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Yukon vs Klondike Solitaire

Yukon vs Klondike Solitaire: same layout, completely different games. Compare the no-stock deal, free stack moves, win rates, and which to play first.

Yukon and Klondike Solitaire look nearly identical — seven tableau columns, four foundation piles, descending builds in alternating colors — but they play completely differently. Klondike deals 28 cards to the tableau and holds the remaining 24 in a stock pile you draw from during play; Yukon deals all 52 cards at the start and has no stock or waste pile at all. Yukon also lets you move any face-up card along with everything stacked on top of it, even when those cards are not in sequence. Klondike Turn 1 is the easier game — roughly 30–35% casual win rate against Yukon’s 25–30% — and the better starting point; Yukon is the more open, more demanding puzzle.

Yukon is usually filed as a Klondike variant, and the family resemblance is real — same seven columns, same foundations, same red-on-black build rule. The deal is even constructed from Klondike’s: take a standard Klondike layout, then take the 24 cards that would have formed the stock and spread them face-up across columns two through seven. What you get looks like a Klondike game already in progress.

It does not play like one. Two rule changes — no stock, and the freedom to move any face-up card regardless of what sits on top of it — push the games in opposite strategic directions. Klondike is a game of timing and resource management: when to draw, when to play from the waste pile, when to commit a card to the foundation. Yukon is a game of untangling: nearly the entire deck is in front of you from the first move, arranged in a disordered knot, and your job is to find the sequence of group moves that unpicks it.


Quick Comparison Table

Yukon SolitaireKlondike Solitaire
DealAll 52 cards into 7 columns (1, 6, 7, 8, 9, 10, 11)28 cards into 7 columns (1 through 7) + 24-card stock
Stock / waste pileNoneDraw 1 (Turn 1) or 3 (Turn 3) at a time
Build ruleDescending, alternating colorsDescending, alternating colors
Movement ruleAny face-up card moves, carrying all cards above it — in sequence or notOnly properly sequenced face-up runs move
Visible at the deal31 of 52 cards7 of 52 cards
Empty columnsKings onlyKings only
Win rate (casual)~25–30%~30–35% (Turn 1) / ~10–15% (Turn 3)
DifficultyHardMedium (Turn 1) / Hard (Turn 3)
Core skillUntangling disordered stacks, multi-move planningStock timing, foundation discipline
Best forPlayers who want an open strategic puzzleBeginners, classic solitaire feel

How Yukon Solitaire Works

Yukon Solitaire deals the entire 52-card deck into seven tableau columns of uneven depth: one card in the first column, then six, seven, eight, nine, ten, and eleven. The first column’s single card is face-up. In every other column, the top five cards are face-up and the cards beneath them are face-down — 21 hidden cards in total, revealed automatically as the cards covering them are moved away.

There is no stock and no waste pile. Every card you will ever have access to is on the board before your first move.

Tableau building follows the Klondike convention — descending rank, alternating colors, a red 9 on a black 10. The departure is in what you are allowed to pick up. In Yukon, any face-up card can be moved, no matter how many cards sit on top of it, and everything above it travels along as a group. The group does not need to be in sequence. If a column shows a black 9 buried under a red Queen, a black 5, and a red 7, you can grab the black 9 and move all four cards onto a red 10. Only the card you grab has to land legally; the cards riding on top can be in any order, and they arrive in that order.

The rest of the rules are familiar. Foundations build up by suit from Ace to King. Only a King — or a stack led by a King — can be placed in an empty column. Exposed face-down cards flip face-up. You win by moving all 52 cards to the foundations, and you lose when no legal move remains.

Scoring at Card & Puzzle rewards foundation progress (+10 per card), tableau-to-tableau moves (+2), and flipping face-down cards (+5), with a –15 penalty for pulling a card back off a foundation. A time bonus of 800,000 divided by your completion time in seconds rewards finishing efficiently. The Yukon Solitaire guide covers the full ruleset along with the strategy layer — when to dig for face-down cards, how to use stepping-stone moves, and why Kings need special handling.


How Klondike Solitaire Works

Klondike Solitaire deals 28 cards into seven columns — one card in the first, two in the second, up to seven in the last — with only each column’s top card face-up. The other 24 cards form a face-down stock pile.

The stock is the game’s central mechanism. In Turn 1, you flip one stock card at a time onto a waste pile and play from the waste’s top card. In Turn 3, you flip three at once but can only access the top card of each group, which leaves the other two out of reach unless you can shift the cycle’s rhythm by playing cards out of it. That single rule change is the difference between a medium-difficulty game and a hard one.

