Copyright: © 1999  Goodsol Development Inc.
Citation: Pretty Good Solitaire 99


Contents

Pretty Good Solitaire 99

by Tom Warfield

Goodsol Development Inc.

support@goodsol.com

http://www.goodsol.com

Quick Start

How to start playing

Solitaire Explorer Features

How to get around and start a game

Solitaire Wizard Features

Create your own solitaire games!

Options

How to customize Pretty Good Solitaire

Statistics

Statistics for each game

Game Features

Features common to all the games

How to Play

The rules for each game

Command Line (Shortcut) Options

How to create icons for individual games

How to Register

About the Author

Acknowledgments

Sources of the games

Version History

Technical Support

Solitaire Glossary


Quick Start

If you've ever played a Windows solitaire game, you won't have much trouble playing this one.    Simply click on the name of the game you want to play (such as Klondike).

To find out the rules of a particular game, goto the help menu and click on "How to Play."  Or just press F1.  Before playing, I recommend reading the tips (choose "Tips" from the help menu).

To move the cards, drag them with the left mouse button and drop them where you want them.  Or, you can click on the right mouse button to have the computer automatically move the card for you.  Note that this right-click option works in most situations in most games, but does not necessarily work in all situations in all games.  There are a few games where you will have to drag the cards.

Note that you can undo and redo moves thru the Options menu, or using the Undo and Redo buttons on the toolbar.

The autoplay option will automatically play cards to the foundation for you, if it is possible to move them.  This can be a great timesaver, but if you want this option turned off, you can do so in the options menu of each game.

When you exit a game, the game is saved automatically for you and you can resume the game right where you left off.  If you don't want games saved, you can turn this off as well from the options menu of the main screen.

   Have fun!


Solitaire Explorer

Game Menu

Solitaire Wizard

See Game Statistics

Select Random Game

Options Menu

Card Backs

Options

Change Menu Font Size

Change Screen Resolution

Tours Menu

Tours

The Solitaire Explorer comes up when you start Pretty Good Solitaire.  From here you can choose a game to play, start the Solitaire Wizard to create a game, or set options for the games.

To play a game

To play a game, simply click on the game name on the right side of the Explorer.  The games are divided into groups.  The "All Games" group contains every game in Pretty Good Solitaire, plus whatever games you create with the Solitaire Wizard.  The "Klondike Type" group contains all the games that are similar to the game Klondike.

To change the group

To change to a different group of games, click on the name of the group on the left side of the Explorer.

Special Groups

Two game groups have special qualities- the "Wizard Created Games" group and the "Favorites" group.  The "Wizard Created Games" group contains all the games you have created with the Solitaire Wizard.  The Favorites group is a group of games that you can change to put in the games you consider your favorites.

You can change the games in Favorites and even create your own groups in Options.


Acknowledgments

Pretty Good Solitaire 99

Copyright © 1999 Goodsol Development.  All Rights Reserved.

Goodsol Development

PO Box 9155

Springfield IL  62791-9155  USA

Technical Support is available by e-mail to support@goodsol.com.

Acknowledgments

Pretty Good Solitaire 99 was written entirely by one person, Thomas Warfield.  However, some other people had a role in its development.

Thanks to Michael Calligaro, who was there in the very beginning.

Thanks to Stephen Murphy for QCARD32.DLL.

Thanks to David Parlett and Michael Keller.  Thanks to my beta testers, especially James Simpson, Bob Beauchamp, Dennis Guthrie, Danny L. Olson, Jim Reuber, Sherry Coombs, Vania Mascioni, Fred Lunde, Cynthia Taylor, and others.  Thanks to Brit Hume, whose newspaper review brought Pretty Good Solitaire enormous exposure.

Thanks to my primary tester, Anne.

And thanks to the people who have registered Pretty Good Solitaire- your support has contributed to its continued growth.


Version History

32-bit history

version 5.0.0 - released 3/16/99 - added 70 new games (300 total), many new features.

version 4.98.2 - released 10/21/98 - added 30 new games (230 total).

version 4.98.1 - released 6/30/98 - maintenance release.

version 4.98.0 - released 5/20/98 - 200 games and many new features.

version 3.97.2 - release 12/12/97 - maintenance release.

version 3.97.1 - released 10/10/97 - maintenance release.

version 3.97.0 - released 7/25/97 - first release of 160 games.

16-bit history

Version 2.3 - released 9/15/98 - added 20 new games (120 total).

Version 2.2a - released 8/29/97 - maintenance release.

Version 2.2 - released 2/1/97 - added 40 new games, bringing the total to 100.  Fixed some bugs in Chameleon, Pyramid, Triangle, and others.  Added snapshot position and tips.

Version 2.1a - released 10/20/96 - Fixed overflow error bug, plus bugs in Chameleon, FreeCell, Scorpion, TetSol and others.

Version 2.1 - released 6/20/96 - added 30 new games, bringing the total to 60.  Also added tours.

Version 2.0 - released 11/15/95 - complete re-write of all the games, collapsed all the games into one executable file, added 15 new games and many new features, such as player names and game saving on exit.

Version 1.2 - released 9/25/95 - added 5 new games- Spiderette, Eagle Wing, Deuces, Perpetual Motion, and Storehouse.

Version 1.1 - released 8/15/95 - bug fixes on FreeCell Towers, Baker's Dozen, and Yukon.  Five new games- Busy Aces, 5 Piles, EastHaven, La Belle Lucie, and St. Helena.

Version 1.0 - released 7/19/95 - contained the original 5 games, FreeCell Towers, Baker's Dozen, Golf, Fourteen Out, and Yukon.


Technical Support

Technical support for Pretty Good Solitaire is available by e-mail to support@goodsol.com.

Questions, comments, suggestions, and bug reports are welcome at that address.

Pretty Good Solitaire is always improving.  If you have a suggestion for a new feature, or for a solitaire game that you would like to see included in Pretty Good Solitaire, be sure to contact me!


About the Author

Goodsol Development Inc.

Goodsol Development Inc. is a Springfield Illinois based company that develops solitaire games for sale on the internet and does Microsoft Visual Basic custom programming and consulting.

Our flagship product is Pretty Good Solitaire, this program you are looking at right now.  It is one of the most downloaded Visual Basic programs in the world.

Since we began in 1995, our Windows 3.1 and Windows 95/98/NT products have been downloaded many hundreds of thousands of times.  This vast experience in supporting programs on so many machines gives us expert knowledge in the issues surrounding wide distribution of Visual Basic applications.  Our interest is in providing easy-to-use, well-designed programs.

In addition to games, Goodsol Development has experience developing applications in such fields as agricultural research, statistics, inventory control, accounting, and other fields.  Goodsol Development products have been sold in both the shareware and the retail markets.

I believe that all software designers should play computer games. The users of computer games pay real money for the privilege. Most users of business productivity software are paid to use it. Imagine how the interfaces of business software would change if users paid for it they way they do for games!  - Alan Cooper, the father of Visual Basic.

If you have an application you would like developed in Visual Basic, contact us at support@goodsol.com.

Thomas Warfield, programmer of Pretty Good Solitaire

I began programming in 1978 on a Radio Shack TRS-80 with 4K of memory.  After attending the University of Illinois at Urbana-Champaign during the 1980s and emerging with a Masters in Mathematics, I taught mathematics at Illinois State University and other colleges until becoming a programmer again in the 90s.  In 1994 I began programming in Microsoft Visual Basic for a job and needed a project to learn how to program in the language.  I decided that a solitaire program sounded fun, so I wrote one.  During graduate school I had played solitaire endlessly to avoid actually studying, so I knew quite a few games.  During 1994 I wrote several solitaire games and released some of them as shareware, where they died a deserved death.  In 1995, having learned how not to do it, I wrote the first version of Pretty Good Solitaire.  It had a number of novel features for the time, such as unlimited undo and automatic game saving.  I set a goal of writing 100 solitaire games, which has now of course been long surpassed.

I live in Springfield, Illinois with my wife Anne (Diane) and our two cats, Queenie and Lady Jane Grey. In my free time I surf the internet, read science fiction, play with my cats, play chess, and, of course, solitaire.


Options

Players   Groups   Background   Menu   Global Settings

Preferences

Card Backs

Keep Game Statistics

Vegas Scoring

Save Game Positions on Exit

Show Game Toolbar

Show Game Statusbar

Confirm New Games

Play Sound

Minimize to Taskbar Tray

Show Date and Time in Statistics


Card Backs

The Card Backs option allows you to select between 6 different card backs.  Card Backs are only visible in games where some cards are face back.  Click on the card back you want to select it and then click on the Close button.


Change Menu Font Size

The Change Menu Font Size option will change the font size of the games and groups text on the main Solitaire Explorer screen.  There are 3 options, Small, Medium, and Large.  The club ♣ button will also cycle thru the 3 sizes.


Change Screen Resolution

The Screen Resolution Changer will list all the available screen resolutions on your system.  It will list only those resolutions that you can change to without a system reboot.

To change the resolution, select the resolution and color depth you want and click on the Change button.  Windows will change resolutions and return you to the program.

If you have problems changing screen resolutions

In some cases, a resolution will appear on the list that does not actually work properly with your system.  In this case, your computer may become hung up.  To get out of this, you need to boot into what is called "safe mode".  When the computer is booting up, press the F8 key. (You may want to do it several times to be sure).  At some point in the boot up process you should get a menu of options.  You want to choose the option that says "Safe mode".  This is a special Windows boot up process that uses default drivers for everything.  Once it boots up, the screen may look different but that is ok.  Go into Start Button -> Settings -> Control Panel -> Display, select the settings tab, and set the desktop area back to whatever it was before (possibly 640x480 or 800x600).  Then click apply, and reboot.  The computer should reboot normally, assuming you selected a resolution that you have a driver for.  If not, repeat the process and select a different resolution.


Keep Game Statistics

The Game Statistics option, when set, saves win and loss statistics for each game, for each player.  To see your statistics for an individual game, start the game and select Statistics from the Options menu.  You can reset the statistics at any time.

If you do not want statistics of your performance kept, simply unselect this option.  Your current statistics will remain, but no new results will be added until you select the option again.

Different player names can set this option individually.

How to Clear Your Statistics

To clear your statistics for an individual game, start the game and select Statistics from the Options menu.  Click on the Clear button.


Vegas Scoring

Selecting the Vegas Scoring Option changes the way scores are calculated.  At the beginning of the game, $1 is subtracted for each card.  When a card is played to the Foundation, $5 is added.  Completing a 52 card game with all cards gives a score of $208.


Save Game Positions

This option, when set, saves the game positions of every game upon exit.  This means that if you are interrupted during play, and exit the game, you can return to the same position the next time you play.

When this option is not set, the game positions are not saved.  Turning off the option will also delete all currently saved positions.

Different player names can set this option individually.


Show Game Toolbar

Most of the games have a toolbar option.  The toolbar gives quick access to functions such as Undo, Redo, New Game, and so on.  By checking Show Game Toolbar, the toolbar will be available in most games.  To not use the toolbar, uncheck the Toolbar option.

The Toolbar defaults to on in resolutions of 800x600 or more, and off in 640x480.


Show Game Statusbar

Most of the games have a statusbar option.  The statusbar shows information such as the current score, game number, number of cards in the Stock (if any), and number of redeals (if any)..  By checking Show Game Statusbar, the statusbar will be available in most games.  To not use the statusbar, uncheck the statusbar option.

The statusbar defaults to on in resolutions of 800x600 or more, and off in 640x480.


Confirm New Games

When this option is set Pretty Good Solitaire will ask you if you really want to start a new game or restart a game when you select new game from the menu or from the toolbar.  This prevents accidentally starting a new game.  This options defaults to off.


Play Sound

This option turns the sound effects on and off.


Minimize to Taskbar Tray

This option will place an Pretty Good Solitaire icon in the Windows system tray in the taskbar when the program is minimized.  This gives you quick access to Pretty Good Solitaire, along with all your other important utilities.


Show Date and Time

This option allows you to select how much date and time information you want to show in the statistics for each game.  The default is to show both the date and time for each game played.  Other options are to show only the date and not the time, or to show neither (so people can't see when you are playing).


Players

Preferences    Groups   Background   Menu   Global Settings

Players

Add New Player

Delete Player


Add New Player

To add a new player, go to the Players tab of Options.  Click on the Add button and type in the name of the new player.


Delete Player

To delete a player, click on the Players tab of Options.  Select a player from the list and click on the Delete button.  You will be asked to confirm the action.

There must always be at least one player.  You cannot delete the last player.  To change the only player, first create a new player and then delete the old one.


Groups

Preferences   Players   Background   Menu   Global Settings

Groups

Add New Group

Delete Group

Add New Game to Group

Delete Game from Group


Add New Group

To add a new group, click on the Groups tab in Options.  Click on the Add button for groups (in the lower left corner) and type in the name of the new group.


Delete Group

To delete a group, click on the Groups tab in Options.  Select a group in the list of groups on the left side.  Then click on the delete button.  You can only delete groups that you created.


Add New Game to Group

To add a new game to an existing group, click on the Groups tab in Options.  Then select a group on the left side.  Then click on the Add button for Games (on the right side) and a list of all games will pop up.  You can add multiple games at the same time.  You can only add games to the Favorites group or groups that you have created.


Delete Game from Group

To delete a game from a group, click on the Groups tab in Options.  Then select a group from the left side.  Then select the game or games you want to delete on the right side.  Finally, click on the Delete button for Games (on the right side).  You can only delete games from Favorites, Wizard Created Games, or groups that you have created.


Background

Preferences   Players   Groups   Menu   Global Settings

To change the background color of a game, select the game in the box at the left and the current background color or bitmap for that game will be shown.  To change the color for that game, click on the Change Color button.  When the Fade Background box is checked, the color will slowly fade to black.  To change to a bitmap, click on the Change to Bitmap button.

To restore all the backgrounds to their original values on installation, choose Restore Defaults in the games list, then click on the Restore Defaults button.

To change the backgrounds of all games to the same thing, select All Games in the games list, then choose the color or bitmap you want.

Background

Change to Color

Change to Bitmap

Fade Background

Select Bitmap File


Change to Color

This button allows you to select a background color for the currently selected game.


Change to Bitmap

This option allows you to change the background to a bitmap for the currently selected game.  Choose a bitmap from the list, or click on the Select Bitmap File button and choose a BMP or JPG file for the background.  If the bitmap is not large enough to fill the entire screen it will be tiled to fit.


Fade Background

When the Fade Background box is checked, the background color will fade slowly to black.


Select Bitmap File

This option allows you to select any bitmap file to form the background for a game.  The file must be either in the standard .BMP or .JPG formats.


Menu

Preferences   Players   Groups   Menu   Global Settings

To change the foreground color of a group on the main screen, click on the button next to the group name and select a color.

Menu

Use MultiColor Menu

Restore Default Colors

Menu Colors


MultiColor Menu

The "Use Multi-Color Menu" options toggles between the default multi-colored main screen menu and a two color menu.  If this is unchecked, the main screen shows only two colors, foreground and background.  If it is checked, each group is a different color.


Restore Default Colors

This button restores all menu colors to the original colors.


Set AutoPlay in all games

Use the AutoPlay buttons in the Global Settings tab to set AutoPlay on in all games, or turn AutoPlay off in all games.  After setting AutoPlay globally with these buttons, AutoPlay can then be individually set to preference in each game.


Set KingOnly in all games

Use the KingOnly buttons in the Global Settings tab to set KingOnly on in all games, or turn KingOnly off in all games.  After setting KingOnly globally with these buttons, KingOnly can then be individually set to preference in each game.


Clear statistics in all games

To clear statistics in all games at the same time, click on the Global Settings tab in Options.  Then click on the Clear Statistics in All Games button.  You will be asked to confirm the option.


Menu Colors

To change the foreground and background colors on the main screen, click on the Global Settings tab of Options and choose the colors on the right side of the screen.


Global Settings

Preferences   Players   Groups   Menu   Global Settings

Global Settings

Set AutoPlay in all games

Set KingOnly in all games

Clear statistics in all games


Screen Resolution Issues

Pretty Good Solitaire was developed to run in 640x480 mode, except for those games in the 800x600 section.  However, if you run it in higher resolutions, you can resize the game window to make it bigger.  Pretty Good Solitaire will then adjust to the bigger window the first time you do a "New Game".  This will spread out the piles.  Pretty Good Solitaire will remember how big you made the window and always run at that size.

You can adjust the size of the game window at any time.  Pretty Good Solitaire will always adjust to a new window size after a "New Game".


Features

Mouse Shortcuts

Select Random Game

See Game Statistics

Tours

Individual Game Features

New Game

Restart Game

Select Game

Undo

Redo

Snapshot Position

King Only

AutoPlay

AutoMove


Mouse Shortcuts

Double-clicking (left mouse button)

In games with Foundations, double-clicking on a card with the left mouse button will move the card to the foundation, if that move is legal.

Clicking with the right mouse button

In most games, clicking on a card with the right mouse button will do the following:

•	Move the card to the Foundation, if there is a Foundation and if that move is legal.  (same as double-clicking with the left button above).

•	Failing the above, it will move the card to a tableau pile, if there is such a legal move.  It will check first for legal moves to non-empty tableau piles (moving from left to right).  Then it will look for moves to empty tableau piles (again, moving from left to right).

Using the right button can speed play in a game dramatically.  Note however, that the right mouse button does not work in every game, and that it may not move the card where you want to move the card.  But it usually will.

Clicking on a card with the right mouse button is a good way to check to see if there are any legal moves for that card.  If there is a legal move, clicking on the right mouse button will probably move the card.  If there isn't, it won't.


Select Random Game

The Select Random Game option selects one of the games at random from the group currently displayed on the screen to play.

For example, if you wish to select a random favorite game, click on Favorites to display the group of favorite games.  Then click on the Random Game button to select a game at random from your favorites.

If the All Games group is visible, it will select a game at random from all of the games.


Statistics

Shows a list of the current player's statistics for each game.  The list can be sorted alphabetically by game name, by wins, by losses, by games played, or by percentage by clicking on the appropriate column.

You can submit your statistics to be posted on the Pretty Good Solitaire web site by clicking on the Submit to Web button.

To close the window, click on the Close button.


Submit Statistics to Web

You can submit your statistics to the Pretty Good Solitaire web site and see your statistics on the Pretty Good Solitaire top scores list.  Just click on the "Submit to web button" on the overall statistics window.

Type in your name, city-state-country, and email addresses in the boxes provided.

Click on the "Copy Statistics to Clipboard" button to copy your statistics to the Windows Clipboard.

Then while on the internet go to http://www.goodsol.com/stats/submit.html.  Use Control-V to paste the statistics into the form on the web page.

Or, as an alternative, you can email your statistics to stats@goodsol.com.  Use Control-V to paste the statistics into the body of the email message in your email software.

To see the latest scores on the web, go to http://www.goodsol.com/stats.


Tours

The Tours feature allows you to play a sequence of games with a cumulative score kept.  Several predefined tours are available, and you can also create your own.

Tour Explorer

To access the Tour Explorer, click on the Tours button on the main screen or select from the Tours menu.

From the Tour Explorer, you can play a tour, create a tour, edit a tour, or see a tour's statistics.

To select a tour, click on the tour's name on the left side.  All the games in that tour will be displayed on the right side.

You can select a tour number in the box on the lower left side.

Play Tour

Create Tour

Edit Tour

Delete Tour


Play Tour

To play a tour, first select the tour you want in the box on the left side of the Tour Explorer, then click on the Play button.


Create Tour

The Create Tour feature allows you to create your own tours.  First, type in the name of the tour you want to create (You can name a tour anything, as long as it is not the same as an already existing tour).  Then, click on game names in the left box to add games to the tour.  If you want to delete a game from the tour, click on its name in the right box.  When finished, click on OK.  You can cancel at any time by clicking on the Cancel button.


Edit Tour

The Edit Tour feature allows you to edit tours you have already created (Note: you can't edit the predefined tours that come with Pretty Good Solitaire).  First, select the name of the tour you want to edit in the top box.  Click on games that you want to add to the tour in the left box.  Click on games you want to remove from the tour in the right box.

If you have not created any tours to edit, then Edit Tour will create a tour.


Delete Tour

The Delete Tour feature will delete a tour.  Click on the name of the tour to delete it.  Note: you cannot delete the predefined tours that come with Pretty Good Solitaire.


New Game

Selecting New Game from the Game menu will deal out a new deck.  If you are in the middle of a game and Game Statistics is on, a loss will be added to your statistics.


Restart Game

Selecting ReStart Game from the Game menu will start the current game over again from the beginning.  This will not affect your statistics.


Select Game

Each game has a game number that identifies the starting position.  By using the same game number, you can generate the same game again and again.  To change the game number, select the 'Select Game' option in the Game menu.  You can type a new game number, or increase or decrease the current game number by one.  Clicking cancel will cause the game number not to be changed.


Undo

Selecting Undo from the Options menu will undo the last move.  Moves can be undone back to the beginning of the game (of course, ReStart Game would be easier in this case).


Redo

Selecting Redo from the Options menu will replay any moves you have undone,  in case you change your mind.


Snapshot Position

If you get into a tough position with two or more likely choices of moves and you are not sure which to make, select "Snapshot Position" from the Options menu (or press "Control-P").  Then continue playing.  If you discover that you made the wrong choice and want to go back to try something else, select "Undo to Snapshot" from the Options menu (or press "Control-Q).  Pretty Good Solitaire will automatically return you to the position you were at when you selected a snapshot.


King Only

By selecting King Only from the Options menu, you can only fill an empty tableau pile with a King.  With this not selected, any card can be placed in an empty tableau pile.


Auto Play

By selecting Auto Play from the Options menu, any cards in the tableau or cells that can be legally moved to the foundation are automatically moved there.  This speeds up play.

Important Notes about the AutoPlay feature


Important Notes about AutoPlay

AutoPlay

AutoPlay is the feature that moves playable cards from the tableau to the foundations automatically.  (Only those games with foundations have this feature, of course.)   This feature can be a great time and effort saver, and I highly recommend its use.

However, there are a couple of things about AutoPlay that you should be aware of.  First, in some games (such as FreeCell, Yukon, etc)  it is not necessarily a good idea to automatically play every possible card to the foundations.  In these games, the best strategy is to keep the foundations pile roughly even with each other (for example, don't play the clubs foundation pile up to 5 or 6 when the ace of hearts hasn't come out yet).  Because of this, the AutoPlay feature will NOT play a card to the foundations if it determines that that card might be necessary for play on the tableau.  You can, of course, override this if you wish by playing the card to the foundations yourself.  But remember, if AutoPlay doesn't move a card that it could move, there's a reason.

Secondly, although in many games it is technically cheating, these games allow you to move a card from the foundations back to the tableau, if you wish.  However, if AutoPlay is turned on, the AutoPlay feature will promptly play the card back to the foundation!  Therefore, if you ever want to do this you will need to turn AutoPlay off.


AutoMove

The AutoMove feature is available only when AutoPlay is off.  When the AutoMove button is clicked, all possible moves to the foundations will be played.


How to Play

Rules to the Games

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A

Accordion

Aces and Kings

Aces Up

Acquaintance

Agnes Bernauer

Agnes Sorel

Alaska

Algerian Patience

Alhambra

Alternation

Amazons

American Toad

Antares

Archway

Arizona

Auld Lang Syne

Australian Patience

B

Baker's Dozen

Baker's Game

Bastion

Batsford

Beetle

Beleaguered Castle

Betsy Ross

Binary Star

Bisley

Black Hole

Black Widow

Blind Alley

Blind Patience

Block Ten

Blondes and Brunettes

Brazilian Patience

Brigade

Bristol

British Constitution

British Square

Buffalo Bill

Busy Aces

C

Cadran

Calculation

Canfield

Canister

Capricieuse

Captive Queens

Carlton

Carpet

Castles in Spain

Cat's Cradle

Chameleon

Chessboard

Cicely

Citadel

Clock

Clover Leaf

Club

Colorado

Cone

Congress

Contradance

Corners

Corona

Crescent

Criss Cross

Cruel

Curds and Whey

Czarina

D

Demons and Thieves

Deuces

Deuces and Queens

Dial

Diplomat

Double Canfield

Double Fives

Double Fourteens

Double FreeCell

Double Klondike

Double or Quits

Double Rail

Double Scorpion

Double Yukon

Doublets

Duke

Dutchess

E

Eagle Wing

EastHaven

Eight Off

Exit

F

Famous Fifty

Fan

Fan Albert

Falling Star

Fascination

Fifteen Puzzle

Five and Diamond

Five Piles

Floradora

Flower Garden

ForeCell

Fort

Fortress

Fortune's Favor

Forty and Eight

Forty Thieves

Forty-Nine

Four Colours

Four Leaf Clovers

Four Seasons

Four Winds

Fours Up

Fourteen Out

Fourteens

Fred's Spider

FreeCell

Frog

G

Gaps

Gargantua

Gate

General's Patience

German Cross

German Patience

Giant

Giza

Gloucestershire

Golf

Good Measure

Grandfather

Great Wheel

H

Harp

Heads and Tails

Hidden Treasures

House in the Wood

House on the Hill

I

Indian

Intelligence

Interchange

Interment

Interregnum

J

Josephine

K

King Albert

Kings

Kingdom

Kings and Queens

King's Way

Kingsdown Eights

Kleine Napoleon

Klondike

L

La Belle Lucie

Ladies Battle

Lady Betty

Lady Cadogan

Lady Jane

Lady of the Manor

Lady Palk

Letter H

Limited

Little Forty

Little Napoleon

Little Spider

Lucas

M

Mamy Susan

Maria

Martha

Midshipman

Milligan Cell

Milligan Harp

Miss Milligan

Miss Muffet

Monaco

Monte Carlo

Morehead

Mount Olympus

Mrs Mop

N

Napoleon's Square

Nationale

Needle

Nestor

Northwest Territory

New York

Number Ten

O

Octagon

Octave

Odd and Even

One234

Order Time

Osmosis

P

Pas Seul

Patience's Reward

Patriarchs

Peek

Penguin

Penta

Perpetual Motion

Perseverance

Pharaohs

Pigtail

Precedence

Preference

Prince Serg

Push-Pin

Puss in the Corner

Putt Putt

Pyramid

Pyramid Golf

Q

Quadrangle

Queenie

Queens and Jacks

R

Raglan

Rainbow

Rainbow Fan

Rank and File

Red and Black

Redheads

Repair

Reserved Pyramid

Reserves

Right and Left

Rittenhouse

Robert

Rouge et Noir

Royal Cotillion

Royal Family

Royal Marriage

Royal Rendezvous

Russian Solitaire

S

Scorpion

Scotch Patience

Sea Towers

Senate

Seven Devils

Shady Lanes

Shamrocks

Shifting

Siberia

Simple Pairs

Simple Simon

Simplicity

Single Rail

Sir Tommy

Sixes and Sevens

Solstice

Somerset

Spanish Patience

Spider

Spider Web

Spiderette

Spidike

Springfield

Squadron

Steps

St Helena

Stalactites

Stepping Stone

Stonewall

Storehouse

Strategy

Strategy Plus

Streets

Streets and Alleys

Striptease

Sultan of Turkey

Super Flower Garden

Superior Canfield

Suspenseful

T

Tam O'Shanter

Tarantella

Terrace

TetSol

The Plot

The Spark

Thieves of Egypt

Thirteens

Thirty Six

Threes Company

Thumb and Pouch

Tournament

Towers

Trefoil

Triangle

Triple Peaks

Trusty Twelve

Twenty

Twister

U

Ukrainian Solitaire

Unlimited

V

Variegated Canfield

Vertical

Vineyard

W

Waterloo

Wave Motion

Westcliff

Wheatsheaf

Whitehead

Will o the Wisp

Windmill

Wings

X

Y

Yukon

Yukon Puzzle

Z

Zerline


Accordion

 1 Deck.  Hard.  Mostly Luck.

Object

To discard all the cards.

Layout

• stock (top left, face down) -  Turn over 1 card at a time to the tableau by clicking.  No redeals.

•	waste (bottom right) - where cards are automatically moved out of play.

•  tableau  - where cards are dealt from the stock.  Cards are dealt in a row.  Any card may be moved onto the card immediate previous to it or onto the card 3 cards previous to it if the cards are of the same suit or rank.  For example, if the cards in the row are the 3 ♣, 5 ♥, 9 ♦ , 9 ♣,  the 9 ♣ can be moved on either the 9 ♦  (because they are the same rank and the 9 ♦ is one card previous) or the  9 ♣ can be moved on the 3 ♣  (because they are the same suit and the 3 ♣ is 3 cards previous).  When cards reach the end of the screen the cards will go down to the next row in serpentine fashion.

History

Accordion is also known as Idle Year, Tower of Babel, or Methuselah.  See also Royal Marriage.


Aces and Kings

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•  8 foundation piles (middle) - build the first 4 piles from Ace to King up regardless of suit, build the last 4 piles from Kings to Aces down regardless of suit.

• 4 tableau piles (below foundations, on right) - storage spaces for cards.  Only one card allowed per pile.  Spaces are filled from the stock.  When the stock is empty, spaces are filled by any card.  One card is dealt to each pile at the start of the game.

• 2 reserve piles (top) - Top card available for play on the foundations.  13 cards are dealt to each reserve at the start of the game.

• stock (bottom left, face down) -  Turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - Top card available for play on the foundations or tableau.

Options

AutoPlay

Notes

•	 It is allowed (in fact is it necessary in order to win)  to move cards from one foundation pile to another, in particular from Ace foundations to King foundations and vice versa.

•	Play consists of moving cards from the reserves, waste, and tableau to the foundations, and especially in strategic movement of cards within the foundations to allow more cards to be played there.

History

Aces and Kings is based on several common solitaire games, but this particular variation was invented by Thomas Warfield.  See also Deuces and Queens.


Aces Up

1 Deck.  Medium.  Mostly Luck.

Object

To remove all the cards from the tableau except the 4 Aces.

Layout

• 4 tableau piles (top) - cards are dealt here 1 to each pile from the stock.  The top card of each pile is available for play.  Any top card that is of lower rank and the same suit of another top card may be removed by clicking on it. Aces are considered to be of the highest rank.  Spaces may be filled by any card.  At the start of the game 1 card is dealt to each pile.

•  stock (face down) - deal 1 card to each tableau pile by clicking.  No redeals.

Notes

•	Play consists of removing all but the highest rank exposed card of each suit.  The only way to get at cards beneath an Ace is to move the Ace to an empty pile.


Acquaintance

1 Deck.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top) - build up regardless of suit from Ace to King.

• 4 reserve piles (below foundations) - cards are dealt here from the stock.  The top card of each pile is available for play.  Move cards to the foundations by clicking.  At the start of the game 1 card is dealt to each pile.

•  stock (face down) - deal 1 card to each reserve pile by clicking.  Two redeals.

History

Acqaintance is a variation of Auld Lang Syne.  It is the same as Auld Lang Syne except that it has two redeals.  This makes it easier to win and adds more skill to the game.


Agnes Bernauer

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

• 4  foundation piles (top right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

• 7 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled by a card or legal group of cards headed by a card one rank below the foundation base card.  At the start of the game, 1 card is dealt to the first pile, 2 cards to the 2nd, up to 7 cards dealt to the 7th pile.

