Play solitaire like the experts. With key cards highlighted and nearly every possible move indicated, you
can lift your solitaire play to a higher level while playing the Solitaire Games of Skill collection. You will
be able to win games you could not ordinarily win. Players that are already expert would spend less time scanning the layout.
The Solitaire Games of Skill collection has the best card mechanics of any solitaire software. You can move cards by
clicking on the place you want them to go. You can swap columns of cards in order to obtain sequences of the same suit.
Nearly every game allows the player supermoves as in the FreeCell game. A supermove is a move that allows the player to
move more than one card at a time based on the number of tableau spaces or vacant cells. In fact this collection goes beyond supermoves by
allowing you to move cards to a column while taking into account intermediate builds on other columns. Clicking on a column
of cards can send each card in the column to a different location in the layout. Games can be played with up to 75% less mouse movement and mouse clicks.
The frustration of playing a game for a while only to find out that the game was never winnable in the first place is obviated
here. In most instances, if the layout does not give you a chance of winning, it is thrown out.
Almost half the 157 games of Solitaire Games of Skill are new games not to be found elsewhere. One of these new games
is Autumn Leaves invented by Toby Ord. This hot new game and its two deck version called Autumn are worthy
competitors of games like Spider. A discussion of Autumn Leaves can be seen at Mike Keller's website.
The game Pick has a layout similar to FreeCell, but play excludes the building of cards on the tableau.
Instead, up to seven cards can be extracted from below the top cards of the tableau making the cards
above the resulting gaps also available for play. The game Open Pyramid is like the usual game of Pyramid
except all the hand cards are immediately visible and available to pair with any adjacent hand card
or an available pyramid card.
If a favorite game of yours seems marred by being either too easy or too difficult, you might find a version of that
game here with a more pleasing level of difficulty. What follows is a detailed description of the Solitaire Games of
Skill collection.
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PLAY MORE SKILLFULLY WITH MORE INFORMATION
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With better strategy
Cards in all rows that can change position are marked with blue squares as seen in the screen shot at the right of Microsoft FreeCell game number 14152. Dark blue squares generally mean the card can be built on the tableau while light blue squares mean the card can go on a foundation. Thus the player can see all possible moves at a single glance. Strategy can be more complex when cards are marked, enabling the player to see the big picture and how different moves can interact. Two deck games with all the cards faceup at the beginning of the game tend to overwhelm the player. But using the colored squares, two deck versions of FreeCell, Eight Off, Fortress, Beleaguered Castle, and Yukon can be played comfortably. -
When potential blocks in the tableau are known
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When playing Golf the game may be lost if certain cards on the wastepile are not built upon by the right card.
In the Golf screen shot below, all cards of ranks five, queen, and king are marked with orange strips. The orange strip means
that the number of cards or card sequences that can be used to place an orange card of a given rank
on the wastepile is equal to the number of orange cards of that given rank. If one more card or card sequence is
lost that can be used for building a card with an orange strip on the wastepile, the game is lost.
Furthermore, the player is notified whenever the game is lost and the card rank involved is indicated.
Otherwise the casual player could continue to play the game long after the game was lost.
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Under tradional rules, tableau cards cannot fill a space when playing Mount Olympus. Thus Mount Olympus can be lost
if a card in the tableau covers a card that could be used to build the covering card on a foundation. Such covering cards
are marked with an orange strip. For example, in the screen shot at the right the king of clubs in column eight covers a five of clubs. If the only other
five of clubs is used to build the other king of clubs on a foundation the game is lost. Under normal conditions
Mount Olympus using traditional rules has a win rate of about 50%. With orange strips to guide the player, win rates of nearly 80% are possible.
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The game Vertical is a version of the game Nestor. It has almost the same rules which include that cards can be removed
in pairs if they have the same rank. The object of the game is to remove all the cards from the tableau.
In the screen shot at the right, there is only one pair of cards with rank seven left. These two cards are in
columns two and five. The seven in column two covers a six while the seven in column five is covered by a six.
There are also cards of rank six in columns one and three. If the sixes in columns one and three are paired and
removed, the game is lost. This is because as a result of pairing the sixes, the sevens in columns two and five
can never be paired and removed since the seven in columns 5 is covered by a six which can never be paired and removed.
To indicate the potential danger the sevens are marked with an orange strip while the sixes are marked with
dark blue squares.
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The game Little Germaine is somewhat similar to game Monte Carlo. But cards are paired when their ranks differ
by one instead of being equal. Also when cards are paired they are not both removed, one card is placed over the other.
