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https://github.com/shlomif/PySolFC.git
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Added additional missing game rules.
This commit is contained in:
parent
655c293c80
commit
4ea2c1aa95
22 changed files with 338 additions and 5 deletions
19
html-src/rules/accordion.html
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19
html-src/rules/accordion.html
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<h1>Accordion</h1>
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<p>
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One-Deck game type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Remove all cards but one to a single pile.
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<h3>Rules</h3>
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<p>
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Two cards are dealt from the stock, but additional cards may be
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dealt at any time.
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<p>
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If two cards of the same suit or rank are next to each other, or
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separated by exactly two cards, the card that is further to the left
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(in PySol, this is the card that is further from the deck) may be moved
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on top of the other.
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<p>
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The game is won when only one card remains.
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27
html-src/rules/algerianpatience.html
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html-src/rules/algerianpatience.html
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<h1>Algerian Patience</h1>
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<p>
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Two-Deck game type. 2 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all the cards to the foundations.
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<h3>Rules</h3>
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<p>
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At the start of the game, one king in each suit is placed in the
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rightmost of the eight foundations - these foundations are built
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down by suit while the remaining foundations are built up by suit,
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starting with an ace.
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<p>
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The tableau piles start with eight cards dealt, and six reserve
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stacks of four cards each are also dealt. The tableau piles are built
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up or down by same suit, though only one card can be moved at a time.
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Cards from the reserve may be moved to tableau piles or foundations,
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but not other reserve piles. Any card may be played in an empty space
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on the tableau.
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<p>
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When play comes to a standstill, you can deal two cards to each of the
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reserve piles from the stock. When there are only eight cards left in
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the stock, you instead deal one of those cards to each tableau stack.
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<p>
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The game is won if all the cards are moved to the foundations.
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12
html-src/rules/bayan.html
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html-src/rules/bayan.html
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<h1>Bayan</h1>
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<p>
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One deck type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Remove all the cards.
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<h3>Quick Description</h3>
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<p>
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Like <a href="accordion.html">Accordion</a>,
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but when you move a pile, both cards are removed.
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22
html-src/rules/boardpatience.html
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html-src/rules/boardpatience.html
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@ -0,0 +1,22 @@
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<h1>Board Patience</h1>
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<p>
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One-Deck game type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Rules</h3>
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<p>
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One card is dealt to the foundations at the start of
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the game. This card determines the base rank of the
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foundations. The foundations are built up by suit,
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wrapping from king to ace as necessary.
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<p>
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There are ten tableau piles of five cards (except one
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with six), and the tableau is built down by alternate
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color, wrapping from ace to king as needed. Cards may
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only be moved one at a time, and empty spaces may be filled
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with any card.
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<p>
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The game is won if all cards are moved to the foundations.
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13
html-src/rules/cell11.html
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html-src/rules/cell11.html
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<h1>Cell 11</h1>
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<p>
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FreeCell type. 3 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="freecell.html">FreeCell</a>,
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but with three decks and eleven free cells, two
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of which start with a card in them.
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13
html-src/rules/challengefreecell.html
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html-src/rules/challengefreecell.html
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<h1>Challenge FreeCell</h1>
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<p>
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FreeCell type. 1 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="freecell.html">FreeCell</a>,
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but the aces and twos are dealt at the
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bottom of each tableau bolumn.
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12
html-src/rules/doublerussiansolitaire.html
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html-src/rules/doublerussiansolitaire.html
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@ -0,0 +1,12 @@
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<h1>Double Russian Solitaire</h1>
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<p>
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Yukon type. 2 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="russiansolitaire.html">Russian Solitaire</a>,
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but with two decks and ten playing piles.
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12
html-src/rules/doubleyukon.html
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html-src/rules/doubleyukon.html
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<h1>Double Yukon</h1>
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<p>
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Yukon type. 2 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="yukon.html">Yukon</a>,
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but with two decks and ten playing piles.
