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Hoyle Solitaire – Mac Manual – English

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S I E R R A

Tutorial
Introduction
The following information provides an overview of how to use Hoyle Solitaire.
Main Menu Screen
The Main Menu screen will allow you to select from “PLAY GAME”, “GAME
CREDITS”, “ABOUT HOYLE”, “TUTORIAL”, “GLOSSARY”, and “QUIT.”
The Glossary defines standard terms used in solitaire.
Game Selection Screen
The “PLAY GAME” button places you into the Game Selection screen which
lists the 28 solitaire games available. To choose a game, left mouse click on
the title of the game you want to play. You can also use the “Tab” and “shiftTab” keys to cycle forward and backward through the titles; use “Enter” to
select the game. The game selection screen will also display a diamond symbol
next to any game that has been won. You can hone your card flicking skills by
clicking on the “CARD FLICK” icon.
Card Flick
Whenever you win a game, you will have the opportunity to “Take a Shot” – flicking
a card into a “hat”. Successfully flicking a card from a moving hand into a
“hat” rewards you with an animation. Left mouse click when you want “your”
hand to flick the card. You can hone your card flicking skills by clicking on
the “CARD FLICK” button in the Game Selection screen. Watch out! It is
quite addicting! Note: If Card Flick performance is slow, turning the background
music off may help speed up animations.
Solitaire Gameplay Overview
In general, a solitaire game begins with cards laid out in a Tableau (original
layout). Gameplay begins by clicking on a Stock pile (undealt cards), to turn
up new cards as you try to build up Columns of cards which match in rank,
color, suit, etc... Cards from the Columns are usually played to Foundations,
which are designated on the Game screen by “marbled” card shapes. Hitting
the “Tab” key while in a Game screen will display labels over the different
components (e.g. the Foundation) of the Game screen. The “GLOSSARY”
available from the Main Menu screen defines useful Solitaire terms.
Selecting Cards
In general, cards are moved via the “drag and drop” method. To move a card
in this manner, place your cursor on the desired card and select it by depressing
the left mouse button; keeping the button depressed, move the card to the
desired spot and release the button. Any differences from the “drag and drop”

method (e.g. to move pairs to a Foundation) are described in the Rules for each
game. Often, pointing at the desired card and clicking the right mouse button
will provide a shortcut way to move a card to a desired position, such as to a
Foundation. Specific right mouse click functions are described in the Rules
for each game. When necessary, you may peek at the bottom card of a Foundation
by clicking on the Foundation.
Resign Icon
Click on the “Resign” icon on the Game screen when you are ready to resign
the current hand and try the same game again. Your score statistics are
accumulated throughout a game session when you use the Resign icon. See
“OPTION” Button and “QUIT” Button descriptions above for information on
how to save score statistics between game sessions.
Undo Icon
Click on the “Undo” icon on the Game screen to undo your last move. You
can normally undo as many moves as you want.
Using HELP for Menus
Each Game screen has a “Button Bar” on the bottom of the screen which allows
you to easily access a number of menus. Most menus in Hoyle Solitaire (e.g.
“Control” menu or “Options” menu) have a “HELP” button. To use HELP,
click on the “HELP” button. Your cursor will turn into a “?”. Position the “?”
over a topic or feature (such as a slider bar) and left mouse click to access
HELP for that topic or feature.
“RULES” Button
When you have chosen a game, the on-line rules for that game can be accessed
by left mouse clicking on the “RULES” button on the button bar at the bottom
of the Game screen. It is highly recommended that you read these rules prior
to playing each game.
“ROOM” Button
You may choose from an assortment of backgrounds, background music and
card deck styles. To do this, left mouse click on the “ROOM” button on the
button bar at the bottom of the Game screen. Note: The “ROOM” button is
only available on the CD-ROM version of Hoyle Solitaire.
“CONTROL” Button
The “CONTROL” button places you into a menu where you can adjust the
game volume and pace, as well as set other options. The “TUTORIAL” button
in this menu allows you to select whether or not tutorial messages are shown
when invalid plays are attempted. For more assistance, use HELP within the
Control menu as described above. Note: Changing between Timer modes resets
the score statistics for that game.
“OPTIONS” Button
The “OPTIONS” button places you into a menu where you can make game
specific choices, such as toggling between “Easy” and “Difficult” play mode.
The “SAVE STATS” button in this menu allows you to save your cumulative