The object of the game is not to remove all the cards but to place all the cards in one pile. The screen shot below
shows a table. The first column of the table lists all the card ranks. The second column lists how
many cards of a given rank are not covered over. Notice cards with ranks 3 through 5 are all covered over with their
counts being 0. There is only one eight and one king left. If either of these cards are covered at this time the
game is lost. Two separate areas in the table where the card counts are 0 in the table would make getting every card
in one pile impossible. A good strategy would be to expand the 3 to 5 rank gap by going after the deuces
and sixes.
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The Baker's Dozen screenshot below shows a table. The first column of the table lists the all the card ranks except ace.
The second column gives the number of cards of the indicated rank which are not covered by cards of the next lowest rank.
For example the number zero next to the jack rank indicates that every jack is covered by a card of rank 10. This means
that none of the jacks can be moved unless one of the tens is sent to a foundation. Therefore the cards underneath the
jack in column 5 of the tableau are inaccessible. Notice that for rank five in the table the number of cards not covered by a
card of the next lowest rank is in red. This results from the king in column 13 covering a rank six card.
With the king covering a six there are not enough cards of rank six to move all the cards of rank five.
Therefore the player must chose which rank five card he can afford not to move.
Columns which have two or more cards of the same rank are potential trouble spots since both cards could be easily trapped as discussed above.
These columns are marked with a yellow asterisk as are columns 1, 4, 6, 7, and 8 in the screenshot.
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When good locations for building are marked by an asterisk
Much of the time spent in playing La Belle Lucie is devoted to finding a place where building can be done without making needed cards inaccessible. If two cards of the same suit are in the same column and the rank of the bottom card is one rank above the rank of the top card, the top card cannot be moved unless it is sent to a foundation. Thus the top card is a good place for building and the bottom card of the column is marked with an askterisk in its upper right corner. If the bottom card is two ranks above the rank of the top card, the card of the same suit with the rank in between the ranks of the bottom and top cards cannot be moved unless it can be sent to a foundation. Thus the card with the in between rank is a good place for building cards. The bottom card of the column which has the two cards with a difference in rank of two is marked with an askterisk in its upper right corner. -
When foundation building progress is shown
Calculation has a complex pattern of building on its foundations. A table is given which keeps track of the building, allowing the player to play with better strategy. -
When the number of cards in the next redeal is known
If there are too few cards dealt for a given redeal, blocks in the layout that cannot be overcome will be more common when playing Intelligence. A table lists the number of cards that will be dealt for the next redeal. Ideally cards should continue to be sent to the foundations until this number hits zero. -
When the number of hidden cards for a given rank and suit are known
Often when playing solitaire it is helpful to know if a card of a given rank and suit has been uncovered especially when playing two deck game like Forty Thieves or Napoleon's Square. For example if all the two of clubs have already been placed in the wastepile, the player might as well place the three of clubs in the wastepile as well. All games with hidden cards have a table showing the number of cards hidden for a given rank or for a given rank and suit. These tables could be contructed by the player based on the ranks and suits of the faceup cards.
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With better strategy
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PLAY WITH LESS WORK
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When you can see all possible moves at a glance
Cards that can change position are marked with blue squares as seen in the FreeCell screen shot above. Thus the need for tediously scanning the layout is removed allowing the player to focus more on strategy. -
When you can see all cards that when built upon will uncover a face down card or create a space
Cards which can be used to make a space are or uncover a face down card are crucial for many games including Yukon, Alaska, Spider, and FreeCell.
If not on the top of a tableau column, cards which can make a space or uncover a face down card are marked with an orange strip.
In the Yukon screen shot at the right, the four of spades in column 2 is marked with orange. It can be used to pick up the three of hearts
in column 6. Using this feature win rates for the game Alaska can increase from 10% to 50%.
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When you can find any card instantly
Suppose in the Yukon screenshot, you want to find a red six to move the black five off of the four marked with orange in column 2. The red six in column 3 is marked using the appropriate menu with a yellow strip as seen above. -
When you are notified if all the ranks of a suit are available
In the Spider screen shot below the S on the last row of the table indicates that an entire suit of spades is available for possible removal. For more details see the Tips for Winning Spider, Solitaire, and FreeCell page of this website. -
When a mouse click can replace several clicks
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Moving cards in sequence with one click when only one card can be moved at a time
When playing computerized FreeCell more than one card can be moved at a time based on the number of
spaces in the tableau and number of empty cells. This concept of moving more than one card at a time is extended to
games like Spider and Beleaguered Castle. Also the concept of moving more than one card at a time is expanded to take into account intermediate
building. In the Spider screen shot at the right the nine of hearts in column 6 and all the cards above it can be moved to the ten of diamonds in column 4
with a single click. This move is permitted since during the process of moving the nine, the two of hearts can be moved to column 10 and the six of clubs and all the cards above it can be moved
to column 5 before all the cards are finally moved to column 4.