• stock (top left, face down) - Deals 1 card to each reserve pile, by clicking.  No redeals.

• 7 reserve piles (bottom) - top card is available for play on the tableau or  foundations. No building.

History

Agnes Bernauer, like Agnes Sorel, is a variation of Klondike.  Both games have been called Agnes.  David Parlett gave them their seperate names.


Agnes Sorel

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

• 7 tableau piles (below foundations) - build down by the same color.  Move groups of cards if they in sequence down down by the same color.  Spaces are not filled.  At the start of the game, 1 card is dealt to the first pile, 2 cards to the 2nd, up to 7 cards dealt to the 7th pile.

•  stock (top left, face down) - Deals 1 card to each tableau pile, by clicking.  No redeals.

History

Agnes Sorel, like Agnes Bernauer, is a variation of Klondike.  Both games have been called Agnes.  David Parlett gave them their seperate names.


Alaska

1 Deck.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top right) - build up in suit from Ace to King. Move Aces here as they become available.

•	  7 tableau piles (below foundations) - build up or down by suit.  Move groups of cards regardless of sequence.  Fill spaces with Kings or groups of cards headed by a King.  At the start of the game 28 cards are dealt into 7 piles, face down as in Klondike.  Then the remaining 24 cards are dealt face up in the rightmost 6 piles, 4 in each pile.

Options

AutoPlay

Notes

•	  Any face up card in the tableau may be built upon another, no matter how deep it is in a pile.  All cards covering it are moved together.  When a face down card is uncovered, it is automatically turned face up and is available for play.

History

Alaska is a variation of Yukon.


Algerian Patience

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•  8 foundation piles (top) - build first 4 up in suit from Ace to King, build last 4 down in suit from King to Ace. The first 4 piles start with an Ace of each suit, the last 4 piles start with a King of each suit.  The Kings are dealt at the start of the game, Aces are moved here as they become available.

• 8 tableau piles (below foundations) - build up or down by suit, wrapping Kings and Aces if necessary.  Only one card at a time may be moved.  Spaces are filled by any available card.  At the start of the game 1 card is dealt to each pile.

• 6 reserve piles (bottom) - Top card is available for play on the foundations or tableau.  At the start of the game 6 cards are dealt to each pile.  When a reserve pile is completely empty, it may be used as a storage cell to store one card from the tableau.

• stock (face down, top left) - clicking deals 2 cards to each reserve pile, except for the last time it deals 1 card to each tableau pile.

Options

AutoPlay

History

Algerian Patience is a rare game of unknown origin found in David Parlett's book "Teach Yourself Card Games for One".  Parlett's rules have been changed slightly to make the game come out.


Alhambra

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•  8 foundation piles (across top) - build first 4 up in suit from Ace to King, build last 4 down in suit from King to Ace. At the start of the game an Ace and King of each suit is dealt.

•  8 reserve piles (below foundations) - No building.  Play cards to the foundations or waste.  At the start of the game 4 cards are dealt to each pile.

•  stock (bottom left, face down) - move 1 card to waste by clicking.  Two redeals.

•  waste (beside stock) - Build up or down by suit, wrapping as necessary (Aces may be built on Kings and Kings may be built on Aces).  The top card is available for play on the foundations.

Options

AutoPlay

History

Alhambra is an unusual game in that there is no building except upon the waste.  For a similar game, see Reserves.


Alternation

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top) - Build first and third piles up in alternate color from Ace to King.  Build second and fourth piles down in alternate color from King to Ace.  An Ace and King of each color are dealt here at the start of the game.

• 4 tableau piles (below foundations) - cards are moved here from the waste. The top card of each pile is available for play on the foundations.

• stock (face down) - deal 1 card to the waste pile by clicking.  Two redeals.

• waste (under stock) - Top card is available for play on the foundations or tableau.


Amazons

1 Deck (with the 2's thru 6's and Kings removed).  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top) - build up in suit from Ace, then Sevens to Queens.

• 4 reserve piles (below foundations) - cards are dealt here from the stock.  The top card of each pile is available for play only on the foundation pile immediately above it (except for Aces, which are played to the first empty foundation pile).  Move cards to the foundations by clicking.  At the start of the game 1 card is dealt to each pile.

•  stock (face down) - deal 1 card to each reserve pile by clicking.  When a foundation pile is complete (built to a Queen) no more cards are dealt to the reserve pile immediately below it.  Redeals are permitted until the game is won or no moves have been made in the last 2 deals.

History

Amazons is a short pack variation of Auld Lang Syne.


American Toad

Two Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

• 8 foundation piles (in middle) - Build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

• 8 tableau piles (below foundations) - Build down in suit, wrapping from Ace to King as necessary.  Groups of cards may be moved as a unit if they are in sequence down in suit.  Spaces are filled from the reserve (when the reserve is empty, spaces may be filled from the waste, or when the waste is empty, by any card).  At the start of the game 1 card is dealt to each pile.

• reserve Pile (top) - Top card is available for play on the foundations or tableau.  At the start of the game 19 cards are dealt to the reserve.

• stock (top left, face down) - Turn over cards 1 at a time to the waste by clicking.  One redeal.

• waste (next to stock) - Top card is available for play.

Options

AutoPlay

History

American Toad is a two-pack variation of Canfield.


Antares

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	4 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.

•	8 tableau piles (below foundations and cells) - on the left most 4 piles (called the Scorpion piles), build down in suit.  Groups of cards (regardless of any sequence) can be moved.  Fill spaces with Kings or groups of cards headed by a King.  On the rightmost 4 piles (called the FreeCell piles), build down by alternate color.  Move groups of cards if they are in sequence down by alternate color and if there are enough free cells that the cards could be moved individually.  Spaces can be filled by any card or legal group of cards.  At the start of the game 6 cards are dealt face up to the Scorpion piles, 7 cards are dealt face up to the FreeCell piles.

Options

AutoPlay

Notes

•	The tableau piles are divided into two parts: the Scorpion piles (left) and the FreeCell piles (right), divided by a line.  The Scorpion piles are built down in suit while the FreeCell piles are built down by alternate color. Groups of cards may be moved from one tableau pile to another, if they form a legal sequence in their current pile.  For example, a sequence down by alternate color (if there are a sufficient number of empty cells available to store the cards individually) may be moved from the FreeCell piles to the Scorpion piles, since that is the legal sequence for the FreeCell piles.  Also, any group of cards may be moved from the Scorpion piles to the FreeCell piles (assuming the head card of the group can be moved there).   These kinds of groups transfers are called "shifts".  Shifts of groups down by alternate color are allowed from FreeCell piles to Scorpion piles, while shifts of any group of cards are allowed from Scorpion piles to FreeCell piles.  Once a shift has been made from Scorpion piles to FreeCell piles, the cards in the groups cannot again be moved as a group unless they are of sequence down by alternate color.  In short, the Scorpion piles have the same building rules as in the game Scorpion, and the FreeCell piles have the same building rules as in the game FreeCell.

•	Groups of cards in the FreeCell piles of the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.  In the Scorpion piles, groups of cards may be moved regardless of any sequence.

Tips

•	Try to keep as many cells empty as possible.

History

Antares is a combination of the games Scorpion and FreeCell.  The tableau is divided into two parts as in the game Demons and Thieves.  Antares was invented by Thomas Warfield.  It is named after the brightest star in the constellation Scorpius.


Archway

2 Decks. Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

• 8  foundation piles (bottom left and right) - build the Aces up in suit to Kings, build the Kings down in suit to Aces.  At the start of the game an Ace and a King of each suit are dealt.

• 4 tableau piles (middle) - top card is available for play on the foundations.  No building.  Spaces may be filled a single card.  At the start of the game 12 cards are dealt to each pile.

• 13 reserve piles (left, top, right) - each pile contains cards of the same rank, starting from Aces and Twos in the lower left around to Queens and Kings on the lower right.  The top card of each pile is available for play on the foundations.

Options

AutoPlay

Notes

•	 Cards may be moved between Foundations when the Foundations of the same suit meet.

•	Play consists entirely of moving cards to the Foundations.

Tips

•	 Since the cards in the reserve are always available, you should play to remove as many cards from the tableau piles as possible.

History

Archway is an open version of the game Lady of the Manor.  It was invented by David Parlett.


Arizona

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top) - build the piles up in suit from Ace to King.

• 6 tableau piles (below foundations) - build down regardless of suit.  Groups of cards may be moved as a unit if they are in sequence down regardless of suit.  Spaces may be filled by any card.  At the start of the game 6 cards are dealt to each pile.

• 16 reserve piles (left and right) - each pile contains 1 card, available for play on the foundations or tableau.  Spaces are not filled.

Options

AutoPlay


Auld Lang Syne

1 Deck.  Very Hard.  All Luck.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (top) - build up regardless of suit from Ace to King.

• 4 reserve piles (below foundations) - cards are dealt here from the stock.  The top card of each pile is available for play.  Move cards to the foundations by clicking.  At the start of the game 1 card is dealt to each pile.

•  stock (face down) - deal 1 card to each reserve pile by clicking.  No redeals.

History

This is an old and classic solitaire game.  It is also known as Patience.  It is difficult to win and involves no skill.  Sir Tommy is a variation of this game that is easier to win and involves some skill.


Australian Patience

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (across top) - build up in suit from Ace to King.

• 7 tableau piles (below foundations) - Build down in suit.  Groups of cards may be moved regardless of sequence. Spaces filled by Kings or groups of cards headed by a King. At the start of the game 4 cards are dealt to each pile.

• stock (top left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

• waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Australian Patience is a variation of Klondike that was sent to the author by a Pretty Good Solitaire player in Australia.


Bakers Dozen

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

• 4 foundation piles (right) - build up in suit from Ace to King.

•	13 tableau piles (left of foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 4 cards each are dealt to each pile.  Kings are moved to the bottom of the piles in the deal.

Options

AutoPlay

Tips

•	Don't let one foundation get too far ahead of the others.

•	Watch for piles that contain a lower card of a suit below a higher card of the same suit.

History

This is a game of skill, related to Beleaguered Castle and Martha.


Bakers Game

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	4 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.  The card is available for play on the foundations or tableau.

•	8 tableau piles (below foundations and cells) - The entire deck is dealt to these 8 piles (7 cards to the first 4 piles, 6 cards to the next 4 piles) .  The piles are built down in suit.  The top card is available for play on the foundations,  cells, or another tableau pile.  Move groups of cards if they are in sequence down in suit and if there are enough free cells that the cards could be moved individually.  Fill spaces with any available card (see KingOnly for option).

Options

KingOnly    AutoPlay

Notes

•	Note that groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

•	Baker's Game is identical to FreeCell except that the tableau is built down in suit rather than down by alternate color.  This makes Baker's Game more challenging.

Tips

•	Try to keep as many cells empty as possible.

History

Baker's Game is the original game from which FreeCell and all its variations came.  It is named after the mathematician C.L. Baker.


Bastion

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build up or down by suit.  Only one card at a time may be moved (unless there are empty cells or tableau piles, see the notes).  Spaces may be filled by any available card.  At the start of the game 5 cards are dealt face up to each pile.

•	2 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.  At the start of the game 1 card is dealt to each cell.

Options

AutoPlay

Notes

•	Groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells or tableau piles available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

History

Bastion is a variation of Fortress.  It is just like Fortress except for the additional cells.  The cells make Bastion easier to win than Fortress.  Other related games include Beleaguered Castle, Streets and Alleys, Citadel, and Chessboard.


Batsford

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces are filled only by Kings or groups of cards headed by a King.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is turned face up.

•	 stock (top left, face down) - turn over 1 card to the waste by clicking.  No redeals.

•	waste (next to stock) - top card available for play.

•	reserve (bottom left) - Storage location for Kings.  Up to 3 Kings may be placed here.  The top King is available for play.

Options

AutoPlay

Notes

•	When a King becomes available and there is no empty tableau pile for it, it may be placed on the Reserve for storage until needed.  Up to 3 Kings may be placed in the Reserve at any one time.

History

Batsford is a variation of Gargantua.


Beetle

2 Decks.  Medium.  Mostly Skill.

Object

To group all the cards in sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	10 tableau piles - build down regardless of suit.  Groups of cards in sequence down by suit may be moved as a unit.  A space can be filled by any card or legal group of cards.  At the start of the game 5 cards are dealt to the first 4 piles, and 4 cards to the remaining piles.  All of the cards are face up.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.

Notes

•	Groups of cards not of the same suit cannot be moved.

History

Beetle is a variation of Spider where all the cards are face up.


Beleaguered Castle

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4  foundation piles (middle) - build up in suit from Ace to King.

•	8  tableau piles (around foundations) - build down regardless of suit.  Only the top card of each pile is available for play.  Spaces may be filled by any available card.  At the start of the game 6 cards are dealt face up to each pile.

Options

AutoPlay

Tips

•	Don't let one foundation get too far ahead of the others

•	Try to create a space as quickly as possible.

History

This is a game of skill, related to Baker's Dozen and Martha.


Betsy Ross

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 Place cards (across top) - An Ace, Two, Three, and Four form a row across the top.  These cards serve only to tell how the foundations below them are built.  No building on these cards.

•	4 foundations (below Place cards) - build first pile up regardless of suit by ones, second pile up regardless of suit by twos, third pile up regardless of suit by threes, and fourth pile up regardless of suit by fours.  See chart below.

1:  2 3 4 5 6 7 8 9 T J Q K

2:  4 6 8 T Q A 3 5 7 9 J K

3:  6 9 Q 2 5 8 J A 4 7 T K

   4:  8 Q 3 7 J 2 6 T A 5 9 K

•	stock (face down) - Turn over cards 1 at a time to the waste pile by clicking.  Two redeals.

•	waste (next to stock) - Top card is available for play on the foundations.

History

Betsy Ross is a variation of Calculation.  It is also known as Four Kings, Musical Patience, Fairest, Plus Belle, and Quadruple Alliance.


Binary Star

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the two center piles, the Binary Star.

Layout

•	2 Stars (center piles) - begin with the Ace ♠ and the King ♥, build up or down regardless of suit, with Ace and King considered consecutive.  Cards may be moved from one star to the other.

•	17 Fans  - the top card is available for play to the Stars.  No building.  At the start of the game 6 cards are dealt to each pile.

Notes

•	It does not matter how many cards are in each Star, as long as all of the cards have been moved to one or the other.

Tips

•	Advance calculation of the cards you need to play is required.

History

Binary Star is a 2 deck variation of David Parlett's game Black Hole.  Binary Star was invented by Thomas Warfield.


Bisley

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (right) - build the left column up in suit starting with Aces, build the right column down in suit starting with Kings.  It does not matter where the two piles of the same suit meet.  At the start of the game an Ace of each suit is dealt to the left column.

•	 12 tableau piles (left of  foundations) - build up or down by suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 4 cards are dealt face up to each pile.

Options

AutoPlay

History

Bisley is a variation of Baker's Dozen.


Black Hole

1 Deck.  Easy.  All Skill.

Object

To move all the cards to the center pile, the Black Hole.

Layout

•	Black Hole (center pile) - begins with the Ace ♠, build up or down regardless of suit, with Ace and King considered consecutive.

•	17 Fans  - the top card is available for play to the Black Hole.  At the start of the game 3 cards are dealt to each pile.

Tips

•	Black Hole is easy to play, but requires a great deal of advance calculation to win.  Map out the cards you wish to play to the Black Hole before you play them.

History

Black Hole was invented by David Parlett.


Black Widow

2 Decks.  Easy.  Skill/Luck balanced.

Object

To group all the cards in sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	10 tableau piles - build down regardless of suit.  Groups of cards in sequence down regardless of suit may be moved as a unit.  A space can be filled by any card or legal group of cards.  At the start of the game 6 cards are dealt to the first 4 piles, and 5 cards to the remaining piles.  Only the top card is face up.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.  All tableau piles must have at least one card in them before you can do this.

Notes

•	  The objective is to group all the cards in sets of 13 cards, from King to Ace of the same suit.  Whenever such a group is formed in a pile, remove it from play by dragging the entire 13 card set up to an empty Foundation pile.  The game is won if all 8 sets can be removed from play.

•	  When the stock is empty and you are unable to form the tableaus into sets of 13 cards of each suit, the game is lost.

History

Black Widow is a variation of the classic game Spider.  The difference between Spider and Black Widow is that in Spider only groups of cards down in suit may be moved, while in Black Widow any group in sequence down regardless of suit may be moved.


Blind Alleys

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.

•	6 tableau piles (below foundations) - Build down by alternate color.  Groups of cards may be moved if they form a sequence down by alternate color.  Spaces filled by any card.  At the start of the game 3 cards are dealt to each pile, 2 face down and 1 face up.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.  One redeal.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

History

Blind Alleys is similar to Pas Seul.


Blind Patience

2 Decks.  Very Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved. Spaces may be filled by any card.  Also, any card may be played on a face down card. Face down cards are turned face up by clicking on them.  At the start of the game 4 cards are dealt face down to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

Tips

•	Try to get a space in the tableau as quickly as possible.

History

Blind Patience is a unique variation of Forty Thieves.


Block Ten

1 Deck.  Hard.  All Luck.

Object

To discard all the cards in pairs.

Layout

•	9 tableau piles - the top card is available for play.  Pair up cards that have ranks that add to 10 (Ace-9, 2-8, 3-7, 4-6, 5-5).  Jacks, Queens, and Kings are paired together (J-J, Q-Q, K-K).  Tens cannot be paired and block any further play.  Spaces are automatically filled from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (face down, left) - fills spaces in the tableau.

•	waste (far right)  - Where paired cards go out of play.

History

Block Ten is a variation of Simple Pairs.  Since when Tens appear they reduce the number of available piles, it is difficult to win.


Blondes and Brunettes

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build up in alternate color from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	9 tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces are filled automatically from the stock, or waste if the stock is empty.  At the start of the game 1 card is dealt to each pile.

•	reserve (top) - each card is available for play on the foundations only. At the start of the game 10 cards are dealt here.

•	stock (top left, face down) - turn over cards 1 at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play.

Options

AutoPlay

History

Blondes and Brunettes is a variation of Terrace.


Brazilian Patience

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color. Move groups of cards as a unit if they are in sequence down by alternate color.   Spaces may be filled with Kings.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.

•	stock (upper left, face down) - deals 1 card to each tableau pile by clicking.

Options

AutoPlay

History

This is a 2 deck Klondike game.  It comes from Brazil (hence the name).


Brigade

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	7 tableau piles (below foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 5 cards are dealt face up to each pile.

•	reserve  (left) - All cards available for play on the foundations or tableau.  Click on card to move it to the bottom of the stack, then move to either the foundations or tableau.   At the start of the game 13 cards are dealt to this pile.

Options

AutoPlay

History

Brigade is a variation of Flower Garden.


Bristol

1 Deck.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up regardless of suit from Ace to King.

•	8 Fans (below foundations) - build down regardless of suit.  Only the top card of each pile is available for play.  Spaces are not filled.

•	stock (face down) - Turn over cards 3 at a time, one to each waste pile.  There is no redeals.

•	3 waste piles (to the right of the Stock) - The top card of each waste pile is available for play.

Options

AutoPlay

History

Bristol was invented by Albert Morehead and Geoffrey Mott-Smith.


British Square

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (far right) - build up in suit from Ace to King, then another King, and down in suit back to Aces.

•	16 tableau piles (center) - build up or down by suit (once a direction is selected, it must remain for the rest of the game) .  Only top card available for play.  Empty piles are filled by the waste or stock.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - move 1 card to waste by clicking.  No redeals.

•	waste (below stock) - top card available for play.

Options

AutoPlay

History

British Square is related to the Busy Aces-Deuces family of games.


Buffalo Bill

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build left 4 piles up in suit from Ace to King, right 4 piles down in suit from Kings to Aces.

•	26 Fans (below foundations) - top card is available for play on the foundations or reserves.  No building on the fans.  At the start of the game 4 cards are dealt to each pile.

•	8 reserve piles (bottom) - each pile may hold one card from the fans. Cards from the reserves may be played to the foundations (but not to the fans).

Options

AutoPlay

Notes

•	Play in the game consists of moving cards to the foundations, putting cards in the reserves in order to get at blocked cards in the fans.  Obviously, if all the reserves become full you are in trouble.

History

This game was invented by David Parlett (inventor of Black Hole, Penguin, and other games).  It is based on a game called "Little Billie" by Mary Whitmore Jones in one of her circa 1900 solitaire game books.


Busy Aces

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	12 tableau piles (below foundations on right) - build down in suit.  Only top card available for play.  Empty piles can be filled by any card. At the start of the game 1 card is dealt to each pile.

•	stock (below foundations, face down on left) - move 1 card to waste by clicking.  No redeals.

•	waste (below stock) - top card available for play.

Options

AutoPlay

Notes

•	  There is no reason to not play cards to the foundation.

•	The AutoPlay feature will automatically play cards to the foundations, if possible.  This is a big time saving feature in this game.  However, you should be aware that there are situations where there are two possibililities for play on the foundations, since there are two decks.  There may be two 8 of ♠, for example, that could be played on a certain foundation.  The AutoPlay function may not move the same eight to this spot that you might.

History

Busy Aces is the first game of a family that includes Deuces, Three's Company, and Fours Up.  It is the easiest to win of the family.  Busy Aces is also known as Courtyard.


Cadran

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down in suit.  Only one card at a time may be moved. Spaces may be filled by any card.  At the start of the game 4 cards are dealt to each pile.

•	stock (bottom left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.  All cards in the waste are visible.

Options

AutoPlay

Tips

•	Try to get a space in the tableau as quickly as possible.

History

Cadran is a variation of Forty Thieves.  The only difference between Cadran and Forty Thieves is that the entire waste pile is visible to the player, rather than just the top card.


Calculation

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build first pile up regardless of suit by ones, second pile up regardless of suit by twos, third pile up regardless of suit by threes, and fourth pile up regardless of suit by fours.  See chart below.  At the start of the game an Ace, Two, Three, and Four are dealt.

1:  A 2 3 4 5 6 7 8 9 T J Q K

2:  2 4 6 8 T Q A 3 5 7 9 J K

3:  3 6 9 Q 2 5 8 J A 4 7 T K

   4:  4 8 Q 3 7 J 2 6 T A 5 9 K

•	4 reserve piles (below foundations) - cards are played here from the stock.  The top card of each pile is available for play.  Move cards to the foundations by clicking.

•	stock (face down) - Top card is available for play on the reserves or foundations.  No redeals.

History

This is an old and popular variation of Sir Tommy.  It has about the same chances of winning as Sir Tommy, but is much more complicated to play.


Canfield

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	4 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled from the reserve if possible, then by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - turn over 1 or 3 cards at a time, by clicking.  Unlimited redeals.

•	waste (next to stock) - Top card always available for play on the tableau or foundations.

•	reserve (left of tableau) - Top card always available for play on the tableau or foundations.  At the start of the game 13 cards are dealt here.

Options

•	Rules - selects whether 1 card or 3 cards at a time are turned over from the stock.  This option is set in the options menu.

AutoPlay

History

Canfield is named after the owner of a gambling salon in Saratoga, who sold decks of cards to customers for $50 and paid 5 dollars for each card played to the foundations during the game.  In England this game is called "Demon".


Canister

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down regardless of suit.  Groups of cards in sequence down regardless of suit may be moved as a unit. Spaces may be filled with any card or legal group of cards.  At the start of the game 7 cards are dealt to the first 4 piles, 6 cards are dealt to the last 4 piles.

Options

AutoPlay

History

Canister is a common type of solitaire game.  The fact that all the cards are laid out face up makes it mostly a matter of skill to win.


Capricieuse

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - on left piles build up in suit from Ace to King, on right piles build down in suit from King to Ace.

•	12 tableau piles (middle) - build up or down by suit, no wrapping.  Top card is available for play on the foundations or another tableau pile, only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 8 cards are dealt to each pile.  During the deal, as each card is dealt it is moved to the foundations if possible and replaced.

Options

AutoPlay

Notes

•	During the deal if a card can be played to the foundations, it is played there and replaced by the next card.  Hence many of the foundations will already have several cards in them at the beginning of the game, and there will be varying numbers of cards in each tableau pile.

History

Capricieuse is a variation of Nationale.


Captive Queens

1 Deck.  Very Easy.  Mostly Luck.

Object

To move all the cards to the foundations and reserves.

Layout

•	8 foundation piles (top and bottom) - build the top piles starting with Fives down in suit to Aces, then Kings.  Build the bottom piles starting with Sixes up in suit to Jacks.

•	4 reserve piles (center) - place Queens here.  No building.  The Queens are held "captive".

•	stock (top left, face down) - turn over 1 card to waste by clicking.  Two redeals.

•	waste (bottom left, under stock) - top card available for play.

History

This game is easy to win.  It is also known as Quadrille.


Carlton

2 Decks.  Very Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down by alternate color.  Groups of cards may be moved regardless of any sequence.  Fill spaces with any card or group of cards.  At the start of the game 1 card is dealt face up to the first pile, 2 to the 2nd, and so on.

•	stock (bottom left, face down) - deal one card to each tableau pile, by clicking.  No redeals.


Carpet

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (left and right, starting with Aces) - build up in suit from Ace to King.

•	20 reserve piles (between foundations) - The top card of each pile is available for play on the foundations.  Spaces are filled from the waste or stock. Each pile may contain only one card.  At the start of the game 1 card is dealt to each pile.

•	stock (left, face down) - deal 1 card at a time to the waste by clicking.  No redeals.

•	waste (beside stock) - top card is available for play foundations or reserves.

Options

AutoPlay

History

Carpet is a very simple game and is easy to win.


Castles in Spain

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	13 tableau piles (left of foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces may be filled with any card.  At the start of the game 4 cards are dealt to each pile.

Options

AutoPlay

History

This is a variation of Baker's Dozen.


Cats Cradle

1 Deck. Hard.  Mostly Skill.

Object

To move all the cards to the tableau.

Layout

•	16 tableau piles - build down by alternate color.  Cards may be moved from one pile to another if the piles are on the same line horizontally, vertically, or diagonally.  For example, if the 2nd card of the 1st row is a 3 ♣, a 2 ♥ can be moved on it if the 2 ♥ is on a pile in the 1st row (horizontal), or in the 2nd column (vertically), or is the 1st or 3rd card in the 2nd row or 4th card in the 3rd row (diagonally).  Only one card at a time may be moved.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - Clicking on the stock fills spaces in the tableau with a single card.

Notes

The game is won if all cards can be played to the tableau piles (ie. the stock is empty).

History

Cat's Cradle was invented by Michael Bourne.


Chameleon

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	3 tableau piles (below foundations) - build down regardless of suit.  Move groups of cards if they are in sequence down regardless of suit.  Spaces are filled from the reserve if possible, then by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - turn over one card at a time to the waste, by clicking.  No redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

•	reserve (left of tableau) - Top card always available for play on the foundations or tableau.  At the start of the game 12 cards are dealt here.

Options

AutoPlay

History

Chameleon is a variation of Canfield.


Chessboard

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from the rank of the first card moved to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	10 tableau piles (below foundations) - build up or down by suit.  Only the top card of each pile is available for play.  Spaces may be filled by any available card.  At the start of the game 6 cards each are dealt to the first 2 piles, 5 cards each to the remaining piles.

Options

AutoPlay

Notes

•	To begin the game, choose a card to move to the first foundation pile (far left at top).  All the other foundation piles will then begin with the same rank as this card.

History

Chessboard is a variation of Fortress, which is a variation of Beleaguered Castle.  The difference between Fortress and Chessboard is that Chessboard gives you the choice of the first foundation card.


Cicely

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - build the piles on the left up in suit from Ace to King, build the piles on the right down in suit from King to Ace.  Each group of 4 piles should have a pile of each suit.

•	8 tableau piles (face up in the middle) - top card is available for play on the  foundations or reserves.  Build up or down by suit, Kings and Aces do not wrap.  Spaces are not filled except by the stock (when the stock is clicked).  At the start of the game 4 cards are dealt to each pile.

•	8 reserve piles (across top) - each pile may contain 1 card, available for play on the foundations or tableau.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - clicking deals 4 cards to each tableau pile.  No redeals.

Options

AutoPlay

Notes

•	When the foundation piles of the same suit meet, is its allowable to move cards from one foundation to the other.

History

Cicely is a variation of Tournament and Kingsdown Eights.


Citadel

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (middle) - build up in suit from Ace to King.  At the start of the game the 4 Aces are dealt here.

•	8 tableau piles (around foundations) - build down regardless of suit.  Only the top card of each pile is available for play.  Spaces may be filled by any available card.  At the start of the game, 6 cards are dealt to each pile.  As the cards are dealt, any cards that can be moved to the foundations are moved there.

Options

AutoPlay

History

Citadel is a version of Beleaguered Castle.  The play is the same, but since cards are moved to the foundations during the deal, it is easier to win.


Clock

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	12 foundation piles (the clock) - Build up in suit until the top card is the same number as the number on a clock in that position.  At the start of the game 1 card is dealt to each pile.

•	8 tableau piles (left) - Build down regardless of suit.  Spaces are filled with any card.  Only the top card is available for play.  At the start of the game 5 cards are dealt to each pile.

History

This is one of a large number of different games known as Clock.  It is also sometimes called Grandfather's Clock.


Clover Leaf

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

4 foundation piles (left) - build the Aces up in suit to King and the Kings down in suit to Ace.  At the start of the game two Aces of one color and two Kings of the opposite color are dealt here.

16 fans (right of foundations) - build up or down by suit.  The top card is available for play on the foundations or another fan.  Only one card at a time may be moved.  Spaces are filled only by Aces or Kings.  At the start of the game 3 cards are dealt to each pile.

Options

AutoPlay

Notes

Since there are only 4 remaining Aces or Kings, only 4 empty fans can be filled.

History

Clover Leaf is a fan type variation of La Belle Lucie, Shamrocks, and Trefoil.  It is a one deck version of House on the Hill.  Clover Leaf was invented by Thomas Warfield.


Club

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Aces to Kings.

•	11 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Empty piles can be filled by any card.  Cards in the top 3 piles (top row) cannot be moved to piles in the bottom 2 rows (cards in the bottom two rows can be moved to any pile).  At the start of the game 3 cards are dealt to each pile (1 face down, 2 face up).

•	stock (middle left, face down) - Turn over 1 card to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Colorado

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top)  - build the first 4 piles up in suit from Ace to King (1 ace of each suit), the last 4 down in suit from King to Ace (1 King of each suit).

•	20 tableau Piles (below foundations) - top card is available for play on the foundations only.  Building from the waste is without regard to suit or rank. Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt to each pile.

•	stock (bottom right, face down) - deals 1 card to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.  The card must be moved before another card can be moved to the waste pile.

Notes

•	The waste card may be moved to any tableau pile.  Cards cannot be moved from one tableau to another.

History

Colorado is related to Twenty.


Cone

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build  up in suit from Ace to King, wrapping to Ace and then to King again, until each pile contains 26 cards.

•	7 tableau piles (across top) - build down by alternate color, wrapping from Ace to King if necessary.  Move groups of cards if they are in sequence down by alternate color. Spaces may be filled by any card or group of cards (All spaces must be filled before cards are dealt from the stock).  At the start of the game 1 card is dealt to the 1st and 7th piles, 2 cards to the 2nd and 6th, 3 cards to the 3rd and 5th, and 4 cards to the 4th pile.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.  When only 4 cards remain, 1 card is dealt to each of the reserve piles. No redeals.

