Cisco Solitaire
Some of my most constant childhood memories are of evenings at my mother’s family’s cabin in Wisconsin’s North Woods. The cabin sits on Cisco Lake, surrounded mostly by birch and other trees suited to the northern climate and poor soil. My great-grandfather built it by hand alongside his two sons-in-law, one of whom was my maternal grandfather. It now belongs to another branch of our family, but it carries for me the accumulated history that places like this do: the smells, the chairs, the rituals.
The rough-finished, high-ceilinged living room was dominated by a large, free-standing stone fireplace and metal chimney hood in its center. Even in the summertime, nights were generally chilly, and there would be a fire every night. Fifty years on, I easily can smell the woodsmoke, picture the low amber light, and hear the quiet sound of cards methodically being shuffled and slapped on the dining table.
It was a ritual. Every night after dinner, two or three of my great-grandparents and grandparents would sit together around the table and in parallel play a very specific solitaire card game. I didn’t have a name for it other than “cabin solitaire”; as far as I know, the game had no other name, at least not one anyone in the family remembers. But I came to know it by heart just from watching, asking my grandfather for rule clarifications when I needed them.
Superficially, the game resembles Klondike solitaire—the game nearly everyone knows from countless digital versions (the classic Mac shareware remains my favorite). It departs from standard Klondike in ways that make it substantially more complex and more interesting. It uses two decks. It has ten tableau columns instead of seven. And crucially, when you draw from the stock, you don’t choose where the card goes: one card is dealt face-up onto every column in turn, regardless of fit, burying your carefully built sequences under whatever the deck decides to send. The resulting tangles are the game’s central puzzle, and unwinding them—engineering chains of moves to free a buried card before it becomes an unsolvable blockage—is where the real skill lives.

I don’t know where my great-grandparents learned the game. From one of their own families? From the close-knit church community in the small town in which they lived? My grandfather said he learned it from them, my grandmother’s family. Whatever its source, that puts its origins in the early twentieth century at the very latest.
I assumed for years that it must have been described in a Hoyles-style compendium, that I simply hadn’t come across our solitaire variant elsewhere. I’ve periodically looked for references to our game’s rules over the past 25 years, but I’ve found nothing. The game appears in none of the major patience collections, not in David Parlett’s definitive histories, not among Pagat’s references, not on Solitaire Central or any of the software libraries I’ve seen that among them document hundreds of games. The specific mechanic that defines my family’s cabin game—the mandatory round-deal, one card to every column, no exceptions—is unusual in the literature.
So I documented the game myself, with some help from Claude to verify the rules’ logical consistency and alignment with standard solitaire nomenclature. I also chose to give the game a name: Cisco, after the lake. That seems to fit the company of the classics—Klondike, Yukon, Canfield, Cisco—and it will mean something specific to anyone in my family who has spent an evening at our cabin’s table.
Cisco Solitaire Rules
A challenging two-pack solitaire game otherwise known only as “cabin solitaire.” It’s a patience game passed down through at least five generations of my family. Origin unknown, dating to the early 20th century or earlier. Rules documented here for posterity.
Overview
Cisco is a single-player patience game played with two standard 52-card decks (104 cards total). It follows the core structure of Klondike—alternating-color descending tableau packing, suit-ascending foundations—but extends to ten tableau columns, uses a double pack with eight foundations, and replaces Klondike’s selective stock draw with a mandatory round-deal mechanic that distributes one card to every column in turn. This deal mechanic is the game’s defining feature: it deposits cards onto tableau columns regardless of their fit, creating tangled, disordered packets that the player must unwind through careful sequencing. The game is substantially more complex and longer than standard Klondike.
Using two packs with contrasting, complementary back designs is recommended—it is aesthetically pleasing during play and simplifies separating the packs after the game.
Glossary
I’ve tried to use the definitions typically used in solitaire rulebooks, in particular Parlett’s terminology.
Pack. A standard 52-card deck (Jokers removed). This game uses two packs shuffled together.
Stock. The face-down pile of undealt cards set aside after the initial deal. The stock is the source of all subsequent card distributions to the tableau.
Tableau. The ten columns of cards that form the main playing area. Cards in the tableau are available for packing and transfer to the foundations.
Column. One of the ten vertical fans of cards in the tableau. Within each column, cards are spread toward the player so that all face-up cards are visible. The exposed card of a column is the outermost face-up card—the one available for play. Face-down cards in a column are not available for play.