Tableau movement is disciplined in a way Yukon’s is not. You can move a face-up card — or a run of face-up cards — only if the run is already in descending alternating-color order, and it must land on a card one rank higher in the opposite color. Foundations build by suit from Ace to King, empty columns accept only Kings, and uncovered face-down cards flip up.

Scoring follows a similar shape to Yukon’s: +10 for foundation moves, +5 for playing a card from the waste to the tableau, +5 for flipping a face-down card, –10 for moving a card back off a foundation, and a time bonus of 700,000 divided by completion seconds. The Klondike Solitaire guide covers strategy in detail — much of it concerned with the question Yukon never asks: how do you get the cards you need out of the stock before your options run out?


Key Differences Between Yukon and Klondike

The Deal: Everything on the Table vs. a 24-Card Reserve

Klondike withholds nearly half the deck. The 24 stock cards become available on your schedule but in a fixed, hidden order — and in Turn 3, in groupings that may never line up the way you need. Much of Klondike’s strategic content is downstream of this: deciding whether to play a waste card now or let it ride, sequencing tableau moves so the stock stays useful, recognizing when a pass through the deck is your last good one.

Yukon deletes that layer entirely. The 24 cards that would have formed Klondike’s stock are dealt face-up across columns two through seven — which is why Yukon’s columns run six to eleven cards deep, and why the opening board looks chaotic. Nothing arrives later. The full problem is posed before your first move, and it gets solved through tableau rearrangement or not at all.

The Movement Rule: Sequenced Runs vs. Any Face-Up Card

Klondike’s movement is disciplined: a group of cards moves only if it already forms a descending alternating-color run. Order is a precondition for mobility, so the tableau tends to stay legible — anything you can move is already sorted.

Yukon inverts that. Any face-up card moves, hauling whatever sits on top of it. Mobility no longer requires order, which means the tableau can get messier with every move — and usually does. The crucial mental adjustment is that every out-of-sequence group you relocate is a debt. Those cards are parked, not solved; before the game ends, each one must be picked up again and placed somewhere legal. Strong Yukon play is the art of distinguishing moves that actually untangle the board from moves that just push the knot somewhere else.

Information and Luck

At the deal, Klondike Turn 1 hides 45 of 52 cards — 21 face-down in the tableau plus the 24-card stock. Yukon shows you 31 immediately, and its 21 hidden cards surface steadily as you excavate. There is no separate pile with its own hidden ordering to manage, so by midgame a Yukon board is typically a fully open puzzle — closer in spirit to FreeCell than to the game it resembles.

That changes what losing feels like. Klondike losses often involve genuine bad luck — a critical card sitting at the wrong depth in the stock, a flip that reveals nothing useful. Yukon losses are almost always traceable to a specific decision: a jumbled stack moved onto the wrong column, a King committed too early. If your losses feel random and you want to sort out which ones actually were, why you keep losing at solitaire breaks down the luck-versus-error question across variants.

Empty Columns and Kings

Both games restrict empty columns to Kings, but the stakes are different. In Klondike, an empty column is a useful asset — a landing spot for a King and the run that builds beneath it. In Yukon, empty columns are the primary maneuvering resource. With no stock to deliver fresh options, an empty column is often the only place to unload the cards blocking a critical excavation.

The King rule also bites harder in Yukon. A King that lands in an empty column can never move again — nothing outranks it — and in Yukon it frequently arrives carrying a disordered pile of passengers that must now be sorted in place, one legal move at a time. Moving a King-headed stack without a plan for everything riding on it is one of the most common ways to convert a winnable Yukon board into a dead one.

Scoring and Pacing

The scoring systems at Card & Puzzle share a skeleton — +10 for foundation moves, +5 for flipping a face-down card, a time bonus for finishing fast — but the details reflect each game’s shape. Yukon pays +2 for every tableau-to-tableau move, an acknowledgment that untangling takes many intermediate steps, and its foundation-to-tableau penalty is steeper (–15 against Klondike’s –10) because pulling a card back down is a bigger concession in a game with no reserve. Yukon’s time bonus divides 800,000 by your completion seconds against Klondike’s 700,000 — a nod to the longer, more deliberate sessions Yukon produces. Klondike plays faster and lighter; Yukon rewards sitting with the board.


Is Yukon or Klondike Solitaire Harder?

Yukon is harder than Klondike Turn 1 and easier — by the numbers — than Klondike Turn 3. Casual win rates put Yukon around 25–30%, against roughly 30–35% for Turn 1 and 10–15% for Turn 3. On the solitaire difficulty ranking, Yukon sits in the hard tier, between Klondike’s two variants.