•	4 reserve piles (below stock) - cards are dealt here from the stock when the stock contains only 4 cards.  The cards are available for play on the foundations or tableau.  No building.

Options

AutoPlay


Congress

2 Decks.  Very Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (in center box) - build up in suit from Ace to King.

•	8 tableau piles (to left and right of foundations) - build down regardless of suit.  Spaces are filled from the waste.  At the start of the game 1 card is dealt to each pile.

•	stock (upper left, face down) - 1 card at a time moved to the waste by clicking.  No redeals.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

Tips

•	Do not move cards to the foundations unnecessarily; they may be needed for lower cards in the tableau.

History

Congress is related to Forty Thieves.


British Constitution

2 Decks (minus Kings and Queens).  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - up in suit from Ace to Jacks.  At the start of the game the Aces are dealt here.

•	4 rows of 8 tableau piles (below foundations) - build down by alternate color.  The top card of each pile in the top row is available for play on the foundations.  The top card of each pile in the 2nd row is available for play on the top row, and so on, cards in each row are only available for play on the row immediately above.  Spaces may only be filled by an available card from the row immediately below.  Spaces in the bottom row are immediately filled from the waste.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the bottom row of the tableau only.

Options

AutoPlay


Contradance

2 Decks.  Very Hard.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	16 foundation piles (top 2 rows) - build piles starting with Fives down in suit to Aces then Kings, build piles starting with Sixes up in suit to Queens.  At the start of the game the Fives and Sixes are dealt here.

•	stock (bottom right, face down) - turn over 1 card to waste by clicking.  One redeal.

•	waste (bottom right, next to stock) - top card available for play on the foundations.

History

This game is easy to play, but the odds of winning are against you.  It is related to the Busy Aces family, in particular Sixes and Sevens.


Corners

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (corners left and right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	5 reserve piles (forming cross) - Storage locations for one card.  Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt to each pile.

•	stock (top, face down) - turn over cards one at a time to the waste by clicking.  Two redeals.

•	waste (next to stock) - top card is available for play on the foundations.

Options

AutoPlay

History

Corners is a variation of Four Seasons and Czarina.


Corona

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8  foundation piles (right) - build up in suit from Ace to King.

•	12 tableau piles (left of foundations) - build down in suit.  Only one card at a time may be moved.  Spaces are filled from the waste, or the stock if the waste is empty.  At the start of the game 3 cards are dealt face up to each pile.

•	stock (face down, top left) - turn over 1 card to the waste by clicking.  No redeals.

•	waste (under stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

This is a game in the Forty Thieves family.


Crescent

2 Decks. Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - on left piles build up in suit from Ace to King, on right piles build down in suit from King to Ace.  When the two piles of a suit meet, cards may be transferred from one to the other.  At the start of the game an Ace and King of each suit is dealt to each pile.

•	16 tableau piles (middle) - build up or down by suit, wrapping from Ace to King or King to Ace as necessary.  Only one card at a time may be moved.  Spaces cannot be filled.  At the start of the game 6 cards are dealt face up to each pile.

•	stock (top left) - 3 redeals.  A redeal takes the bottom card of each pile and moves it to the top of the pile.  All other cards remain in the same order.

Options

AutoPlay

Notes

•	Some versions of this game have all the cards of each tableau pile except the top card face down.  However, turning all cards face up adds some element of skill to the game.


Criss Cross

1 Deck.  Easy.  Mostly Luck.

Object

To discard all the cards in pairs.

Layout

•	5 tableau piles - the top card is available for play.  Pair up cards of the same rank.  Spaces are automatically filled from the stock.  No building, except for the middle pile, which can be built on from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (left) - Top card of the stock can be paired with the top card of a tableau pile, if possible.  Otherwise, the top card of the stock must be played to the middle pile of the tableau.

•	waste (right)  - Where paired cards go out of play.


Cruel

1 Deck. Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	12 tableau piles (center) - build down in suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 4 cards are dealt to each pile.

•	stock (left, with O) - clicking on the stock collects all the cards from the tableau and redeals them.  Unlimited redeals.

Options

AutoPlay

Notes

•	When play on the tableau comes to a standstill, the tableau can be redealt by clicking on the stock.  The cards are collected from the tableau starting with the last pile (lower right) of the tableau back to the first pile (top left), with the cards from the last pile on the bottom.  They are then redealt 4 cards to a pile starting with the first pile.

•	Because of the way the cards are redealt, if no moves are made in the tableau the cards will be redealt back exactly the same way they were previously.  Therefore, after every deal you must be able to make at least one move in the tableau or the game is lost.


Curds and Whey

1 Deck.  Easy.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

13 tableau piles - build down in suit, or in the same rank.  Groups of cards in sequence down in suit (or of the same rank) may be moved as a unit (groups moved as a unit cannot contain both cards descending in sequence and multiple cards of the same rank at the same time).  Spaces are filled by a King or a legal group of cards headed with a King.  At the start of the game 4 cards are dealt to each pile.

Notes

•	The tableau piles are built down in suit, or in the same rank. That is, if the exposed card of a pile is the 7 ♠, the 6 ♠ or another 7 (such as the 7 ♥) may be played on it.

History

Curds and Whey was invented by David Parlett.  It is a member of the Spider family of games, and is similar to Scorpion, Will o the Wisp, and Simple Simon.


Czarina

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (corners) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	5 tableau piles (forming cross) - build down regardless of suit, wrapping from Ace to King as necessary.  Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt to each pile.

•	stock (face down) - turn over cards one at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Czarina is a variation of Four Seasons.


Demons and Thieves

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	9 tableau piles (below foundations) - build first 4 (left of line) down by alternate color.  Build remaining 5 (right of line) down in suit, wrapping from Ace to King if necessary in both cases.  Move groups of cards if they form a legal descending sequence for that pile.  Spaces can be filled by any card or legal group of cards.  At the start of the game 1 card is dealt each to the left 4 piles, and 8 cards are dealt to each of the remaining 5 piles.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  Two redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

•	reserve (below stock, next to tableau) - top card is available for play on the foundations or tableau.  At the start of the game 13 cards are dealt here.

Options

AutoPlay

Notes

•	The tableau piles are divided into two parts: the Left tableau and the Right tableau, divided by a line.  The 4 Left tableau piles are built down by alternate color.  The 5 Right tableau piles are built down in suit.  Groups of cards may be moved from one tableau pile to another, if they form a legal descending sequence in their current pile.  For example, a sequence down by alternate color may be moved from the Left tableau to the Right, since that is the legal sequence for the Left tableau.  However, a sequence down by alternate color cannot be moved from the Right tableau to the Left, since that sequence is not legal on the Right.  These kinds of groups transfers are called "shifts".  Shifts of groups down by alternate color are allowed from Left to Right, while shifts of down in suit cards are allowed from Right to Left.  Once an shift has been made, the cards in the groups cannot again be moved as a group, since they will no longer be a legal group for their side of the tableau.

Tips

•	The secret to success is stragetic shifting between the the left tableau and the right tableau.

History

Demons and Thieves is a complicated cross between Canfield and Forty Thieves.  It's name derives from Canfield's common name "Demon" and the "Thieves" in Forty Thieves.  The Reserve pile and the Left Tableau resemble Canfield, while the Foundations and Right Tableau resemble Forty Thieves.

Demons and Thieves was invented by Thomas Warfield.


Deuces

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations

Layout

•	8 foundation piles (in box in middle) - build up in suit from Deuces (Twos) to King to Ace.  At the start of the game the Twos are dealt here.

•	10 tableau piles (in a ring around the foundations) - build down in suit.  Only the top card available for play.  Empty piles can be filled by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - move 1 card to waste by clicking.  No redeals.

•	waste (below stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Deuces is a game in the Busy Aces family.  Deuces is slightly harder to win than Busy Aces.  Although in the beginning the first card in each foundation is already played for you (unlike Busy Aces, where you must wait for all the aces to come out), because there are only 10 tableau piles rather than the 12 of Busy Aces, it is harder to win.


Deuces and Queens

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•  8 foundation piles (middle) - build the first 4 piles up regardless of suit from Twos to Kings to Aces, build the last 4 piles down regardless of suit from Queens to Aces to Kings.

• 4 tableau piles (below foundations, on right) - build up or down regardless of suit, wrapping from Ace to King or King to Ace if necessary.    Spaces are filled from the stock.  When the stock is empty, spaces cannot be filled.  One card is dealt to each pile at the start of the game.

• 3 reserve piles (top) - Top card available for play on the foundations or tableau.  13 cards are dealt to each reserve at the start of the game.

• stock (bottom left, face down) -  Turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - Top card available for play on the foundations or tableau.

Options

AutoPlay

Notes

•	 It is allowed (in fact it is necessary in order to win)  to move cards from one foundation pile to another, in particular from Two foundations to Queen foundations and vice versa.

•	Play consists of moving cards from the reserves, waste, and tableau to the foundations, and especially in strategic movement of cards within the foundations to allow more cards to be played there.

•	Because Aces and Kings are the last cards played to each foundation (whether they go up or down), these cards require great care in their placement.

History

Deuces and Queens is a variation of Aces and Kings.  It was invented by Thomas Warfield.


Dial

1 Deck.  Easy.  Luck.

Object

To arrange all the cards in the form of a clock, with all the Queens in a pile at the top, then clockwise around Aces, Twos, up to Jacks, and Kings in the middle.

Layout

•	13 tableau piles (the clock) - build in the same rank in alternate colors. Spaces may be filled only by a card of the same rank as the clock position of the pile (Queens for the top pile, Aces for the next, and so on, and Kings in the middle).

•	stock (top left, face down) - turn over 1 card at a time to the waste, by clicking.  Two redeals.

•	waste (next to stock) - top card available for play on the tableau.

History

Dial is one of many variations of the game Clock.


Diplomat

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) -  build down regardless of suit.  Only the top card of each pile may be moved.  Spaces filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

History

Diplomat is very similar to Congress.


Double Canfield

2 Decks.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations

Layout

•	8 foundation piles (across top) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	5 tableau piles (below foundations on right) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled from the reserve if possible, else by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (left below foundations, face down) - turn over 1 or 3 cards at a time to the waste, by clicking.  Unlimited redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

•	reserve (left of tableau, next to Waste) - Top card always available for play on the foundations or tableau.  At the start of the game 13 cards are dealt here.

Options

Rules - selects whether 1 card or 3 cards at a time are turned over from the stock.  (See options menu).

AutoPlay

History

Double Canfield is a two-deck version of the single deck game Canfield.


Double Fives

2 separate decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from the rank of first card moved to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	10 tableau piles (below foundations) - build down in suit.  Only the top card of each pile may be moved.  Spaces may be filled by any available card.  At the start of the game 5 cards are dealt face up to each pile.

•	2 reserve piles (top) - one of the two cards is moved to the first foundation pile to become the base.  The other card is then available for play on the foundations or tableau.

•	stock (bottom left, face down) - the first time through the deck deals 1 card to 5 waste piles clicking.  Each of the 5 cards are available for play on the foundations or tableau.  When the next set of 5 cards are dealt, any cards remaining in the 5 waste piles are moved out of play until the redeal.  One redeal.  The redeal collects all the unplayed cards from the first deal to form the new stock.  After the redeal, clicking on the stock deals 1 card to a waste pile.

•	waste (next to stock) - Before the redeal there are 5 piles, after the redeal there is one. Top card is available for play on the foundations or tableau.

Options

AutoPlay

Notes

•	Double Fives starts with 2 separate decks.  The first deck is dealt face up to the tableau (the two extra cards dealt to 2 reserve piles).  The other deck is dealt entirely to the stock.

History

Double Fives is an unusual variation of Forty Thieves.


Double Fourteens

2 Decks.  Very Easy.  Mostly Skill.

Object

To pair up all cards and move them out of play to the waste pile.

Layout

•	18 tableau piles - the top card of each pile is available.  Pair cards that total to 14.  For example, a King and an Ace, a Queen and a 2, or an 8 and a 6.  To remove a pair, pick up one card with the mouse and drop it on the other.  At the beginning of the game 6 cards are dealt to each of the first 16 piles, and 4 cards are dealt the remaining 2 piles.

•	waste pile (far right) - where paired cards go out of play.

Notes

•	Cards that pair to 14: King-Ace, Queen-2, Jack-3, 10-4, 9-5, 8-6, 7-7.

History

Double Fourteens is a two deck version of Fourteen Out.


Double FreeCell

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations

Layout

•	4 foundation piles (top right) - build  up in suit from Ace to King, wrapping to Ace and then to King again, until each pile contains 26 cards.  At the beginning of the game an Ace of each suit is dealt here.

•	6 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.  The card is available for play on the foundations or tableau.

•	10 tableau piles (below foundations and cells) - 10 cards each are dealt to these 10 piles.  The piles are built down by alternate color.  The top card is available for play on the foundations, cells, or another tableau pile.  Move groups of cards if they are in sequence down by alternate color and if there are enough free cells that the cards could be moved individually.  Fill spaces with Kings or legal groups of cards headed by a King (see KingOnly for variation).  At the start of the game 10 cards are dealt to each pile.

Options

KingOnly    AutoPlay

Notes

•	Note that groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

Tips

•	Try to keep as many cells empty as possible.

History

Double FreeCell is a two-deck version of FreeCell.  It was invented by Thomas Warfield.


Double Klondike

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations

Layout

•	8 foundation piles (top) - build up in suit from Ace to King.

•	9 tableau piles (below  foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with Kings or a legal group of cards headed by a King.  At the start of the game 1 card is dealt to the first pile, 2 to the 2nd pile, and so on.  The top card is face up.

•	stock (bottom left, face down) - turn over 3 cards at a time to the waste, by clicking.  Unlimited redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

Options

Rules - selects whether 1 card or 3 cards at a time are turned over from the stock. (See options menu).

KingOnly  AutoPlay

History

Double Klondike, like Gargantua, is a two-deck variation of Klondike.


Double or Quits

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards (except Kings) to the single foundation.

Layout

•	1 foundation pile (lower center) - build pile from the starting card dealt by doubling ranks (subtract 13 if the rank is higher than 13).  The doubling sequence is A-2-4-8-3-6-Q-J-9-5-10-7 and back to Ace.  Kings are ignored.  This doubling sequence may start at any point of the sequence, depending on what card is dealt at the start of the game.

•	7 reserve piles (around foundation) - each pile can contain 1 card.  No building.  Spaces are filled from the waste (if empty, from the stock).  When a pile contains a King the King cannot be moved for the rest of the game.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card to waste by clicking.  Two redeals.

•	waste (top right, next to stock) - top card available for play on the foundation or reserves.

Options

AutoPlay


Double Rail

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	5 tableau piles (below foundations) -  build down regardless of suit.  Groups of cards can be moved if they are in sequence down regardless of suit.  Spaces are filled by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.


Double Scorpion

2 Decks.  Hard.  Mostly Skill.

Object

To group all the cards into 8 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	10 tableau piles - build down in suit.  Groups of cards may be moved regardless of any sequence.  Fill spaces with Kings or groups of cards headed by a King.  At the start of the game 11 cards are dealt to each of the first 4 piles, 10 cards each to the remaining piles.  In the first 5 piles, 4 cards are face down, all others are face up.

Notes

The object of play is to manipulate the tableau into 8 piles, one for each suit, with the cards down in sequence from King to Ace.

History

Double Scorpion is a two-deck version of the game Scorpion.


Double Yukon

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.  Move groups of cards regardless of any sequence.  Fill spaces with Kings or groups of cards headed by a King.   At the start of the game 1 card is dealt the first pile, 2 cards to the 2nd pile, and so on.  The top card is face up.  Then 4 additional face up cards are dealt to the 2nd through 10th piles.

Options

AutoPlay

Notes

•	Any face up card in the tableau may be built upon another, no matter how deep it is in a pile.  All cards covering it are moved together.  When a face down card is uncovered, it is automatically turned face up and is available for play.

Tips

•	Uncover the face down cards as soon as possible.  Don't let one foundation get too far ahead of the others.

History

Double Yukon is a 2 deck version of Yukon.


Doublets

1 Deck.  Easy.  Mostly Luck.

Object

To discard all the cards in pairs of the same rank.

Layout

•	12 tableau piles  - discard pairs of cards of the same rank.   The top card of each pile is available.  Spaces are automatically filled from the reserve.  At the start of the game 4 cards are dealt to each pile, only the top card is face up.

•	reserve (far right, face down) - Used to fill spaces in the tableau.  At the start of the game 4 cards are dealt face down to this pile.

History

Doublets is related to Nestor and other pair-discard games.


Duke

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations

Layout

•	4 foundation piles (top right) - build up in suit from Aces to Kings.

•	4 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled from the reserve if possible, then by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste, by clicking.  Two redeals.

•	waste (next to stock) - top card available for play on the foundations or tableau.

•	4 reserve piles (left of tableau) - top card available for play on the foundations or tableau.  At the start of the game 3 cards are dealt face up to each pile.

Options

AutoPlay

History

Duke is a variation of Canfield.


Dutchess

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations

Layout

•	4 foundation piles (across top) - build up in suit from the rank of first card played to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	4 tableau piles (below foundations on right) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled from the reserve if possible, else by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste, by clicking.  One redeal.

•	waste (next to stock) - Top card is available for play on the foundations or tableau.

•	4 reserve piles (left of tableau) - top card available for play on the foundations or tableau.  At the start of the game 3 cards are dealt face up to each pile.

Options

AutoPlay

Notes

•	Play begins by selecting an available card and moving it to the leftmost foundation to be the base card of the foundations.

History

Dutchess is a variation of Canfield invented by Albert H. Morehead and Geoffrey Mott-Smith.  Duke is a similar game.


Eagle Wing

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations

Layout

•	4 foundation piles (top) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 tableau piles (the wings) - build down in suit, limit of 3 cards per pile, wrapping from Ace to King as necessary.  Groups of cards may be moved as a unit if they are in sequence down in suit.  Spaces are filled from the reserve (or Trunk) until it is empty, then by any card.  At the start of the game 1 card is dealt face up to each pile.

•	reserve or Trunk (middle) - top card is available for play on the foundations or tableau.  At the start of the game 13, 15, 17, 19 or 21 cards (depending on the setting in the Options menu) are dealt to this pile.

•	stock (face down, bottom left) - turn over cards one at a time to the waste by clicking.  There are 0, 1, or 2 redeals (depending on the setting in the Options menu).

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

Notes

•	Eagle Wing can be very easy or very difficult depending on the settings.  A 13 card trunk with 2 redeals is fairly easy to win.  A 21 card trunk with no redeals is very difficult to win.  A happy medium, with a 17 card deck and 1 or 2 redeals, is generally the best to play.  The number of cards in the trunk and the number of redeals is controlled by the setttings in the Options menu.


EastHaven

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with Kings or a legal group of cards headed by a King (see KingOnly for option).  At the start of the game, 3 cards are dealt to each pile, 2 face down and 1 face up.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.

Options

KingOnly   AutoPlay

Tips

•	The difficult part of this game is that the new cards dealt can completely ruin the tableau.  Not checking the KingOnly option makes the game somewhat easier to win.

History

EastHaven is a variation of Klondike.  It is also known as Aces Up.


Eight Off

1 Deck.  Very Easy.  Mostly Skill.

Object

To move all the cards to the foundations

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	8 cells (bottom) - storage locations for cards.  Only 1 card allowed in each cell.  The card is available for play on the foundations or tableau. At the start of the game 1 card is dealt to each of the left 4 cells.

•	8 tableau piles (above cells) -   build down in suit.  The top card is available for play on the foundations, cells, or another tableau pile.  Move groups of cards if they are in sequence down in suit and if there are enough free cells that the cards could be moved individually.  Fill spaces with Kings or a group of cards headed by a King.  At the start of the game 6 cards are dealt face up to each pile.

Options

AutoPlay

Notes

•	Groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

Tips

•	Try to keep as many cells empty as possible.

History

Eight Off is an 8 cell version of Baker's Game.


Exit

1 Deck.  Easy.  Mostly Skill.

Object

To pair up all the cards and move them to the waste pile.

Layout

•	10 tableau piles (left) - the top card is available for play.  Pair up cards whose ranks add to 11 (pairs are A-10, 2-9, 3-8, 7-4, 5-6).  Pair Queens with Kings as long as they are of different suits.  Pair Jacks together.  At the start of the game 5 cards are dealt face up to each pile.  If 3 Jacks are dealt to the same pile, the middle Jack is exchanged for the top card of the reserve.

•	reserve (right of tableau) - top card is available for play.  At the start of the game 2 cards are dealt face up to this pile.

•	waste pile - Where paired cards go out of play.

History

Exit was invented by David Parlett (see also Archway, Buffalo Bill, Black Hole, Curds and Whey, Penguin, and Striptease).


Famous Fifty

2 Decks.  Very Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down in suit.  Only one card at a time may be moved. Spaces may be filled by any card.  At the start of the game 5 cards are dealt to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

Tips

•	Try to get a space in the tableau as quickly as possible.

History

Famous Fifty is a variation of Forty Thieves.


Fan

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.

•	18 fans (below foundations) - build down in suit.  Only one card at a time may be moved to the foundations or another fan.  Spaces are filled only by Kings.  At the start of the game 3 cards are dealt face up to each pile (the last 2 piles only have 2 cards).

Options

AutoPlay

History

Fan is the basis of all Fan type games.  Variations include La Belle Lucie, Shamrocks, Trefoil, Clover Leaf, and many others.


Fan Albert

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (far right) - build up in suit from Ace to King.

•	7 tableau piles (across top) - build down by alternate color.  Only the top card of each pile may be moved to the foundations, another tableau pile, or a non-empty fan.  Spaces may be filled by any available card.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd pile, and so on.

•	8 fans (across bottom) - build down in suit.  Only one card at a time may be moved to the foundations,  tableau, or another fan.  Spaces are filled only by a card from another fan (not from the tableau).  At the start of the game 3 cards are dealt face up to each pile.

Options

AutoPlay

History

Fan Albert is a cross between Fan and King Albert.  It was invented by Thomas Warfield.


Falling Star

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build up by alternate color, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces may be filled only from the waste pile.  At the start of the game 1 card is dealt face up to each pile.

•	reserve (top) - top card is available for play on the foundations only.  At the start of the game 11 cards are dealt to this pile.

•	stock (top left, face down) - turn over cards 1 at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Falling Star is a variation of Terrace. It is an easier game than Terrace.


Fascination

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with Kings or a legal group of cards headed by a King (see KingOnly option).  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd pile, and so on.

•	2 fans (top, stacked horizontally) - top card is available for play on the foundations or tableau.  At the start of the game 6 cards are dealt face up to each pile.

•	reserve (Far left, under leftmost fan) - Any card is available for play on the foundations or tableau.  To play a buried card, click on it to move it to the top of the pile.  Then move the card to its destination. At the start of the game 12 cards are dealt face up to this pile.

Options

AutoPlay

KingOnly

History

Fascination is a variation of Klondike where all cards are visible from the initial deal.  It was invented by Thomas Warfield.


Fifteen Puzzle

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards of each rank to the same pile, so that there are 13 piles of 4 cards of the same rank.

Layout

•	15 tableau piles (2 begin empty) - Cards may be played on other cards of the same rank.  At most 4 cards are allowed in any pile.  Empty piles may be filled by any card.  At the start of the game 4 cards are dealt face up to 13 of the piles.

Notes

•	Cards may be played on other cards of the same rank.  For example, if the top card of a pile is a Three, another Three can be played on top of it.  The object is to move the cards so that there are 13 piles of 4 cards of the same rank, that is, one pile of 4 Kings, one pile of 4 Queens, and so on.

History

This game is named after a small plastic game consisting of numbers that slid around.  The numbers would be all jumbled up and the object was to put them in order.  This game is sort of a card game version of that game, which was very popular 30-40 years ago.


Five and Diamond

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right, arranged in a diamond shape) - build up in color from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.  At the start of the game a card is dealt to the first pile (top).   The base cards for the other three (empty) piles will alternate colors and skip numbers until all four suits are represented.  For example, if the first card dealt is the 4 ♦, a black 6 must be played on the left pile, the 8 ♥ played on the bottom pile, and a black 10 of the black suit different from the suit of the 6 played on the right pile. Base cards may be played in any order (for example, in the above scenario, the 10 ♠/♣ may be played BEFORE the 6 of ♣/♠ or the 8 ♥).

•	5 tableau piles (left) - Build down by twos in alternate color (i.e. a 3 ♠ could be played on a 5 ♦,  or a Queen ♥ on a Ace ♣), wrapping from Ace to King as necessary.  Groups of cards may be moved if they are in sequence. Spaces may be filled by any card.  At the start of the game 3 cards are dealt to each pile, 2 face down and 1 face up.

•	stock (top left, face down) - turn over one card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card always available for play on the foundations or tableau.

Options

AutoPlay

History

Five and Diamond is a variation on Canfield invented by Alex Bove.


Five Piles

1 Deck.  Hard.  Skill/Luck balanced.

Object

To pair up all cards and move them out of play to the waste pile.

Layout

•	5 Piles (surprise!) - discard pairs of cards that add to 13, Kings singly.  The top card of each pile is available.  At the start of the game 1 card is dealt to each pile.

•	stock (far right, face down) - clicking deals 1 card to each of the 5 piles.

Notes

•	Any pair of cards whose values add to 13 can be discarded.  The valid pairs are Queen-Ace, Jack-Two, 10-3, 9-4, 8-5, 7-6.  Kings are discarded singly.  To discards Kings, simply click on them.  When all possible pairs are discarded, deal another set of 5 cards onto the piles by clicking on the Stock.

•	The last 2 cards in the stock form their own piles and can be discarded with cards from any of the 5 piles.

•	The game will inform you if you win, or if you have no more possible moves.

History

5 Piles is an easy game to play, but fairly difficult to win.  It is also known as Baroness.


Floradora

2 Decks.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to Queen.

•	King foundation (left under other foundations) - move all Kings to this pile.

•	6 tableau piles (below foundations) - build down regardless of suit.  One card at a time may be moved. Spaces may be filled by any card.  At the start of the game 6 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (below stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Flower Garden

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	6 tableau "Garden" piles (below foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 6 cards are dealt face up to each pile.

•	reserve "Bouquet" (left) - All cards available for play on the foundations or tableau.  Click on card to move it to the bottom of the stack, then move to either the foundations or tableau.   At the start of the game 16 cards are dealt to this pile.

Options

AutoPlay

Tips

•	Don't automatically move cards from the Bouquet to the Garden.

History

Flower Garden is also known as "The Garden" or "Bouquet".  See also Brigade and Stonewall.


ForeCell

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	4 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.  At the start of the game 1 card is dealt face up to each pile.

•	8 tableau piles (below foundations and cells) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color and if there are enough free cells that the cards could be moved individually.  Spaces can be filled by a King or group of cards headed by a King.  At the start of the game 6 cards are dealt face up to the each pile.

Options

AutoPlay

Notes

•	Groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

Tips

•	Try to keep as many cells empty as possible.

History

ForeCell is a predessor to FreeCell.   It appeared in a 1945 Swedish book Världens bästa patienser och patiensspel by Einar Werner.  It was called Napoleon in St. Helena.  Since this is a very common name for a solitaire game, the name was changed here to ForeCell to emphasize it's relationship to FreeCell.   The differences between ForeCell and FreeCell are that 4 cards are dealt to the cells rather than the tableau, and only Kings can fill empty spaces in the the tableau.


Fort

2 Decks.  Easy.  Skill/Luck Balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - on left piles build up in suit from Ace to King, on right piles build down in suit from King to Ace.

•	12 tableau piles (around the edge, between the Aces and Kings) - No building.  Top card is available for play on the foundations   Spaces are filled automatically.  The 4 cards each on the left and right sides are called the wall, the two cards in the top middle and bottom middle are called the gate. Spaces in the wall are filled automatically from the waste (or the stock if the waste is empty), spaces in the gate are filled automatically from the reserve.  At the start of the game 1 card is dealt to each pile.

•	stock (middle, face down on left) - move 1 card to waste by clicking.  Two redeals.

•	waste (beside stock) - top card available for play on the foundations.

•	reserve (middle) - top card fills spaces in the gate piles of the tableau. This is the only way to move cards from here into the game, the cards cannot otherwise be moved.  At the start of the game 21 cards are dealt to this pile.

Options

AutoPlay

History

Fort is similar to Pigtail.


Fortress

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build up or down by suit.  Only the top card of each pile is available for play.  Spaces may be filled by any available card.  At the start of the game 6 cards are dealt face up to the leftmost 2 piles, 5 cards to each of the other piles.

Options

AutoPlay

History

Fortress is a close relative of Beleaguered Castle.  See also Streets and Alleys, Citadel.  Chessboard is a more strategic variation of Fortress.


Fortunes Favor

1 Deck.  Very Easy.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	12 tableau piles (in box) - build down in suit.  The top card of each pile is available for play.  Only one card at a time may be moved.  Spaces are filled from the waste or stock automatically.  At the start of the game 1 card is dealt face up to each pile.

•	stock (left, face down) - deal 1 card at a time to the waste by clicking.  No redeals.

•	waste (below stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Fortune's Favor is a simple game related to Busy Aces, except it uses only 1 deck. This game is easy to win.


Forty and Eight

2 Decks.  Very Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down in suit.  Only one card at a time may be moved.  Spaces may be filled with any card.  At the start of the game 5 cards are dealt to each of the 8 piles.

•	stock (bottom left, face down) - turn over cards 1 at a time to the waste by clicking.  One redeal.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

This is a variation of Forty Thieves.


Forty Thieves

2 Decks.  Very Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down in suit.  Only one card at a time may be moved. Spaces may be filled by any card.  At the start of the game 4 cards are dealt to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

Tips

•	Try to get a space in the tableau as quickly as possible.

History

This is a classic solitaire game that probably dates back to the nineteenth century.  It is known by many names, such as Napoleon at St. Helena, Big Forty, Roosevelt at San Juan, and Le Cadran.  It has many variations, most of which are easier to win, since this game is very challenging.


Forty Nine

2 Decks.  Very Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved, except when moving groups of cards down by alternate color into an empty space .  Spaces may be filled by any available card or group of cards.   At the start of the game 7 cards are dealt face up to each pile.

•	stock (face down) - turn over cards one at a time to the waste by clicking.  No redeals.

•	waste (below stock) - Top card always available for play on the foundations or tableau.

Options

AutoPlay

History

Forty-Nine is a variation of Interchange.


Four Colours

1 Deck. Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	4 cells (top) - storage locations for cards.  Only 1 card allowed in each cell.  Only 1 card of each suit is allowed in the cells.  First cell holds a ♣, 2nd a ♦, 3rd a ♥, 4th a ♠.

•	7 tableau piles (below cells) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with any card or legal group of cards.  At the start of the game 13 cards are dealt to each of the leftmost 4 piles (all cards of the same suit are dealt to the same pile).  The remaining 3 piles start the game empty.

Options

AutoPlay

Notes

•	Only one card is allowed at a time in a cell, and only one card of each suit is allowed in the cells.  Note that the cell that can only hold a ♣  is directly above the pile that starts the game with the 13 ♣ 's.  This is true for all the suits.

