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How to Play Double Solitaire

Double Solitaire is the competitive two-player variant of Klondike. Each player runs their own 7-column tableau using a visibly distinguishable deck; both compete onto up to 8 shared foundation piles (two per suit), racing to contribute more of their own deck's cards than the opponent.

Players
2
Difficulty
Medium
Length
Medium
Deck
104
Read the rules

How to Play Double Solitaire

Double Solitaire is the competitive two-player variant of Klondike. Each player runs their own 7-column tableau using a visibly distinguishable deck; both compete onto up to 8 shared foundation piles (two per suit), racing to contribute more of their own deck's cards than the opponent.

2 players ​​Medium ​​Medium

How to Play

Double Solitaire is the competitive two-player variant of Klondike. Each player runs their own 7-column tableau using a visibly distinguishable deck; both compete onto up to 8 shared foundation piles (two per suit), racing to contribute more of their own deck's cards than the opponent.

Double Solitaire (also Double Klondike) is the competitive two-player variant of the classic Klondike patience. Each player sets up their own Klondike tableau using their own distinguishable 52-card deck, and the two players race to play cards onto a shared set of up to eight foundation piles (two per suit). Turns may be simultaneous or alternating depending on the house rule. A typical game takes 5 to 10 minutes; the winner is the player who contributed more of their own cards to the foundations.

Quick Reference

Goal
Contribute more of your own deck's cards to the shared foundations than your opponent contributes of theirs.
Setup
  1. Each player uses their own distinguishable 52-card deck (different backs).
  2. Each player lays out a standard 7-column Klondike tableau; 24 cards per player form their own stock.
  3. Up to 8 shared foundation piles sit in the centre, two per suit (one per deck).
On Your Turn
  1. Agree simultaneous or alternating pacing.
  2. Within your own Klondike: build down in alternating colours, fill empty columns only with Kings, draw from your own stock.
  3. Play any available card (column bottom or waste top) to any shared foundation when it is the next rank in suit.
  4. You may never touch your opponent's cards.
Scoring
  • After play ends, separate foundation piles by deck back and count each player's contributions; higher count wins.
  • Tie-break: the player who made the final foundation play wins.
Tip: Expose Aces immediately; every foundation you start is one your opponent now cannot exclusively control.

Players

Exactly 2 players, head-to-head. Double Solitaire has no larger-table version. The two players sit across from each other with the shared foundation area between them.

Card Deck

Two separate standard 52-card decks with visibly different backs so that contributions can be counted at the end. Each player uses only their own deck for their own tableau; the decks are never shuffled together. No jokers. Each suit has two copies (one per deck), which is why there are up to eight foundations (two per suit, one from each deck).

Objective

Play more of your own deck's cards onto the shared foundations than your opponent plays of theirs. The player whose deck contributes the most cards to foundations at game end wins.

Setup and Deal

  1. Each player shuffles their own 52-card deck thoroughly.
  2. Each player lays out a standard Klondike tableau in front of themselves: 7 columns with 1, 2, 3, 4, 5, 6, and 7 cards respectively; only the bottom card of each column is face-up, the rest face-down. This uses 28 of the player's 52 cards; the remaining 24 become that player's face-down stock.
  3. Leave empty foundation slots in the shared centre between the two players. There are up to 8 foundations (two per suit); any player may contribute to any foundation of the appropriate suit and next rank.
  4. Agree before play whether the game is simultaneous (both players act as fast as they can at the same time) or alternating (players take turns, starting with an agreed first player). Both styles use the same moves; only the pacing differs.

Gameplay

  1. Own-tableau moves: Within your own Klondike, all standard Klondike rules apply: move the bottom card of any column onto another column whose bottom card is one rank higher and opposite colour (red on black, black on red); move a sequence of properly alternating cards as a group; turn face-down cards face-up when exposed; fill empty columns only with a King or a King-led sequence; draw from your own stock (one card or three at a time depending on Klondike variant) to your own waste pile.
  2. Shared foundation plays: An available card (the bottom card of any of your own tableau columns, or the top of your own waste) may be played to any shared foundation if it is the next rank up in its suit. Aces start foundations, then 2, 3, ..., up to King. Foundations are shared: a foundation started by one player's Ace of Hearts can receive the other player's 2 of Hearts, then 3, 4, and so on. Once a card is on the foundation it stays; neither player may take it back.
  3. Only your own deck counts: You may only move cards from your own tableau, waste, or stock; you may not touch your opponent's cards at any time. The decks are kept separate.
  4. Turn structure - simultaneous: Both players act as fast as they can at the same time. Speed matters because either player may play the next card of a given foundation; if you both hold (for example) a 2 of Diamonds, whichever player lays it first claims the foundation slot.
  5. Turn structure - alternating: Players take turns making all desired moves; your turn ends when you draw from your stock (as in single-player Klondike) or voluntarily pass. Foundation plays are allowed during your turn only, but you may play as many as you want per turn.
  6. Stuck: A player stuck with no legal moves in their own Klondike and unable to contribute to a foundation may pass (alternating) or simply wait and watch (simultaneous). If both players are stuck at the same moment, the game ends.
  7. End of the game: The game ends when (a) one player empties their tableau and plays their last card to a foundation, or (b) both players are simultaneously stuck and no further plays are legal.
  8. Illegal play: Playing a card onto an off-suit foundation, out-of-sequence foundation, or wrong-colour tableau is illegal. If noticed before the next action, the card returns to its origin. Persistent errors in simultaneous play are often handled by an agreed referee or house rule.