score statistics for a specific game. Use the “RESTORE” button to restore your
score statistics when you re-enter the game. This menu also allows you to
redeal or replay a hand without affecting your score statistics. Note that some
setting changes restart the game being played. For more assistance, use HELP
within the Option menu as described above. Note: Changing between “Easy”
and “Difficult” play resets the score statistics for that game.
“SCORE” Button
The “SCORE” button shows your current point score for the game being
played, as well as your overall average score. These statistics are normally
cleared each time you leave a game session, but you can save your score
statistics between game sessions. See “OPTION” Button and “QUIT” Button
descriptions for more information. Note: Changing between “Easy” and
“Difficult” play modes (Option menu) and between Timer modes (Control
menu) resets the score statistics for that game.
“QUIT” Button
The “QUIT” button allows you to select a different game or quit Hoyle Solitaire
altogether. Click on the “SAVE STATS” button in this menu to save your score

Aces Up
Objective: Finish with all four Aces at the top of the Columns, one Ace per
Column.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with one card dealt to each of four
Columns. A single Foundation is on the right of the Tableau, and a single Waste
pile is below the Stock pile. From among the topmost cards of each Column,
remove all but the highest ranking card of each suit to the Foundation. Aces
rank highest. Up to five cards may be placed onto the Waste pile.
When play comes to a standstill, click on the Stock pile to deal another row
of four cards, one to each Column, then continue play. Repeat this process
until all cards from the Stock pile have been played and no further moves can
be made. Empty spaces in a Column can be filled with any topmost card of
another Column. No other plays are allowed between Columns.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except no Waste pile is available.
Right Mouse Click: Moves topmost card to the Foundation when a valid card
is selected.

Baker's Dozen
Objective: Build the four Foundations up, in suit, from Ace to King.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt to thirteen Columns,
each containing four cards (three face up, one face down). On the deal, Kings
are automatically moved to the bottom of the Columns. Build Columns down,
regardless of suit. Each Column can hold a maximum of eleven cards. Only
the topmost card can be moved from one Column to another Column or to a
Foundation. Empty Columns cannot be filled.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except two cards are dealt face
down in each Column, instead of one.
Right Mouse Click: Moves topmost Column card to a Foundation when a
valid card is selected.

Beleaguered Castle
Objective: Build the four Foundations up from Ace to King, regardless of suit.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt face up to eight
Columns, each containing six cards. All four Aces are automatically placed on
the Foundations, which are located in the middle of the Tableau. Build Columns
down, regardless of suit. Only the topmost card may be moved from a Column
to a Foundation or to another Column. Each Column can hold a maximum of
13 cards. Empty Columns may only be filled with Kings.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the Foundations are built
up in suit.
Right Mouse Click: Moves topmost card to a Foundation when a valid card
is selected.

Bowling
Objective: Score the highest possible bowling score by filling in as many
“pins” each frame as possible. A score of 200 or greater wins the game. Up to
four bowlers can play against each other.
Scoring: Scoring follows normal bowling scoring rules.
Gameplay – Easy: The game begins with ten empty spaces organized in a
grid. This grid represents bowling “pins”, and the spaces are numbered from
one to ten as follows:
7 8 9 10
456
23
1
There are two Waste piles at the left side of the Tableau. Each Waste pile
represents one of the two bowling balls “thrown” for each frame. A standard
bowling scorecard is used to keep track of the points scored by each player
(from one to four players). All cards begin in the Stock pile and are dealt one
at a time. Each card is placed onto the 10-pin grid if possible, according to the
following rules:
1) In order to place a card on a given pin number, the card must be of lower
rank than cards already placed on higher pin numbers. Aces rank lowest. For
example, if an Ace had been placed on pin #1, and a Four on pin #3, only a
Two or Three could be placed on pin #2.
2) Cards of identical rank may be placed on the same pin slot.
When a card cannot be placed on the grid without breaking the placement
rules, the card must be placed onto the Waste pile for the current ball being
thrown (the top pile is for the first ball). Three cards in a Waste pile constitutes