Exposed card. The outermost face-up card of a tableau column. This is the card available for packing onto another column or playing to a foundation.
Packet. A group of two or more contiguous face-up cards moved together as a unit from one tableau column to another. A packet may contain cards that are not in proper packing sequence with one another.
Foundations. Eight piles built up in suit and ascending rank from Ace to King. Two foundations are required per suit (one per pack). Foundations are located above the tableau.
Packing. Placing a card or packet onto a tableau column in descending rank and alternating color.
Components
- 2 standard 52-card packs (104 cards total; Jokers removed)
- A large playing surface—tableau columns grow long during play
Object
To move all 104 cards to the eight foundations, each built up in suit from Ace to King.
Layout
The game has three areas:
Foundations. Eight empty piles above the tableau. Each is started with an Ace of its suit and built up in suit to the King. There are two foundations per suit. Foundations may be started in any order as Aces become available.
Tableau. Ten columns dealt from the combined pack (see Deal below). Columns are fanned toward the player so that all face-up cards are visible. Face-down cards are visible only as to their number and position in the column.
Stock. The remaining face-down pile after the initial deal, set to one side. There is no waste pile.
Deal
Shuffle both packs together thoroughly into a single 104-card pack. Deal the tableau in the staircase pattern of classic Klondike, extended to ten columns. Cards are dealt one at a time, left to right across the columns, repeating from column 1 each time a pass is complete:
- Column 1 receives 1 card (face up).
- Column 2 receives 2 cards (1 face down, with 1 face up on top of it).
- Column 3 receives 3 cards (2 face down, with 1 face up on top).
- … continuing thus …
- Column 10 receives 10 cards (9 face down, with 1 face up on top).
After the deal, 55 cards occupy the tableau and 49 cards remain in the stock. The exposed card of each column is available for play.
Play
Play proceeds continuously; there are no turns per se. The player may make any legal move at any time, in any order, and may deal from the stock at any point (see Dealing from the Stock below).
Packing
An exposed card of any column may be packed onto the exposed card of another column, provided the card being moved is one rank lower and of opposite color to the destination card. Example: the 7♠ may be packed onto the 8♥ or 8♦. Only face-up cards may be moved, and only the exposed card of a column is available as the destination for packing. Face-down cards are never directly available for play.
Moving a Packet
Single exposed cards are not the only cards eligible for movement in the tableau. A packet—any contiguous group of face-up cards taken from the outer end of a column—may be moved as a unit to another column, provided the innermost card of the packet (the card that will make contact with the destination column’s exposed card) is one rank lower and of opposite color to that destination card. This is the same principle as movement in Klondike- and Yukon-style solitaires. As with Yukon games specifically, the remaining cards in the packet need not be in proper packing sequence with one another; they travel with the packet regardless of their internal arrangement. Face-down cards may never be included in a packet.
Foundations
The exposed card of any column may be played to a foundation at any time, provided it is the correct next card in suit and rank for that foundation. An Ace may be played to start a new foundation. Once played to a foundation, a card may not be returned to the tableau.
Vacated Columns
When all face-up cards have been removed from a column and a face-down card is exposed, that card is turned face up and becomes the new exposed card of the column. When an entire column is vacated—all cards removed—only a King, or a packet whose innermost card is a King, may be moved to fill the space.
Dealing from the Stock
The player may choose to deal from the stock at any point during play. Once begun, the deal proceeds as follows without exception:
- The deal is mandatory and indiscriminate. One card is dealt face up onto each tableau column in order from column 1 (leftmost) to column 10 (rightmost). The player has no choice about which column receives which card. Each card is placed on the column’s current exposed card, becoming the new exposed card of that column, regardless of whether it constitutes a legal packing move.
- The deal cannot be interrupted. All stock cards to be distributed in the current deal must be placed before any tableau moves may be made.
- Final deal. When fewer than 10 cards remain in the stock, the deal proceeds left to right until the stock is exhausted. Columns beyond the last card receive none. The player may not skip any column—cards are dealt strictly left to right until the stock is empty.
- No redeal. Once the stock is exhausted it is not reshuffled or redealt. All remaining play is from the tableau only.
Stock deal arithmetic (standard game)
With 49 cards in stock after the initial deal:
| Deal | Cards dealt | Stock remaining |
|---|---|---|
| 1 | 10 | 39 |
| 2 | 10 | 29 |
| 3 | 10 | 19 |
| 4 | 10 | 9 |
| 5 (final) | 9 (columns 1–9 only) | 0 |
Winning and Losing
The game is won when all 104 cards have been played to the eight foundations.
