Double Klondike is Klondike played with two decks. Same move rules; bigger table. Nine tableau columns, eight foundations, and a 59-card stock replace Klondike's seven, four, and 24. Games run 15 to 30 minutes and the layout has room for sequences ten or more cards long. Draw 1 or Draw 3, unlimited undo, install-as-app for offline play. Free in your browser, no sign-up.
Click Play Double Klondike and you're playing. Drag cards with the mouse on a computer or tap on a phone. Unlimited undo means you can experiment without losing progress.
If you've played Klondike, you already know Double Klondike's rules. The differences are all structural.
| Aspect | Klondike | Double Klondike |
|---|---|---|
| Decks | One (52 cards) | Two (104 cards) |
| Tableau columns | 7 | 9 |
| Foundations | 4 (one per suit) | 8 (two per suit) |
| Stock pile | 24 cards | 59 cards |
| Typical game length | 5–15 min | 15–30 min |
| Longest possible sequence | 13 (King to Ace) | 13, but with more room to assemble |
| Draw modes | Draw 1, Draw 3 | Draw 1, Draw 3 |
The extra two columns and the larger stock are why Double Klondike feels more forgiving than its card count suggests. There's more room to build alternating-color sequences before they have to break, and the longer stock cycle gives you more chances to reach a buried Ace or low card.
Both modes use the same deals. The difference is access to the stock pile.
| Aspect | Draw 1 | Draw 3 |
|---|---|---|
| Stock draw | One card at a time | Three; only the top is playable |
| Practical win rate (skilled) | ~30–40% | ~10–15% |
| Recommended for | Learning, casual play | The traditional challenge |
The win-rate gap comes from access, not difficulty: the same deals are theoretically winnable in either mode. In Draw 3, useful cards land in the middle of a triplet and stay buried until you cycle the stock again. Pick the mode in the new-game menu.
Four tactical shifts from single-deck Klondike. The classic Klondike rules (flip face-down cards first, send Aces up early, only empty a column when a King is ready) still apply — these are the additions.
Two decks means two of every card. A 4 of spades sent up doesn't lock you out of covering a 5 of spades — there's another 4 still in play. This is the single biggest tactical difference from regular Klondike: the "don't send middle ranks up too early" rule is much weaker here. You can afford to clear the tableau more aggressively, but keep one copy of each mid-rank card in reserve when you can.
With nine columns and longer sequences, you'll often have a six- or seven-card run to relocate. These moves are legal whenever the sequence is already valid (alternating colors, descending). Spot them early and keep an exit column in mind so you're not stuck when the move becomes urgent.
With two decks, sequences of ten or more cards are common. They feel slow to assemble but they pay off — a long alternating-color block lets you re-arrange the board with a single move when the right King opens up.
Eight foundations, two per suit. Letting one suit get five ranks ahead of another is rarely worth it. Even progress keeps mid-rank cards available in the tableau and avoids dead-ending the suit that fell behind.
Single-deck Klondike has a well-known solvability result — about 82% of deals are theoretically winnable, per Yan, Diaconis, Rusmevichientong and Van Roy (2005). Double Klondike has no equivalent peer-reviewed study. The numbers below are practical-play estimates from casual data, not theoretical proofs.
The "easier than Klondike because there are more cards" intuition turns out to be roughly correct in practice: the extra columns and unlimited redeals compensate for the larger deck. Some sources claim Double Klondike is theoretically more winnable than single-deck Klondike because there are two of every card — that's plausible but not proven. Treat any specific solvability percentage you see online with the same skepticism you'd treat a single-deck "20% unwinnable" claim.
Double Klondike sits in a small family of two-deck patience games and a larger family of Klondike-style single-deck games. Worth knowing:
Yes. Double Klondike on TrySolitaire is free, with no download or sign-up. The game runs in your browser and can be installed as an app on any device, after which it works without an internet connection.
Two decks instead of one. Double Klondike uses 104 cards across nine tableau columns and eight foundations (two per suit), where Klondike uses 52 cards across seven columns and four foundations. The move rules are identical — build the tableau down by alternating colors, build the foundations up by suit from Ace to King. Games last 15 to 30 minutes versus 5 to 15 for Klondike.
It depends on what you measure. More cards to track, but two extra tableau columns and a larger waste pile compensate. With skilled play and Draw 1, practical win rates land in roughly the same range as single-deck Klondike — around 30 to 40 percent. Draw 3 drops that to about 10 to 15 percent in either game.
Draw 1 if you're learning the game or want a more reliable session. Draw 3 if you want the traditional challenge. The deals are the same in both modes; Draw 3 just buries useful cards in the middle of each triplet, so you cycle the stock more before they become reachable.
Most games take 15 to 30 minutes — roughly two to three times Klondike. The longer playtime is the main reason some players prefer it: a more involved session per game rather than a quick break. Use the unlimited undo if you want to experiment without restarting.
No. Both use two decks, but the rules are different. Spider builds down regardless of suit and clears the board by completing King-to-Ace runs in a single suit. Double Klondike builds down by alternating colors (red on black, black on red) and builds the foundations up from Ace to King by suit.
Free, in your browser, no sign-up. Pick Draw 1 if you're learning, Draw 3 if you want the classic challenge.
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