one ball “thrown.” If all ten pin spaces are filled before there are three cards
in a Waste pile, a Strike is scored for that frame. If all ten pin spaces are filled
with three to five cards in the Waste piles, a Spare is scored. If a total of six
cards are placed in the Waste piles, gameplay ends and the score for that frame
is one point for each pin spaced filled.
Gameplay – Difficult: Same as Easy play, except that only two cards are
allowed in each Waste pile per ball “thrown.”
Right Mouse Click: Moves Stock card either on top of a card of the same
rank in the grid, or moves it onto a Waste pile, when a valid card is selected.

Bristol
Objective: Build the four Foundations up, regardless of suit, from Ace to King.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with twenty-four cards dealt to eight
Columns, each Column containing three cards. The remaining cards make up
the Stock pile. Build Columns down, regardless of suit. Cards are flipped from
the Stock pile three at a time, one to each of three Waste piles. Only the topmost
card of a Waste pile or Column can be moved to another Column or Foundation.
Empty Columns cannot be filled. Empty spaces in the Waste piles can only be
filled with cards from the Stock pile.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the Foundations are built
up, in suit, and empty Columns can be filled with Kings.
Right Mouse Click: Moves topmost card to a Foundation when a valid card
is selected.

Calculation
Objective: Build the four Foundations up, regardless of suit, according to a
defined numerical order for each Foundation.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with an Ace, Two, Three, and Four
removed from the deck and placed next to the four Foundations as “guides.”
There are five blank Columns at the top of the Tableau. Build each Foundation
according to the following table:
Ace Guide: 2 3 4 5 6 7 8 9 10 J Q K
Two Guide: 4 6 8 10 Q A 3 5 7 9 J K
Three Guide: 6 9 Q 2 5 8 J A 4 7 10 K
Four Guide: 8 Q 3 7 J 2 6 10 A 5 9 K
Stock pile cards are flipped, one at a time. Play the flipped card either to a
Foundation, or onto one of the five Columns. The flipped card can be played
on any card in the Columns, but once played, it can only be moved to a Foundation.

Only the topmost card of a Column can be played to a Foundation. Note: with
Tutorial mode on, clicking on a Foundation displays which card is needed next.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except four Columns are used
instead of five.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Canfield
Objective: Build the four Foundations up, in suit, from a randomly selected
starting rank, wrapping from King to Ace as necessary.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with four Columns dealt, each containing
a single card, and with ten cards dealt to a Reserve pile. The starting rank of
the first card played to a Foundation is randomly selected and dealt to a
Foundation. As other cards of the same rank become available, play them to
the other Foundations. Build the Foundations up, in suit, from the rank of this
first card. Wrap cards from King to Ace, as necessary.
Build Columns down, in alternating colors. Any number of Packed Cards may
be moved between Columns, following the alternating colors rule. Cards from
the Stock pile are flipped three at a time onto a single Waste pile. The topmost
card of the Waste pile can be played to either a Foundation or a Column.
Uncovered cards in the Waste pile are also available for play. The top card of
the Reserve pile can be played to a Foundation or to a Column. Empty Columns
are automatically filled with cards from the Reserve pile. If the Reserve pile
is empty, an empty Column may be filled with the topmost card of the Waste
pile.
No limit on redeals.
Gameplay – Difficult: Same as Easy play, except the Reserve pile has fourteen
cards instead of ten, and all Packed Cards must be moved as a complete unit
between Columns.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Cribbage Square
Objective: Score the highest possible Cribbage hand in each of the four rows
and columns, thus scoring the highest possible overall score. To win, the total
score must be at least 75 points.
Scoring: Scoring follows normal cribbage scoring as follows:
Double Pair Royal:

