empty-column rule. Empty columns are a significant strategic resource in Yukon: because there is no stock, the empty column is the only temporary staging space available, and using it to uncover a face-down card or enable a critical sequence rearrangement is almost always higher priority than filling it with a long King-headed sequence that simply parks cards rather than advancing the game.

How are face-down cards revealed in Yukon?

Face-down cards are revealed by moving all face-up cards that cover them. Because Yukon allows any face-up card to be moved with its face-up stack, any face-up card directly above a face-down card can be relocated — taking all cards on top of it — to expose the face-down card. The face-down card flips automatically when it becomes the top card of its column with nothing covering it. Uncovering face-down cards is the primary goal of early Yukon play: the 28 face-down cards in the initial layout represent unknown cards that, once revealed, give more complete positional information and expand available moves.

Is there a stock pile in Yukon Solitaire?

No — Yukon has no stock pile and no waste pile. All 52 cards are dealt to the seven tableau columns at the start of the game. This means there are no additional cards coming into the game during play — every move is made with the cards already in the tableau. The absence of a stock makes Yukon a closed, finite puzzle: the full card distribution is deterministic from the deal, and no luck element is introduced after the initial layout. This also means that if the tableau reaches a state where no move is possible and no face-down card can be uncovered, the game is over regardless of how many cards have been sent to the foundations.

What percentage of Yukon Solitaire games are winnable?

Approximately 70–85% of Yukon deals are theoretically winnable. Yukon's win rate is higher than Klondike's because the ability to move any face-up card (not just correctly sequenced groups) gives substantially more positional flexibility, and because dealing all cards face-up initially means face-down cards are fewer relative to the tableau size. In practice, strategic players win roughly 65–80% of hands. The gap between theoretical winnability and practical win rate is mostly explained by early moves that create colour conflicts or bury critical low-rank cards before the foundations have been sufficiently advanced. See our solitaire win rates guide for a full comparison.

Is Yukon Solitaire always solvable?

No — approximately 15–30% of Yukon deals are genuinely unwinnable. The most common unwinnable pattern involves a colour conflict that cannot be resolved: two cards of the same colour and adjacent rank that must be placed on each other but are both trapped in positions where no legal move can separate them. A secondary unwinnable pattern is a circular dependency among face-down cards — where uncovering the cards that would enable progress requires moves that cannot be made until those same cards are uncovered. Recognising an unwinnable position early and starting a fresh deal is more efficient than exhausting all move combinations in a stuck position.

What is a good Yukon Solitaire win rate?

Below 40% suggests significant room to improve — most losing hands at this level are winnable with better move evaluation. 55–70% is competent strategic play. Above 75% is strong. Above 85% is expert-level application of the two-move evaluation, colour discipline, and endgame backward-planning techniques described in our advanced Yukon strategy guide. Because Yukon is a closed-information puzzle after the initial face-up cards are revealed, improvement at Yukon is almost entirely a matter of strategic habit development rather than luck management.

Why do I lose Yukon games that feel like they should be winnable?

Four causes account for nearly all avoidable Yukon losses. First, partial moves — relocating a group of face-up cards for tidiness or convenience rather than for a specific strategic purpose — displace cards from positions where they were needed and create new colour conflicts. Second, empty columns are filled with long King-headed sequences that park cards rather than uncover face-down cards. Third, low-rank cards (Aces, 2s, 3s) are buried by early sequence moves before the foundations are ready to receive them. Fourth, the last few face-down cards are revealed without a plan for completing the foundations, creating a final-position trap. See our Yukon beginner strategy guide for the full framework.

What is the most important Yukon Solitaire strategy tip?

Before making any move, ask two questions: what does this move achieve at the destination, and what does it cost at the source? In Yukon, a move that places a useful card at the destination may simultaneously bury a critical card at the source column, or displace a card from a position where it was covering a face-down card that needed to be uncovered. Moves that have a clear benefit at the destination and a neutral or positive effect at the source are high priority. Moves that benefit the destination but harm the source — called partial moves or Type 3 moves in the advanced framework — should only be made when the benefit clearly outweighs the cost. Moves made purely for tidiness, without a specific strategic purpose, are the primary source of avoidable Yukon losses. The full evaluation framework is in our Yukon beginner strategy guide.

What should I prioritise in the early game of Yukon?

Two priorities dominate the opening: uncovering face-down cards and identifying the shallowest face-down card in each column. The shallowest face-down card — the one with the fewest face-up cards covering it — is the most accessible and should be targeted first, since uncovering it costs the fewest moves and expands the available card pool most efficiently. Alongside uncovering face-down cards, send Aces and 2s to the foundations immediately when accessible — each Ace and 2 sent establishes a foundation lane and enables 3s and 4s to follow. Avoid filling empty columns with anything other than a group whose immediate purpose is to uncover a face-down card.

How should I use empty columns in Yukon?

Empty columns are the scarcest resource in Yukon because there is no stock to replenish cards — the empty column is the only temporary staging space in the game. The highest-value use of an empty column is to stage a group of cards temporarily while uncovering a face-down card that would otherwise be inaccessible. The second-highest use is to hold a card or group that enables a foundation advancement in the next one to two moves. The lowest-value use — and one that should be avoided unless no productive alternative exists — is filling the empty column with a King-headed sequence simply because the King is accessible and the sequence appears tidy. An empty column that is genuinely empty is worth more than an empty column containing a sequence that has no immediate productive destination. For full empty-column strategy see our advanced Yukon strategy guide.

How does colour discipline work in Yukon?