History

Four Colours is a Freecell type game of German origin.


Four Leaf Clovers

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

• 1 foundation pile (right) - build up regardless of suit from Ace to King, wrapping from King to Ace until the pile contains all 52 cards.

•	13 tableau piles (left of foundation) - build up or down regardless of suit, wrapping from King to Ace or Ace to King if necessary.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 4 cards each are dealt to each pile.

Options

AutoPlay

History

Four Leaf Clovers has some similarities to Black Hole.


Four Seasons

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (corners) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	5 tableau piles (forming cross) - build down regardless of suit, wrapping from Ace to King as necessary.  Spaces are filled by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Four Seasons is relatively difficult to win; perhaps only 1 hand in ten can be won.


Four Winds

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (on the 4 sides, the four "winds") - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	16 tableau piles (4 each adjacent to each foundation) - No building.  Top card is available for play on the foundations   Spaces are filled from the waste or another tableau pile.  Spaces may only be filled by a card of the same suit as the suit of the foundation pile adjacent to the space.  At the start of the game 1 card is dealt to each pile.

•	stock (middle, face down on left) - move 1 card to waste by clicking.  1 redeal.

•	waste (beside stock) - top card available for play on the foundations or spaces in the tableau.

Options

AutoPlay


Fours Up

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (in box at right) - build up in suit from Fours to King, wrapping to Ace, Two, Three.  At the start of the game the Fours are dealt to each pile.

•	6 tableau piles (across top, left) - build down regardless of suit, wrapping from Ace to King as necessary.  Groups of cards may be moved if they are in a sequence down in suit, wrapping from Ace to King as necessary.  Spaces can be filled by any card or legal group of cards.  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom, face down on left) - move 1 card to waste by clicking.  No redeals.

•	waste (beside stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Fours Up is a member of the Busy Aces family.  Fours Up was invented by Thomas Warfield.


Fourteen Out

1 Deck.  Very Easy.  Mostly Skill.

Object

To pair up all cards and move them out of play to the waste pile.

Layout

•	12 tableau piles - the top card of each pile is available.  Pair cards that total to 14.  For example, a King and an Ace, a Queen and a 2, or an 8 and a 6.  To remove a pair, pick up one card with the mouse and drop it on the other.  At the start of the game 5 cards are dealt face up to each of the first 4 piles, 4 cards are dealt face up to each of the remaining piles.

•	waste pile (bottom of screen) - where paired cards go out of play.

Notes

Cards that pair to 14: King-Ace, Queen-2, Jack-3, 10-4, 9-5, 8-6, 7-7.

History

Fourteen Out is a simple game to play, and is fairly easy to win.


Fourteens

1 Deck.  Hard.  Mostly Luck.

Object

To discard all the cards in pairs.

Layout

•	25 Piles arranged in a 5x5 square - discard pairs of cards that add to 14, if they are in the same row or column.  For example, a King and an Ace, a Queen and a 2, or an 8 and a 6.  To remove a pair, pick up one card with the mouse and drop it on the other.   Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt to each pile.

•	stock (far right, face down) - fills spaces in the piles automatically.

•	Fill button - when all available pairs have been discarded and the stock is empty, clicking the fill button fills spaces from left to right in the top row with cards taken from right to left from the bottom row.

Notes

Cards that pair to 14: King-Ace, Queen-2, Jack-3, 10-4, 9-5, 8-6, 7-7.

History

Fourteens is a pair-elimination game similar to Monte Carlo.


Freds Spider

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right) - build up in suit from Ace to King.

•	10  tableau piles (below foundations) - build down regardless of suit.  Move groups of cards only if they are in sequence down in suit.  Fill spaces with any card.  At the start of the game 5 cards are dealt face up to each pile.

stock (top left, face down) - deals 1 card to each tableau pile by clicking.

Options

AutoPlay

History

Fred' s Spider was invented by Fred Lunde of Livonia, Michigan.  It is related to Spider and the one deck Spidike.


FreeCell

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	4 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.

•	8 tableau piles (below foundations and cells) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color and if there are enough free cells that the cards could be moved individually.  Spaces can be filled by any card or legal group of cards (see KingOnly for option).  At the start of the game 7 cards are dealt face up to the leftmost 4 piles, 6 cards are dealt face up to the remaining piles.

Options

KingOnly  AutoPlay

Notes

•	Groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

Tips

•	Try to keep as many cells empty as possible.

History

FreeCell is a variation of Baker's Game.  It was invented by Paul Alfille.


Frog

2 Decks.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	reserve (left, below foundations) - top card is available for play on the foundations only.  At the start of the game 13 cards are dealt here.

•	stock (face down, next to reserve) - turn over 1 card to the main waste pile.  No redeals.

•	Main waste pile (below stock) - top card is available for play on the foundations or regular waste piles.  Can hold only 1 card at a time.  If there is a card in this pile it must be moved before another card can be dealt from the stock.

•	5 regular waste piles (right of stock) - can contain any cards.  Top card is available for play on the foundations only.

Options

AutoPlay

Tips

On the waste piles, you should try to build downward, if possible.  One pile should be reserved for Kings and Queens.  Don't put lots of cards of the same rank in the same pile.

History

This game is also known as Toad.


Gaps

1 Deck.  Easy.  Mostly Skill.

Object

To create 4 piles of 12 cards of the same suit, running from Twos to Kings.

Layout

•	4 tableau piles  - Fill in gaps (represented by Jokers) by moving the next highest ranking card in suit to the card to the left of the Joker into the place of the Joker.  Do this by clicking on the card to move (not the Joker).  At the start of the game 13 cards are dealt to each pile (The Aces are removed and replaced by 4 Jokers.  The Jokers represent gaps in the pile.  The object is to rearrange the cards so that the pile contains a in-suit sequence starting with Two on the far left and going up to Kings).

•	Shuffle button (on toolbar) - When clicked, all cards that are not in suit sequence starting from a Two in the leftmost position of the pile will be picked up and moved randomly to another location (that is, once a card is in a position it needs to be in to win the game, it will remain there thru a shuffle).  An unlimited number of shuffles are allowed.

Notes

•	A gap (Joker) can be filled by moving the next higher card in suit to the card immediately to the left of the Joker into the Joker's space.  This is done simply by clicking on the card you want to move (not the Joker).  The Joker and the card to move will exchange places.  For example, if there is a 4 ♦ followed by a Joker, click on the 5 ♦ (wherever it may be) and it will be moved to the right of the 4 and the Joker moved to the position where the 5 was.  Gaps (Jokers) on the far left that have no card to the left can be replaced by Twos (of any suit).  When the card to the left of a gap is a King, no card can be moved into its place.

•	Eventually, all the gaps will be to the right of Kings.  When this occurs, the cards can be reshuffled by clicking on the Shuffle button on the far right of the Toolbar.

History

Gaps is also known as Spaces or Montana.  Most versions of Gaps have some limit on the number of shuffles (one, two, or four are common).  I've gone with the recommendation of David Parlett to not have any limit at all.  This means that eventually the game can always be won, but the trick is to do it in the fewest number of moves and shuffles.


Gargantua

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	9 tableau piles (below foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces are filled only by Kings or legal groups of cards headed by a King (see KingOnly for option).  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is turned face up.

•	stock (bottom left, face down) - turn over 1 card to the waste by clicking.  One redeal.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay  KingOnly

History

Gargantua is a 2 deck version of Klondike.  It was invented by Albert H. Morehead and Geoffrey Mott-Smith.


Gate

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down by alternate color.  Groups of cards may be moved.  Empty piles are filled from the reserves (or from the waste when the reserves are empty).  At the start of the game 1 card is dealt face up to each pile.

•	2 reserve piles (top, left and right of foundations) - top card is available for play on the foundations or tableau.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (bottom, face down on left) - move 1 card to waste by clicking.  No redeals.

•	waste (beside stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Generals Patience

2 Decks.  Very Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	9 tableau piles (below foundations) - build down in suit.  Only the top card of each pile may be moved.  Spaces are filled from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	reserve (top) - top card is available for play on the foundations only. At the start of the game 13 cards are dealt to this pile.

•	stock (top left, face down) - turn over cards 1 at a time to the waste by clicking.  No redeals, except that when the stock is empty the waste may be turned over by clicking on the empty stock, and cards can then be played to the foundations or tableau if possible until a card comes up that cannot be played.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

General's Patience is a variation of Terrace.


German Cross

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (center, forming a cross) - build the Aces (in center down vertically) up in suit to Kings, build the Kings (in center across horizontally) down in suit to Aces.  At the start of the game an Ace and King of each suit is dealt here.

•	12 tableau piles (upper left, upper right, lower left, lower right) - No building.  Top card is available for play on the foundations.  Only one card at a time may be moved.  Spaces are filled only from the stock.  At the start of the game 1 card are dealt face up to each pile.

•	stock (left center, face down) - deals 1 card to each tableau pile by clicking.  Two redeals.  On a redeal, the cards in the tableau are collected to reform the stock (not shuffled).

Options

AutoPlay

Notes

•	It is allowed to move cards from the Ace foundations to the King foundations.

History

German Cross comes from Germany.


German Patience

2 Decks.  Very Hard.  Mostly Skill.

Object

To create 8 piles in ascending sequence of 13 cards, regardless of suit, in the tableau.

Layout

•	8 tableau piles (across top) - build up regardless of suit, wrapping from King to Ace as necessary, until each pile contains 13 cards.  At the start of the game 1 card is dealt face up to each pile.

•	stock (face down, bottom left) - turns over 1 card to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the tableau.

History

German Patience is a unique and very difficult game.


Giant

2 Decks.  Hard.  Mostly Skill.

Objective

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) -   Build down by alternate color.  Groups of cards can be moved if they are in sequence down by alternate color.  Spaces may be filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left) - Deals 1 card to each tableau pile by clicking.  No redeals.

Options

AutoPlay

Notes

•	When the stock is empty, the top card of each foundation pile is available for play to any tableau pile. (AutoPlay must be turned off for this to work).


Giza

1 Deck.  Medium.  Skill/Luck balanced.

Object

To pair up all the cards in the deck in pairs whose ranks total to 13.

Layout

•	A Pyramid of 28 cards.  Only uncovered cards are available for play.  Cards are paired whose ranks add to 13. To remove a pair, pick up one of the cards and drag it onto the other.  Kings are removed singly by clicking.

•	8 tableau piles - top card is available for pairing.  At the start of the game 3 cards are dealt face up to each pile.

Notes

•	Any pair of cards whose values add to 13 can be discarded.  The valid pairs are Queen-Ace, Jack-Two, 10-3, 9-4, 8-5, 7-6.  Kings are discarded singly.  To discards Kings, simply click on them.

History

Giza is a variation of Pyramid.  It is a totally open game (meaning that all cards are visible from the initial deal) which gives greater opportunity for strategy than Pyramid does.  Giza was invented by Michael Keller.


Gloucestershire

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King,  wrapping to Ace and then to King again, until each pile contains 26 cards.

•	8 tableau piles (below foundations) - build down by alternate color, wrapping from Ace to King as necessary.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces are filled by any card.  At the start of the game 3 cards are dealt face up to each pile, then 1 card is dealt to the 2nd pile, 2 cards to the 3rd, and so on.

•	 2 reserve piles (left and right) - All cards available for play on the foundations or tableau.  Click on card to move it to the bottom of the stack, then move to either the foundations or tableau.   At the start of the game 26 cards are dealt to each pile.

Options

AutoPlay


Golf

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards except Kings to the waste pile.

Layout

•	7 tableau piles (across top) - no building.  Top card of each pile is available for play on the waste pile.  At the start of the game 5 cards are dealt face up to each pile.

•	stock (face down below tableau) - turn over 1 card to the waste by clicking.

•	waste (next to stock) - build up or down in sequence regardless of suit.  No wraparound, only Twos can be played on Aces and nothing can be played on a King.

Notes

•	Play cards from the tableau to the waste if possible.  Whenever there are no possible plays, turn over a card in the stock by clicking on it.  This card goes to the waste pile.

•	The game is won if the tableau is cleared, except for the Kings.  If the tableau is not cleared, the object is to leave as few cards as possible.

Tips

•	Work out your sequences in advance.  Be careful to save queens for kings, and twos for aces.

History

Golf is a very simple game to play, but difficult to win.


Good Measure

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.  At the start of the game the first two Aces encountered are moved to the first two piles.

•	10 tableau piles (below foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 5 cards are dealt face up to each pile (Kings are moved to the bottom of the piles).

Options

AutoPlay

History

Good Measure is a variation of Baker's Dozen.


Grandfather

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top)  - build the first 4 piles up in suit from Ace to King (one for each suit), the last 4 down in suit from King to Ace (one for each suit).

•	20 tableau piles (below foundations) - top card is available for play on the foundations only. Each pile may contain up to 2 cards.  Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - Turn over 1 card to the waste by clicking.  One redeal.

•	waste (below stock) - Top card is available for play on the foundations or tableau.

History

Grandfather is a 2 deck version of Sir Tommy and is closely related to Twenty.  It is a very simple game to play and win.


Great Wheel

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	Ace foundation (top left) - build with Aces only, alternating in color until the pile contains all 8 Aces.

•	Evens foundations (top) - build up in suit by twos, starting with Twos. (Two, Four, Six, Eight, Ten, Queen).

•	Odds foundations (under Evens) - build up in suit by twos, starting with Threes. (Three, Five, Seven, Nine, Jack [there are no Kings]).

•	8 tableau piles (under Odds) - top card is available for play on the foundations.  No building until the stock is empty.  At that time build down in suit.  Spaces are filled by 4 cards from the waste, unless the waste is empty, when they are filled by the stock (if the stock is empty, they are filled by any card).  At the start of the game 4 cards are dealt face up to each pile.

•	stock (bottom left, face down) - Turn over 1 card to the waste by clicking.  No redeals.

•	waste (under stock) - top card is available for play on the foundations.

History

Great Wheel is a unique and interesting game.


Harp

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	9 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces are filled by a King or a group of cards headed with a King (the only way a group of cards may be moved).  At the start of the game 1 card is dealt to the first pile, 2 to the 2nd, and so on.  The top card is face up.

•	stock (top left, face down) - turn over 1 card to the waste by clicking.  Three redeals.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Harp is a two deck variation of Klondike related to Steps, Gargantua, and Double Klondike.


Heads and Tails

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right sides) - build the piles on the left up in suit from Ace to King, build the piles on the right down in suit from King to Ace.  Each group of 4 piles should have a pile of each suit.

•	16 tableau piles (face up in the middle) - build up or down by suit, Aces and Kings are not consecutive (no wraparound).  Only one card at a time may be moved.  Spaces are filled automatically from the face down piles directly above or below. (If that reserve pile is empty, the pile is filled from another reserve pile).   At the start of the game 1 card is dealt to each pile.

•	8 reserve piles (center, face down) - used to fill spaces in the tableau.  At the start of the game 11 cards are dealt face down to each pile.

Options

AutoPlay

Tips

•	Be careful not to block yourself, since the foundations run both up and down.

History

Heads and Tails (also known as Regiment) is an excellent game of strategy.


Hidden Treasures

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build the piles down regardless of suit until each pile contains 13 cards, starting with Jacks and wrapping from Ace to King down to Queens.  When the first Jack is played, the top card of two face down tableau piles are turned face up.  When each additional Jack is played, the next top card of a face down tableau pile is turned face up.

•	12 tableau piles (middle right, face down) - when face up the top card is available for play on the foundations. No building.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 4 cards are dealt to each pile.   The top card of each pile begins the game face down.  The top card of the piles are turned face up when Jacks are played to the foundations as above, or when the top card of the last face up tableau is played to a foundation pile.

•	8 reserve piles (below tableau) - top card is available for play on the foundations.  No building.  Spaces are filled automatically from the waste, or from the stock if the waste is empty.  At the start of the game 1 card is dealt to each pile.

•	stock (middle left, face down) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (below stock) - top card available for play on the foundations.

Options

AutoPlay


House in the Wood

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Ace to King.

•	35 fans (below foundations) - top card is available for play on the foundations or other fans.  Fans are built up or down by suit.  Only 1 card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile (except for the last pile, which is dealt 2 cards).

Options

AutoPlay

Tips

•	Watch out for higher cards underneath lower cards of the same suit in a fan.

•	Note that while you can build fans up, doing so can make it very difficult to get the cards out to the foundations!

•	Build up only when there is no other way to extract a card.

•	This game can usually be won with best play.

History

House in the Wood is a 2 deck version of La Belle Lucie.  It is also closely related to Buffalo Bill, Intelligence, and House on the Hill.


House on the Hill

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build left 4 piles up in suit from Ace to King, right 4 piles down in suit from Kings to Aces. Each group of 4 piles should have a pile of each suit.

•	35 fans (below foundations) - top card is available for play on the foundations or other fans.  Fans are built up or down by suit.  Only 1 card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile (except for the last pile, which is dealt 2 cards).

Options

AutoPlay

Notes

•	You may reverse direction as many times as you like within a fan.

Tips

•	When the two foundation piles of the same suit meet, make sure that all remaining cards in the fans are built in the proper direction to be placed on the foundations.  This game can usually be won with best play.

History

House on the Hill is a 2 deck version of La Belle Lucie.  It is also closely related to Buffalo Bill, Intelligence, and House in the Wood.


Indian

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) -  build down in any suit but the same.  Only the top card of each pile may be moved.  Spaces filled by any card.  At the start of the game 3 cards are dealt to each pile, 2 face down and 1 face up.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

History

Indian is very much like Forty Thieves, except that there are fewer cards in the original tableau, and the method of tableau building is down in any suit but the same.  It makes for a considerably easier game.


Intelligence

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Ace to King.

•	18 fans (below foundations) - build up or down by suit.  Only one card at a time may be moved to a foundation, or to another fan.  Spaces are filled automatically from with 3 cards from the stock.  At the start of the game 3 cards are dealt face up to each pile.  During the deal, any Aces encountered are automatically moved to the foundations and replaced with another card.

•	stock (face down) - fills spaces in fans automatically with 3 cards. Redeal by clicking on the stock in the upper left corner (the stock may or may not have cards in it).  All the cards in the fans are reshuffled. The foundations remain.  As in the original deal, any Aces encountered are automatically moved to the foundations and replaced with another card.

Options

AutoPlay

Notes

•	There are two ways to move cards between fans, depending on the settings under Rules in the Options menu.  If Drag and Drop is set, the cards are dragged with the mouse.  If Click is set, clicking on a card in a fan automatically moves it to the one other fan that it can move to.

History

This is a 2 deck version of  La Belle Lucie.


Interchange

2 Decks.  Very Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down in suit.  Move groups of cards if they are in sequence down in suit.  Fill spaces with Kings or groups of cards headed by a King (see KingOnly for option).   At the start of the game 7 cards are dealt to each pile, alternating face up and face down.

•	stock (face down) - turn over cards one at a time to the waste by clicking.  No redeals.

•	waste (below stock) - Top card always available for play on the foundations or tableau.

Options

KingOnly     AutoPlay

History

This game follows the classic pattern of a Forty Thieves type game, it's main difference being the pattern of face up, face down cards in the tableau.  It is extremely difficult to win.  For a similar game that is somewhat easier to win, see Unlimited.  See also Forty-Nine.


Interment

2 Decks.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right) - build up in suit from Ace to King.

8 tableau piles (below foundations) - build down in suit.  Only one card at a time may be moved.  Spaces are filled automatically from the stock (When the stock is empty, may be filled by any card).  At the start of the game 1 card is dealt face up to each pile.

•	Up reserve (left of foundations, face up) - All 5 cards available for play.  Click on card to move it to the bottom of the stack, then move to either foundations or tableau.  The Up reserve is limited to 5 cards.  The Up reserve is filled by the Down reserve.  At the start of the game 5 cards are dealt to this pile.

•	Down reserve (left of Up reserve, face down) - contains 13 cards to fill spaces in the Up reserve. At the start of the game 13 cards are dealt to this pile.

•	stock (below Down reserve) - Top card is available for play on the foundations, tableau, or waste piles.  No redeals.

•	3 waste piles (below stock) - unplayable cards may be placed here from the stock. Top card is available for play on the foundations, tableau.  Cards may not be moved from one waste pile to another.

Options

AutoPlay


Interregnum

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (center row) - build up regardless of suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 Indicator cards (top row) - indicate the top card for each foundation.  Must be the last card played to the foundation directly below it.  This row indicates what the bases of the foundation piles will be.  The card in the indicator row is the last card that will be played on the foundation pile below it.  If the indicator card is a Five, for example, then the foundation pile below it must start with a Six.

•	8 tableau piles (bottom row) - top card available for play on the foundations only.

•	stock (far left) - deals 1 card to each tableau pile by clicking.

History

Interregnum is a rather unique game.  I suggest using double-clicking to move the cards to the foundations, although note that this will always move the card to the leftmost possible foundation.


Josephine

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down in suit.   Groups of cards can be moved if they are in sequence down in suit.  Spaces filled by any card.  At the start of the game 4 cards are dealt to each pile.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

History

Josephine is very much like Forty Thieves, except that groups of cards forming a sequence down in suit may be moved as a unit.  It makes for a somewhat easier game.


King Albert

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.

•	9  tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces may be filled by any available card.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd pile, and so on.

•	7 reserve cards (across bottom) - each card is available for play on the foundations or tableau.  At the start of the game 1 card is dealt to each pile.

Options

AutoPlay

History

This game is also known as Idiot's Delight.


Kingdom

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build up regardless of suit from Ace to King.

•	8  tableau piles (top) - No building.  Top card available for play on the foundations.  Spaces are filled automatically from the stock.

•	stock (bottom, face down) - move 1 card to waste by clicking.  No redeals.

•	waste (below stock) - top card available for play on the foundations.


Kings

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up regardless of suit from Ace to King.

•	8 tableau piles (below foundations) - build up or down regardless of suit.  Top card is available for play on the foundations or another tableau pile.  Spaces are filled by any card.  At the start of the game 13 cards are dealt to each pile.

Options

AutoPlay

Notes

•	During the deal if a card can be played to the foundation directly above it, it is played there.  Hence many of the foundations will already have several cards in them at the beginning of the game.

History

This game is of German origin.


Kings and Queens

2 Decks.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from King, wrapping to Ace, then up to Queen.   At the start of the game the Kings are dealt here.

•	8 tableau piles (below foundations) - the top card is available for play on the foundations. Build down in suit from Queens.  At the start of the game the Queens are dealt here.

•	stock (bottom left, face down) - move cards 1 at a time to the waste by clicking.  One redeal.

•	waste pile (next to stock) - Top card is available for play on the foundations or tableau.

History

Kings and Queens is an extremely simple game.


Kingsdown Eights

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left) - build the piles up in suit from Ace to King.

•	8 tableau piles (across top) - top card is available for play on the foundations or another tableau pile.  Build down by alternate color.  Only one card at a time may be moved.  Spaces may be filled by any available card.  At the start of the game 1 card is dealt to each pile.

•	8 reserve piles (below tableau) - top card is available for play on the foundations or tableau.  No building.  Spaces are not filled except by the stock (when the stock is clicked).  At the start of the game 4 cards are dealt to each pile.

•	stock (top left, face down) - clicking deals 4 cards to each reserve pile.  No redeals.

Options

AutoPlay

History

Kingsdown Eights is a variation of Tournament and Cicely.


King's Way

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the waste pile.

Layout

•	8 tableau piles (across top) - no building.  Top card of each pile is available for play on the waste pile.  At the start of the game the Kings are dealt here, then a row of face down cards, then 4 face up cards are dealt to each pile.

•	stock (face down below tableau) - turn over 1 card to the waste by clicking.  1 redeal.  In the redeal, the number of Aces in the reserve is counted and that number of cards are taken from the bottom of the waste to form a new stock.

•	waste (next to stock) - build up or down in alternate colors.  No wraparound, only Twos can be played on Aces and only Jacks can be played on Queens.

•	 reserve (below stock) - Any Ace dealt to the waste from the stock can be played here.

Notes

•	Play cards from the tableau to the waste if possible.  Whenever there are no possible plays, turn over a card in the stock by clicking on it.  This card goes to the waste pile.

•	The game is won if the tableau is cleared.  If the tableau is not cleared, the object is to leave as few cards as possible.

•	The redeal only redeals the number of cards in the reserve.  It is important to place as many Aces in the reserve as possible, however it may be necessary to leave some Aces in the waste in order to play Twos on them.

History

King's Way is a 2 deck varation of Golf.


Kleine Napoleon

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (center) - build up in suit or down in suit from the rank of first card dealt to each pile, wrapping from King to Ace or Ace to King as necessary, until each pile contains 13 cards.  At the start of the game 4 cards of a random rank are dealt here.  The first card played to any of these piles determines whether building is up in suit or down in suit.  Once the direction of building has been established all 4 piles are built in the same direction and it cannot be changed.

•	10 tableau piles (left and right) - build up or down regardless of suit.  Top card is available for play on the foundations, tableau, or reserve.  Only one card at a time may be moved.  Spaces are filled by any available card, including from the reserve.  At the start of the game 5 cards are dealt face up to each pile, except the bottom 2 piles which are dealt 4 cards.

•	reserve (center, below foundations) - storage location for cards.  Any number of cards may be played here from the tableau, however the top card is available for play only on the foundations or any empty tableau pile.  Cards in the reserve cannot be played to non-empty tableau piles.

Options

AutoPlay

History

Kleine Napoleon is of German origin.


Klondike

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with Kings or groups of cards with a King at the bottom. (See KingOnly for option).  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is face up.

•	stock (top left, face down) - turn over 1 or 3 cards (see rules below) at a time, by clicking.  Unlimited redeals.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

Rules - selects whether 1 card or 3 cards at a time are turned over from the stock. (See Options menu)

KingOnly   AutoPlay

History

Klondike is basic Windows solitaire (the game that comes with Windows).  It probably dates back to the Klondike gold rush of the late 19th century.  It is known by many names, including Chinaman, Fascination, Triangle, Patience, and Solitaire.  In England it is often called Canfield.  This version is actually a variation of the real Klondike, which does not allow redeals.


La Belle Lucie

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.

•	18 fans (below foundations) - build down in suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile (except for the last pile, which just has 1 card).

•	stock (upper left, no cards) -  There are two redeals.  After all possible plays have been made, redeal by clicking on the O in the upper left corner.  All the cards in the fans are reshuffled. The foundations remain.  When the O becomes an X, there are no more redeals.

Options

AutoPlay

Notes

•	There are two ways to move cards between fans, depending on the settings under Rules in the Options menu.  If Drag and Drop is set, the cards are dragged with the mouse.  If Click is set, clicking on a card in a fan automatically moves it to the one other fan that it can move to.

Tips

This game is tough.  Once you move a card onto a fan, the cards below are blocked until a redeal, unless they can be played to a foundation.  Kings block all cards below them as well.  Play cards to the foundation when they are available.

History

La Belle Lucie is a classic variation of Fan.  Other similar games are Shamrocks, Trefoil,  Clover Leaf, and Super Flower Garden.


Ladies Battle

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Queens to Kings to Aces up to Jacks.

•	6 tableau piles (across) - build down by alternate color.  One card at a time may be moved. Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.

•	4 Jacks (far left) - available for play on the foundations only.

Options

AutoPlay


Lady Betty

1 Deck.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation (across top) - build up in suit from Ace to King.

•	6 waste piles (below foundations) - cards are played here from the stock.  The top card of each pile is available for play.  Move cards to the foundations by clicking.

•	stock (far left, below foundations) - Top card is available for play on the waste piles or foundations.  No redeals.

History

Lady Betty is a variation of Sir Tommy.


Lady Cadogan

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build left 4 piles up in suit from Ace to King,  drop 13 card sequences of same suit cards from the tableau on the right 4 piles.

•	10 tableau piles (below foundations) - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit. Spaces are filled by Kings or legal groups of cards headed by a King (see KingOnly for option).  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd pile, and so on.  The top card is face up.

•	stock (top left, face down) - deal 1 card to the waste pile by clicking.  Unlimited redeals.

•	waste (right of stock) - top card is available for play on the foundations or tableau.

Options

KingOnly    AutoPlay

Notes

•	The first 4 foundations are built up in suit from Ace to King (using any suits for the 4 piles).   The last 4 foundations are built in the tableau.  Build 4 13-card sequences of same suit, from King down to Ace.  To move these cards to the foundations, pick up the entire 13-card sequence and drop it on the desired foundation pile.   Single cards are not allowed in these foundation piles.

History

Lady Cadogan is a variation of Rouge et Noir invented by Thomas Warfield.  It is named after Lady Adelaide Cadogan, who published one of the first books on solitaire in the 1870s.


Lady Jane

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down regardless of suit.  Move groups of cards if they are in sequence down in suit.  Fill spaces with any card.   At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd, and so on.

•	stock (top left, face down) - turn over 3 cards at a time to the waste by clicking.  One redeal.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

History

Lady Jane was invented by Thomas Warfield.


Lady of the Manor

2 Decks. Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across bottom) - build up regardless of suit from the founding Aces to Kings.  At the start of the game the Aces are dealt here.

•	4 tableau piles (middle) - top card is available for play on the foundations.  No building.  At the start of the game 12 cards are dealt to each pile (the top card is face up).

•	12 reserve piles (left, top, right) - each pile contains cards of the same rank, starting from Twos in the lower left around to Kings on the lower right.  The top card of each pile is available for play on the foundations.

Options

AutoPlay

Notes

•	After the tableau piles are dealt, the remainder of the cards are dealt to 12 reserve piles, one for of each of the ranks from Two to King.  The number of cards in each of these reserve piles will vary depending on how many cards of that rank remain after the tableau piles are dealt.  The top card of each Reserve pile is available for play on the Foundations.

•	Play consists entirely of moving cards to the foundations.

Tips

•	Since the cards in the reserve are always available, you should play to remove as many cards from the tableau piles as possible.

History

Lady of the Manor is also known as La Chatelaine.  The game Archway is an open version of this game.


Lady Palk

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down regardless of suit.  Groups of cards in sequence down regardless of suit can be moved as a unit.  Spaces are filled by Kings or any legal group of cards headed by a King.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Lady Palk is a variation of Diplomat and Forty Thieves.


Letter H

2 Decks.  Easy.  Skill/Luck Balanced.

Object

To move all the cards to the foundations.

Layout

•	13 foundation piles (in the form of a letter H) - build up regardless of suit from the first card until each pile contains 13 cards, wrapping from King to Ace as necessary.  At the start of the game one card of each rank is dealt to these piles.

•	stock (top middle) - Top card available for play on the foundations or waste piles.  No redeals.

•	2 waste piles (below stock) - top card available for play on the foundations.  Cards that cannot be played to the foundations are played here from the stock.

Options

AutoPlay


Limited

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	12 tableau piles (below foundations) - build down in suit.  Only one card at a time can be moved.  Spaces may be filled by any card.  At the start of the game 3 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Limited is a variation of Forty Thieves.


Little Forty

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down regardless of suit.  Groups of cards can be moved if they are in sequence down by suit.  Spaces filled from the stock or waste only.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left) - turn over 3 cards at a time to the waste pile by clicking.  3 redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Little Forty is a variation of Forty Thieves.