12 points

(4 of a kind)

Pair Royal:

6 points

(3 of a kind)

Each Pair:

2 points

Each 15:

2 points

Each Run:

1 point per card

Flush:

1 point per card

Nobs:

1 point

Starter Nobs:

2 points

(3 or more cards)

The total score must be 75 points or greater to win the game.
Gameplay – Easy: The game begins with an empty 4 x 4 grid and all cards
in the Stock pile. As Cards are flipped one at a time from the Stock pile, fill
in each space in the grid. Place each card in the most advantageous place to
form the best cribbage hands. There are a total of eight hands - four rows and
four columns. Once a card is placed in the grid, it cannot be moved. Each grid
space can only contain one card. The Waste pile can hold up to four cards.
When all sixteen grid spaces are filled, the hand is over. The final card dealt
is the “starter” for calculating the score of all cribbage hands on the grid.
Gameplay – Difficult: Same as Easy play, except no Waste pile is available.
Right Mouse Click: Moves card to Waste pile when a valid card is selected.

Eagle Wing
Objective: Build the four Foundations up, in suit, from a randomly selected
starting rank, wrapping from King to Ace as necessary.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with eight Columns dealt, each containing
a single card, and fourteen cards dealt to a Reserve pile. The rank of the first
card played to a Foundation is randomly selected and dealt to a Foundation.
As other cards of the same rank become available, play them to the other
Foundations. Build the Foundations up, in suit, from the rank of this first card.
Wrap cards from King to Ace, as necessary.
Build Columns down, in suit, wrapping as necessary. Columns cannot exceed
three cards. The topmost card of a Column or a set of Packed Cards may be
moved between Columns. The Stock pile is flipped one card at a time onto a
single Waste pile. The flipped card may be played either on a Foundation or
a Column. The top card of the Reserve pile may be played either on a Foundation
or a Column. Empty Columns are filled automatically with cards from the
Reserve pile. When no cards are left in the Reserve pile, empty Columns may
be filled with cards from other Columns or the Waste pile.
Cards are redealt once.
Gameplay – Difficult: Same as Easy play, except the Reserve pile is dealt
seventeen cards instead of fourteen.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Eight Off
Objective: Build the four Foundations up, in suit, from Ace to King.

Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt to eight Columns,
four Columns with seven cards and four Columns with six cards. Build Columns
down and in suit. There are eight Reserve piles at the bottom of the Tableau.
Each Reserve pile can only hold one card. The topmost card in any Column
may be played to a Foundation, any Column, or any Reserve pile. Any Reserve
card may be played to a Foundation or any Column. Empty Columns may be
filled with any topmost card from a Column or any Reserve pile.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except empty Columns can be filled
only with Kings, and four of the eight Reserve piles have a card dealt to them
at the start of the game.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Eliminator
Objective: Remove all cards from the four Columns, using as few Foundations
as possible.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt face up into four
Columns, thirteen cards each. There are eight Foundations on the right of the
Tableau. The topmost card of any Column can be moved to any Foundation.
Build Foundations up or down, regardless of suit, wrapping cards from King
to Ace, or Ace to King as necessary. Cards cannot be moved between Columns.
Empty Columns cannot be filled.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the Foundations are built
in alternating colors. Also, a special Reserve pile is included (on the lower
left) that can hold one card at a time.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Flower Garden
Objective: Build the four Foundations up, in suit, from Ace to King.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with thirty cards dealt to six Columns,
five cards each. The remaining twenty-two cards make up the Reserve pile.
All twenty-two Reserve cards are dealt face up at the bottom of the Tableau.
Build Columns down, regardless of suit. Only the topmost card of a Column
can be played to a Foundation or another Column. Any Reserve card can be
played on a Foundation or Column. Empty Columns can be filled with any
available card.
There is no redeal.