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12
html-src/rules/freecell2reserves.html
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html-src/rules/freecell2reserves.html
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<h1>FreeCell (2 Reserves)</h1>
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<p>
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FreeCell type. 1 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="freecell.html">FreeCell</a>,
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but with two free cells rather than four.
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12
html-src/rules/freecellnoreserve.html
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html-src/rules/freecellnoreserve.html
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<h1>FreeCell (No Reserve)</h1>
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<p>
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FreeCell type. 1 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="freecell.html">FreeCell</a>,
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but without any free cells.
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19
html-src/rules/goldmine.html
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html-src/rules/goldmine.html
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<h1>Gold Mine</h1>
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<p>
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Numerica type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Rules</h3>
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<p>
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The foundations build up by rank in the same suit.
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<p>
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Cards are dealt from the stock three at a time. These cards
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may be moved to the foundations as appropriate, or to one of
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six tableau piles. Tableau piles are built down by alternate
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color. Sequences of cards may be moved between tableau piles.
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<p>
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You may only go through the stock once. The game is won if all
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cards can be moved to the foundations.
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12
html-src/rules/kingcell.html
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html-src/rules/kingcell.html
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<h1>KingCell</h1>
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<p>
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FreeCell type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="freecell.html">FreeCell</a>,
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but only Kings can be played on empty spaces.
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26
html-src/rules/memory30.html
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html-src/rules/memory30.html
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<h1>Memory 30</h1>
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<p>
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Memory game type. 30 cards. No redeal.
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<h3>Object</h3>
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<p>
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Flip all pairs of matching cards and get a score of 45 points or more.
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<h3>Rules</h3>
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<p>
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At game start 15 pairs of cards are dealt to the tableau piles.
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<p>
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Flip any 2 cards that match in suit and rank.
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<p>
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Any pair that matches will gain you 5 points, while a pair that
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doesn't match will cost you 1 point.
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<p>
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You win if your final score reaches 45 points.
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<h3>Notes</h3>
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<p>
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To get awarded for a perfect game you must reach the maximum score of
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75 points. You can reach this by restarting the game.
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<p>
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<i>Undo</i>, <i>Bookmarks</i>, <i>Autodrop</i> and <i>Quickplay</i>
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are disabled for this game.
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@ -15,3 +15,7 @@ four cards are placed aside as reserve.
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Pairs of exposed cards between the top card of each column and the
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four reserve cards may be moved to the foundation. You win if all
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cards can be paired off.
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<h3>Notes</h3>
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<p>
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<i>Autodrop</i> is disabled for this game.
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29
html-src/rules/one234.html
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html-src/rules/one234.html
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<h1>One234</h1>
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<p>
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One-Deck game type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="calculation.html">Calculation</a>,
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but using an eight column tableau instead of a stack and waste pile.
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<h3>Rules</h3>
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<p>
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The four foundations build regardless of suit the following way:
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The first pile by one. The second pile by two. The third pile by three.
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The fourth pile by four.
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<pRE>
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1: 2 3 4 5 6 7 8 9 T J Q K
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2: 4 6 8 T Q A 3 5 7 9 J K
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3: 6 9 Q 2 5 8 J A 4 7 T K
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4: 8 Q 3 7 J 2 6 T A 5 9 K
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</pRE>
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<p>
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Cards are dealt into eight columns of six cards, and the remaining four
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cards are dealt to the foundations. Building on the tableau is not allowed.
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Cards in the tableau may be moved to an appropriate foundation at any time.
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The game is won when all cards have been moved to the foundations.
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17
html-src/rules/quartets.html
Normal file
17
html-src/rules/quartets.html
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<h1>Quartets</h1>
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<p>
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One deck type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundation.
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<h3>Rules</h3>
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<p>
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Cards may be moved between the tableau piles, moving one card at a time.
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The tableau piles are built up or down by alternating colors.
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<p>
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There are four reserves, each of which can hold one card. If all four
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reserves hold a card of the same rank, all four of them are moved to the
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foundation. The game is won when the entire deck is moved to the
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foundation in this way.