Little Napoleon

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down regardless of suit. Groups of cards may be moved if they form a sequence down in suit.  Spaces may be filled by any card.  At the start of the game 4 cards are dealt to each pile, 3 face down, 1 face up.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Little Napoleon is a variation of Forty Thieves.


Little Spider

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (middle) - build left two piles up in suit from Ace to King, right two piles down in suit from King to Ace.  See Notes for restrictions on building.

•	8 tableau piles (above and below foundations) - build up or down regardless of suit, wrapping Ace to King or King to Ace as necessary.  Spaces are not filled.  Building on the tableau is allowed only after the initial deal of the stock is complete.

•	stock (left, face down) - deals 1 card to each tableau pile by clicking.

Notes

•	At the start of the game 1 card is dealt to each tableau pile.  After each set of 8 cards, 2 Aces of one color and 2 Kings of the other color are placed on the foundations as they become available.  Any cards dealt to the top row of the tableau that can be built to the foundations may be placed on the foundations.  Any card dealt to the bottom row of the tableau that can be built on a foundation pile directly above it may be placed there.   After the deal, the top card of each tableau pile is available for play on any foundation pile or any other tableau pile.

History

Despite its name, this game has no similarity to Spider.


Lucas

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	13 tableau piles (to the right of the foundations) - build down in suit. Groups of cards in sequence down in suit may be moved as a unit.  Spaces may be filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Lucas is a variation of Forty Thieves and is very similar to Waning Moon.


Mamy Susan

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces may be filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

•	reserve (bottom) - top card may be played only to the foundations.  At the start of the game 6 cards are dealt to this pile (the top card is face up)

Options

AutoPlay

History

Mamy Susan is a variation of the classic game Forty Thieves.  It's origin is unknown, but it is played in France.  It was sent to Pretty Good Solitaire by Francois Jammes of France.


Maria

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	9  tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.   No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Maria (also sometimes known as Maria Luisa) is closely related to Midshipman.


Martha

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	12 tableau piles (left of foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved as a unit.   Spaces can be filled by any single card (not a sequence).  At the start of the game 4 cards are dealt to each pile, alternating face up and face down.

Options

AutoPlay

History

This is a game of skill, related to Beleaguered Castle and Baker's Dozen.  It is easier than those games, however.


Midshipman

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	9  tableau piles (below foundations) -   Build down in any suit but the same.  Only the top card of each pile may be moved.  Spaces filled by any card.  At the start of the game 4 cards are dealt to each pile, 2 face down and 2 face up.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.   No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Midshipman is very similar to Maria.  The differences are that two cards in the original tableau are dealt face down, and the tableau is built down in any suit but the same, rather than down by alternate color.  It makes the game slightly easier to win.


Milligan Cell

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down by alternate color.  Groups of cards may be moved if they are in sequence down by alternate color.  Empty piles can be filled by a King or a legal group of cards headed by a King.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top, face down on left) - deals one card to each tableau pile by clicking.  No redeals.

•	4 cells (below stock) - storage locations for cards.  Only 1 card allowed in each cell.  the card is available for play on the foundations or tableau.

Options

AutoPlay

History

Milligan Cell is a variation of Miss Milligan that has some characteristics of FreeCell.


Milligan Harp

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down by alternate color.  Groups of cards may be moved regardless of any sequence.  Fill spaces with any card or group of cards.  At the start of the game 1 card is dealt face to the first pile, 2 to the 2nd, and so on.  Only the top card of each pile is face up.

•	stock (bottom left, face down) - deal one card to each tableau pile, by clicking.  No redeals.

History

Milligan Harp is a cross between the games Miss Milligan and Harp.  It is also very similar to Carlton, and is related to Agnes Bernauer and Agnes Sorel.


Miss Milligan

2 Decks.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down by alternate color.  Groups of cards may be moved if they are in sequence down by alternate color.  Empty piles can be filled by a King or a legal group of cards headed by a King.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top, face down on left) - deals one card to each tableau pile by clicking.  No redeals.

•	reserve (below stock) - storage for a card or sequence of cards, usable only after stock is empty.  Card or sequence is available for play on the foundations or tableau.

Options

AutoPlay

Notes

After all cards in the stock pile have been played, players may take advantage of the empty space beneath the stock pile (the reserve).  Any single card, or legal sequence of cards may be moved to that space.  Only one such card or sequence may be played to the reserve.

History

Miss Milligan is a classic solitaire game that is very popular in England.


Miss Muffet

1 Deck.  Medium.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

10 tableau piles - build down in suit, or in the same rank.  Groups of cards in sequence down in suit (or of the same rank) may be moved as a unit (groups moved as a unit cannot contain both cards descending in sequence and multiple cards of the same rank at the same time).  Spaces are filled by a King or a legal group of cards headed with a King.  At the start of the game 5 cards are dealt to each pile, except for the first and last piles which are dealt 6.

Notes

•	The tableau piles are built down in suit, or in the same rank. That is, if the exposed card of a pile is the 7 ♠, the 6 ♠ or another 7 (such as the 7 ♥) may be played on it.

History

Miss Muffet is a variation of David Parlett's game Curds and Whey.  It was invented by Bill Taylor.


Monaco

1 Deck.  Easy.  Mostly Luck.

Object

To discard all the cards in pairs.

Layout

•	25 Piles arranged in a 5x5 square - discard pairs of cards that add to 15 that are adjacent to each other, either horizontally, vertically, or diagonally (to discard a pair, drop one of the cards on the other, or right-click on one of the cards). Discard Aces singly, by clicking on them.

Notes

•	Pairs of cards that add to 15 are King-2, Queen-3, Jack-4, Ten-5, 9-6, 8-7.

•	Whenever a pair (or Ace) is discarded, the remaining cards will be moved to the top in the following way: spaces are filled by moving cards to the left.  If there are spaces on a higher row, a card is moved from the leftmost pile of the lower row to the rightmost pile of the higher row.  New cards are dealt to fill the spaces at the bottom.  All the cards are moved in this way until all the spaces are at the bottom.

History

Monaco is a variation of Monte Carlo.  It was invented by Thomas Warfield.  It has the same layout as Monte Carlo, but cards are discarded in pairs that add to 15 rather than pairs of the same rank.  Also, spaces in the layout are filled immediately, rather than only when the fill button is presses, making for a more dynamic game.


Monte Carlo

1 Deck.  Medium.  Mostly Luck.

Object

To discard all the cards in pairs.

Layout

•	25 Piles arranged in a 5x5 square - discard pairs of cards of the same rank that are adjacent to each other, either horizontally, vertically, or diagonally.

•	Fill button - when all available pairs are discarded, clicking the fill button moves the remaining cards up and deals new cards to the empty piles.

Notes

•	When all available pairs have been discarded, click on the Fill button.  The remaining cards will be moved to the top in the following way: spaces are filled by moving cards to the left.  If there are spaces on a higher row, a card is moved from the leftmost pile of the lower row to the rightmost pile of the higher row.  New cards are dealt in the spaces until all cards in the deck have been dealt.

History

Monte Carlo is a pair-elimination game, like Nestor and Doublets.


Morehead

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Aces to Kings.

•	10 tableau piles - build down in any suit but the same.  Only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd, and so on.  The 8th, 9th, and 10th piles all contain 8 cards.

History

Morehead is named after Albert H. Morehead, a solitaire writer and inventor.


Mount Olympus

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	Odds foundations (top) - build up in suit by twos, starting with Aces. (Ace, Three, Five, Seven, Nine, Jack, King).  At the start of the game the Aces are dealt here.

•	Evens foundations (under Odds) - build up in suit by twos, starting with Twos. (Two, Four, Six, Eight, Ten, Queen).  At the start of the game the Twos are dealt here.

•	9 tableau piles (under Evens) - top card is available for play on the foundations.  Build down in suit by twos.  Groups of cards in sequence down in suit by twos may be moved as a unit.  Spaces are filled from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (left, face down) - Deals one card to each tableau pile by clicking.


Mrs Mop

2 Decks.  Hard.  Mostly Skill.

Object

To move all cards to the single foundation.

Layout

•	1 foundation (top left, with X) - all cards are built to this foundation, 13 cards at a time in Ace to King in suit sequences.

•	13 tableau piles - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit.  A space can be filled by any card or legal group of cards.  At the start of the game 8 cards are dealt to each pile.

Notes

•	Cards are moved to the foundation in groups of 13 cards, descending in sequence from King to Ace with all cards of the same suit.

Tips

•	In suit sequences are preferred over any other kind of sequence.

History

Mrs. Mop is a distant relative of Spider.  It was invented by Charles Jewell (the inventor of Rouge et Noir).


Napoleons Square

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	12 tableau piles (below foundations) - build down in suit. Groups of cards in sequence down in suit may be moved as a unit. Spaces can be filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (face down, top left) - move one card to waste by clicking.  No redeals.

•	waste (beside stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Napoleon's Square is a variation of Forty Thieves.


Nationale

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - on left piles build up in suit from Ace to King, on right piles build down in suit from King to Ace.

•	12 tableau piles (middle) - build up or down by suit, wrapping from Ace to King or King to Ace as necessary.  Top card is available for play on the foundations or another tableau pile, only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 8 cards are dealt to each pile.  During the deal, as each card is dealt it is moved to the foundations if possible and not replaced.

Options

AutoPlay

Notes

•	During the deal if a card can be played to the foundations, it is played there and not replaced.  Hence many of the foundations will already have several cards in them at the beginning of the game, and there will be varying numbers of cards in each tableau pile.

History

See also Capricieuse.


Needle

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	reserve (top left) - storage locations for cards.  Limit of 18 cards.  Any card can be moved to the reserve.  At the start of the game 8 cards are dealt here.

•	9 tableau piles (below foundations and reserve) - build down by alternate color. Only one card at a time can be moved.  Fill spaces with any card.  At the start of the game 8 cards are dealt face up to the 1st, 2nd, 8th and 9th piles, 4 cards are dealt face up to the 3rd and 7th piles, and 2 cards are dealt face up to the 4th and 6th piles.  The 5th pile is left empty.

Options

AutoPlay

History

Needle has similarities to the FreeCell and Baker's Dozen families of games.


Nestor

1 Deck.  Medium.  Mostly Luck.

Object

To pair up all the cards and move them to the waste pile.

Layout

•	8 tableau piles (across top) - the top card is available for play.  Pair up cards of the same rank.  At the start of the game 6 cards are dealt face up to each pile.  The cards are dealt in such a way that no two cards of the same rank are dealt to the same pile.

•	4 extra cards (below tableau) - each card is available for play to be paired with cards in the tableau.

•	waste pile - Where paired cards go out of play.

History

Nestor is a simple game to play, but it is not necessarily simple to win.


Northwest Territory

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  If KingOnly is set, fill spaces with Kings or groups of cards headed by a King, otherwise fill spaces with any card or legal group of cards.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is face up.

•	reserve pile (left) - All cards available for play.  Click on card to move it to the bottom of the stack, then move to either the foundations or tableau.  At the start of the game 16 cards are dealt face up to this pile.

Options

AutoPlay   KingOnly

History

Northwest Territory is a cross between Klondike and Flower Garden.


New York

2 Decks. Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces may be filled only from the stock or a waste pile.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face up) - top card is available for play on the foundations, tableau, or waste piles.  No redeals.

•	3 waste piles (below stock) - discard piles, cards are moved here from the stock only.  Top card is available for play on the foundations or tableau.

Options

AutoPlay

History

New York is a two deck relative of Bristol.


Number Ten

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.   Groups of cards may be moved if they are in sequence down by alternate color.  Spaces filled by any card.  At the start of the game 4 cards are dealt to each pile, 2 face down and 2 face up.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stockk) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Number Ten is one of the classic variations on Forty Thieves.  The differences are that 2 of the 4 cards in the original tableau are dealt face down, the tableau are built down by alternate color instead of down in suit, and groups of cards in sequence down by alternate color can be moved as a unit.


Octagon

2 Decks. Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top,bottom,left,right) - build the Aces up in suit to King.  At the start of the game the Aces are dealt here.

•	4 fans (in the corners) - build down in suit.  Only one card at a time may be moved.  Spaces are filled from the waste.  At the start of the game 5 cards are dealt face up to each pile.

•	stock (face down, middle) - turn over 1 card to the waste by clicking.  3 redeals.

•	waste (next to stock) - Top card is available for play on the foundations or fans.

Options

AutoPlay


Octave

2 Decks. Medium.  Skill/Luck balanced.

Object

To move all the cards of rank 10 or less to the foundations, and to have 8 piles consisting of 3 cards (King, Queen, Jack) down by alternate color in the tableau below the foundations.

Layout

•	8 foundation piles (top) - build the Aces up in suit to Tens.  At the start of the game the Aces are dealt here.

•	8 tableau (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces can be filled by any card. At the start of the game 3 cards are dealt face up to each pile.

•	stock (face down, bottom left) - turn over 1 card to the waste by clicking.  1 redeal.  When the stock is redealt, it is dealt out to 8 waste piles.  Each card is available for play on the foundations or tableau.  Spaces are filled automatically from the stock.  When no more moves can be played from these waste piles, clicking on the stock will turn over 1 card to the original waste pile.  If this card cannot be played the game is lost.

•	waste (next to stock) - Top card is available for play on the foundations or tableau.

Options

AutoPlay

Notes

Octave is unusual in that not all cards are played to the foundations.  Only Ace thru 10 are played up to the foundations, the King, Queen, and Jacks remain in the tableau.


Odd and Even

2 Decks.  Very Hard.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build leftmost 4 piles up in suit by twos starting with Ace (Ace, 3,5,7,9,J,K,2,4,6,8,10,Q), build rightmost 4 piles up in suit by twos starting with Twos (2,4,6,8,10,Q,A,3,5,7,9,J,K).

•	9 tableau piles (middle) - each pile can contain 1 card.  No building.  Spaces are filled from the waste (if empty, from the stock).  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom right, face down) - turn over 1 card to waste by clicking.  One redeal.

•	waste (bottom right, next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay


One234

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build first pile up by ones from the starting card dealt (for example: 4, 5, 6, etc), second pile up by twos from the starting card dealt (for example: 3, 5, 7, etc.), third pile up by threes from the starting card dealt (for example: 5, 8, J, etc.), and fourth pile up by fours from the starting card dealt (for example: 7, J, etc.). All building is regardless of suit, until the pile contains 13 cards.  The starting card for each pile will vary based on the 4 cards dealt at the start of the game.

•	8 tableau piles (below foundations) -   The top card of each pile is available for play.  Move cards to the foundations by clicking.  There is no building on the tableau.  At the start of the game 6 cards are dealt face up to each pile.

History

One234 is related to Calculation.


Order Time

1 Deck.  Medium.  Mostly Skill.

Object

To arrange all the cards in the form of a clock, with all the Queens in a pile at the top, then clockwise around Aces, Twos, up to Jacks, and Kings in the middle.

Layout

•	13 tableau piles (the clock) - build in the same rank, or up or down by suit, wrapping from Ace to King or King to Ace as necessary. Only one card at a time may be moved.  Spaces may be filled only by a card of the same rank as the clock position of the pile (Queens for the top pile, Aces for the next, and so on, and Kings in the middle).  At the start of the game 4 cards are dealt to each pile.

Notes

Play consists of re-ordering the cards to get each card into the pile that corresponds to its clock position.  Allowable building is up or down by suit (wrapping if necessary), or of the same rank.  For example, on the 5 ♥, the 6 ♥ , 4 ♥ , 5 ♦ , 5 ♣ , or  5 ♠  could be played.

History

This is an fully open variation of the game Clock.  It was invented by Thomas Warfield.


Osmosis

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (center) - build each foundation in suit, regardless of order.  On the top foundation, any card of the same suit as the first card dealt may be played.  On the lower foundations, start with a card of the same rank as the first card dealt, then play any card of that suit where a card of the same rank has already been played to the foundation immediately above.

•	4 reserve piles (left of foundations) - top card is available for play on the foundations.  At the start of the game 4 cards are dealt to each pile, the top card is face up.

•	stock (face down, right) - Turn over cards one at a time to the waste pile.  Unlimited redeals.

•	waste (below stock) - The top card of the waste pile is available for play on the foundations.

Notes

•	Play consists entirely of playing cards to the foundations.

•	For example, suppose the first card dealt to the first foundation is the 10 ♥.  Then any ♥ from the reserve or waste could be played to the first foundation pile.  Suppose you can play the Ace, Five, and King ♥.  The 3 foundations below must be founded with the other 3 Tens, as they become available.  Suppose the 10 ♠ is available.  It is played to start the second foundation.  Then only the Ace, Five, or King ♠ could be played to the second foundation, since these are the only ranks in the first foundation pile.  Suppose the Ace ♠ can be played to the Second foundation.  Then in the 3rd foundation, first a remaining Ten and then only the Ace of the same suit could be played.   The effect is that the ranks filter down through the foundations by "osmosis", hence the name of the game.

History

Osmosis is also sometimes called "Treasure Trove".


Pas Seul

1 Deck.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	6 tableau piles (across top) - Build down by alternate color.  Groups of cards may be moved if they form a sequence down by alternate color.  Spaces filled by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

History

Pas Seul is similar to Blind Alleys.


Patiences Reward

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	13 tableau piles (below foundations) - build down in suit.  Spaces may be filled by any card.  Move groups of cards if they are in sequence down in suit.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left, face down) - Deals 1 card to each tableau pile by clicking.

Options

AutoPlay

History

Patience's Reward was invented by Thomas Warfield.  It has similarities to Lucas.


Patriarchs

2 Decks.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - build piles starting with Aces up in suit to Kings, build piles starting with Kings down in suit to Aces.  At the start of the game an Ace and a King of each suit are dealt here.

•	9 tableau piles (middle) - each pile can contain 1 card.  No building.  Spaces are filled from the waste (if empty, from the stock).  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom right, face down) - turn over 1 card to waste by clicking.  One redeal.

•	waste (bottom right, next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay


Peek

1 Deck.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (center) - build each foundation in suit, regardless of order.  On the top foundation, any card of the same suit as the first card dealt may be played.  On the lower foundations, start with a card of the same rank as the first card dealt, then play any card of that suit where a card of the same rank has already been played to the foundation immediately above.

•	4 reserve piles (left of foundations) - top card is available for play on the foundations.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (face down, right) - Turn over cards one at a time to the waste pile.  Unlimited redeals.

•	waste (below stock) - The top card of the waste pile is available for play on the foundations.

Notes

•	Peek is played exactly in the same way as Osmosis.

History

Peek is a somewhat easier version of Osmosis.  The difference between the two games is that Peek allows you to "peek" at the covered cards in the reserve.


Penguin

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.  At the start of the game the first 3 piles are dealt base cards of the same rank.

•	7 cells or "flipper" piles (bottom) - storage locations for cards.  Only 1 card allowed in each cell.  The card is available for play on the foundations or tableau.

•	7 tableau piles - build down in suit.  Move groups of cards if they are in sequence down in suit.  Spaces can be filled only by cards one rank below the base card of the foundations (or Kings if foundations start with Aces).  At the start of the game the remaining base card of the foundations is always dealt first to the first pile (this card is called the "beak"), then 7 cards are dealt face up to each pile.

Options

AutoPlay

Notes

•	You must free the "beak" card in order to build the fourth foundation.

Tips

•	Try to keep as many cells empty as possible.

History

Penguin was invented by David Parlett, and is similar to FreeCell.


Penta

2 Decks.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (vertically on left and right) - 4 piles on the left build up in suit from Fives to King, wrapping to Ace up to Four.  4 piles on the right build down in suit from Fives to Aces, wrapping to King down to Six.  At the start of the game the Fives are dealt here.

•	6 tableau piles (across top) - the first 3 piles (left of the line) build down regardless of suit, wrapping from Ace to King as necessary. The 2nd 3 piles (right of the line) build up regardless of suit, wrapping from King to Ace as necessary.  Only one card at a time may be moved.  Empty piles can be filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom, face down) - move 1 card to waste by clicking.  No redeals.

•	waste (beside stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Penta is the 5th game in the series Busy Aces, Deuces, Three's Company, and Fours Up.  Penta was invented by Thomas Warfield.


Perpetual Motion

1 Deck.  Very Easy.  Mostly Luck.

Object

To move all the cards to the waste pile.

Layout

•	4 tableau piles (across top) - move cards of the same rank together in the same pile (moving cards from the right to the left).  Only the top card of each pile is available.  When all 4 cards of the same rank are dealt out on the 4 piles when the stock is clicked, they are moved to the waste pile by clicking on one of the cards.

•	stock (face down to the right of the tableau) - deal one card to each tableau pile by clicking.

•	waste pile - where cards go out of play.

•	redeal button - After all 52 cards in the deck have been dealt out and moved (if possible), click on the ReDeal button.  This starts a complicated process that puts all the cards in the tableau once again back in the stock.  (note that the cards are not reshuffled, just picked up in a certain way).

Options

•	The Rules option in the Options menu allows you to choose between drag and drop and clicking.  If clicking is set, instead of dragging the card you want to move, simply click on it.

Notes

•	If any cards in the tableau have the same rank (such as, two of the cards are Jacks), the rightmost of the pair is moved on top of the leftmost (pick up the right card with the mouse and drop it on the left).    Once all possible pairs have been doubled up in this way, deal another row of 4 cards on top of the tableau by clicking on the face-down stock pile.

History

Perpetual Motion is a very simple game.  In fact, there is no strategy to it at all.  But totally mindless games have their uses.


Perseverance

1 Deck.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	12 tableau piles (left of foundations) - build down in suit.  Groups of cards in sequence down in suit may be moved as a unit.  Spaces are not filled.  At the start of the game 4 cards are dealt face up to each pile.  Kings are immediately moved to the bottom of their piles.

•	stock (top left, contains no cards)  - The cards remaining in the tableau are picked up and redealt by clicking.  2 redeals.

Options

AutoPlay

History

Perseverance is a variation of Baker's Dozen.


Pharaohs

1 Deck.  Medium.  Skill/Luck balanced.

Object

To pair up all cards and move them out of play to the waste pile.

Layout

•	3 Pyramids of 28 cards, 21 cards, and 3 cards each.  Only uncovered cards are available for play.  Cards are paired in 2 ways: cards of the same rank may be paired, or cards whose ranks add to 13 may be paired. To remove a pair, pick up one of the cards and drag it onto the other.  Kings are removed singly by clicking.

•	1 waste pile (starts empty) - where paired cards go out of play.

Notes

•	Any pair of cards whose ranks add to 13 can be discarded.  The valid pairs are Queen-Ace, Jack-Two, 10-3, 9-4, 8-5, 7-6.  Kings are discarded singly.  To discards Kings, simply click on them.  Also, any pair of cards of the same rank may be paired, such as two 8's or two Queens.

History

Pharaohs is a variation of Pyramid.  It is a totally open game (meaning that all cards are visible from the initial deal) which gives greater opportunity for strategy than Pyramid does. See also Giza.   Pharaohs was invented by Bryan Stout.


Pigtail

2 Decks.  Medium.  Skill/Luck Balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	12 tableau piles (in the corners between the foundations and beside the reserve) - No building.  Top card is available for play on the foundations   Spaces are filled automatically.  The 4 cards each on either side of the reserve are called the sides, and the 4 cards in each of the corners near the foundations are called the corners.  Spaces in the sides are filled automatically from the stock only, spaces in the corners are filled automatically from the reserve.  At the start of the game 1 card is dealt to each pile.

•	stock (middle, face down on left) - move 1 card to waste by clicking.  Two redeals.

•	waste (below stock) - top card available for play on the foundations.

•	reserve (middle) - top card fills spaces in the gate piles of the tableau. This is the only way to move cards from here into the game, the cards cannot otherwise be moved.  At the start of the game 20 cards are dealt to this pile.

Options

AutoPlay

History

Pigtail is similar to Fort.


Precedence

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build down regardless of suit, wrapping from Ace to King as necessary, from King (first pile), Queen (2nd pile), Jack (3rd pile), etc.  The last pile begins with a Six.  The first King that comes up in play may be placed on the first foundation.  Other foundations cannot be started until the foundation to its immediate left has been started.

•	stock (bottom, face down) - move 1 card to waste by clicking.  Two redeals.

•	waste (below stock) - top card available for play on the foundations.

History

Precedence actually has two variations: according to some rules a King is laid out at the beginning of the game in the leftmost foundation pile, making the game a little easier.  Since the game is not difficult in any case, this version requires the King to come up in play.


Preference

1 Deck.  Easy.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King. At the start of the game the Aces are dealt here.

•	8 tableau piles (below foundations) - build down in suit.  The top card of each pile is available for play.  Spaces are filled from the waste or stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (left, face down) - deal 1 card at a time to the waste by clicking.  No redeals.

•	waste (below stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Preference is a variation of Fortune's Favor.


Prince Serg

2 separate decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Aces to Kings.

•	7 Left tableau piles (below foundations, on left) - On the left part, build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with Kings (or groups of cards headed by a King) that come from either the Left waste pile or another Left tableau pile.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is face up.

•	6 Right tableau piles (below foundations, on right) - build down in suit.  Groups of cards can be moved if they are in sequence down in suit.  Spaces filled by any card or group of cards from the Right waste pile or another Right tableau pile.  At the start of the game 6 cards are dealt face up to each pile.

•	Left stock (top left, face down) - turn over 1 card at a time to the Left waste pile by clicking.  No redeals.

•	Left waste (next to Left stock) - top card is available for play on the foundations or tableau.  Top card can only fill spaces in the Left tableau, it cannot fill spaces in the Right tableau.

•	Right stock (top right, face down) - turn over 1 card at a time to the Right waste pile by clicking.  No redeals.

•	Right waste (next to Right stock) - top card is available for play on the foundations or tableau.  Top card can only fill spaces in the Right tableau, it cannot fill spaces in the Left tableau.

Options

AutoPlay

Notes

•	Prince Serg starts with 2 separate decks.  The first deck is dealt to the Left tableau and Left stock, the other deck is dealt to the Right tableau and Right stock.

•	The tableau piles are divided into two parts: the Left tableau and the Right tableau, divided by a line.  The Left tableau piles are built down by alternate color.  The Right tableau piles are built down in suit.  Groups of cards may be moved from one tableau pile to another, if they form a legal descending sequence in their current pile.  For example, a sequence down by alternate color may be moved from the Left tableau to the Right, since that is the legal sequence for the Left tableau.  However, a sequence down by alternate color cannot be moved from the Right tableau to the Left, since that sequence is not legal on the Right.  These kinds of groups transfers are called "shifts".  Shifts of groups down by alternate color are allowed from Left to Right, while shifts of down in suit cards are allowed from Right to Left.  Once an shift has been made, the cards in the groups cannot again be moved as a group, since they will no longer be a legal group for their side of the tableau.

•	Empty tableau piles can only be filled by a card from the same side of the line.  Empty piles on the Left can only be filled by a card or group of cards from the Left side, empty piles on the Right can only be filled by a card or group of cards from the Right side.  In addition, on the Left empty piles can only be filled by a King (or group of cards headed by a King).

History

Prince Serg was invented by Thomas Warfield.


Push Pin

2 Decks.  Hard.  Mostly Luck.

Object

To discard all the cards except the first and last cards.

Layout

• stock (top left, face down) -  Turn over 1 card at a time to the tableau by clicking.  No redeals.

•	waste (bottom right) - where cards are automatically moved out of play.

•  tableau  - where cards are dealt from the stock.  Cards are dealt in a row.  Cards may be discarded if a single card is between two cards of the same suit or rank, or two cards are between two cards of the same suit or rank.  To discard a single card, simply click on it.  To discard a pair of cards, drag and drop one card onto the other.  The game is won when all cards are discarded except for the first and last cards.

History

See also Royal Marriage and Accordion.


Puss in the Corner

1 Deck.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (in the middle) - build up in color from Ace to King.  At the start of the game the Aces are dealt here.

•	4 reserve piles (in the corners) - cards are played here from the stock.  The top card of each pile is available for play on the foundations.

•	stock (top middle) - Top card is available for play on the reserves or foundations.  One redeal.

Tips

•	The skill in this game is deciding which reserve pile to put each card in.  You do not want to block yourself by putting higher cards on top of lower cards, unless absolutely necessary.

History

Puss in the Corner is a variation of Sir Tommy.


Putt Putt

1 Deck.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the waste pile.

Layout

•	7 tableau piles (across top) - no building.  Top card of each pile is available for play on the waste pile.  At the start of the game 5 cards are dealt face up to each pile.

•	stock (face down below tableau) - turn over 1 card to the waste by clicking.

•	waste (next to stock) - build up or down regardless of suit, wrapping Ace to King or King to Ace as necessary.

Notes

•	The game is won if the tableau is cleared.  If the tableau is not cleared, the object is to leave as few cards as possible.

History

Putt Putt is an easy variation of Golf.


Pyramid

1 Deck.  Medium.  Mostly Luck.

Object

To pair up all the cards in the deck in pairs of cards whose ranks total to 13.

Layout

•	A Pyramid of 28 cards.  Only uncovered cards are available for play.  Discard pairs of cards whose ranks add to 13.  Kings are discarded singly.  To discard a pair, drop one card on the other, or right-click on one of the cards.

•	stock (top left) - turn over cards one at a time to the waste by clicking.  Two redeals.

•	waste (below stock) - The top card is available for play.

Notes

•	Any pair of cards whose values add to 13 can be discarded.  The valid pairs are Queen-Ace, Jack-Two, 10-3, 9-4, 8-5, 7-6.  Kings are discarded singly.  To discards Kings, simply click on them.

History

This is a classic solitaire game of addition.  For more strategic versions, see Giza and Pharaohs.  Also see Pyramid Golf.


Pyramid Golf

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the waste pile.

Layout

•	A Pyramid of 28 cards.  Only uncovered cards are available for play.  No building.  Top card of each pile is available for play on the waste pile.

•	stock (face down on left) - turn over cards one at a time to the waste by clicking.  No redeals.

•	waste (below stock) - build up or down in sequence regardless of suit, wrapping Ace to King or King to Ace as necessary.

Notes

•	Play cards from the Pyramid to the waste if possible.  Whenever there are no possible plays, turn over a card in the stock by clicking on it.  This card goes to the waste pile.

•	The game is won if the Pyramid is cleared.  If the Pyramid is not cleared, the object is to leave as few cards as possible.

History

Pyramid Golf is a cross between Pyramid and Golf.


Quadrangle

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8  foundation piles (right) -  build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	12 tableau piles (left of foundations) - build down in suit, wrapping from Ace to King as necessary.  Only one card at a time may be moved.  Spaces are filled from the waste.  At the start of the game 3 cards are dealt face up to each pile.

•	stock (face down, top left) - turn over 1 card to the waste by clicking.  No redeals.

•	waste (under stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Quadrangle is a variation of Corona.


Queenie

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Groups of cards may be moved regardless of any sequence.  Fill spaces with Kings or a group of cards headed by a King.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd pile, and so on.

•	stock (top left, face down) -Deal one card to each tableau pile, by clicking.  No redeals.

Options

AutoPlay

History

Queenie was invented by Thomas Warfield.


Queens and Jacks

2 Decks. Hard.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Kings to Aces then up to Queens.

•	8 tableau piles (under foundations) - build down in suit from Queens.  Spaces are not filled.  At the start of the game the Queens are dealt face up to each pile.

