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Yukon Solitaire

A bold, skill-heavy cousin of Klondike. Every card is dealt to the seven columns and almost all of them are face-up from the start — there is no stock pile to draw from. The twist: you can pick up any face-up card together with every card sitting on top of it, in any order, and drop the group onto a card one higher of the opposite color. Build the four foundations from Ace to King to win.

How to play

The board has seven columns holding all 52 cards. Every column except the first has a few face-down cards at the bottom and a run of face-up cards above them; the rest of the pile is fully exposed. There is no stock and no waste — everything you need is already on the table.

Tap a face-up card to pick it up together with every card resting on it, whatever their order, and it moves to the best legal spot: a foundation if the card is a single that fits, otherwise a column whose top card is one rank higher and the opposite color. Only a King (with its pile) may move onto an empty column.

When you tap the lone top card of a column and it fits a foundation, it flies there and scores. When a move uncovers a face-down card, it flips automatically.

Build each foundation up in suit from Ace to King. Clear all four and you win. Score rises as you send cards home and reveal hidden ones.

Tips & strategy

Yukon lives and dies by the face-down cards. There are far fewer of them than in Klondike and no stock to stall with, so every hidden card you flip opens the whole board. Attack the column with the most face-down cards first, and prefer moves that expose a new card over moves that merely tidy an already-visible run.

The group move is your superpower — and your trap. Because you can lift a card with any jumble sitting on top of it, you can relocate a buried card you need without first sorting the mess above it. But the whole clump lands as-is, so before you move, picture where those loose cards end up: dumping a long tail onto the wrong column can bury the very card you were trying to free.

Don't rush cards to the foundations. Once a card goes home it rarely comes back, and low cards in the tableau are often the landing pads that keep your longer sequences mobile. Send an Ace or Two up only when it frees a face-down card or unblocks a column you actually need.

Empty columns are gold, because only a King can fill one. Aim to clear a short column completely and park a King (with a useful run behind it) there — that single move can unlock a chain of transfers everywhere else. Plan two or three moves ahead so the King you want is already free when the column opens.

Think of the board as one connected puzzle, not seven separate stacks. A card stuck in column six is often freed by a move in column two. When you feel stuck, look for the deepest useful face-up card and ask what would have to move — group and all — to slot it home.