Game 03 · Volcanic plateau
Steam Vent Solitaire
Klondike as it should be: seven columns, three cards turned at a time and as many passes through the deck as you want. The four foundations are steam vents, and every card you send up one pays a tenth of your stake the moment it lands.
Free virtual coinsSkill and patiencePartial progress pays
Steam Vent Solitaire · draw three
- Coins
- 10,000
- In the vents
- 0 / 52
- Paid back
- 0
- Deck passes
- 0
Pick a stake and deal. Tap a card then its destination, or drag it — and double-tap any card to send it straight to a vent.
Coins are free virtual counters with no monetary value. They cannot be bought, cashed out, redeemed or exchanged for anything.
01 / The rules
Legal moves, all of them
- Columns build down in alternating colours. A red six goes onto a black seven. You can pick up a whole run at once as long as it follows that pattern.
- Only a king starts an empty column. Kings, or a run led by a king.
- Vents build up in a single suit from the ace. The first ace to arrive claims an empty vent, then it wants the two, three and so on in that suit.
- Cards in a vent stay there. Unlike some versions, you cannot pull a card back down into the columns — the coins have already been paid.
- Three cards turn at a time. Only the top one is playable. When the draw pile empties, tap it once more to turn the waste back over. There is no limit on passes.
- Face-down cards flip themselves as soon as the card covering them moves away.
There is no undo, so a move is a move. That is deliberate: it keeps the coin payouts honest, since a card that reaches a vent has already been paid for.
What a layout pays
Your stake comes out of the balance when the cards are dealt. Each card that lands in a vent pays back a tenth of that stake immediately, so a 100-coin layout returns 10 coins a card. Clear all 52 and you also collect a completion bonus equal to your stake — 620 coins back from a 100-coin deal.
Get partway and the coins you have already collected are yours. Thirty cards up the vents on a 100-coin stake means 300 coins back, which is a profit even though the layout beat you.
Some layouts cannot be won
That is true of Klondike everywhere and is not a quirk of this version. Some deals have no solution at all, and plenty more are only solvable if you happen to make the right choice at a point where the information is hidden from you. Computer analysis of Klondike has shown that a large majority of deals can be solved when every card is known in advance, which tells you how much of the difficulty is simply not being able to see. If a layout stalls, deal another one — the shuffle owes you nothing and the stake is worthless anyway.
Mouse, finger and keyboard
Drag a card or a run with a mouse or a finger, or tap the card and then its destination if that suits you better. Double-tap sends a card straight to the right vent when one will take it. Every card is a real button, so Tab moves between them, Enter or Space picks up and drops, and Escape puts a card back down.
Opening advice
Turn the deck before you tidy the columns. Cards you can see are options; cards under a face-down pile are not.
Uncover the longest columns first — column seven hides six face-down cards, and every one you flip adds a move you did not have.
Hold a low card back if sending it up a vent removes the only place a run can land. The coins are the same either way.
Try the others
For something quicker, Driftwood Hi-Lo takes about twenty seconds a hand, and Midway Lights needs no decisions at all.