•	stock (bottom right, face down) - turn over 1 card to waste by clicking.  No redeals.

•	waste (bottom right, next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay


Raglan

1 Deck.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.

•	9 tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces may be filled by any available card.  At the start of the game 7 cards are dealt face up to the first 3 piles, then 6 cards to the 4th pile, 5 cards to the 5th pile, and so on until the last pile is dealt 1 card.

•	6 reserve cards (across bottom) - each card is available for play on the foundations or tableau.

Options

AutoPlay

History

Raglan is a variation of King Albert.


Rainbow

1 Deck.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	4 tableau piles (below foundations) - build down regardless of suit.  Move groups of cards if they are in sequence down regardless of suit.  Spaces are filled from the reserve, or if the reserve is empty by any card. At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

•	reserve (left of tableau) - top card is available for play on the foundations or tableau.  At the start of the game 13 cards are dealt here.

Options

AutoPlay

History

Rainbow is a variation of Canfield.


Rainbow Fan

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left and right) - on the left 4 piles build up in suit from the Aces to Kings, on the right 4 piles build down in suit from the Kings to Aces.  Cards (other than the starting base cards)  may be transferred from one foundation to another.  At the start of the game an Ace and King of each suit are dealt here.

•	20 fans (between foundations) - build up or down by suit.  Only one card at a time may be moved.  Spaces are filled automatically from the stock unless the stock is empty, in which case they are not filled.  At the start of the game 3 cards are dealt face up to each pile.

•	stock (face down) - fills spaces in fans automatically with 3 new cards.  Clicking on the empty or non-empty stock does a redeal.  There are 3 redeals.

Options

AutoPlay

Notes

•	Building on the fans can be reversed multiple times on the same pile.

•	Spaces made by playing all the cards of a fan are automatically filled from the stock (this is the only way new cards come into the game).  If the stock is empty, spaces are not filled.

•	In this game a redeal actually only slightly rearranges the cards in the fan.  The exposed card of each fan is placed at the bottom of the fan during each redeal. The other cards in the fan remain in the same order.

History

This is a 2 deck member of the Fan family of games.  Other similar games are House on the Hill, House in the Wood, Intelligence, Buffalo Bill, and La Belle Lucie.  It is actually called "Rainbow", but since there is another game of that name it has been renamed "Rainbow Fan".


Rank and File

2 Decks.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) -   build down by alternate color.   Groups of cards can be moved if they are in sequence down by alternate color.  Spaces are filled by any card.  At the start of the game 4 cards are dealt to each pile, 3 face down and 1 face up.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Rank and File is one of the classic variations on Forty Thieves.  The differences are that 3 of the 4 cards in the original tableau are dealt face down, the tableau are built down by alternate color instead of down in suit, and groups of cards forming a sequence down by alternate color can be moved as a unit.  Rank and File is also very similar to Number Ten.


Red and Black

2 Decks.  Very Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up by alternate color from the Aces to Kings.  At the start of the game the Aces are dealt here.

•	8 tableau piles (below foundations) - build down by alternate color.  Groups of cards can be moved if they are in sequence down by alternate color.  Spaces are filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom left) - turn over 1 card to waste by clicking.  No redeals.

•	waste (next to stock) - Top card is available for play on the foundations or tableau.

Options

AutoPlay

Notes

•	Notice that the foundations are built up by alternate color, an unusual method of foundation building.

History

This game is also known as Rouge et Noir.


Redheads

2 Decks.   Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces are filled by the reserve.  When the reserve is empty, spaces may be filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	reserve (top) - top card is available for play on the foundations or tableau.  At the start of the game 21 cards are dealt here.

•	stock (top left, face down) - turn over cards 1 at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Redheads is variation of Blondes and Brunettes, a member of the Terrace family of games.  It was invented by Thomas Warfield.


Repair

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	4 cells (in the 4 corners) - storage locations for cards.  Only 1 card allowed in each cell.  The card is available for play on the foundations or tableau.  At the start of the game 1 card is dealt face up to each cell.

•	10 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with any card or legal group of cards.  At the start of the game 10 cards are dealt face up to each pile.

Options

AutoPlay

History

Repair is a two deck variation of Freecell.


Reserved Pyramid

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•  4 foundation piles (left and right at bottom) - build up in suit from Ace to King. At the start of the game the Aces are dealt here.

• 15 reserve piles (in the form of a pyramid) - No building.  Play cards to the foundations.  Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt face up to each pile.

•  stock (top, face down) - move 1 card to waste by clicking.  1 redeal.

•  waste (beside stock) -   The top card is available for play on the foundations.

Options

AutoPlay


Reserves

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•  8 foundation piles (left and right) - build the left 4 up in suit from Ace to King, build the right 4 down in suit from King to Ace. At the start of the game an Ace and King of each suit is dealt.

• 4 reserve piles (between foundations) - No building.  Play cards to the foundations or waste.  At the start of the game 12 cards are dealt face up to each pile.

•  stock (middle left, face down) - move 1 card to waste by clicking.  Two redeals.

•  waste (beside stock) - Build up or down regardless of suit, wrapping as necessary (Aces may be built on Kings and Kings may be built on Aces).  The top card is available for play on the foundations.

Options

AutoPlay

History

Reserves is a variation of Alhambra.


Right and Left

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (center) - build up in suit from Ace to King.

•	8 tableau piles (right and left) - build down regardless of suit.  Top card is available for play on the foundations or another tableau pile, only one card at a time may be moved.  Spaces are filled only by a King.  At the start of the game 4 cards are dealt to each pile.  Each piles' 4 cards are dealt at the same time.  If the 1st card is less than a 7, the 4 cards are dealt so that it is on top.  If the 1st card is an 8 or more, the 4 cards are dealt so that this card is on the bottom.  This serves to increase the chances of winning (tends to make lower cards available quicker).

•	stock (bottom left, face down) - turn over cards 1 at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Rittenhouse

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build the first 4 piles up regardless of suit from Ace to King, build the last 4 piles down regardless of suit from Kings to Aces.  At the start of the game 4 Aces and 4 Kings (of any suit) are dealt here.

•	9 tableau piles (below foundations) - Build up or down regardless of suit.  Only 1 card at a time may be moved.  Spaces may be filled by any card.  The top card of each pile may be played to any other tableau pile, or the foundation pile directly above it.  Cards in the middle pile (with no foundation pile above it) can be played to any foundation pile.  All the cards are dealt face up to these piles.

Options

AutoPlay

Notes

•	During the initial deal if any card dealt to the tableau can be played on the foundation immediately above it, it is played there.  Also, during the game cards can only be played to a foundation pile from the tableau pile immediately below it (except for the center tableau pile, which can play cards to any foundation pile).

History

Rittenhouse was invented by Captain Jeffrey T. Spaulding.


Robert

1 Deck.  Easy.  Mostly Luck.

Object

Move all cards to the foundation pile.

Layout

•	1 foundation pile (top) - build up or down regardless of suit, wrapping from Ace to King if necessary.  At the start of the game 1 card is dealt here.

•	stock (face down) - turn over 1 card to the waste by clicking.  Two redeals.

•	waste (next to stock) - top card is available for play on the foundation.

History

Solitaire doesn't get any simpler than this.


Rouge et Noir

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build left 4 piles up in color from Ace to King (2 leftmost with X's start with red Aces, next 2 with O's with black Aces), drop entire 13 card sequences down by alternate color from the tableau on the right 4 piles (2 starting with X's with red Kings, 2 rightmost with O's with black Kings).

•	10 tableau piles (below foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces are filled only by Kings or legal groups of cards headed by a King.  At the start of the game 8 cards are dealt to the first pile, 7 cards to the 2nd pile, and so on until 1 card is dealt to the 8th and 9th piles.  The 10th pile is left empty.  The top card of each pile is face up.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.

Notes

•	The first 4 foundations are built up card by card as is normal, but the left 4 foundations are built in the tableau.  When an entire 13 card sequence from King to Ace is built, it can be dropped on the left 4 foundations.

•	There is no AutoPlay in this game, so all cards must be moved by dragging or right-clicking on the card.

Tips

•	Keep in mind at all times that you are not only trying to build on the left 4 foundations up in color, but also you must build 4 complete 13-card sequences down by alternate color, much like they are built in Spider.  Whether to move a card to the 4 left foundations or to keep it in the tableau for building one of the sequences is a choice you are faced with often.  Also, note that when a new row of cards is dealt from the stock, you are likely to have many cards buried.

History

Rouge et Noir was invented by Charles Jewell.


Royal Cotillion

2 Decks.  Hard.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build left 4 piles up in suit by twos starting with Ace (Ace, 3,5,7,9,J,K,2,4,6,8,10,Q), build right 4 piles up in suit by twos starting with Twos (2,4,6,8,10,Q,A,3,5,7,9,J,K).  At the start of the game an Ace and a Two of each suit are dealt.

•	16 reserve piles (right) - each pile can contain 1 card.  No building.  The top card is available for play on the foundations.  Spaces are filled from the waste (if empty, from the stock).  At the start of the game 1 card is dealt face up to each pile.

•	4 more reserve piles (left) - No building.  The top card is available for play on the foundations.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card to waste by clicking.  No redeals.

•	waste (top left, next to stock) - top card available for play on the foundations.

Options

AutoPlay

History

Royal Cotillion is related to Odd and Even.


Royal Family

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build down in suit from King to Ace.  At the start of the game the Kings are dealt here.

•	12 tableau piles (middle) - build up or down by alternate color,  Top card is available for play on the foundations or another tableau pile, only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 4 cards are dealt to each pile.

•  stock (top left) - when no more moves can be played, click here to redeal.  All the remaining cards in the tableau will be picked up and redealt.  One redeal.

Options

AutoPlay


Royal Marriage

1 Deck.  Easy.  Mostly Luck.

Object

To discard all the cards except the Queen and King of Hearts.

Layout

• stock (top left, face down) -  Turn over 1 card at a time to the tableau by clicking.  No redeals.

•	waste (bottom right) - where cards are automatically moved out of play.

•  tableau  - where cards are dealt from the stock.  Cards are dealt in a row.  The first card dealt is the Queen of Hearts, the last card in the deck is the King of Hearts.  Cards may be discarded if a single card is between two cards of the same suit or rank, or two cards are between two cards of the same suit or rank.  To discard a single card, simply click on it.  To discard a pair of cards, drag and drop one card onto the other.  The game is won when all cards are discarded between the Queen and King of Hearts.

History

See also Push-Pin and Accordion.


Royal Rendezvous

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 Top Ace foundations (across top, with Aces) - build up in suit from Aces to Kings.  At the start of the game an Ace of each suit is dealt here.

•	4 Lower Ace foundations (below top Ace foundations) - build up in suit by twos to Jacks (Ace, 3, 5, 7, 9, Jack).  At the start of the game an Ace of each suit is dealt here.

•	4 Twos foundations (left and right of Lower Ace foundations) - build up in suit by twos to Queens (2, 4, 6, 8, 10, Queen).  At the start of the game a Two of each suit is dealt here.

•	4 King Piles (left and right of Top Ace foundations) - place a King of each suit in these piles, as they become available.

•	16 tableau piles (under the foundations) - top card is available for play on the foundations.  No building.  Spaces are immediately filled from the waste, or the stock if the waste is empty.  At the start of the game 1 card is dealt face up to each pile.

•	stock (left, face down) - Turn over 1 card to the waste by clicking.  No redeals.

•	waste (under stock) - top card is available for play on the foundations.


Russian Solitaire

1 Deck.  Very Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down in suit.  Move groups of cards regardless of any sequence.  Fill spaces with Kings or groups of cards headed by a King.  At the start of the game 1 card is dealt the first pile, 2 cards to the 2nd pile, and so on.  The top card is face up.  Then 4 additional face up cards are dealt to the 2nd through 7th piles.

Options

AutoPlay

Notes

•	Any face up card in the tableau may be built upon another, no matter how deep it is in a pile.  All cards covering it are moved together.  When a face down card is uncovered, it is automatically turned face up and is available for play.

History

Russian Solitaire is a variation of Yukon.  It is even more challenging that Yukon since the tableau is built down in suit rather than down by alternate color.  This gives the player half the possible moves that Yukon has.  This game is highly recommended for fans of Yukon.


Scorpion

1 Deck.  Hard.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	7 tableau piles (top) - build down in suit.  Groups of cards (regardless of any sequence) can be moved.  Fill spaces with Kings or groups of cards headed by a King (see KingOnly for option).  At the start of the game 7 cards are dealt to each pile.  In the first 4 piles, 3 cards are face down and 4 face up, in the next 3 piles all cards are face up.

•	reserve (top left, face down) - Clicking deals 1 card to each of the first 3 tableau piles (this can be done only once).

Options

KingOnly

Notes

•	Any face up card, regardless of where in a pile it is, can be moved, along with all cards above it (this is like Yukon).

Tips

•	It is imperative that the face down cards be uncovered as soon as possible.  There are often several choices of builds to make and it is beneficial to work through possibilities.  This is very much a game of skill, and it is difficult.

History

This game is related to Spider.


Scotch Patience

1 Deck.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up by alternate color from Ace to King.

•	18 tableau piles (left of foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile.

Options

AutoPlay

History

Scotch Patience is a member of the Baker's Dozen family of games.


Sea Towers

1 Deck.  Medium.  All Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top, 2 on far left, 2 on far right) - build up in suit from Ace to King.

•	4 cells (top center) - storage location for one card.   Only 1 card allowed in each cell.  At the start of the game 1 card is dealt to the center two cells.

•	10 tableau piles (below foundations and cells) - build down in suit.  Move groups of cards if they are in sequence down in suit and if there are enough free cells that the cards could be moved individually.  Spaces can be filled by any card or legal group of cards (see KingOnly for option).  At the start of the game 5 cards are dealt face up to each pile.

Options

AutoPlay    KingOnly

Notes

•	Groups of cards in the tableau can only be moved as a group if there are a sufficient number of empty cells available to store the cards individually.  The ability to move cards as a group is only a shortcut to moving the group one card at a time.

Tips

•	Try to keep as many cells empty as possible.

History

Sea Towers is very similar to FreeCell.  It was invented by Art Cabral.


Senate

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (right) - build  up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	4 tableau piles (across top on left) - build down in suit.  Move groups of cards if they are in sequence down in suit. Spaces may be filled by any card from the reserve piles .  At the start of the game 1 card is dealt to each pile.

•	stock (top right, face down) - deals 1 card to each reserve pile by clicking.  No redeals.

•	8 reserve piles (middle) - cards are dealt here from the stock.  The cards are available for play on the foundations or tableau.  No building.

Options

AutoPlay

History

Senate is similar to Kingsdown Eights and Cicely.


Seven Devils

2 Decks.  Very, very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	reserve (left, under foundations) - any card is available for play on the foundations only, by double-clicking or right-clicking on the card.  To move a card that is not the top card, click on it to move it to the top of the pile.  At the start of the game 7 cards are dealt face up to this pile (these are the "Seven Devils").

•	7 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces filled by any card not from the reserve.  At the start of the game 1 card is dealt to the first pile, 2 to the 2nd, and so on.  The top card is face up.

•	stock (bottom left) - turn over 1 card to waste by clicking.  No redeals.

•	waste (next to stock) - Top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Seven Devils is a 2 pack cross between Klondike and Canfield.  The fact that the Seven Devils can only be moved to the foundations makes this game very difficult.


Shady Lanes

2 Decks.  Medium.  Skill/Luck Balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (left) - build up in color from Ace to King.  At the start of the game the 8 Aces are dealt here.

•	4 tableau piles (top) - build down by alternate color.  Only one card at a time may be moved.   Spaces are filled only from the reserve piles.    At the start of the game 1 card is dealt to each pile.

•	stock (middle right, face down) - move 1 card to waste by clicking.  No redeals.

•	waste (beside stock) - top card available for play on the foundations or non-empty tableau piles.

•	4 reserve piles (far right) - No building.  Each pile may hold only one card.  The card is available for play on the foundations or  tableau. Spaces are filled automatically from the waste, or if the waste is empty, the stock.

Options

AutoPlay


Shamrocks

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

4 foundation piles (top) - build up in suit from Ace to King.

17 fans (below foundations) - build up or down regardless of suit, with a limit of 3 cards per fan.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile, except the last pile, which is dealt one card.

Options

AutoPlay

Notes

•	The maximum of 3 cards in a fan means that at the beginning of the game, if no Ace can be played to a foundation, and no card can be played on top of the single card, the position is blocked.

Tips

•	The foundations should be kept as even as possible; don't play cards to the foundations until necessary.

History

Shamrocks is similar to La Belle Lucie, but is easier to win.


Shifting

1 Deck.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up regardless of suit from Ace to King.

•	4 tableau piles (below foundations) - cards are played here from the stock.  A card from the stock may be played to any tableau pile.  The top card of each tableau pile is available for play on the foundations or built down regardless of suit on another tableau pile.  Only one card at a time may be moved.  Spaces are filled by a card from the stock or by a King.

•	stock (face up on left) - Top card is available for play on the tableau or foundations.  No redeals.

History

Shifting is a version of Sir Tommy.  Unlike Sir Tommy, cards may be shifted among the tableau piles.


Siberia

1 Deck.  Easy.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	7 tableau piles (top) - build down in suit.  Groups of cards may be moved regardless of any sequence.  Fill spaces with Kings or a group of cards headed by a King.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd pile, and so on.

•	stock (top left, face down) -Deal one card to each tableau pile, by clicking.  No redeals.

Options

AutoPlay

History

Siberia was invented by Anne Warfield.  It is related to Ukrainian Solitaire and Queenie.


Simple Pairs

1 Deck.  Easy.  All Luck.

Object

To discard all the cards in pairs.

Layout

•	9 tableau piles - the top card is available for play.  Pair up cards of the same rank.  Spaces are automatically filled from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (face down, left) - fills spaces in the tableau.

•	waste (under stock)  - Where paired cards go out of play.

History

Simple Pairs was probably one of the first pairing games. Vertical and Nestor are more complicated versions of this type of game.  See also Block Ten.


Simple Simon

1 Deck.  Hard.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	10 tableau piles - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit.  Spaces are filled by any card or legal group of cards.  At the start of the game 8 cards are dealt face up to the first 3 piles, 7 cards to the 4th pile, 6 cards to the 5th pile, and so on until 1 card is dealt to the last pile.

Tips

•	Same suit sequences should be preferred even though building is down regardless of suit.  The object is to build in suit sequences.

History

Simple Simon bears some resemblance to Scorpion.


Simplicity

1 Deck.  Very Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (in the 4 corners) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	12 tableau piles (middle) - build down by alternate color.  The top card of each pile is available for play.  Spaces are filled with any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top, face down) - deal 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Simplicity is a variation of Four Seasons.  It is very easy to win.


Single Rail

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.

•	4 tableau piles (below foundations) - build down regardless of suit.  Groups of cards may be moved if they are in sequence down regardless of suit.  Spaces are filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Sir Tommy

1 Deck.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up regardless of suit from Ace to King.

•	4 reserve piles (below foundations) - cards are played here from the stock.  The top card of each pile is available for play.  Move cards to the foundations by clicking.

•	stock (face up on left) - Top card is available for play on the reserves or foundations.  No redeals.

Tips

•	The skill in this game is deciding which reserve pile to put each card in.  You do not want to block yourself by putting higher cards on top of lower cards, unless absolutely necessary.

History

This is an old and classic solitaire game.  It is closely related to Auld Lang Syne, but requires more skill and is easier to win, and is also related to Strategy.


Sixes and Sevens

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	16 foundation piles (on left) - build piles starting with Sixes down in suit to Aces, build piles starting with Sevens up in suit to Kings.  At the start of the game the Sixes and Sevens are dealt here.

•	9 tableau piles (on right) - each pile can contain 1 card.  No building.  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom right, face down) - turn over 1 card to waste by clicking.  No redeals.

•	waste (bottom right, next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

This game is easy to win.  It is related to the Busy Aces family.


Solstice

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	5 tableau piles (below foundations) - build down regardless of suit.  Only one card at a time may be moved. Spaces may be filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	2 reserve piles (left and right of tableau, with O's) - reserve pile on left may be filled by any Queen.  reserve pile on right may be filled by any King.  No building.

•	stock (bottom, face down on left) - move 1 card to waste by clicking.  No redeals.

•	waste (beside stock) - top card available for play on the foundations or tableau.

Options

AutoPlay


Somerset

1 Deck.  Very Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Aces to Kings.

•	10 tableau piles - build down by alternate color.  Only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd, and so on, until the the 9th and 10th piles, which are dealt 8 cards each.

History

Somerset is a variation of Klondike, without the stock and waste piles.


Spanish Patience

1 Deck.  Very Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	13 tableau piles (left of foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces may be filled with any card.  At the start of the game 4 cards are dealt face up to each pile.

Options

AutoPlay

History

This is a variation of Baker's Dozen.  The differences are that in Spanish Patience, spaces may be filled with a card and the Kings are not moved to the bottom of tableau piles as they are in Baker's Dozen.


Spider

2 Decks.  Medium.  Mostly Skill.

Object

To group all the cards in sets of 13 cards in sequence down in suit from King to Ace.

Layout

•	10 tableau piles - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit.  A space can be filled by any card or legal group of cards.  At the start of the game 6 cards each are dealt to the first 4 piles, 5 cards each to the remaining piles.  The top card is face up.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.

Notes

•	Whenever a sequence of 13 cards down in suit from King to Ace is formed, it will automatically be removed from play.

Tips

•	Same suit sequences should be preferred even though building is down regardless of suit.  The object is to build down in suit sequences.

•	Spaces should be made as soon as possible, and used to move cards into groups by suit.

History

Spider is one of the classic solitaire games.


Spider Web

1 Deck.  Easy.  Skill/luck balanced.

Object

To group all the cards in sets of 13 cards in sequence down in suit from King to Ace.

Layout

•	7 tableau piles - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit.  A space can be filled by any card or legal group of cards.  At the start of the game 4 cards are dealt face up to the first 3 piles, 3 cards to the remaining piles.

•	stock (top left, face down) - Clicking deals 1 card to each tableau pile.  All empty spaces must be filled before a deal.

•	reserve or Web (below stock) - storage location for any number of cards.  Any available card or legal group of cards may be moved here.  The top card is available for play on the foundations or tableau.

Notes

•	Whenever a sequence of 13 cards down in suit from King to Ace is formed, it will automatically be removed from play.

Tips

•	Same suit sequences should be preferred even though building is down regardless of suit.  The object is to build down in suit sequences.

History

Spider Web is a one deck variation of Spider.


Spiderette

1 Deck.  Hard.  Skill/luck balanced.

Object

To group all the cards in sets of 13 cards in sequence down in suit from King to Ace.

Layout

•	7 tableau piles - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit (see Rules option below).  A space can be filled by any card or legal group of cards.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is face up.

•	stock (above the tableau) - Clicking deals 1 card to each tableau pile.  All empty spaces must be filled before a deal.

Options

•	Rules (Options menu) - choose between Regular Spiderette and Baby Spiderette (which allows groups of cards in sequence down regardless of suit to be moved as a unit).

Notes

•	Whenever a sequence of 13 cards down in suit from King to Ace is formed, it will automatically be removed from play.

•	Since pure Spiderette is fairly difficult to win, the program offers a rules option that is easier to win.  To change the rules, select "Rules" from the Options menu.  Baby Spiderette is considerably easier than regular Spiderette.  In Baby Spiderette, the tableau is the same as regular Spiderette, as are all the rules except one.  In Baby Spiderette, you are allowed to move a group of cards as a block if they are in sequence down regardless of suit.  In Spiderette, they must all be down in suit.  This makes it easier to move cards around, and easier to win the game.

Tips

•	Same suit sequences should be preferred even though building is down regardless of suit.  The object is to build down in suit sequences.

History

Spiderette is a cross between the popular games Klondike and Spider. The game Will o the Wisp is also closely related.


Spidike

1 Deck.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down regardless of suit.  Move groups of cards only if they are in sequence down in suit.  Fill spaces with Kings or groups of cards headed by a King (see KingOnly for option).  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd, and so on.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.

Options

KingOnly   AutoPlay

Tips

•	Same suit sequences should be preferred even though building is down regardless of suit.  The foundations are built up in suit.

History

Spidike is a type of cross between Spider and Klondike.  The tableau building rules and the dealing of cards to the tableau is Spider (or Spiderette) like, but the tableau starts out much like Klondike.  The game is much more challenging with the KingOnly option set.  Spidike was invented by Thomas Warfield.


Springfield

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right) - build up in color from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with cards of rank one below the foundation base card (or Kings if the base card is an Ace).  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd, and so on.

•	stock (bottom left, face down) - turn over 1 card at a time to the waste, by clicking.  No redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

History

Springfield was invented by Thomas Warfield.


Squadron

2 Decks. Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (right) - build up in suit from Ace to King.

•	10 tableau piles (middle) - build down in suit.  Only one card at a time may be moved.  Empty piles can be filled by any available card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left, face down) - Move cards to the waste by 1 at a time by clicking.  No redeals.

•	waste piles (next to stock) - Top card is available for play on the foundations or tableau.

•	3 reserve piles (below waste) - may contain one card.  The card is available for play on the foundations or tableau.  At the start of the game 1 card is dealt face up to each pile.

Options

AutoPlay

History

Squadron is a Forty Thieves type game with the addition of the 3 card reserve.


Steps

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved.  Spaces are filled by any available card or legal group of cards.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is face up.

•	stock (top left, face down) - turn over 1 card to the waste by clicking.  One redeal.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Steps is a two deck variation of Klondike.  See also Harp, Gargantua, and Double Klondike.


St Helena

2 Decks.  Easy. Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (in center box) - build top 4 down in suit from King to Ace (King-foundations) and bottom 4 up in suit from Ace to King (Ace-foundations).  At the start of the game an Ace and King of each suit is dealt here.  See building restriction note below.

•	12 tableau piles (around foundations) - build up or down regardless of suit (no wrapping).  The top card is available for play on the foundations (see building restriction below) or another tableau pile.  Only one card at a time may be moved.  Empty piles are not filled.  At the start of the game 8 cards are dealt face up to each pile (only the top card can be seen).

•	redeal indicator (top left, green O) - click to redeal the cards.  There are two redeals.  (redeals in this game cannot be Undone).

Notes

•	The top card of each tableau pile is available for play on the foundations, with one exception: until the first redeal, cards from the piles above the King-foundations can only be played to the King-foundations, and cards from the piles below the Ace-foundations can only be played to the Ace-foundations.  Cards from the sides can be played anywhere, and after the first redeal, cards from any tableau pile can be played to any foundation.

•	In a redeal the cards are not shuffled.  Rather, each tableau pile is picked up in counter-clockwise order, and then the cards are dealt back to each pile clockwise.  You cannot undo a redeal.

History

St. Helena is a classic solitaire game known by many other names, such as Napoleon's Favorite or Washington's Favorite.


Stalactites

1 Deck.  Very Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up regardless of suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.   At the start of the game a card is dealt to each pile.

•	2 cells (top left) - storage locations for cards.  Only 1 card allowed in each cell.  The card is available for play on the foundations only.

•	8 tableau piles (below foundations and cells) - No building is allowed.  The top card is available for play on the foundations, cells, or another tableau pile.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 6 cards are dealt to each pile.

Notes

•	The first card of each foundation pile is offset so you can tell when each pile is full.  The pile is full when it contains 13 cards, which will be when the top card is one rank lower than the offset bottom card.

Tips

•	Try to keep as many cells empty as possible.

History

Stalactites is also known as Old Mole or Grampus.


Stepping Stone

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top right, starting with Aces) - build up in suit from Ace to King.  Only cards from the Landing may be played to the foundations.

•	The Landing (10 piles, below foundations) - Reserve cells, limited to one card each.  Cards in the Landing may only be played to the foundations (Stepping up).  Spaces may be filled from the Staircase.  At the start of the game 1 card is dealt face up to each pile, except for the last pile, which begins empty.

•	The Staircase (9 piles, below the Landing) -  build down by alternate color.  Only one card at a time may be moved.   The top card of each pile is available for play elsewhere in the Staircase or to step up by filling spaces in the Landing.  Spaces may be filled from other Staircase piles or from the waste.  At the start of the game 1 card is dealt face up to each pile.

•	stock (left of Staircase) - turn over cards 1 at a time to the waste by clicking.  No redeals.

•	waste (below stock) -  top card is available for play on the Staircase only.

Options

AutoPlay

Notes

•	The game is called Stepping Stone because cards move up from the waste, stepping up to the Staircase, then to the Landing, and finally to the foundations.  A card must flow thru each step in order to reach the top.

History

The original version of Stepping Stone was invented by Mary Whitmore Jones around 1900 under the name "Step Up".  David Parlett modified the rules somewhat and changed the name to Staircase in his book "Card Games for One".  In order to make the game more easily playable on computer, Thomas Warfield again modified the rules and changed the name to Stepping Stone.


Stonewall

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	6 tableau piles (below foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces are filled by any card.  At the start of the game 6 cards are dealt to each pile, alternating face up and face down.

•	reserve (left) - All cards available for play.  Click on card to move it to the bottom of the stack, then move to either foundations or tableau.  At the start of the game 16 cards are dealt here.

Options

AutoPlay

History

Stonewall is a variation of Flower Garden.


Storehouse

1 Deck.   Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Twos up to Kings, then Aces.  At the start of the game the Twos are dealt here.

•	4 tableau piles (below foundations) - build down in suit.  Move groups of cards if they are in sequence down in suit.  Spaces are filled from the Storehouse if possible, then by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste, by clicking.  Two redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

•	reserve (the "Storehouse", left of tableau) - Top card always available for play on the foundations or tableau.  At the start of the game 13 cards are dealt to this pile.

Options

AutoPlay

History

Storehouse is a variation of Canfield.


Strategy

1 Deck.  Easy.  All Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.  Other than Aces (which are moved here from the stock automatically when they appear), cards cannot be played here until the stock is empty.   When the stock is empty, cards are moved here from the tableau automatically.

•	8 tableau piles (below foundations) - cards are played here from the stock. Any card may be played to any pile.  Cards cannot be moved once placed.  Once all the cards are played the cards will be moved to the foundations automatically.

•	stock (top left, face up) - Top card is available for play on the tableau.  Aces, when they appear, are automatically moved to the foundations.  No redeals.

Notes

•	Play begins by moving cards from the stock to the tableau.  Each card may be put in any tableau pile.  To move the top card on the stock to a tableau pile, simply click on that pile, or drag and drop the card on the desired pile.  Aces are automatically moved to the foundations for you as they come up in the stock.

•	After all the cards in the stock have been moved to the tableau, the cards are then moved to the foundations in the following way:  Only the top card of each tableau pile is available.  The foundations are built up in suit from the Ace up to the King.  If at any time no card can be placed on the foundations, you lose.

•	In effect, the entire game is played while placing the cards on the tableau.  If any card is placed on a tableau pile that contains a card of the same suit and lower value, the game will be lost.  This is almost entirely a game of skill.

History

Strategy is a more advanced version of Sir Tommy.  It was invented by Alfred Morehead and Geoffrey Mott-Smith.