Gameplay – Difficult: Same as Easy play, except the game begins with sixteen
cards dealt to the Reserve pile, and each Column has an additional card.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Fortress
Objective: Build the four Foundations up, in suit, from the rank of the first
card played to a Foundation. The rank of the first card played to a Foundation
is selected by the player.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt face up, in ten
Columns. Choose the starting rank of the first card played to a Foundation. As
other cards of the same rank become available, play them to the other
Foundations. Build the Foundations up, in suit, from the rank of this first card.
Wrap cards from King to Ace, as necessary. Build Columns up or down,
regardless of suit. Only the topmost card can be moved to another Column or
Foundation. Empty Columns can be filled with any available card.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except that the Foundations must
start with Aces, and Foundations are built up from Ace to King, in suit. Also,
empty Columns can be filled only with Kings.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Gaps
Objective: Arrange four rows of cards, one row of each suit, sequentially from Two
to King. Gaps, even in easy mode, is the most difficult game to win. Good Luck!
Scoring: One point for each card positioned correctly. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt face up, in four rows.
All Twos are automatically placed at the left end of each row. After all of the
cards have been dealt, the Aces are automatically removed and set aside,
forming four gaps. Fill gaps with the next higher card of the same suit as the
card on the left of the gap, or with the next lower card of the same suit as the
card on the right of the gap. To move a card, left click the mouse on the card
once (card becomes shaded), then click on the destination gap. Wrapping from
King to Ace is not allowed.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except a card can be played to a
gap only if it is of the same suit and of one rank higher than the card to the
immediate left of the gap. Note that no card may be moved into a gap at the
right of a King. Continue filling gaps as they are created, until all are blocked
by Kings. When play comes to a standstill, all cards that are not in the proper
order are gathered, the four Aces added back, and the deck shuffled and redealt.
The Aces are then removed again to form gaps and play continues. The cards
are redealt by clicking on the “Redeal” icon in the lower right corner. The cards

can be redealt twice.
Right Mouse Click: Not applicable.

Golf
Objective: Clear all cards from the Tableau onto a single Foundation.
Scoring: The score is the number of cards left in the Columns. As in real golf,
the lower the score, the better.
Gameplay – Easy: The game begins with seven Columns, each containing
five cards, dealt on the Tableau. Choose any card from a Column to start the
single Foundation. Build the Foundation pile up or down, regardless of suit.
The Ace is low and the King is high. No wrapping from King to Ace or vice
versa is allowed.
Only the topmost card of any Column can be played to the Foundation. When
play comes to a standstill, flip one card from the Stock pile onto the Foundation
and continue play. Keep playing until no cards remain in the Stock pile. Cards
cannot be moved between Columns.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except play begins with six Columns,
each containing six cards, dealt on the Tableau. In addition, no cards can be
placed on Kings, neither Aces or Queens - Kings are “the end of the line.”
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Klondike
Objective: Build the four Foundations up, in suit, from Ace to King.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with twenty-eight cards dealt to seven
Columns and the Stock pile placed on the Tableau. Only the topmost card
in each Column is face up; all the rest are face down. Build Columns down
in alternating colors. To move cards from one Column to another Column,
any number of Packed Cards can be moved as a unit. The top card of the
unit must be one rank lower and of the alternate color of the lowest card
of the destination Column. Only the topmost card of a Column can be
played to a Foundation.
Cards from the Stock pile are flipped three at a time and placed onto a Waste
pile. The topmost card of the Waste pile can be played to any Column or to a
Foundation. Empty Columns can only be filled with Kings.
No limit on redeals.
Gameplay – Difficult: Same as Easy play, except cards from the Stock pile
are flipped over one at a time, and there is no redeal.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

