Seven columns of seven cards — forty-nine on the table. The first three columns hide three face-down cards each at the bottom; everything else shows. The last three cards wait off the board as the tail, dealt face-up onto those first three columns whenever you choose — once, and only once.
There are no foundations to feed. You build down in matching suits right on the tableau, and the Yukon-style lift is the sting: pick up any face-up card and everything sitting on it comes along, however scrambled. Only the card in your hand has to fit its landing spot — one rank up, same suit. An empty column takes only a king.
Assemble a full king-to-ace run in one suit and it banks itself straight off the board. Do it four times — all fifty-two cards — and you've won. Digging out those three buried cards, and timing the tail, is where every game is decided.
Undo is unlimited and stacks back to the deal. If nothing can move, rewind and try a different dig — or claim the board is stuck and end it there.
Double Scorpion deals both players the identical layout — same buried cards, same tail — and starts you together. No turns: you're both untangling the same board at once, and the first to bank all four king-to-ace runs wins immediately.
You'll watch your opponent's banked runs mount up while you work. If you both stall out — or the match clock expires — whoever has banked more cards takes it, and a true tie is a draw.
Same deal, same three hidden cards. The race is over who untangles the knot faster.
Play it quietly on your own, or race a real opponent. Quick Match seats you in seconds; private lobbies let you pick who's across the table.
Races deal both players the identical layout. Nobody draws the easier board — the only difference is how you play it.
Run a lobby untimed or on a match clock, with reconnect handling that doesn't cost you the game. Solo play whenever you just want a quiet one.