Strategy Plus

1 Deck.  Easy.  All Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.  Other than Aces (which are moved here from the stock automatically when they appear), cards cannot be played here until the stock is empty.   When the stock is empty, cards are moved here from the tableau automatically.

•	6 tableau piles (below foundations) - cards are played here from the stock. Any card may be played to any pile.  Cards cannot be moved once placed.  Once all the cards are played the cards will be moved to the foundations automatically.

•	stock (top left, face up) - Top card is available for play on the tableau.  Aces, when they appear, are automatically moved to the foundations.  No redeals.

Notes

•	Play begins by moving cards from the stock to the tableau.  Each card may be put in any tableau pile.  To move the top card on the stock to a tableau pile, simply click on that pile, or drag and drop the card on the desired pile.  Aces are automatically moved to the foundations for you as they come up in the stock.

•	After all the cards in the stock have been moved to the tableau, the cards are then moved to the foundations in the following way:  Only the top card of each tableau pile is available.  The foundations are built up in suit from the Ace up to the King.  If at any time no card can be placed on the foundations, you lose.

•	In effect, the entire game is played while placing the cards on the tableau.  If any card is placed on a tableau pile that contains a card of the same suit and lower value, the game will be lost.  This is almost entirely a game of skill.

History

Strategy Plus is a more difficult variation of Strategy.  It was suggested as a variation on Albert Morehead & Geoffrey Mott-Smith's game by David Parlett.


Streets

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.  Spaces may be filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Streets is a variation of Forty Thieves.  It is also closely related to Number Ten and Rank and File.


Streets and Alleys

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (middle) - build up in suit from Ace to King.

•	8 tableau piles (around foundations) - build down regardless of suit.  Only the top card of each pile is available for play.  Spaces may be filled by any available card.  At the start of the game the first 4 piles are dealt 7 cards each face up, and the next 4 piles are dealt 6 cards each face up.

Options

AutoPlay

History

This is a variation of Beleaguered Castle that is harder to win since the Aces are not dealt at the beginning of the game.


Striptease

1 Deck. Hard.  Mostly Skill.

Object

To move all the cards (except Queens) to the waste piles.

Layout

•	4 tableau piles (left) - Each pile contains 13 cards, first card a Queen, 2nd card face down, the rest face up.  Face down cards are not available until all face up cards (except Queens) in all piles have been played. Then the 4 cards are turned over for play.

•	4 waste piles (right) - build up or down regardless of suit from the tableau.  Aces may be played on Kings, Kings may be played on Aces, and Kings and Jacks are considered consecutive. Once a card has been played to a waste pile it cannot be moved.

Options

AutoPlay

History

Striptease was invented by David Parlett.  The name comes from the objective of the game, which is to strip the Queens of all their covering cards.


Sultan of Turkey

2 Decks.  Very Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	9 foundation piles (in center box) - build up in suit from King to Ace up to Queen, except for the center King (the Sultan), which is not built on at all.  At the start of the game the Kings and the Ace ♥ are dealt here.

•	8 reserve piles (around the foundations) - can contain one card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (face down) - turn over cards one at a time to the waste pile by clicking.  There are 2 redeals.

waste pile (next to stock) - The top card is available for play on the foundations or reserves.

Options

AutoPlay

History

This is a very old game.  It is easy to win and requires very little skill.


Super Flower Garden

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.

•	18 fans (below foundations) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile (except for the last pile, which just has 1 card).

•	stock (upper left, no cards) -  There are two redeals.  After all possible plays have been made, redeal by clicking on the O in the upper left corner.  All the cards in the fans are reshuffled. The foundations remain.  When the O becomes an X, there are no more redeals.

Options

AutoPlay

History

Despite its name, Super Flower Garden is not related to Flower Garden.  It is an easier version of La Belle Lucie, a classic variation of Fan.  Other similar games are Shamrocks, Trefoil, and Clover Leaf.


Superior Canfield

1 Deck.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	4 tableau piles (below foundations) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (top left, face down) - turn over 1 or 3 cards at a time (see rules option), by clicking.  Unlimited redeals.

•	waste (next to stock) - Top card always available for play on the tableau or foundations.

•	reserve (left of tableau) - Top card always available for play on the tableau or foundations.  At the start of the game 13 cards are dealt here.

Options

•	Rules - selects whether 1 card or 3 cards at a time are turned over from the stock.  This option is set in the options menu.  The default is 3 cards.

AutoPlay

History

Superior Canfield is a variation of Canfield.  It is slightly easier in that the reserve pile is completely visible, and spaces in the tableau can be filled by any card, instead of having to be filled from the reserve.


Suspenseful

1 Deck.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top left, with X's) - build up in suit from first card (comes from center card of Groups below), wrapping from King to Ace as necessary.

•	4 Groups (below foundations) - Each group contains 6 cards in a pyramid formation.  The middle card (the center)  is face down.  The two cards to either side of the center are the Wings.  When uncovered, the center is turned over automatically and becomes the base card of a foundation pile.  Only cards that are not blocked by another card are available.  Available cards in Groups can be played to the foundations, tableau, or waste, if possible.  Wing cards, when removed, can be replaced by a single card.

•	4 tableau piles (far right) - build down in suit, wrapping from Ace to King as necessary. Groups of cards may be moved regardless of sequence.  Spaces can be filled by any card or group of cards. Top card is available for play on the foundations, waste, or Wings.  At the start of the game 6 cards are dealt face up to each pile.

•	stock (right of foundations, face down) - turn over 1 card at a time to the waste by clicking.  Two redeals.

•	waste (next to stock) - top card is available for play on foundations, tableau, or Wings.  Cards may be built up or down regardless of suit, wrapping from King to Ace or Ace to King as necessary.

Options

AutoPlay

Notes

•	The 4 center cards of the Groups will always be of different suits.

•	Wing cards of the Groups are essentially free cells for cards, as in FreeCell.

Tips

•	It is necessary to uncover the center cards (foundation base cards) as quickly as possible.  Play cards to the waste as necessary to uncover the center cards.  Once you get all the foundations started, then you will want to get the cards out of the waste pile again.

History

Suspenseful is loosely based on the game Suspense from Albert H. Morehead & Geoffrey Mott-Smith's book The Complete Book of Solitaire & Patience Games. The layout is similar, but the rules have been greatly modified.


Tam O Shanter

1 Deck.  Very Hard.  All Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up regardless of suit from Ace to King.

•	4 reserve piles (below foundations) - cards are moved here from the stock.  The top card of each pile is available for play on the foundations.  Move cards to the foundations by clicking.  At the start of the game 1 card is dealt face up to each pile.

•	stock (face down) - deal 1 card to each reserve pile by clicking.  No redeals.

History

This is an old and classic solitaire game.  It is a more difficult variation of Auld Lang Syne.


Tarantella

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right, starting with Aces) - build up in color from Ace to King, back to Ace to King again, until each pile contains 26 cards.  At the start of the game an Ace of each suit is dealt here.

•	10 tableau piles (below foundations) - Build down by alternate color, wrapping from Ace to King as necessary.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces may be filled by any card or legal sequence of cards.  At the start of the game 5 cards are dealt to each pile, in the first and 10th piles, the top card is face up, in the 2nd and 9th piles 2 cards are face up, in the 3rd and 8th piles 3 cards are face up, in the 4th and 7th piles 4 cards are face up, and in the 5th and 6th piles all the cards are face up.

•	reserve - (left of foundations) - top card is available for play on the foundations or tableau.  At the start of the game 10 cards are dealt to this pile.

•	stock (left of reserve) - deals 1 card to each tableau pile by clicking.

Options

AutoPlay

History

Tarantella has some elements of Klondike, Spider, and Blondes and Brunettes.  It is named after an Italian dance that is supposed to be like being bitten by a Tarantula.  It was invented by Thomas Warfield.


Terrace

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (middle) - build up in suit from the rank of first card moved to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	9 tableau piles (below foundations) - build down by alternate color.  Only the top card of each pile may be moved.  Spaces may be filled by a card from the waste only.  At the start of the game 1 card is dealt face up to the first 4 piles.  One of these cards is selected to be the foundation base card by moving it to the first foundation pile.  After a card is so moved 1 card is dealt face up to the remaining empty piles.

•	reserve (top) - each card is available for play on the foundations only.  At the start of the game 11 cards are dealt here.

•	stock (top left, face down) - turn over cards 1 at a time to the waste by clicking.  No redeals, except that when the stock is empty the waste may be turned over to form a new stock by clicking on the empty stock.  Cards may then then be played to the foundations or tableau until an unplayable card is reached (which ends the game).

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

Tips

•	The restriction on play of cards in the reserve makes this game difficult.  Note that it is extremely important which card you begin the game with by moving it to the first foundation pile.  Examine the reserve closely to make the best choice.  If there are several Sixes in the reserve, for example, you wouldn't want to pick a Six, or even a Five or Four as your foundation base.

History

Terrace is also known as Queen of Italy.  It has several variations, including General's Patience, Blondes and Brunettes, and Redheads.


TetSol

1 Deck.  Hard.  Skill/Luck balanced.

Object

To discard all the cards in pairs.

Layout

15 (or 12 in 640x480 resolution)  tableau Piles arranged in a 3x5 rectangle- discard pairs of cards that are one rank different from each other (Aces and Kings are considered consecutive) and are adjacent to each other, either side by side or diagonally.  Spaces are filled as follows: any card above a space slides down to fill the space, empty spaces at the top are filled by the stock.

stock (Face down, middle) - automatically fills spaces at the top of the layout.

Discards (right) - all cards paired up and discarded from the layout are piled in 13 piles by rank, for easy counting of remaining cards.

Notes

•	Discard pairs of cards that are one rank different from each other (for example, a Two may be paired with either an Ace or a Three) and are adjacent to each other, either side by side or diagonally.  Kings may be paired with Aces.  To discard a pair, drop one of the cards on the other, or right-click on one of the cards.  Spaces are filled as follows: any card above a space slides down to fill the space, empty spaces at the top are filled by the stock.  This is the same way that pieces fall in the game Tetris.

•	Discarded pairs are moved to 13 piles to the right of the stock, grouped by rank.  This makes it easy to see what cards remain to be paired.  This is very important as it is very easy to make moves that will make it impossible to win.  For example, if you pair all the Tens with Nines and all the Queens with Kings, the Jacks have nowhere to go and can never be paired.

History

Tetsol is based on an earlier game of the same name in the 16-bit Pretty Good Solitaire.  That game had a different pairing method and was invented by Randy Rasa.  This game keeps the same tableau layout, but changes the pairing from cards that add to 13 to pairs of cards one rank different.  This makes for a more strategic game.


The Plot

2 Decks.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.  No cards can be played on the 2nd through 8th piles until all 13 cards have been played to the first pile.  The first pile is offset to the left of the other 7 piles.

•	12 tableau piles (center) - build down in suit.  Only one card at a time may be moved.  Spaces may be filled only from the waste.  At the start of the game 1 card is dealt to each pile.  Until the first foundation pile contains 13 cards, cards of the same rank as the first card of the first foundation pile cannot be built on other cards or built upon.

•	stock (bottom left, face down) - turn over 1 card at a time to the waste, by clicking.  No redeals.

•	waste (below stock) - Top card always available for play on the foundations or tableau.

•	reserve (top left, above stock) - Top card always available for play on the foundations only.  At the start of the game 13 cards are dealt here.

Options

AutoPlay

Notes

•	The Plot has three restrictions that make things difficult: 1) you cannot play any cards to the 2nd to 8th foundation piles until the first foundation pile contains all 13 cards.  The first pile is offset from the others to make it more visible.  2) cards in the reserve can be played only to the foundations, not to the tableau, and 3) until the first foundation pile contains 13 cards, you cannot build or build upon cards of the same rank as the first card of the first foundation pile.

History

The Plot has similarities to Canfield and Seven Devils.


The Spark

2 Decks.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build down in suit from King to Ace.

•	12 tableau piles (below foundations on right) - build up in suit.  Only top card available for play.  Empty piles can be filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (below foundations, face down on left) - move 3 cards to each waste pile by clicking.  No redeals.

•	2 waste piles (below stock) - top card available for play on the foundations or tableau.  At the start of the game 3 cards are dealt to each pile.

Options

AutoPlay

Notes

•	Note that the building foundations and tableau is highly unusual.  Building in The Spark is backwards from most solitaire games.   Also, there are 2 waste piles rather than the usual one.

History

The Spark is an upside down variation of Busy Aces.


Thieves of Egypt

2 Decks.  Easy.  Skill/luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

10 tableau piles (below foundations) - build down by alternate color.  Groups of cards in sequence down by alternate color may be moved as a unit.  Spaces may be filled only by Kings.  At the start of the game 1 card is dealt to the first pile, 3 to the 2nd, 5 to the 3rd, 7 to the 4th, 9 to the 5th, 10 to the 6th, 8 to the 7th, 6 to the 8th, 4 to the 9th, and 2 to the 10th.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  One redeal.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Thieves of Egypt has a pyramid shaped tableau, but is a variation of Forty Thieves.


Thirteens

1 Deck.  Easy.  All Luck.

Object

To pair up all the cards in the deck in pairs of cards whose ranks total to 13.

Layout

•	10 tableau Piles - Discard pairs of cards whose ranks add to 13.  Kings are discarded singly.  To discard a pair, drop one card on the other, or right-click on one of the cards.  Cards are replaced immediately from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (far right, face down) - automatically fills spaces in the tableau.

Notes

•	Any pair of cards whose values add to 13 can be discarded.  The valid pairs are Queen-Ace, Jack-Two, 10-3, 9-4, 8-5, 7-6.  Kings are discarded singly.  To discards Kings, simply click on them.

History

Thirteens is a simple solitaire game of the type called "simple addition", which are games that involve adding values of cards together to reach a certain value.  As such, it is similar to Five Piles and Pyramid.


Thirty Six

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (across top) - build up in suit from Ace to King.

•	6 tableau piles (below foundations) - build down regardless of suit.  Groups of cards in sequence down regardless of suit may be moved as a unit. Spaces may be filled by any card.  At the start of the game 6 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Threes Company

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Threes to King, Ace, Two.  At the start of the game the Threes are dealt here.

•	8 tableau piles (below foundations) - build down in suit.  Groups of cards may be moved if they are in sequence down in suit.  Spaces may be filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom, face down on left) - move 1 card to waste by clicking.  No redeals

•	waste (beside stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Three's Company is more difficult to win than Deuces or Busy Aces.  Although multiple card moves are allowed in the tableau, there are fewer tableau piles (8 compared to 10 for Deuces).  Three's Company was invented Thomas Warfield.


Thumb and Pouch

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below  foundations) - build down by any suit but the same.  Move groups of cards if they are in sequence down by any suit but the same.  Fill spaces with any card or legal group of cards.  At the start of the game 1 card is dealt to the first pile, 2 cards to the 2nd, and so on.  The top card is face up.

•	stock (top left, face down) - turn over 1 card to waste pile by clicking. No redeals.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

This is a variation of Klondike.  It is fairly easy to win.


Tournament

2 Decks.  Very Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build the piles on the left up in suit from Ace to King, build the piles on the right down in suit from King to Ace.  Each group of 4 piles should have a pile of each suit.  An Ace or a King of each suit is dealt here at the start of the game.

•	6 tableau piles (face up in the middle) - top card is available for play on the foundations or reserves.  Spaces are filled by a group of 4 cards from the stock.  No building.  At the start of the game 4 cards are dealt face up to each pile.

•	8 reserve piles (left and right sides) - each pile can contain 1 card, available for play on the foundations.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top, face down) - clicking deals 4 cards to each tableau pile.  There are 2 redeals.  (During a redeal all the cards in the tableau are collected and all the cards are redealt to the tableau.

Options

AutoPlay

Notes

When the foundations piles of the same suit meet, is its allowable (and encouraged) to move cards from one foundation to the other.

Tips

Try to keep at least one reserve open.  Don't put cards on the reserve that will stay there for a long time.

History

Tournament is an excellent game of strategy invented from the games La Nivernaise and Marechal Saxe by Albert Morehead and Geoffrey Mott-Smith.


Towers

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	6 tableau piles (top) - build down by color.  Move groups of cards if they are in sequence down by color and if there are enough free cells that the cards could be moved individually.  Fill spaces with any card.  At the start of the game 6 cards are dealt face up to each pile.

•	Middle Tower (face down, in tableau) - top card is available for play on the foundations or tableau.  No building, spaces cannot be filled. At the start of the game 7 cards are dealt here, the top card is face up.

•	Lower Towers (bottom left, face up) - top card is available for play on the foundations or tableau.  No building, spaces cannot be filled.  At the start of the game 4 cards are dealt to each pile.

•	5 free cells (bottom) - Storage cells for 1 card each.  No building. The card is available for play on the foundations or tableau.

Options

AutoPlay

History

Towers is a variation of FreeCell.  It was invented by Thomas Warfield.


Trefoil

1 Deck.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	16 fans (below foundations) - build down in suit.  Only one card at a time may be moved.  Spaces are not filled.  At the start of the game 3 cards are dealt face up to each pile.

•	stock (upper left, no cards) -  There are two redeals.  After all possible plays have been made, redeal by clicking on the O in the upper left corner.  All the cards in the fans are reshuffled. The foundations remain.  When the O becomes an X, there are no more redeals.

Options

AutoPlay

Notes

•	There are two ways to move cards between fans, depending on the settings under Rules in the Options menu.  If Drag and Drop is set, the cards are dragged with the mouse.  If Click is set, clicking on a card in a fan automatically moves it to the one other fan that it can move to.

History

Trefoil is a variation of La Belle Lucie.  The difference is that in Trefoil the four Aces are dealt to the foundations at the beginning of the game.   This makes it slightly easier to win.


Triangle

1 Deck.  Very Hard.  Mostly Luck.

Object

To pair up all the cards in the deck in pairs of cards whose ranks total to 13.

Layout

•	An inverted pyramid of 28 cards.  Only uncovered cards are available for play.  Discard pairs of cards whose ranks add to 13.  Kings are discarded singly.  To discard a pair, drop one card on the other, or right-click on one of the cards.

•	stock (top left) - turn over cards one to each waste pile by clicking.  No redeals.

•	2 waste piles (below stock) - The top card is available for play.

Notes

•	Any pair of cards whose values add to 13 can be discarded.  The valid pairs are Queen-Ace, Jack-Two, 10-3, 9-4, 8-5, 7-6.  Kings are discarded singly.  To discards Kings, simply click on them.

History

This game is like Pyramid, except that the pyramid is inverted, and there are 2 waste piles.  It is more difficult to win.  Much depends on how quickly you can remove the tip of the pyramid.


Triple Peaks

1 Deck.

Object

To move cards to the waste pile with the highest possible score.

Layout

•	3 triangular peaks of cards - move cards to the waste by clicking.  Only uncovered cards are available for play.

•	stock (bottom, face down) - move cards 1 at a time to the waste by clicking.

•	waste (bottom, face up) - build up or down regardless of suit, wrapping from Ace to King and King to Ace as necessary.

Notes

•	Scoring is as follows:  1 point for the first card moved from the peaks to the wastee, 2 points for the 2nd, 3 for the third and so on, until no more cards can be moved.  When a card is turned over from the stock, scoring returns to 1 point for the next card from the peaks.   Also, when a card is turned over from the stock, 5 points is subtracted from the score.   15 bonus points are awarded when the top of each of the first two peaks are moved to the waste, and 30 bonus points are awarded when all peaks have been moved.   If a new game is started, 5 points are subtracted for each card remaining in the peaks.


Trusty Twelve

1 Deck. Medium.  Mostly Luck.

Object

To move all the cards to the tableau.

Layout

•	12 tableau piles  - build down regardless of suit.  Only one card at a time may be moved.  Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt to each pile.

•	stock (left, face down) - automatically fills spaces in the tableau.

Notes

The idea is to get all of the cards in play by grouping cards in piles down regardless of suit, which brings more cards into play via the empty spaces created.  The game is won if all cards are moved from the stock onto the tableau.

History

For a game with a similar method of winning, see Cat's Cradle.


Twenty

2 Decks.  Very Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top)  - build the first 4 piles up in suit from Ace to King, the last 4 down in suit from King to Ace.  At the start of the game an Ace and King of each suit is dealt here.

•	20 tableau Piles (below foundations) - top card is available for play on the foundations.  Spaces are filled automatically from the stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - deals 1 card to each tableau pile by clicking.  No redeals.

History

Twenty is a very simple game involving no strategy whatsoever.


Twister

2 Decks.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	8 tableau piles (below foundations) - build down regardless of suit.  Groups of cards in sequence down by alternate color may be moved.  Spaces may be filled by Kings or a legal group of cards headed by a King.  At the start of the game 7 cards are dealt face up to each pile.

•	stock (bottom, face down on left) - move 1 card to waste by clicking.  Unlimited redeals.

•	waste (beside stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Twister was invented using the Solitaire Wizard by Heidi Good.


Ukrainian Solitaire

1 Deck.  Hard.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace.

Layout

•	4 foundation piles (top right) - move entire 13-card King to Ace down in suit sequences from the tableau.

•	7 tableau piles (below foundations) - build down in suit, wrapping from Ace to King if necessary.  Move groups of cards regardless of any sequence.  Fill spaces with Kings or groups of cards with headed by a King (see KingOnly for option).   At the start of the game 1 card is dealt the first pile, 2 cards to the 2nd pile, and so on.  The top card is face up.  Then 4 additional face up cards are dealt to the 2nd through 7th piles.

Options

AutoPlay    KingOnly

Notes

•	Any face up card in the tableau may be built upon another, no matter how deep it is in a pile.  All cards covering it are moved together.  When a face down card is uncovered, it is automatically turned face up and is available for play.

History

Ukrainian Solitaire is a cross between Russian Solitaire and Spider.  It's origin is unknown.  It was reported to the author by Jay York, who learned the game from a college roommate who learned it from his Ukrainian grandmother.


Unlimited

2 Decks.  Hard.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down in suit.  Move groups of cards if they are in sequence down in suit.  Fill spaces with any available card or group of cards.   At the start of the game 7 cards are dealt to each pile, alternating face up and face down.

•	stock (face down) - turn over cards one at a time to the waste by clicking.  Unlimited redeals.

•	waste (below stock) - Top card always available for play on the foundations or tableau.

Options

AutoPlay

History

This is a variation of Interchange.  It allows unlimited redeals and any card to be played to an empty space, which gives the player a much better chance of winning than in Interchange.  See also Forty-Nine.


Variegated Canfield

2 Decks.  Hard.  Skill/luck balanced.

Object

To move all the cards to the foundations

Layout

8 foundation piles (across top) - build up in suit from Aces to Kings.  At the start of the game the Aces are dealt here.

•	5 tableau piles (below foundations on right) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Spaces are filled from the reserve if possible, else by any card.  At the start of the game 1 card is dealt to each pile.

•	stock (left below foundations, face down) - turn over  3 cards at a time to the waste, by clicking.  2 redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

•	reserve (left of tableau, next to Waste) - Top card always available for play on the foundations or tableau.  At the start of the game 13 cards are dealt here.

Options

AutoPlay

History

Variegated Canfield is variation of Double Canfield and Canfield.


Vertical

1 Deck.  Easy.  Mostly Skill.

Object

To pair up all the cards and move them to the waste pile.

Layout

•	7 tableau piles (across top) - the top card is available for play.  Pair up cards of the same rank.  At the start of the game 6 cards are dealt face up to each pile (except for the center pile which is dealt 7 cards).   The cards are dealt in such a way that no two cards of the same rank are dealt to the same pile.

•	9 extra cards (below tableau) - each card is available for play.

•	waste pile - Where paired cards go out of play.

History

Vertical is a variation of Nestor.


Vineyard

1 Deck.  Easy.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from Ace to King.

•	10 tableau piles (below foundations) - build down by alternate color.  Only one card at a time may be moved.  Spaces are filled by any card.  At the start of the game 5 cards are dealt face up to each pile (6 cards are dealt to the first 2 piles).

Options

AutoPlay

History

Vineyard is a variation of Good Measure.  It was invented using the Solitaire Wizard by Peter Voke.


Waning Moon

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (top) - build up in suit from Ace to King.

•	13 tableau piles (below foundations) - build down in suit. Only one card at at time may be moved.  Spaces may be filled by any card.  At the start of the game 4 cards are dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Waning Moon is a variation of Forty Thieves and is very similar to Lucas.


Waterloo

2 Decks.  Easy.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (across top) - build up in suit from Ace to King.  At the start of the game the Aces are dealt here.

•	6 tableau piles (below foundations) - build down regardless of suit.  Groups of cards can be moved if they are in sequence down in suit.  Spaces filled by any card.  At the start of the game 1 card is dealt face up to each pile.

•	stock (bottom left) - turn over 1 card at a time to the waste pile by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay


Wave Motion

1 Deck.  Hard.  Mostly Skill.

Object

To group all the cards into 4 sets of 13 cards in sequence down in suit from King to Ace within the tableau.

Layout

•	8 tableau piles (top) - build down in suit.  Move groups of cards if they are in sequence down in suit.  Spaces can be filled by any card or legal group of cards.  At the start of the game these piles are empty.

•	8 reserve piles (below tableau) - No building.  Top card is available for play on the tableau (a group of cards that is in sequence down in suit may also be moved as a group to the tableau).  Spaces are not filled.  At the start of the game 6 cards are dealt to each pile (the first 4 piles are dealt 7).

Notes

•	Play consists of moving cards from the reserve piles to the tableau (and then moving cards within the tableau) in order to form 4 sequences down in suit from King to Ace.

Tips

•	Try to begin by concentrating on grouping cards of one or two suits together.

History

Wave Motion is related to FreeCell and Scorpion.  It was invented by David Bernazzani.


Westcliff

1 Deck.  Very Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (right) - build up in suit from Ace to King.

•	10 tableau piles (middle) - build down by alternate color.  Move groups of cards if they are in sequence down by alternate color.  Fill spaces with any card or legal group of cards.  At the start of the game 3 cards are dealt to each pile, 2 face down and 1 face up.

•	stock (top left, face down) - turn over 1 card at a time to the waste, by clicking.  No redeals.

•	waste (below stock) - Top card always available for play on the foundations or tableau.

Options

AutoPlay

History

Westcliff is a variation of Klondike.  It is fairly easy to win.


Wheatsheaf

2 Decks.  Hard.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (in center) - build leftmost 4 piles up in suit from Ace to King, build rightmost 4 piles down in suit from King to Ace.

•	8 tableau piles (to left and right of foundations) - build up or down by suit.  Spaces are filled from the waste.  At the start of the game 1 card is dealt to each pile.

•	stock (upper left, face down) - 1 card at a time moved to the waste by clicking.  No redeals.

•	waste (next to stock) - top card available for play on the foundations or tableau.

Options

AutoPlay

History

Wheatsheaf is a variation of Congress.


Whitehead

1 Deck.  Hard.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by color.  Move groups of cards if they are in sequence down in suit.  Fill spaces with any card or legal groups of cards.  At the start of the game 1 card is dealt face up to the first pile, 2 cards to the 2nd, and so on.

•	stock (top left, face down) - turn over one card at a time to the waste, by clicking.  No redeals.

•	waste (next to stock) - Top card always available for play on the foundations or tableau.

Options

AutoPlay

History

This is a variation of Klondike.  The ability to see all the cards in the tableau makes this game interesting.  It is more difficult to win than most of the Klondike variations.


Will o the Wisp

1 Deck.  Medium.  Skill/luck balanced.

Object

To group all the cards in sets of 13 cards in sequence down in suit from King to Ace.

Layout

•	7 tableau piles - build down regardless of suit.  Groups of cards in sequence down in suit may be moved as a unit (see Rules option below).  A space can be filled by any card or legal group of cards.  At the start of the game 3 cards are dealt to each pile, 2 face down and 1 face up.

•	stock (above the tableau) - Clicking deals 1 card to each tableau pile.  All empty spaces must be filled before a deal.

Notes

•	Whenever a sequence of 13 cards down in suit from King to Ace is formed, it will automatically be removed from play.

Tips

•	Same suit sequences should be preferred even though building is down regardless of suit.  The object is to build down in suit sequences.

History

Will o' the Wisp is a variation of Spiderette where the cards are dealt in the same fashion as EastHaven.  With fewer face down cards to clear, the game becomes slightly easier.


Windmill

2 Decks.  Medium.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	5 foundation piles (1 in center, 4 others diagonally around it) - on the center foundation, which at the start of the game is dealt an Ace, build up regardless of suit, wrapping from King to Ace as necessary, until it contains 52 cards. On the other 4 foundations,  build down regardless of suit from King to Ace.

•	8 tableau piles (extending in all 4 directions from the center foundation) - each pile may contain 1 card.  Spaces are filled immediately from the waste or stock.  At the start of the game 1 card is dealt face up to each pile.

•	stock (top left, face down) - turn over 1 card at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - the top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Windmill is also known as Propeller.  Feed the big center pile every time you can.


Wings

1 Deck.  Easy.  Mostly Luck.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top) - build up in suit from the rank of first card dealt to the first pile, wrapping from King to Ace as necessary, until each pile contains 13 cards.

•	8 tableau piles (the wings) - build down in suit, wrapping from Ace to King as necessary. Only one card at a time may be moved.  Spaces are filled from the reserve (or Trunk) until it is empty, then by any card.  At the start of the game 1 card is dealt face up to each pile.

•	reserve or Trunk (middle) - cards may be moved to the foundations or tableau.  At the start of the game 13 cards are dealt here.

•	stock (face down, bottom left) - turn over cards one at a time to the waste by clicking.  No redeals.

•	waste (next to stock) - top card is available for play on the foundations or tableau.

Options

AutoPlay

History

Wings is a variation of Eagle Wing.


Yukon

1 Deck.  Medium.  Skill/Luck balanced.

Object

To move all the cards to the foundations.

Layout

•	4 foundation piles (top right) - build up in suit from Ace to King.

•	7 tableau piles (below foundations) - build down by alternate color.  Move groups of cards regardless of any sequence.  Fill spaces with Kings or groups of cards headed by a King.   At the start of the game 1 card is dealt the first pile, 2 cards to the 2nd pile, and so on.  The top card is face up.  Then 4 additional face up cards are dealt to the 2nd through 7th piles.

Options

AutoPlay

Notes

•	Any face up card in the tableau may be built upon another, no matter how deep it is in a pile.  All cards covering it are moved together.  When a face down card is uncovered, it is automatically turned face up and is available for play.

Tips

•	Uncover the face down cards as soon as possible.  Don't let one foundation get too far ahead of the others.

History

Yukon is a variation of Klondike.


Yukon Puzzle

2 Decks.  Easy.  Mostly Skill.

Object

To move one deck of cards to the foundations, to move the other deck of cards into 13 piles of 4 cards of the same rank.

Layout

•	4 foundation piles (top middle) - build up in suit from Ace to King.  At the start of the game an Ace of each suit are dealt here.

•	7 tableau piles (below foundations) - build down by alternate color.  Move groups of cards regardless of any sequence.  Fill spaces with Kings or groups of cards headed by a King.   At the start of the game 1 card is dealt the first pile, 2 cards to the 2nd pile, and so on.  The top card is face up.  Then 4 additional face up cards are dealt to the 2nd through 7th piles.