Scoring

  • Primary score (foundation contribution): After the game ends, separate the foundation piles by deck-back. Count how many of your own deck's cards ended up on the foundations; the higher count wins.
  • Perfect game (both decks cleared): If every card of both decks ends up on foundations (104 total), the player who played the final foundation card is the tie-break winner in most houses.
  • Optional 'solo clear' bonus: Some variants award a bonus to a player who empties their own tableau (win regardless of raw count); declare before play if used.
  • Match scoring: Play a series of games and sum contributions across games; highest cumulative total wins the match.

Winning

  • Game winner: The player who contributed more of their own cards to the foundation piles.
  • Tie-breakers: If both players contributed the same number of cards, the player who made the final foundation play wins. If still tied (rare), replay the game with a fresh shuffle.
  • Early decisive win: A player who completes all 8 foundations to Kings (impossible without contributions from both decks) effectively locks the result; the counts are still tallied by separating foundation piles by deck back and counting each player's contributions.

Common Variations

  • Alternating turns: Players strictly alternate full turns; more orderly and better for new players. Lower physical speed, higher strategic visibility.
  • Simultaneous (speed) play: Both players play as fast as they can; the standard competitive version and the origin of the game's excitement.
  • Three-card draw vs one-card draw: Each player chooses (or both agree on) Klondike's classic three-card draw or the easier one-card draw; this mostly affects individual tableau flow.
  • Russian Bank (a harder, strict-rules cousin): Two-player game with personal reserves, mandatory plays to opponent's piles, and penalties for rule violations; a related but distinct game.
  • Spite and Malice: A different two-player competitive solitaire family using shared centre piles but different play mechanics; often taught alongside Double Solitaire.
  • Unlimited redeal vs single pass: Double Solitaire usually allows unlimited redeal through the personal waste, as in casual Klondike; stricter play limits to one pass.

Tips and Strategy

  • Expose your own Aces fast. Every foundation you start is a foundation your opponent can otherwise start themselves, and the Ace-player usually contributes the 2 or 3 immediately as well.
  • Play foundation cards aggressively, even at the cost of long-term tableau flexibility. In a race, an immediate foundation hit can deny your opponent the match.
  • Watch your opponent's columns in simultaneous play. If they are visibly about to play a 5 of Clubs, consider whether your own 5 of Clubs should reach the foundation first; split-second planning wins more games than raw tableau depth.
  • Draw from your stock only when no foundation or tableau move is available. Each draw forfeits time your opponent can use to push a foundation.
  • Be wary of King placements in your tableau in simultaneous play: after you place a King in an empty column, you still need to maintain it. Under time pressure, empty columns you cannot fill become wasted space.

Glossary

  • Tableau: Each player's own 7-column Klondike layout; cards build down in alternating colours.
  • Foundation: The shared set of up to 8 suit piles between the two players, built up from Ace to King in suit; either player's cards may land on any foundation.
  • Stock: Each player's own face-down reserve of 24 cards; the only way to bring new face-up cards into play.
  • Waste: Each player's own face-up pile where stock draws go until played.
  • Available card: A card that can currently be moved: the bottom of any of your tableau columns or the top of your waste pile.
  • Simultaneous / alternating play: The two pacing styles; simultaneous is a race, alternating is a turn-based contest.
  • Klondike: The parent single-player solitaire whose layout and building rules Double Solitaire inherits.

Tips & Strategy

Expose Aces as fast as possible; every foundation you open is one your opponent now cannot exclusively control. Play to foundations aggressively rather than polishing your tableau.

In simultaneous play, split-second foundation awareness beats optimal Klondike technique; the player who spots the next legal foundation push first almost always wins the cascade.

Trivia & Fun Facts

In simultaneous play both players may legally reach for the same foundation at the same time; physical priority decides ownership, which is why visibly different card backs are essential at the settlement step.

  1. 01How many foundation piles are shared between the two players in Double Solitaire?
    Answer Up to eight, two per suit, one from each deck; either player may play onto any of them.

History & Culture

A natural social evolution of Klondike that dates at least to the early 20th century; simultaneous-play versions grew in popularity at mid-century card gatherings and now feature in some digital Klondike apps.

A beloved variant that proves solitaire mechanics can drive engaging competitive play; featured in family card evenings and often introduced as a 'grown-up' bridge from solo Klondike.

Variations & House Rules

Alternating-turn Double Solitaire removes the speed element and allows careful planning. Simultaneous play is the classic competitive version. Russian Bank and Spite and Malice are related two-player competitive solitaires.

New players should use alternating turns to learn the rhythm; competitive pairs play simultaneously. Tournament groups may introduce a one-move-per-second cap to prevent hand-clash disputes.