Because Yukon builds in alternating colour, the colour of every card in a sequence affects which cards can be placed on it. Colour discipline means tracking the colour pattern of each column's face-up cards — not just the top card — and making sequence moves that maintain future flexibility. A common colour conflict occurs when two face-up cards of the same colour and adjacent ranks sit in positions where each needs to be placed on the other: this is a circular colour conflict that cannot be resolved by any legal move. The disciplined habit is to check one to two levels deep before making any sequence move — if the card being placed starts a colour pattern that will block the card beneath it from being placed correctly later, the move creates a conflict that will surface in later play. See our advanced Yukon strategy guide for the full colour-tracking framework.

What is the best approach to the Yukon endgame?

When the last face-down card has been revealed, the game becomes a closed finite puzzle with complete information — every card's location is known. At this point, switch from forward planning to backward planning: identify the winning final position (all four foundations complete), work backward to determine what the tableau must look like five to ten moves before the end, and plan forward toward that intermediate target rather than toward the foundations directly. The most common endgame trap is a three-card sequence where the order of foundation sends is constrained by colour — sending one card too early removes it from a tableau column where it was still needed as a temporary platform. The escape from this trap requires backward-tracing the exact sequence of moves that leads to the winnable position. Full endgame techniques are in our advanced Yukon strategy guide.

Should I move groups of cards just because I can in Yukon?

No — this is the most important discipline to develop in Yukon. The freedom to move any face-up card with its stack is a powerful tool, but using it without a clear purpose is the primary cause of avoidable losses. Before moving any group, confirm that the move achieves at least one of these specific goals: it uncovers a face-down card; it enables a foundation play within the next two moves; it resolves a colour conflict that was blocking a critical sequence; or it frees an empty column for immediate productive use. If the move achieves none of these four goals, it is almost certainly a tidying move that costs more than it gains. The discipline is not to avoid group moves but to require a specific purpose before making them.

How is Yukon different from Klondike Solitaire?

Yukon and Klondike share alternating-colour building and Ace-to-King suit foundations but differ structurally in two major ways. Yukon deals all 52 cards to the tableau at the start with no stock, meaning no cards enter the game after the deal; Klondike has a stock of 24 cards that are drawn one or three at a time. Yukon allows any face-up card to be moved with its stack regardless of sequence order; Klondike allows only correctly ordered alternating-colour sequences to be moved as a group. The result is that Yukon is a fuller positional puzzle with more mobility from the first move, while Klondike has more hidden-information tension and stock management. Most players find Yukon more analytically satisfying and Klondike more suspenseful.

How is Yukon different from Spider Solitaire?

Spider uses two decks (104 cards), ten tableau columns, no foundations until full sequences are built, and no alternating-colour requirement — Spider builds same-suit sequences for maximum score, though off-suit building is allowed. Yukon uses one deck, seven columns, four suit foundations built progressively from the deal, and strict alternating-colour building. Spider's win condition is completing eight same-suit sequences that auto-remove; Yukon's is building four Ace-to-King suit foundations. Spider 4-Suit is winnable roughly 30–40% of the time; Yukon is winnable roughly 70–85%. Play Spider in our free Spider Solitaire game.

How is Yukon different from FreeCell?

FreeCell deals all 52 cards face-up to eight columns with four additional free cell holding spaces; Yukon deals to seven columns with face-down cards and no free cells. FreeCell's complete-information deal (no face-down cards at all) makes it a pure logic puzzle from move one; Yukon has 28 face-down cards that are progressively revealed. FreeCell's super move formula means the number of cards movable as a group is precisely calculable; Yukon's group-move freedom is less constrained but also less predictable in consequence. FreeCell is winnable ~99.999% of the time; Yukon ~70–85%. Play FreeCell in our free FreeCell game.

Is Yukon Solitaire a game of luck or skill?

More skill than most patience games, given its full-information structure after the face-up cards are revealed. The initial deal determines which face-down cards are where and in what order they become accessible — this is the luck element, and it is significant. Once the face-up cards are in play, however, the quality of decisions made in uncovering face-down cards, managing colour discipline, using empty columns, and planning the endgame accounts for most of the difference between winning and losing on winnable deals. On unwinnable deals, no strategy can overcome the layout. Yukon's combination of accessible early moves and escalating strategic complexity rewards sustained practice more consistently than most patience games.

Can Yukon Solitaire be played with physical cards?

Yes — Yukon is well suited to physical play because its layout is straightforward to deal and the face-up group-move rule is easy to apply manually. Deal the seven columns as described above, keeping face-down cards face-down and face-up cards visible in the fanned column. The main practical difference from digital play is that group moves must be executed by hand and face-down card flips must be performed manually when the covering cards are moved. No additional equipment is required beyond a standard card deck and a flat surface large enough for seven columns of up to eight cards each.

How is Yukon Solitaire scored?

Scoring varies by implementation. A common approach awards points for each card sent to the foundation, with time bonuses in timed modes. Some implementations track statistics including win rate, average moves per win, and deal completion percentage rather than a per-game point score. Our free Yukon Solitaire game displays the scoring system in use at the start of each session.

What does it mean when Yukon says no moves are available?

A no-moves notification means no legal move exists in the current position — no face-up card can be moved to another column under the alternating-colour rule, no card can be sent to the foundation, and no face-down card can be uncovered by any sequence of moves. In Yukon, this state almost always indicates either a genuinely unwinnable deal or that a sequence of earlier moves created a colour conflict or circular dependency that cannot now be resolved. Because there is no stock to draw from, there is no way to introduce new cards — the game is over. Using undo to return to the last decision point where alternatives existed is the most useful recovery action if undo is available.