Scorpion Solitaire
Hard★★★★☆Also known as: Scorpion Solitaire
By Ace McShuffle · Updated
Scorpion is a single-deck solitaire game with an 8% win rate across seven tableau columns. The goal is to build four complete King-to-Ace sequences by suit within the tableau itself, with no separate foundations. Any face-up card plus all cards on top may move together when the bottom card matches suit and rank.
Understanding Scorpion Solitaire
Scorpion occupies a unique and slightly unsettling position in solitaire. It looks like Spider — seven columns, mixed face-up and face-down cards, sequences building by rank — but its objectives and movement rules differ in ways that change the game entirely. Players who expect Spider are in for a surprise.
The key difference is where the goal lives. In Spider, you build complete suits in the tableau and remove them to separate foundation piles. In Scorpion, there are no separate foundation piles. The four complete King-to-Ace sequences by suit must be assembled within the tableau columns themselves.
The movement rule is equally distinctive. In Scorpion, you may pick up any face-up card along with all cards on top of it — regardless of whether those cards form a valid sequence — and move the entire group to another column. The card being moved must match the destination column's top card in suit and be one rank lower. This lets you move disorganized piles as a unit, which is powerful but risky.
The game starts with all seven columns filled. Three reserve cards are held back and dealt one to each of the first three columns after initial moves are exhausted.
Scorpion is harder than Klondike and roughly as difficult as one-suit Spider. The suit-matching rule adds clear logical constraints — you cannot make the cross-color moves Klondike allows. But moving disordered groups gives you tools that single- card games lack. Win rates with careful play are around 8%.
How Do You Play Scorpion?
- Shuffle a standard 52-card deck. Deal seven tableau columns. The first four columns each get seven cards: the bottom three face-down, the top four face-up. The remaining three columns each get seven cards, all face-up. This uses 49 cards. Set the remaining three cards aside face-down as the reserve.
- On each turn, move any face-up card along with all cards on top of it to another tableau column. The card being moved must be the same suit as the destination column's top card and exactly one rank lower. For example, the 8 of hearts (and all cards on top of it) may move onto the 9 of hearts. The cards on top do not need to form a valid sequence — they travel as passengers.
- When a face-down card becomes the top of a column because all cards above it moved away, turn it face-up. It is now available for play.
- An empty tableau column may be filled with any King (and all cards on top of it, if any).
- When no more moves are possible or wanted, deal the three reserve cards face-up to the first three tableau columns, one per column. These may open new possibilities. The game is won when all four complete King-to-Ace sequences are assembled by suit anywhere in the tableau. There are no separate foundation piles.
How Scorpion Started
Scorpion's origins are not tied to a single inventor or era, but the game appears in mid-20th century card game collections as part of the broader Spider family — games that build sequences within the tableau rather than to external foundations. Its name reflects its sting-in-the-tail quality: play looks freer than Spider, but the suit-matching constraint and embedded-foundation goal combine to produce losses that feel decisive and sharp.
A variant called Wasps appears in some collections with minor rule differences, mainly around how empty columns may be filled. Both names reflect the game's reputation for punishing overconfident play.
The digital era brought Scorpion to a wider audience through computer collections focused on Spider variants. It is often recommended to players who have mastered one-suit Spider and want a similar challenge with different constraints. The game has a loyal following among enthusiasts who value its visual clarity — unlike multi-deck Spider, Scorpion's single-deck format keeps the play area manageable while maintaining high strategic depth.
Strategy: How to Beat Scorpion
- Identify the best-grouped suits early. Every sequence must be built within a single suit. A suit whose high cards are spread across many columns will be hard to consolidate. Start with the suit that's most grouped.
- Use disordered pile moves to dig. When you need to expose a specific card, you may be able to move the pile sitting on it — even if it's jumbled — as long as the bottom card matches the destination. Use this to uncover face-down cards blocking useful suit runs.
- Keep at least one empty column. Empty columns are critical workspaces. Create them by consolidating cards from the shortest column, then use the space to reorganize elsewhere.
- Time the reserve carefully. The three reserve cards can break a deadlock, but they also add three more cards to a crowded tableau. Deal the reserve only when productive moves are exhausted — not as a reflex when progress slows.
- Build down from Kings. A King at the top of a column can anchor an entire suit sequence if you funnel matching cards to it methodically.
What Playing Scorpion Feels Like
Scorpion looks approachable the first time you see it. Seven columns, a modest deck, readable layout. This is the game being charitable before revealing its actual personality. The suit-matching rule catches you off guard: you go to make a move that would be perfectly legal in Klondike and the game simply refuses. My first ten games of Scorpion were losses I didn't fully understand. My next forty games were losses I understood precisely and could not prevent. I am now in a phase of occasionally winning, which I find vindicating. My win rate is 27%.
— Ace McShuffle, Commissioner & Professional Patience Practitioner
What Are Similar Solitaire Games?
Spider
HardSpider is a challenging solitaire card game with an 8% win rate in four-suit mode, played with two decks totaling 104 cards. Cards are dealt into ten tableau columns. The goal is to build complete descending sequences from King to Ace within a single suit. Completed sequences are removed until all cards are cleared.
Yukon
IntermediateYukon is a single-deck solitaire variant with a 25% win rate, similar to Klondike but with no stock pile. Columns 2-7 have face-down cards beneath face-up cards. Players move any face-up card or sequence — regardless of order — between tableau columns to build four foundation piles from Ace to King by suit.
Klondike
ModerateKlondike is the most widely recognized solitaire card game, played with a single 52-card deck. Approximately 82% of deals are winnable with optimal play. Cards are dealt into seven tableau columns of increasing length. The objective is to build four foundation piles from Ace to King by suit, moving cards between columns.
FreeCell
IntermediateFreeCell is a highly strategic solitaire game with a 99% win rate where all 52 cards are dealt face-up into eight tableau columns, eliminating hidden information. Four free cells serve as temporary storage, and the goal is to move all cards to four foundation piles built in ascending order by suit from Ace to King.
Forty Thieves
ExpertForty Thieves is a two-deck solitaire game with only a 10% win rate, dealing 40 cards face-up into ten tableau columns. Players build eight foundation piles from Ace to King by suit, moving one card at a time in same-suit descending sequences. It is among the most difficult classic solitaire variants.