La Belle Lucie
Objective: Build the Foundations up, in suit, from Ace to King. All Aces are
automatically placed as the first card on each Foundation.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all Aces placed on their Foundations
and all remaining cards dealt face up in sixteen Columns, each containing three
cards. Build Columns down, in suit. No more than seven cards can be played
to a Column. Only the topmost card of a Column can be moved between
Columns or to a Foundation. Empty Columns cannot be filled. When play
comes to a standstill, all cards in the Columns are gathered, reshuffled, and
redealt. Cards can be redealt three times. Click on the “Redeal” icon on the
right side of the Tableau to redeal. Note: unlike the official Hoyle rules, this
game is “merci”-less; namely, after the last redeal, any one card CANNOT be
pulled out and played.
Gameplay – Difficult: Same as Easy play, except cards can only be redealt
two times.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Nestor
Objective: Play all cards to the single Foundation.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with six Columns dealt, seven cards in
each Column. The remaining ten cards are laid face up as the Reserve. Play
pairs of cards of the same rank to the Foundation. Pairs may be played to the
Foundation in any sequence. To select a pair of cards, click on the first card
once (card becomes shaded), then click on its match once. The cards are
automatically removed to the Foundation. Only the topmost card of any Column
may be played. Any card in the Reserve may be used to make a pair. Cards
cannot be moved between Columns.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except eight cards are dealt to each
Column, instead of seven, and only four cards are dealt to the Reserve.
Right Mouse Click: Not applicable.

Penguin
Objective: Build the four Foundations up, in suit, from a randomly selected
starting rank, wrapping from King to Ace as necessary.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins will all cards dealt face up, in seven
Columns containing seven cards each. The starting card rank for all Foundations
is randomly selected, and three cards of that rank are removed from the deck

and placed on three Foundations to start. The last Foundation card is randomly
placed among the Columns. There are seven Reserve piles at the bottom of the
Tableau, each able to hold only one card at a time.
Build Columns down, in suit, wrapping from Ace to King as necessary. The
topmost card of any Column can be played to a Foundation, another Column,
or to one of the Reserve piles. Packed cards can be moved as a unit to another
Column. Cards in Reserve piles can be played back to a Column or to a
Foundation. Empty Columns can be filled with any available card.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except that the fourth Foundation
card is always dealt to the bottom of the first Column, and empty Columns
can be filled only with a card that is one rank lower than the starting rank of
the Foundations.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Poker Square
Objective: Score the highest possible poker hand in each of the five rows and
columns, thus scoring the highest possible overall score. To win, the total score
must be at least 100 points.
Scoring: Each poker hand is scored according to the following table:
Royal Flush:

100

Straight Flush:

60

Four of a Kind:

30

Straight:

25

Full House:

20

Three of a Kind:

15

Flush:

10

Two Pair:

5

One Pair:

2

Note: The hands are not ranked as in Poker, but in accordance with their relative
difficulty in the solitaire game (per Hoyle rule book).
Gameplay – Easy: The game begins with a 5 x 5 grid of Rows and Columns
and all cards in the Stock pile. As Cards are flipped one at a time from the
Stock pile, fill in each space in the grid. Place each card in the most advantageous
position to form the best poker hands. There are a total of ten hands - five rows
and five columns. Once placed, a card cannot be moved again. Each grid space
can only contain one card. The Waste pile can hold up to five cards. When all
twenty-five grid spaces are filled, the hand is over.
Gameplay - Difficult: Same as Easy play, except no Waste pile is available.
Right Mouse Click: Moves card to Waste pile when a valid card is selected.

Pyramid
Objective: Remove all cards off the Tableau by playing all cards on the pyramid
and Reserve piles to a single Foundation.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with twenty-eight cards dealt face up in
a pyramid, and seven cards dealt face up along the bottom of the Tableau as
the Reserve. The rest of the cards make up the Stock pile. Move cards in pairs
which total thirteen off the pyramid onto the Foundation. Only Fully Exposed
cards can be moved. Kings total thirteen in themselves, and are moved singly.
For example, valid cards played to the Foundation include A-Q, 2-J, 3-10, 49, 5-8, 6-7, and King. To select a pair of cards, click on the first card once
(card becomes shaded), then click on its match once. The cards are automatically
removed to the Foundation.
Any of the seven Reserve cards can be used to make a pair. Cards cannot be
moved between the pyramid and the Reserve. Flip the Stock cards one at a
time to a Waste pile. If the flipped card cannot be used to make a pair, it is
automatically moved to a reserve Waste pile. The topmost card of this additional
Waste pile can also be used to form pairs.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except there are no Reserve cards.
Right Mouse Click: Not applicable.

