You can play Klondike without thinking: move whatever can be moved and hope for the best. Played like that, most games end with cards stuck in the right-hand columns. A few simple habits will let you solve far more deals. They apply to Solitaire on HoyHop with both draw one and draw three. If you are not sure of the exact rules, start with Klondike solitaire rules in detail.
Uncover hidden cards first
The whole game rests on the face-down cards in the columns. There are 21 of them at the start. As long as they lie face down, you do not know whether the ace you need is underneath. So a move that turns over a hidden card should come before a move that only shuffles face-up cards around.
When you can choose between two such moves, pick the column with more hidden cards. The right-hand column starts with six face-down cards. They are the hardest to free, and they are where the cards that block your game tend to hide.
An example: in the second column a red nine sits on one hidden card, and in the seventh column another red nine sits on six hidden cards. There is only one black ten on the table. Move the nine from the seventh column. You turn over a card where it is hardest to reach.
Look at the table before you reach for the stock
The stock is a reserve, not your first move. Before turning over a card, check whether anything on the table can be moved or sent to a foundation. Moves between columns cost you nothing and often open the way for others.
With draw one this matters less, because you can go through the stock again. With draw three it is decisive: every card you play from the waste changes which cards you will see on the next pass.
Empty columns are for kings
Only a king can go into an empty column. Empty a column only when you have a king ready, for example on the waste or on top of another column with cards under it. Without a king, the empty space does not help you, and the cards you moved away may be missed elsewhere.
When you have two kings to choose from, the colour decides. If you expect to need a place for a red queen, put a black king into the column. Look at which queens are face up or waiting on the waste.
No need to rush to the foundations
Put aces and twos on the foundations straight away. You have no other use for them. With higher cards it is different. A card on a foundation is a card missing from the columns, and with it a place to put the next lower card of the opposite colour.
A useful rule of thumb: a card can safely go to a foundation when both cards of the opposite colour one rank lower are already there. So move a red five up once both black fours are on the foundations. Until then, you may need that red five as a place for a black four.
If moving a card up turns out to be a mistake, HoyHop lets you move the top card of a foundation back into a column.
Do not move cards just because you can
Not every legal move helps. Moving a black seven from one red eight to another red eight only makes sense if it frees something. If there is nothing under the seven, or the card under it has nowhere to go anyway, the move only changes the order.
With runs, look at what sits at the bottom. Sometimes moving just part of a run is enough to free a card that is needed somewhere else.
Playing draw three
Draw three is harder because only the top card of each group of three can be played. It helps to remember which cards are in the stock. On the first pass you only see every third card. If you play nothing, the next pass shows the same cards in the same order.
When you play one card from the waste, the order shifts and the next pass shows different cards. If the card you need lies under the top card of a group, play the top card somewhere and you reach it at once. If the top card cannot be played, play at least one card from another group. On the next pass the groups of three will be made up differently and the card you need may come out on top.
Undo as a tool
The Undo button takes back the last move and works all the way to the start of the game. It is not cheating, it is a way to try another path. When you get stuck, go back to just before your last big decision, such as which king to put into an empty column, and try the other option.
This is especially useful with the daily deal. The daily deal is chosen so that it can be solved. If you get stuck, the mistake lies in the order of your moves, and a solution exists.
Hint when you run out of ideas
The Hint button lifts a card worth moving and marks its destination with a dashed frame. When there is no useful move left, Hint tells you. Then you know this game cannot be won, and you can undo moves or start a new one.
What to expect from a random deal
Not every deal can be won. Calculations for Klondike in which the player could see all the hidden cards put the upper limit at about 82 percent of deals with draw three. A real player cannot see the hidden cards. Wikipedia mentions an experiment in which a skilled player won 189 of 442 games, or 43 percent. If you win more than half of your random games, you are playing very well.
Playing faster
If you are racing yourself for time or number of moves, a few small things help. A double tap sends a card straight to its foundation. Once all cards in the columns are face up, the Finish game button places the rest for you. Every card turned from the stock counts as a move, so going through the stock without a plan adds to your move count.
To find out how the game began and why the whole world knows it, read The history of solitaire.