All Games
MahjongMatch the free tiles and clear the layout — free in your browserPlay free →

Solitair.ee › How to win at Solitaire

How to win at Solitaire: the Klondike strategy that actually raises your win rate

You are not trying to win every deal — roughly two in ten cannot be won at all. You are trying to stop losing the ones that could have been, and those go the same few ways every time.

Klondike SolitaireDraw one or draw three, unlimited undo — free, no download Play free

First, the number that changes how you play

Not every deal can be won. With draw-one and perfect play by someone who could see every face-down card, roughly eight deals in ten are solvable. Playing the normal way — blind, one pass at a time — good players land far below that, and on draw-three lower again.

That matters because it changes what improvement looks like. You are not trying to win every game; you are trying to stop losing the ones that were winnable. Almost all of those are lost to the same four or five decisions, and every one of them is avoidable.

1. Turning a card beats everything else

The only thing standing between you and the rest of the deck is face-down cards. Any legal move that flips one is nearly always better than any move that does not, even a move that looks tidier.

When two moves both flip a card, take the one from the longest pile. Column seven starts with six cards hidden and column one with none — the game is blocked on the right-hand side of the board, and that is where your effort belongs.

2. Do not send cards to the foundation early

This is the single most common way a winnable deal is thrown away. A card on the foundation is a card you can no longer build with. Send an ace up immediately — it does nothing in the tableau — but a two, three or four is often the piece that lets you move a run later.

A workable rule: keep low cards down until both cards of the next colour you would need are already up, or until you genuinely have no other move. Late in a game that is going well, the rule inverts — once nothing in the tableau is blocked, start clearing everything up as fast as you can.

3. An empty column is a weapon, not a prize

Only a king can move into an empty column. Emptying one without a king in reach turns a working column into dead space you cannot use, and it is very hard to recover from.

Before you clear the last card off a column, ask: which king am I putting there, and can I reach it this turn? If the answer is no, do something else first. When you do have a choice of kings, take the one whose colour keeps the alternating runs you already have going — a king that cannot receive the queen you are holding is decoration.

4. Work the tableau dry before you touch the stock

Every card on the board is information you already own. Every draw from the stock is a fresh problem. Beginners draw the moment they cannot see a move; the habit that separates them from good players is scanning the whole tableau twice first — including moves that only become possible after another move.

5. Move a run only when it pays

Dragging a long sequence from one column to another feels productive and usually is not, unless it does at least one of these:

  • flips a face-down card,
  • empties a column you have a king for,
  • frees a specific card you need right now.

Otherwise you have rearranged the board and lost a turn of information. Worse, moving a run onto a card can bury the very card you needed underneath it.

6. Think one loop ahead on the stock

The stock recycles, so a card you skipped comes back — but on draw-three, in the same grouping, unless you play a card out of the sequence and shift everything. If you need a card that is currently second in its triple, playing the top one of an earlier triple is what shakes it loose. That is the whole draw-three skill, and it is why the mode is harder than it looks rather than merely slower.

Easy or Hard: which should you actually play?

Easy turns one card at a time, so the entire deck is reachable — the game is about tableau decisions and almost nothing is hidden from you by the rules. It is where you should learn, and where your win rate will look respectable.

Hard turns three and only the top card of each triple is playable. Two cards in three are locked behind an ordering problem, and that ordering only changes when you play cards out. It is the mode where the habits above stop being nice-to-have.

The endgame nobody teaches

Once every card is face-up and the stock is empty, Klondike stops being a card game and becomes a puzzle with full information. At that point the correct move is often counter-intuitive: pull a card back down from a foundation is not allowed here, so instead look for the single sequence of moves that unblocks the one card everything else waits on, and do not start until you can see the whole chain. If you cannot see it, use Undo to test a branch — it is free and unlimited, and there is no scoring penalty for it.

A checklist for the next ten games

  1. Aces up immediately. Twos and threes only when they are not needed below.
  2. Every turn: is there a move that flips a face-down card? Take it.
  3. Prefer the flip from the longest column.
  4. Do not empty a column without a king in hand.
  5. Scan the whole tableau twice before drawing.
  6. Move a run only if it flips, empties or frees something specific.
  7. When the board is fully face-up, stop and plan the whole chain.

Run those for ten deals and the difference is obvious — not because you win every hand, but because the hands you lose will be the ones that were never winnable.

More games