Scorpion
Objective: Build four sets of cards down on the Tableau from King to Ace,
in suit.
Scoring: One point is scored for every card put into a correct position. Best
Time tracking.
Gameplay – Easy: The game begins with all but three cards dealt into seven
Columns, seven cards each. Two cards are dealt face down to the first four
Columns. The remaining Columns of cards are dealt face up. The remaining
three cards are dealt to the Stock pile.
Build Columns down, in suit. Any card that is face up (either partially or
completely exposed) can be played to a Fully Exposed card in another Column,
as long as the build rules are followed. Cards on top of the moved card move
with it. When play comes to a standstill, click on the Stock pile and flip the
three cards to the first three Columns. Continue play, if possible. Empty
Columns can be filled with any card or group of cards.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the game begins with three
cards dealt face down in four of the Columns, and empty Columns can only
be filled with Kings.
Right Mouse Click: Not applicable.

Shamrocks
Objective: Build the four Foundations up, in suit, from the rank of the first
card played to a Foundation. The rank of the first card played to a Foundation
is selected by the player.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt face up to eighteen
Columns. All but one of the Columns contain three cards. The last Column
has only one card. The starting rank of the first card played to a Foundation
is selected by the player. As other cards of the same rank become available,
play them to the other Foundations. Build the Foundations up, in suit, from
the rank of this first card. Wrap cards from King to Ace, as necessary.
Build Columns up or down, regardless of suit. No Column can contain more
than three cards at any one time. Only the topmost card of a Column can be
played to a Foundation. Empty Columns are not filled.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the Foundations are built
from Ace to King.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Slide
Objective: Arrange cards in the 6 x 4 grid so that three cards of the same rank
are aligned vertically. Form as many three-of-a-kind sets as possible. A score
of 300 or greater wins the game.
Scoring: The first three-of-a-kind set scores 1 point times the rank of the set
of three cards. The second three-of-a-kind set scores 2 points times the rank
of the set. The third three-of-a-kind set scores 3 points times the rank of the
set, and so on, up to 13 points times the rank of the set. Aces rank low.
Gameplay – Easy: The game begins with twenty-four cards dealt face up in
a 6 x 4 grid. The remaining cards make up the Stock pile. Cards are moved
left or right on the grid by “sliding” them. Click on the slider arrows on the
ends of each Column to move the cards. When three cards of the same rank
align vertically, the set of three cards is removed from play and set to the side.
When cards are removed, empty spaces are filled either by directly placing a
card in the space from the Stock pile, or by sliding a card to the space.
As cards slide to the right or left, a new card is automatically placed at the
beginning of the row from the Stock pile. The cards that slide off the end of
a row are automatically placed onto the Waste pile. However, if the row has
two cards of the same rank (including the new card), the card that slides off
the end of the row is placed at the bottom of the Stock pile and is available to
be played again.
Gameplay – Difficult: Same as Easy play, except that all cards that slide off
the end of a row go to the Waste pile.
Right Mouse Click: Not applicable.

Spiderette
Objective: Build four sets of cards from King to Ace on the Tableau, regardless
of suit. The completed sets are removed from the Tableau.
Scoring: One point is scored for every card put into a correct position. Best
Time tracking.
Gameplay – Easy: The game begins with seven Columns of cards, each
containing two cards face down, and one card face up. The remaining cards
make up the Stock pile. There are no Foundations. Build Columns down from
King to Ace, regardless of suit. When a Column is completed, King to Ace,
the set is removed from the Tableau. Either the topmost card or a complete set
of Packed Cards can be moved from one Column to another. Empty Columns
can be filled with any available card or set of Packed Cards from a Column.
When play comes to a standstill, click on the Stock pile and the next group of
seven cards will be dealt, one to each Column. Continue play, if possible.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the game begins with three
cards dealt face down in each Column, instead of two.
Right Mouse Click: Not applicable.

