The deal

Forty-nine cards are dealt into seven columns of seven. In the first four columns the bottom three cards are hidden and the top four are face up; the last three columns are dealt entirely face up. The three cards left over wait face down as the reserve — the scorpion’s tail. Counting it up: twelve hidden cards, thirty-seven showing, and three in hand.

The rules

Nothing may be placed on an Ace. An Ace sitting at the bottom of a long column is a dead end for that whole stack, which is why Aces should be pushed toward the top of a run rather than buried under one.

The twelve hidden cards

Columns one through four hide three cards each, and those twelve cards are the game. Early on, almost every move should be judged by whether it frees one of them — a legal move that flips a hidden card is worth more than a legal move that merely tidies a column. Everything Scorpion asks you to do afterward is easier once the board is fully visible.

Playing the reserve well

The reserve is the only card advantage in the game, and it is spent once. Deal it the moment you are stuck and you lose it; hold it for a spot where one specific card — an Ace that completes a run, a King that fills an empty column — will unlock the board, and it can turn a lost deal around. The temptation is strongest right after a bad start, which is precisely when the reserve is least likely to help.

Scorpion against Spider

ScorpionSpider
GoalFour same-suit K-to-A runsEight same-suit K-to-A runs
DecksOneOne or two
Group movesAny face-up card with its pileOrdered same-suit runs only
Extra cardsThree-card reserve, onceA stock, dealt row by row

Scorpion sits between the two games it borrows from: looser than Spider to move, tighter than Yukon to build, and unforgiving of a careless early move. Try it on Scorpion Solitaire, compare the looseness with Yukon Solitaire rules, and find the whole set in How to play solitaire.