But the difficulty is a different kind. Klondike Turn 3’s difficulty is imposed from outside — the draw rule throttles access to cards you know you need, and some losses are decided by stock order before you make a move. Yukon’s difficulty is self-generated. The free-movement rule gives you more legal options per turn than nearly any other solitaire game, and most of them are traps. That freedom reads as generosity; in practice it punishes improvisation harder than Klondike’s tighter rules ever do, because every careless group move creates a sorting problem you will have to pay for later.

Worth noting: under truly random shuffles, both games include deals that cannot be won regardless of play. At Card & Puzzle, every game deals winnable hands by default — random deals are opt-in — so when a board dies, the losing line was a choice somewhere, not the shuffle.

There is also a case that Yukon is the more honest hard game. Almost everything is visible, nothing is rationed, and the board never withholds an answer the way a stock cycle can. A Klondike Turn 3 loss can leave you wondering whether any line would have worked. A Yukon loss, replayed, usually shows you exactly where the path forked.


Should You Play Yukon or Klondike?

The games share enough DNA that the question is really about what kind of difficulty you enjoy.

Play Klondike if:

  • You want the classic solitaire rhythm — draw, evaluate, build — with sessions that start light and stay light
  • You are new to solitaire; Turn 1’s forgiving win rate makes it the standard on-ramp, and its skills transfer to almost every other variant
  • You like a measured dose of luck — the hope that the next draw is exactly the card you need is part of Klondike’s appeal
  • You want a built-in difficulty step: get comfortable on Turn 1, then let Turn 3 humble you

Play Yukon if:

  • You want your decisions, not the stock, to determine the outcome
  • The untangling appeals to you — turning a disordered eleven-card column into clean sequences is a satisfaction no other Klondike-family game offers
  • You are comfortable losing to your own mistakes, because that accountability is exactly what makes the wins feel earned
  • Klondike has started to feel automatic and you want the same vocabulary at a much higher planning ceiling

Play both if you want to feel how much one rule can matter. Yukon is the cleanest A/B test in solitaire design: keep the layout, keep the build rule, remove the stock, free the movement — and an entirely different game falls out. Time spent in Yukon will also sharpen your Klondike, because it builds the habit of planning stack moves several steps ahead instead of taking the first legal option.

For where both games sit across the entire difficulty spectrum — alongside Spider, FreeCell, Pyramid, and the rest — see the solitaire difficulty ranking. For the broader landscape beyond the Klondike family, the types of solitaire games guide maps the major variants and what makes each one distinct.

For more game comparisons, see Klondike vs Spider Solitaire and FreeCell vs Klondike Solitaire.

Frequently Asked Questions

What is the main difference between Yukon and Klondike Solitaire?

The deal and the movement rule. Klondike deals 28 cards into seven tableau columns and keeps the remaining 24 in a stock pile you draw from during play. Yukon deals all 52 cards into the tableau at the start — there is no stock or waste pile. Yukon also lets you move any face-up card along with every card stacked on top of it, even if those cards are not in sequence, while Klondike only allows moves of properly ordered alternating-color runs. The two games share a layout and a build rule but almost nothing else.

Is Yukon Solitaire harder than Klondike?

Yukon is harder than Klondike Turn 1 but easier than Klondike Turn 3 by win rate. Casual win rates run roughly 25–30% for Yukon, 30–35% for Klondike Turn 1, and 10–15% for Klondike Turn 3. The difficulty also has a different texture: Klondike losses often trace to stock timing and hidden-card luck, while Yukon losses usually trace to planning errors — moving a jumbled stack somewhere it cannot be untangled later.

Does Yukon Solitaire have a stock pile?

No. All 52 cards are dealt to the tableau at the start. The seven columns receive 1, 6, 7, 8, 9, 10, and 11 cards — the first column is a single face-up card, and each remaining column has its top five cards face-up with the rest face-down. When you are stuck in Yukon, there is no draw pile to fall back on; every card you will ever have access to is already on the board.

Can you move cards that are not in sequence in Yukon Solitaire?

Yes — this is Yukon's defining rule. Any face-up card can be picked up and moved, carrying every card stacked on top of it along as a group, regardless of whether those cards form a legal sequence. The only requirement is that the card you grab lands legally: it must be placed on a card one rank higher and of the opposite color. The cards riding on top can be in any order, and they stay in that order at the destination. Klondike has no equivalent — you can only move face-up runs that are already in descending alternating-color sequence.

Should beginners play Yukon or Klondike first?

Klondike Turn 1. It is the better introduction to tableau building, foundation management, and the alternating-color rule, and its 30–35% casual win rate gives new players regular wins. Yukon assumes you already think in tableau sequences and then asks much more of your planning — moving an out-of-sequence stack without a plan for untangling it is the fastest way to lose. Once Klondike feels routine, Yukon is the natural next step toward more strategic solitaire.