Every card is dealt up front — there is no stock and no waste. Seven columns: the first holds a single face-up card, and each of the rest hides one to six face-down cards under five face-up ones. Build the four foundations up by suit from ace to king to win.
Here's the twist that makes it Yukon: you may pick up any face-up card along with everything stacked on top of it — even wildly out of order. Only the card you grab has to fit its landing spot, one rank down on the opposite color. The mess it carries comes along for free.
An empty column takes only a king (plus whatever rides on it), and when a face-down card surfaces it flips automatically. Digging out those buried cards is the whole battle — every excavation costs you the order you dumped somewhere else.
Undo is unlimited and stacks back to the deal. If nothing can move, the game says so — rewind and try a different dig, or end it there.
Double Yukon deals both players the identical layout and starts you together. No turns — you're both excavating the same board at once, and the first to bring all fifty-two cards home wins immediately.
You'll watch your opponent's foundation count climb while you work, and see the moment they get stuck. If you both stall out — or the match clock expires — the higher count takes it, and a true tie is a draw.
Same deal, same buried cards. The race is over who tears the board apart smarter.
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.