The game is lost when the stock is exhausted and no legal moves remain in the tableau.
Strategy Notes
The stock deal mechanic is what distinguishes this game from other documented Klondike variants. Each deal deposits cards indiscriminately onto every column, frequently burying useful sequences beneath out-of-order cards and creating tangled packets that must be methodically unwound.
Key strategic considerations:
- Timing the deal. The player chooses when to deal. Deciding whether to deal now or continue working the tableau first is a meaningful strategic decision at every stage of the game.
- Column order matters. Because the final partial deal is distributed strictly left to right, what sits atop each column—and which column occupies which position—becomes strategically significant as the stock dwindles.
- Blocker awareness. Both copies of every card are required to complete the eight foundations. A low card (particularly a 2 or 3) buried deep in a disordered packet can become a game-ending blocker if it cannot be reached. Identifying and freeing potential blockers is a central late-game skill.
- Vacated columns are precious. An empty column is a powerful resource but can only be filled by a King. Managing when to vacate a column and which King to place there requires foresight.
- Packet movement is the primary tool. The ability to move any group of face-up cards as a unit—requiring only that the innermost card of the packet makes a legal packing move onto the destination—is what makes unwinding possible. Most of the game’s critical decisions involve engineering a sequence of moves that relocates a marooned packet to expose the cards buried beneath it.
Relationship to Known Games
Cisco’s Cousins
Cisco shares structural features with several documented patience games beyond its superficial similarities to Klondike, but it does not appear to match any of them exactly:
- It has some elements in common with Rank and File (a Napoleon at St Helena/Forty Thieves variant) in using two packs, ten tableau columns, eight foundations, alternating-color descending packing, and packet movement.
- It structurally resembles Gargantua (Double Klondike) in its Klondike-style staircase deal, King-only empty column rule, and overall character.
- Its card movement and untangling of unordered sequences is characteristic of Yukon.
- Cisco’s most significant antecedent may be Miss Milligan, a two-pack patience first documented in print in the early 1900s. Miss Milligan shares with Cisco a core mechanic that defines both games: when the player deals from the stock, one card is distributed face-up onto every tableau column in turn, regardless of fit. However, Miss Milligan also differs in meaningful ways, dealing the initial tableau flat rather than in a Klondike staircase and including a post-stock “waiving” (or “weaving”) grace mechanic not present in Cisco.
- A Miss Milligan variant called Milligan Yukon—a rather literal cross between Miss Milligan and Yukon—may be the rules closest to Cisco’s. Milligan Yukon appears only in modern software-era catalogs and not in earlier literature, suggesting either a late formalization or an independent convergence.
Taxonomy and Behavior
Cisco can be understood as a hybrid of three established patience systems, combined in a unique configuration not clearly documented elsewhere:
- From Klondike it takes its structure: the staircase deal, alternating-color tableau packing, suit-built foundations, and King-only empty columns.
- From Yukon it takes its movement model: any face-up packet may be moved as a unit, regardless of internal order.
- From Miss Milligan it takes its stock mechanic: a deal that distributes one card to every column indiscriminately.
In most patience taxonomies, movement rules and stock behavior are the dominant modes of classification. That places my game closest to the Milligan-Yukon family of variants that combine Miss Milligan’s row-deal with Yukon-style packet movement.
Cisco, however, differs structurally in three significant ways from a pure Milligan Yukon game: it uses a ten-column Klondike-style tableau and structural constraints, it omits the reserve and relief mechanisms found in most Milligan variants, and it produces deeper, more entangled positions. It feels very familiar, but plays significantly harder.
Thus, a shorthand description of Cisco might be:
Cisco = Klondike framework + Yukon movement + Miss Milligan deal mechanic
Provenance
The game has been played in my family for at least five generations: my great-grandparents, grandparents, mother and uncle, myself and my siblings, and now my own children. It originated in the early 20th century or perhaps the late 19th. Its canonical name, if it ever had one, is not known.
These rules were documented April 2026 with the assistance of Claude AI observing my gameplay as I narrated with photographs and then clarified ambiguities through a series of interactive Q&A prompts.
As I said earlier, I believe Cisco is a heretofore-undocumented solitaire. But if I’m wrong, and you know the game, please let me know!