•	15 reserve piles (on right - 3 begin empty) - Cards may be played on other cards of the same rank.  At most 4 cards are allowed in any pile.  Empty piles may be filled by any card.  At the start of the game 4 cards are dealt face up to 12 of the piles.

Options

AutoPlay

Notes

•	Any face up card in the tableau may be built upon another, no matter how deep it is in a pile.  All cards covering it are moved together.  When a face down card is uncovered, it is automatically turned face up and is available for play.

•	In the reserve piles, cards may be played on other cards of the same rank.  For example, if the top card of a pile is a Three, another Three can be played on top of it.  The object is to move the cards so that there are 13 piles of 4 cards of the same rank, that is, one pile of 4 Kings, one pile of 4 Queens, and so on.  Note that the 4 cards must all be of different suits.

History

Yukon Puzzle is a combination of the games Yukon and Fifteen Puzzle.  It was invented by Thomas Warfield.


Zerline

2 Decks.  Medium.  Mostly Skill.

Object

To move all the cards to the foundations.

Layout

•	8 foundation piles (center) - build up in suit from Kings, then Aces up to Queens.

•	8 tableau piles (left and right) - build down regardless of suit.  Only one card at a time may be moved.  Spaces are filled only with Queens.  At the start of the game 5 cards are dealt face up to each pile.

•	 stock (top face down) - Turn over 1 card at a time to the waste by clicking.  No redeals.

•	 waste (next to stock) - Top card is available for play on the foundations or tableau.

•	reserve (to right of waste) - storage location for up to 4 cards.  Only the top card is available for play on the foundations or tableau.  Any available card from the tableau (not waste) may be played to the reserve.

Options

AutoPlay

History

Zerline is of German origin.


Solitaire Wizard

The Solitaire Wizard

The Solitaire Wizard allows you to create hundreds of thousands of different solitaire games by changing the rules of the games.  You can invent your own games, name them, and change them to suit your taste.  For a step-by-step guide to how to create a game, see the Solitaire Wizard Tutorial.

Solitaire Wizard Tutorial

Save Game Name

In the box for Save Game Name, type the name of the game you wish to create.  You can give it any name you wish (except don't give it the name of an existing game).  If you want to edit the rules of a game you have already created, you can select the name of that game in the drop-down box.

To delete a Wizard game, select the name of the game in the box and click on the Delete Game button.

Game Type

There are 4 types of games that you can create with the Wizard.  They are Klondike type, Forty Thieves type, Spider type, and Fan type.  Select which type of game you wish to create.

Number of Decks

In the Number of Decks box, choose whether you want to play a game that uses 1 deck of cards (52 cards), or 2 decks of cards (104 cards).

When you are finished with the game name, click on the Next button.

Tableau Wizard


Solitaire Wizard Tutorial

Creating your own solitaire game is easy using the Solitaire Wizard.  All you have to do is decide what kind of rules you want for your game.  There are all kinds of different kinds of solitaire games.  With the Solitaire Wizard, you can create games of three types:  Klondike type games, Forty Thieves type games, and FreeCell type games.  These three types cover a lot of ground and a large number of standard solitaire games fall into one of these three types.  What they all have in common is a Foundation that is built up.  When the Foundation contains all the cards, the game is won.  They all have a Tableau that is build down.  Many of the games have a Stock and a Waste pile, and some have storage cells for cards.

To illustrate how to create a game, we will create a new game called "FreeCell Klondike".  It will be exactly what the name suggests: a cross between FreeCell and Klondike.

Creating FreeCell Klondike

•	Start the Solitaire Wizard by clicking on the Wizard button from the main screen.

•	Type in "FreeCell Klondike" in the Game Name box.

•	Choose a game type of "Klondike".

•	Choose "1 Deck" for the number of decks.  Both FreeCell and Klondike are 1 deck games. Click on the Next button.

•	Choose 7 for the number of Tableau piles.  That is the number of tableau piles in Klondike.

•	Since this is a Triangular tableau, the number of cards in each tableau pile is fixed.  Choose "All Cards Face Up" for the number of face down cards.  We will show the entire tableau like FreeCell does. Click on the next button.

•	Choose "Build Down in Alternate Colors" for the method of tableau building.  Both FreeCell and Klondike build this way.

•	Choose "King" for how to fill empty tableau piles.

•	Choose 4 for the number of free cells.  That is the number of free cells that FreeCell has.  Click on the next button.

•	Choose "No" for whether groups of cards can be moved as a unit.  Generally, most games with free cells do not allow groups to be moved.  However, as a shortcut, we will be able to move groups if we have enough empty cells available that the cards could be moved separately.

•	Choose "Up in same suit" for the method of Foundation building.  Most games use this method.

•	Choose "Ace" for the Foundation base card.  Both FreeCell and Klondike have ace-based Foundations.  Click on the next button.

•	For the number of cards dealt to the stock, choose "1 to the waste pile".  This is one of Klondike's options.   You could also choose 3 here, but then you would want to allow redeals.

•	Choose "None" for number of redeals allowed.  To make the game easier, you can increase the number of redeals.

•	Click on the Finish button.  You will now be able to play your first game of FreeCell Klondike.

Once you create a game, you can always go back and modify the rules using the Wizard.  Just select the game name from the box at the beginning of the Wizard.


Tableau Wizard Part 1

The first Tableau part of the Wizard has 4 fields:  Number of Tableau Piles, Number of Cards in each Tableau pile,  Number of Face Down cards, and Make Last Deal Come Out Even.

Number of Tableau Piles

Determines how many tableau piles there will be in the game.  This can be anywhere from 4 to 35, depending on the type of game and the screen resolution.

Number of Cards in each Tableau Pile

Determines how many cards will be dealt to each Tableau pile at the beginning of the game.  This can be anywhere from 1 to 13, depending on how many tableau piles you chose and the screen resolution.

Number of Face Down Cards in each Tableau Pile

Determines how many cards are dealt face down in each tableau pile. At least one card must be dealt face up, so this number can be anywhere from zero to one less than the number of cards in each tableau pile.  In Klondike type games, you can only have 1 card face up, or all cards face up.  In Spider type games, there is an additional option of having just the top card face up.

Make Last Deal Come Out Even

This option is available only in Spider type games.  It deals the cards to the tableau at the start of the game so that when dealing cards to the tableau during the game, the last group of cards dealt deals a card to all piles in the tableau.  The game Spider itself does this by dealing one more card to the first 4 tableau piles than the rest at the start of the game.

When you have completed filling in these fields, click on the next button.

Tableau Wizard 2


Tableau Wizard 2

The second Tableau part of the Wizard has 3 fields: Method of Tableau Building,  Empty Tableau Filled By, and Number of Free Cells.

Method of Tableau Building

Determines how the tableau piles are built down.  The choices are: build down in the same suit only, build down in alternate colors, build down in the same color only, build down in any suit but the same suit, and build down regardless of suit.

This selection gives you a lot of power over the difficulty level of the game.  Games that require cards to be of the same suit are the most difficult, because they are the most restrictive.  The other choices become progressively less difficult, with building down regardless of suit the easiest.

Empty Tableau Filled By

Determines how empty piles in the Tableau are filled.  There are four choices: any card or legal sequence or cards (no restrictions),  only a King (or one rank below the foundation base, if the foundation base is not an Ace),  a card from the stock or waste pile only,  or spaces can't be filled at all.

Number of FreeCells

Determines how many freeCells (or 1 card reserve piles) there will be at the bottom of the screen.  1 card only is allowed in each free cell.  For example, the game FreeCell has 4 free cells.  You are allowed from 0 (none) to 10 free cells, depending on the type of game and the screen resolution.

When you have completed filling in these fields, click on the next button.

Groups and Foundations


Groups and Foundations

The Groups and Foundations part of the Solitaire Wizard has 4 parts: Groups of Cards Moved as a Unit, Foundation Base Card, Foundation Building Method, and Remove completed sequences from the tableau.

Groups of Cards Moved as a Unit

Determines whether you can move more than one card at a time among Tableau piles.  There are 3 choices:  No, you can only move one card at a time, yes, you can move groups but only if they are in a legal sequence (these sequences are chosen in the drop-down box), and yes, you can move groups without any restrictions.

Foundation Building Method

Determines how the Foundation piles are built up from their base.  There are 4 choices: Build up in suit (most usual), build up in alternate color, build up in color,  and build up regardless of suit.

Foundation Base Card

Determines what card starts each Foundation pile.  You have two choices: begin all piles with aces (choosing this option gives you the further choice of dealing the aces to the Foundations at the beginning of the game, or not), or begin all piles with a card rank chosen at random at the beginning of the game.  In this case, the first card in the deck is dealt to the first Foundation pile.  All other Foundation piles must then begin with the same rank as this card.  (For example, if the card is a 4 all the other piles must start with 4's and build up).

Remove Completed Sequences from the Tableau

This option is available only in Spider type games.  It determines whether a completed King-to-Ace sequence should be removed from the tableau (as is done in Spider), or whether it should remain in the tableau (as in Scorpion).

When filling out these fields is complete, click on the next button.

Deal Wizard


Deal Wizard

The Deal part of the Solitaire Wizard has two parts: Number of Cards Dealt from Stock, and Number of Redeals Allowed.

Number of Cards Dealt from Stock

Determines how many and by what method cards will be dealt from the stock pile.  There are three choices: deal one card at a time to the stock pile, deal three cards at a time to the stock pile, and deal one card to each tableau pile.  In this last case there is no waste pile and there can be no redeals.

Number of Redeals Allowed

Determines how many times the waste pile can be turned over and dealt back again as the stock. There are 5 choices:  no redeals allowed, only 1 redeal allowed, 2 redeals, 3 redeals, and unlimited redeals.  This choice has a big effect on how easy the game is to win.

When you have completed these fields, you are finished with the Wizard.  You can play the game you just created by clicking on the Finish button.  You can go back and change anything you want by clicking on the Previous button.  You can abandon this game by clicking on Cancel.


Command Line Options

Command Line (Shortcut) Options

Individual games can be run from the command line, skipping the menu screen.  To run a game, start Pretty Good Solitaire from the command line with GOODSOL followed by the name of the game. For example, the command line "GOODSOL99 klondike" will immediately start the game Klondike.  (Statistics will go to the player the program was set to the previous time the program was run).

Shortcuts for Games

To create a Windows 95 shortcut to run a particular game:

1 	Right click on the empty desktop and select New | Shortcut.  Or in Windows Explorer, go to the directory where you wish the shortcut to be and select File | New | Shortcut.

2 	Browse and find the GOODSOL99.EXE file.  Select the GOODSOL99.EXE file.

3 	Add a game name to the command line.  For example, you may have a command line of "c:\program files\goodsol\goodsol99.exe".  Add klondike to the end of this (after any quotes), to get "c:\program files\goodsol\goodsol99.exe" klondike

4 	Click on the next button.

5 	Change the name of the shortcut to Klondike

6 	You can now run the game simply by clicking on the shortcut.


Benefits of Registration

The registration price for this program is only $24 (plus $5 shipping if you would like the latest version sent on CD-ROM).   This program is shareware, and if you use it for longer than a 30 day evaluation period, you should register the program.  Supporting shareware development will result in better programs.

If you do register this program, this is what you will get for your money:

•	A registration code and instructions on how to input this code to register your copy of Pretty Good Solitaire.  This process will get rid of the registration notices.  (Your registration code will be sent by e-mail if you specify an e-mail address; otherwise, it will be sent by regular mail).  If you include the $5 shipping fee, additionally you will be sent by mail the latest version on CD-ROM with your registration code.

•	Free upgrades to Pretty Good Solitaire 2000 and 2001, and inexpensive upgrades thereafter.  The latest version is always available for download at http://www.goodsol.com.

•	Technical support, via e-mail to support@goodsol.com.

•	The eternal gratitude of the author.

Order online by secure server!

VISA, MasterCard, Discover, and American Express accepted.

 http://www.goodsol.com

Other Ways to Order

Order by Mail

Registration by Mail Form

Order by Phone

Registration by Phone

Order by Fax

Fax Order Form

European Orders

Order from BT Software of the Netherlands

Australian/New Zealand Orders

Order by Cheque, Money Order, Bankcard, Mastercard, Visacard, or American Express in Australian dollars.

Australian Order Form

Ordering Questions or Technical Support

Ordering questions:  email to orders@goodsol.com

Technical support: email to support@goodsol.com

Upgrades

Registered owners of the 16-bit Pretty Good Solitaire 2.2, FreeCell Plus, Napoleon Solitaire, and The Solitaire Wizard look here.  The upgrade from the previous 32-bit versions, Pretty Good Solitaire 97 and 98, is free.  If Pretty Good Solitaire 99 does not automatically recognize your Pretty Good Solitaire 97/98 registration, contact orders@goodsol.com for a new code.

Upgrades to registered owners of 16-bit programs

Support and Other Stuff

Association of Shareware Professionals Ombudsman Statement

 License Agreement


Registration by Mail Form

Pretty Good Solitaire 99  ( version 5.0.0)

Ordering by check:  To order by check send this order form and a check to:

Goodsol Development

PO Box 9155

Springfield IL  62791-9155  USA

To print this form, click on [image].

Payment must be in US dollars drawn on a US bank, or you can send international postal money orders in US dollars (Canadian dollars also accepted, but please calculate exchange rate).

Prices:     no disk   (registration code sent by email or mail)                $24

               with disks  (registration code sent by email or mail,

                                 shipping for CD-ROM)          $24+$5 = $29

Select one:    _____ No CD-ROM ($24)             ________  CD-ROM ($29)

Name________________________________________________________

Address______________________________________________________

City____________________________State/Province__________________

Zip Code/Postal Code___________________Country__________________

E-Mail address_________________________________________________

                     (for quick receipt of registration code- please print clearly)

___ check here to be put on the E-Mail Newsletter mailing list for information about new versions.

Where did you hear about or find Pretty Good Solitaire?

______________________________________________________________

Suggestions:

______________________________________________________________

______________________________________________________________


Phone registration

Two different ways to call

Call Regsoft.com

Call Regsoft.com at 1-877-REGSOFT  (1-877-734-7638) (this is a toll-free number just like a 1-800 number). Regsoft.com is open regular Eastern Time USA business hours.

The product numbers are: Pretty Good Solitaire 99  product number (without CD-ROM) #1565, with CD-ROM #3489.

This number is for Regsoft.com, an order taking service.  They cannot help you with technical support questions.  For technical support, contact support@goodsol.com.   Questions about orders or order status go to orders@goodsol.com.

Call Register Now!

Call Toll-Free  1-877-353-7297

Note:  877 numbers are toll-free numbers just like 1-800 numbers.

Order Product #1505-1

Pretty Good Solitaire 99

You will have the choice of without CD-ROM $24, with CD-ROM $29

VISA, MasterCard, and American Express accepted.  Call 12:30 pm to 7:30 pm Eastern Standard Time, Monday to Friday.

This number is for Register Now!, an order taking service.  They cannot help you with technical support questions.  For technical support, contact support@goodsol.com.   Questions about orders or order status go to orders@goodsol.com.

Important Note: There is a $3 phone order surcharge for phone orders thru Register Now.  There is no surcharge for phone orders thru Regsoft.com above.


Fax Order Form

Pretty Good Solitaire 99  (5.0.0)

To order by fax, click on [image].

Fill out the form and fax it to:

Register Now! (Universal Commerce, Inc.)

Fax Number - 425-392-0223

Pretty Good Solitaire 98 - product #1505-1                                    $24

Check here for optional shipment of program on CD-ROM  ($5 shipping/handling)

                                                                                                      _______

Total    (Circle one)                                                                  $24 or $29

Note: Register Now! charges an an additional $2.50 fax ordering fee.

Name________________________________________________________

Address______________________________________________________

City____________________________State/Province__________________

Zip Code/Postal Code___________________Country__________________

E-Mail address_________________________________________________

                     (for quick receipt of registration code- please print clearly)

Credit Card information:

_____VISA    ____  MasterCard    ______   Discover   ____ American Express

Credit Card Number - _________________________   Exp Date ___________

Signature ________________________________________________________

Thanks for ordering Pretty Good Solitaire from Goodsol Development!


European Orders

Belgium, France, Germany, the Netherlands, and the UK

European Users in the above countries may purchase their registration from BT Software in their own currency via local bank transfers or Eurocheques. Order directly from the BT Software website at http://www.btsoftware.com.  Prices in each country's currency are listed on the web site.


Australian Order Form

Australian Order Form

Pretty Good Solitaire 99 v5.0.0

Pretty Good Solitaire is available in Australia/New Zealand from our local distributor Shareware-Australia. Standard registration entails receiving an unlock code.

The price is Australian $ 40.00

Postage and handling (if you require the program on disk) is Australian $ 10.00

You can order by phone, fax, email, or postal mail.

Fax your order to 	              (02) 9565-2362

Phone your order to 	(02) 9565-2339

Email your order to	sales@shareware-australia.com

Visit our web site	http://www.shareware-australia.com

Mail your order to	Shareware-Australia

PO Box 1075

Maroubra NSW 2035

Payment can be made by Cheque, Money Order, Bankcard, Mastercard, Visacard, or American Express.

Name:_____________________________________________________

Address: _________________________________________________

Address2: ________________________________________________

Phone: ____________Fax: ____________ Email: ______________

Paid by Cheque/Money Order [ ]  Credit Card [ ]

Credit Card No. ___________________________________________

Expiry Date: __________  Signature: _______________________

Please supply

__ copies of Pretty Good Solitaire @ AU$40.00 each	$______

Postage & Handling for disk if needed AU$10.00	$______

              	Total	$______


Upgrade Prices

Upgrade Form

For registered owners of 16-bit Pretty Good Solitaire

Registered owners of the 16-bit Pretty Good Solitaire  (versions 1.0, 1.1, 1.2, 2.0, 2.1, and 2.2) can upgrade to Pretty Good Solitaire 99 for just $5.

For registered owners of

Napoleon Solitaire or The Solitaire Wizard

Persons who registered Napoleon Solitaire or The Solitaire Wizard can upgrade to Pretty Good Solitaire 99 for $9.

For registered owners of FreeCell Plus

Persons who registered FreeCell Plus can upgrade to Pretty Good Solitaire 99 for $15.


Upgrade Form

Pretty Good Solitaire 99 (5.0.0)

To upgrade send this order form and a check to:

Goodsol Development

PO Box 9155

Springfield IL  62791-9155  USA

To print this form, click on Print Topic in the File pull-down menu.  Payment must be in US dollars drawn on a US bank, or you can send international postal money orders in US dollars (Canadian dollars also accepted, but please calculate exchange rate).  Upgrades are available only by mail.

                                                                       (check the option that applies)

Prices:    upgrade from 16-bit Pretty Good Solitaire              $5       _________

              (versions 1.0, 1.1, 1.2, 2.0, 2.1, or 2.2)

              upgrade from Napoleon Solitaire or                       $9       _________

              The Solitaire Wizard

              upgrade from FreeCell Plus                                 $15    __________

__________________________________________________________________

optional $5 shipping fee if you would like the latest version of Pretty Good Solitaire sent to you on CD-ROM                                                                                                                                    $5     ___________

                                                               Total:                        ___________

Name________________________________________________________

Registration Code  (from your registration or the [Global] section of the INI file)

                           _________________________

Address______________________________________________________

City____________________________State/Province__________________

Zip Code/Postal Code___________________Country__________________

E-Mail address_________________________________________________

                     (for quick receipt of registration code- please print clearly)


Customer Support

Technical Support

Technical Support for Pretty Good Solitaire is available by email to support@goodsol.com.  Should you have any problems with Pretty Good Solitaire, send me a message and I'll try to help out.

Order questions

If you have any questions about ordering, or the status of your order, contact orders@goodsol.com.

What happens when you register/order:

When you register Pretty Good Solitaire, I will generate a unique registration code just for you and send it to you.  This code will register your copy of Pretty Good Solitaire.  If you give an e-mail address on your registration code, I will send you the registration code by e-mail, usually within 24 hours of when I receive your check.  If you register via the Internet using one of my registration services, you will usually get your code within 24-48 hours of when you register ).  If you don't provide an e-mail address, then your code will be sent to you via regular mail, meaning that when you get it will depend on the post office.

You can always check out http://www.goodsol.com for the latest versions of Pretty Good Solitaire and all my other products.

As a registered user, you will be able to legally use the program beyond the 30 day trial period, and have full access to all features.  Please support the shareware concept!

My Distribution method:

My distribution method is simple: the internet.  I see little point in any other way of distributing shareware.  My World Wide Web site always has the latest version available.  If you have any questions about Pretty Good Solitaire, send me an email.  I try to reply to all messages as quickly as I can.

However, some people do like to get the program on CD-ROM.  For these people, I have provided an optional $5 shipping fee.  If you add this fee to the regular registration price, I will send you the latest version on CD-ROM.


ASP

This program is produced by a member of the Association of Shareware Professionals (ASP). ASP wants to make sure that the shareware principle works for you. If you are unable to resolve a shareware-related problem with an ASP member by contacting the member directly,  ASP may be able to help. The ASP Ombudsman can help you resolve a dispute or problem with an ASP member, but does not provide technical support for members' products. Please write to the ASP Ombudsman at 157-F Love Ave, Greenwood, IN  46142 USA, FAX 317-888-2195, or send email to omb@asp-shareware.org.


License Agreement

You should carefully read the following terms and conditions before using this software.  Your use of this software indicates your acceptance of this license agreement and warranty.

Shareware Version -- You are hereby licensed to:

use the shareware version of the software for a 30 day evaluation period; make as many copies of the unregistered shareware version of this software as you wish; give exact copies of the original unregistered shareware version to anyone; and distribute the unregistered shareware version of the software in its unmodified form via electronic means.  There is no charge for any of the above.

The software may be not be sold for a fee on diskette or CD-ROM, either alone or as part of a collection with other products, without prior permission of Goodsol Development Inc. (with the exception of magazine cover CD-ROMs that are sold with a magazine, which require no permission).

Unregistered use of Pretty Good Solitaire after the 30-day evaluation period is in violation of federal copyright laws.

Governing Law -- This agreement shall be governed by the laws of the State of Illinois.

Disclaimer of Warranty -- THIS SOFTWARE AND THE ACCOMPANYING FILES ARE PROVIDED "AS IS" AND WITHOUT WARRANTIES AS TO PERFORMANCE OF MERCHANTABILITY OR ANY OTHER WARRANTIES WHETHER EXPRESSED OR IMPLIED. NO WARRANTY OF FITNESS FOR A PARTICULAR PURPOSE IS OFFERED.

Good data processing procedure dictates that any program be thoroughly tested with non-critical data before relying on it.  The user must assume the entire risk of using the program.  ANY LIABILITY OF THE SELLER WILL BE LIMITED EXCLUSIVELY TO PRODUCT REPLACEMENT OR REFUND OF PURCHASE PRICE.


Register Pretty Good Solitaire

Please enter your name and registration number exactly as they appeared on the instructions you received when you registered Pretty Good Solitaire.  You cannot substitute a different spelling for your name or use a different name.  If entered correctly, your name will appear in the About dialog box, and the registration reminder dialog box will no longer be displayed.  Please save this information for possible use with future upgrades, or in case you re-install Pretty Good Solitaire.

Note:  If your name is spelled incorrectly in the instructions, please write to the address in the About dialog box with the correct spelling, and you will receive a new registration number.


Solitaire Glossary

Definitions of common solitaire terms

Available Card

Base Card

Building

Foundation

Rank

Redeal

Reserve

Sequence

Space

Stock

Suit

Tableau

Waste


Available Card

A card that can be moved to another pile.  Usually the top card of a pile is available.


base

A base card is the first card played to a Foundation pile.  This is usually an Ace, but can be something else.


build down by alternate color

Play a card one rank lower and of a different color on a card.  For example, play a 3 ♣ on a 4 ♦.


build down by any suit but the same

Play a card one rank lower on a card, of any suit but the same suit.  For example, play a 2 ♥  on a 3 ♦.


build down by color

Play a card one rank lower and of the same color on a card.  For example, play a 3 ♣ on a 4 ♠.


build down regardless of suit

Play a card one rank lower on a card, of any suit.  For example, play a 9 ♥  on a 10 ♦.


build down by suit

Play a card one rank lower and of the same suit on a card.  For example, play a 8 ♦ on a 9 ♦.


build up by alternate color

Play a card one rank higher and of a different color on a card.  For example, play a 6 ♣ on a 5 ♦.


build up by color

Play a card one rank higher and of the same color on a card.  For example, play a 8 ♣ on a 7 ♠.


build up in suit

Play a card one rank higher and of the same suit on a card.  For example, play a 5 ♥  on a 4 ♥.


build up or down in alternate color

Play a card one rank higher or lower on a card, of alternate colors.  For example, play a 8 ♣  on a 7 ♦.


build up or down regardless of suit

Play a card one rank higher or lower on a card, of any suit.  For example, play a 8 ♥  on a 7 ♦.


build up or down in suit

Play a card one rank higher or one rank lower and of the same suit on a card.  For example, play a 5 ♥  on a 4 ♥ or a 8 ♠ on a 9 ♠.


build up regardless of suit

Play a card one rank higher on a card, of any suit.  For example, play a 6 ♥  on a 5 ♦.


Building

The action of placing one card on top of another in a pile.  There are many different ways of building. The most common methods of building are:

•	by suit - only cards of the same suit (such as hearts) placed on one another.  This is the most restrictive of the common methods of building.

•	by color - only cards of the same color (such as red) placed on one another.

•	by alternate color - a red card only on a black card or a black card only on a red card. (also called by opposite color).

•	by any suit but the same - only cards of different suit (such as spades on diamonds) placed on one another.

•	Up in sequence - placing a card on the next lower card in rank, such as a Five on a Four.

•	Down in sequence - placing a card on the next higher card in rank, such as a Jack on a Queen.

These methods of building, and others, can be combined together, for example, building a pile up in sequence by suit.


cell

A cell (also called a Reserve) is a storage location for cards.  Usually only one card at a time is allowed in a cell.


fans

Similar to tableau piles, except usually the cards are stacked horizontally, and only one card at a time can be moved.


Foundation

Piles of cards where the object is to build upon a base card, usually up in a sequence.  In most games, the foundations are built up by suit, although this can vary.  Also, once cards are moved to foundations, usually they cannot be moved again.  Most solitaire games are won when all the cards have been moved to the foundations.


Rank

The face value of a card.  Each suit has 13 ranks.  Five is an example of a rank.


Redeal

Turning over the waste pile to create a new stock pile from it.  Many games do not allow redeals.  Some games will allow one redeal, and some will allow an unlimited number.


reserve

A group or pile(s) of cards where building is usually not permitted.  In some cases all the cards of a Reserve are available for play, while in others only the top card is available.


Sequence

A group of cards grouped by a method of building, such as in sequence up by suit.  In some games sequences in the tableau can be moved together.


Space

An empty pile.  Spaces may be filled with cards in various ways according to the rules of the particular game.  In many games spaces in the Tableau can be filled only by Kings or groups of cards with a King at the bottom.


Stock

A pile containing the remainder of the cards after all the rest of the piles have been dealt.  Cards are usually dealt from the stock in some way, such as to a waste pile or to tableau piles.


Suit

There are 4 suits, Hearts, Diamonds, Clubs, and Spades.


Tableau

Piles of cards where building (or packing) is usually permitted.  Cards may be packed on the exposed cards of each pile, according to rules that vary from game to game.  Usually the game begins with a certain number of cards in each pile.  When all the cards in a tableau pile have been played elsewhere, there is usually a rule about whether or what kind of cards can be moved to the empty space.


Waste

A pile where unplayable cards are stored.  Usually the top card of the Waste is available for play on other piles.  In some games the waste pile is turned over to become the Stock (this is called a redeal).


wrapping

Placing an Ace on a King or a King on an Ace.  This is permissible in some games.


Sources

Most of the games from Pretty Good Solitaire are games that have been published in various solitaire books.  The majority of these games date from the nineteenth century.  The inventors of these games are unknown.

The two main sources of games are

•	The Complete Book of Solitaire & Patience Games by Albert H. Morehead & Geoffrey Mott-Smith, Bantam Books, ISBN 0-553-25448-0, 1949.

•	The Penguin Book of Patience by David Parlett, Penguin Books, ISBN 0-7139-1193-X, 1979.

Unfortunately, the Parlett book is out of print in the USA and is not generally available.  However, a smaller book Teach Yourself Card Games for One by David Parlett (Teach Yourself Books, ISBN 0-8442-3686-1, 1994) is available.  The in-print books are available online at the Solitaire Bookstore at http://www.goodsol.com/bookstore.html.

Some games have inventors that are known.  Those inventors are listed below.  Click on a name to see the games each person invented.

Paul Alfille

C.L. Baker

Art Cabral

David Bernazzani

Micheal Bourne

Alex Bove

Heidi Good

Charles Jewell

Michael Keller

Fred Lunde

Albert Morehead and Geoffrey Mott-Smith

David Parlett

Bryan Stout

Bill Taylor

Peter Voke

Anne Warfield

Thomas Warfield

The inventors of the following games are unknown, or do not wish to have the games attributed to them, or the games were modified for their appearance in Pretty Good Solitaire, or were given special names for Pretty Good Solitaire, or are unique to Pretty Good Solitaire:

Acquaintance, Alaska, Australian Patience, Bastion, Beetle, Brazilian Patience, Cadran, Double Yukon, Fifteen Puzzle, Hidden Treasures, Interchange, Interment, Josephine, Mamy Susan, Milligan Cell, Morehead, Needle, Northwest Territory, Preference, Putt Putt, Solstice, Spider Web, Suspenseful, Ukrainian Solitaire, Waterloo


Paul Alfille

Games Invented

FreeCell


CL Baker

mathematician

Games Invented

Baker's Game


David Bernazzani

Games Invented

Wave Motion


Michael Bourne

Games Invented

Cat's Cradle


Alex_Bove

Games Invented

Five and Diamond


Art Cabral

Games Invented

Sea Towers


Heidi Good

Games Invented

Twister


Charles Jewell

Games Invented

Mrs Mop

Rouge et Noir


Michael Keller

Editor of World Game Review

Games Invented

Giza


Fred Lunde

Games Invented

Fred's Spider


Albert Morehead and Geoffrey Mott-Smith

authors of The Complete Book of Solitaire & Patience Games

Games Invented

Bristol

Dutchess

Gargantua

Strategy

Tournament


David Parlett

author of The Penguin Book of Patience and Teach Yourself Card Games for One

Games Invented

Archway

Black Hole

Buffalo Bill

Curds and Whey

Exit

Penguin

Striptease


Bryan Stout

Games Invented

Pharaohs


Bill Taylor

Games Invented

Miss Muffet


Peter Voke

Games Invented

Vineyard


Anne Warfield

Vice-President and Flunky of Goodsol Development, Inc.

Games Invented

Siberia


Thomas Warfield

designer of Pretty Good Solitaire

see About the Author

Games Invented

Aces and Kings

Antares

Binary Star

Clover Leaf

Demons and Thieves

Deuces and Queens

Double FreeCell

Fan Albert

Fascination

Fours Up

Lady Cadogan

Lady Jane

Monaco

Order Time

Patience's Reward

Penta

Prince Serg

Queenie

Redheads

Spidike

Springfield

Stepping Stone

Tarantella

TetSol

Three's Company

Towers

Yukon Puzzle