Strategy
Objective: Build the four Foundations up, in suit, from Ace to King.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with no cards dealt to the Tableau and
all Aces placed on their Foundations. Cards are flipped automatically from the
Stock pile, one card at a time. Play each flipped card to any of the eight
Columns, regardless of suit or rank.
Once a card is played to a Column, it cannot be moved until all cards have
been played from the Stock pile to the Columns. After all cards have been
played to the Columns, play as many cards as possible to the Foundations,
building up from Ace to King, in suit. Cards cannot be moved between Columns.
Each Column can hold a maximum of thirteen cards.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except that there are only six
Columns, instead of eight.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Triplets
Objective: Play all cards, except one card of the highest rank possible, to the
single Foundation.
Scoring: Traditional scoring, except that if the last card left is a King, the score

triples. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt face up to sixteen
Columns containing three cards, and two Columns containing two cards.
Remove topmost cards in sets of three, each card of sequential rank, wrapping
from King to Ace as necessary. For example, 7-8-9, K-A-2, and so on. To select
a set of three cards, click on the first card once (card becomes shaded), then
click on the second and third cards once. When a valid triplet is selected, the
set is automatically removed to the Foundation. Triplets can be of any suit.
Cards cannot be moved between the Columns. Aces rank low.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except the three cards in the triplet
cannot be of the same suit.
Right Mouse Click: Not applicable.

Yukon
Objective: Build the four Foundations up, in suit, from Ace to King.
Scoring: Traditional scoring. Best Time tracking.
Gameplay – Easy: The game begins with all cards dealt to seven Columns,
from one card to eleven cards in length. From one to six cards are face down
in each Column. Build Columns down in any suit other than the suit being
built upon (for example, a Five of Spades can be played on a Six of Clubs,
Hearts, or Diamonds, but not on a Six of Spades). Any card that is face up in
the Tableau (either partially or completely exposed) can be played to another
Column. When a card is moved to another Column, all cards on top of it are
also moved. Empty Columns can only be filled with Kings.
There is no redeal.
Gameplay – Difficult: Same as Easy play, except Columns are built down in
alternating colors.
Right Mouse Click: Moves card to a Foundation when a valid card is selected.

Glossary of Solitaire Playing Terms
Build Up
Assembling cards into a sequence from low rank to high (usually from Ace to
King).
Build Down
Assembling cards into a sequence from high rank to low (usually from King to
Ace).
Best Time Tracking
Keeping track of the shortest time taken to win a specific game.
Columns
Cards dealt or placed (either vertically or horizontally) on the Tableau in a
specific order before being played to the Foundation.
Filling a Column
Placing a card or group of cards into an empty Column space from which all
cards have been removed.
Foundation(s)
The area(s) of the Game screen (designated by marbled card outlines) where
cards are moved in a certain order as you progress toward your goal of winning
the game. The location of Foundation(s) varies from game to game.
Fully Exposed Cards
Cards which are face-up on the Tableau and have completely visible faces.

Hidden Cards
Cards which are face-down on the Tableau. They are not playable until turned
over.
Packed Cards
A group of cards, usually in a Column, which have been Built Up or Built Down
according to the rules of the game.
Reserve Pile(s)
One or more piles for temporarily holding cards from a Column or the Stock.
The Stock
Cards remaining in the deck after the Tableau has been dealt. The Stock is used
to provide additional cards necessary to continue playing the game, usually by
exposing one or three cards at a time. Left mouse click on the Stock to reveal
new cards.
The Tableau
The “layout” of cards on the screen where the game is played. Cards are usually
played onto Columns on the Tableau, and then moved to the Foundation as you
try to win the game.
Traditional Scoring
One point is scored for each card correctly placed onto the Foundation.
The Waste Pile
A pile of cards that is usually made up of unused cards as they are played from
the Stock. Fully Exposed cards on the Waste pile are usually available for play.

Wrapping
When the sequence of cards (either Building Up or Building Down) is continued
by playing an Ace on a King or a King on an Ace.

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