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19
html-src/rules/thirteens.html
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html-src/rules/thirteens.html
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<h1>Thirteens</h1>
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<p>
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Pairing game type. 1 deck. No redeal.
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<h3>Object</h3>
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<p>
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Discard all the cards.
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<h3>Rules</h3>
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<p>
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The object is to use up all the cards from the tableau by
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discarding pairs of cards that total up to 13. Kings can
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be removed on their own.
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<p>
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You win when the tableau piles are all gone.
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<h3>Notes</h3>
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<p>
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<i>Autodrop</i> is disabled for this game.
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12
html-src/rules/triplerussiansolitaire.html
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12
html-src/rules/triplerussiansolitaire.html
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<h1>Triple Russian Solitaire</h1>
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<p>
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Yukon type. 3 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="yukon.html">Yukon</a>,
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but with three decks and thirteen playing piles.
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12
html-src/rules/tripleyukon.html
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12
html-src/rules/tripleyukon.html
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<h1>Triple Yukon</h1>
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<p>
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Yukon type. 3 decks. No redeal.
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<h3>Object</h3>
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<p>
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Move all cards to the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="yukon.html">Yukon</a>,
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but with three decks and thirteen playing piles.
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12
html-src/rules/twopyramids.html
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12
html-src/rules/twopyramids.html
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<h1>Two Pyramids</h1>
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<p>
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Pairing game type. 2 decks. 2 redeals.
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<h3>Object</h3>
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<p>
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Fill all of the foundations.
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<h3>Quick Description</h3>
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<p>
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Like <a href="pyramid.html">Pyramid</a>,
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but with two decks and the cards are arranged into two pyramids.
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17
html-src/rules/vertical.html
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17
html-src/rules/vertical.html
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<h1>Vertical</h1>
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<p>
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Pairing game type. 1 deck. No redeals.
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<h3>Object</h3>
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<p>
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Move all cards to the single foundation.
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<h3>Quick Description</h3>
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<p>
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Like <a href="nestor.html">Nestor</a>,
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but with a different layout (six stacks of six cards
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and one of seven, and nine reserve cards). Also, it
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is possible for two cards of the same rank to be in
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a single column, so extra care must be taken not to
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trap the last remaining pair of a given rank in the
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same column.
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@ -648,10 +648,11 @@ registerGame(GameInfo(5, RelaxedFreeCell, "Relaxed FreeCell",
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GI.GT_FREECELL | GI.GT_RELAXED | GI.GT_OPEN, 1, 0,
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GI.SL_SKILL))
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registerGame(GameInfo(8, FreeCell, "FreeCell",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL,
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altnames=("Four Free")))
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registerGame(GameInfo(1901, ZeroFcFreeCell, "FreeCell (No Reserve)",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL))
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registerGame(GameInfo(1901, ZeroFcFreeCell, "FreeCell with Zero Reserves",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL))
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registerGame(GameInfo(1900, PairFcFreeCell, "FreeCell with Two Reserves",
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registerGame(GameInfo(1900, PairFcFreeCell, "FreeCell (2 Reserves)",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL))
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registerGame(GameInfo(46, ForeCell, "ForeCell",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
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@ -663,8 +664,7 @@ registerGame(GameInfo(264, DoubleFreecell, "Double FreeCell",
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registerGame(GameInfo(265, TripleFreecell, "Triple FreeCell",
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GI.GT_FREECELL | GI.GT_OPEN, 3, 0, GI.SL_MOSTLY_SKILL))
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registerGame(GameInfo(336, ChallengeFreeCell, "Challenge FreeCell",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL,
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rules_filename='freecell.html'))
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL))
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registerGame(GameInfo(337, SuperChallengeFreeCell, "Super Challenge FreeCell",
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GI.GT_FREECELL | GI.GT_OPEN, 1, 0, GI.SL_SKILL))
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registerGame(GameInfo(363, Spidercells, "Spidercells",
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