Klondike solitaire dealt properly, in a Yukon assay office. Draw-one and draw-three are both here and they are genuinely different games - the first is a steady walk, the second is a fight you will usually lose. Every deal carries a number you can write down and play again, undo goes back as far as you like, and the finish button only offers itself when the board can really be finished rather than when it merely looks tidy.
Seven columns, four foundations, and a stock you turn one card or three at a time. The familiar one - dealt honestly, with the deal number written down so you can play it again.
Draw-one turns a single card and lets you go back through the stock as often as you like, at a hundred points a pass. Most deals go somewhere. Draw-three turns three and only lets you reach every third card, so long stretches of the stock are simply unavailable until the order shifts.
The gap is not small. Played by the same shallow strategy, draw-one lands about thirty-eight games in a hundred and draw-three about ten. Pick the one you are in the mood for.
Every deal is generated from a six-digit number shown on the tin plate. Write it down and you can play the same layout again - useful for a deal that beat you, and for handing a board to someone else.
Undo has no limit, restart replays the current number from the top, and new deal picks a fresh one.
Most versions offer to finish the game the moment no face-down cards remain. That is right in draw-one and wrong in draw-three, where a card buried in the stock can be unreachable in the order the foundations want it, and the board can be fully face up and still lost.
So the offer here is made only after the ending has been played out and found to work. If it appears, it finishes.