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Moving several sequences to different locations with one click
Clicking on the lowest card marked with a blue square in a column
will send that card and all the cards above it to different columns in the layout.
For example clicking on the bottom card in column 2 of the FreeCell screen shot at the top of the page will result in the
screen shot at the right. This feature and another feature discussed below translate into being able to play FreeCell with 80% fewer mouse clicks.
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Swapping columns
Columns can be swapped in order to get cards of the same suit together for games like Spider and Beleaguered Castle. In the Spider screen shot above, if the six and all the cards above it in column 6 are moved over the six in column 8 and released the two sequences will be swapped. Swapping is only permitted if the same result could be achieved by moving one card at a time.
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Moving cards in sequence with one click when only one card can be moved at a time
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When the mouse can be moved less often
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Moving a card by clicking below the position where you want it to go
If the mouse is already near the position you want a card to go, you can click below that position to move the card there. In fact when playing FreeCell if all four cell cards can go on a single position in the tableau, clicking once below that tableau position will send all four cards to that position. -
Deal cards by clicking anywhere in the layout
Moving the mouse back and forth between the hand and the rest of the layout is unnecessary since clicking anywhere there is not a card that can be moved will deal the cards in the hand. -
When you do not have to run through the whole hand when playing with unlimited deals
For the versions of Klondike and Pyramid offered here under the names of Open Klondike and Open Pyramid respectively, there are unlimited deals. Also the game Harp has an unlimited number of redeals. Since the deals are unlimited, any card in the hand is accessible at any time. To make things easier for the player when playing these games, all the hand cards are spread out so that they are all visible and available at the same time. The player does not have to tediously go through the deck each time to get a particular card. Even though the Open Pyramid hand cards are spread out, play is the same as for a normal layout. Thus a hand card can only be paired with another hand card if the two hand cards are in adjacent positions. This simulates pairing a hand card with a wastepile card in a normal game.
In the regulation Canfield game, cards from the hand are counted off in groups of three and placed on a single wastepile. The top card of this wastepile is available for play. There is no limit to such redealing. The wastepile displayed for this Canfield game tries to duplicate the preceding process while reducing the amount of card shuffling. The wastepile cards seen by the player are the wastepile cards he would see when counting off the cards by threes. In the regulation game, if a player plays a wastepile card he would not be able to retrieve covered wastepile cards until the next redeal. This rule is duplicated here by not allowing access to cards above a played card that would not be acessible in a regulation game. A black bar divides the accessible cards from the inaccessible.
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Moving a card by clicking below the position where you want it to go
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When the mouse cursor changes from an arrow to a hand when foundation building is allowed
In multiple wastepile games of the Sir Tommy type, cards can be moved from the wastepiles to the foundations only after a certain number of cards have been dealt. It is easy for the player to miss this time when cards can be built on foundations. The mouse cursor changes from an arrow to a hand to remind the the player that he can build on foundations.
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When you can see all possible moves at a glance
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AVOID PLAYING GAMES YOU CANNOT WIN
The following games are thrown out except in the case when a solver shows the game is unwinnable. In that case the player will have to opt out of the game himself. Please note that in general, unless you are using a solver, not all the unwinnable games will be thrown out.
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When less than four cards of a given rank are available for pairing when playing Pyramid
Two cards whose ranks add to 13 can be paired and removed when playing Pyramid, the object being to remove all the cards. Thus a card of rank eight can be paired with a card of rank five. But if one card of rank eight covers all four cards of rank five in the Pyramid, the game is lost since there is no card available which can be paired and removed with the eight. Even if two cards of rank eight cover three cards of rank five in the Pyramid, the game could be lost. -
When a space in the tableau cannot be made
If you cannot make a space in the tableau when playing Fortress, Streets and Alleys, Beleaguered Castle, Citadel, Flower Garden, and King Albert the game is lost. Sometimes this can be seen at the start of the game. Other times you have already wasted a considerable amount of your time before you discover the hopelessness of the situation. -
When facedown cards cannot be uncovered
When playing Scorpion, Russian Solitaire, or Alaska if the faceup card covering a column of facedown cards cannot be moved the game is lost. This is the case in Scorpion if the faceup card covers the only card which it can be built upon in the tableau. The game is lost for Russian Solitaire if the above condition for losing Scorpion holds and also that the faceup card covers any card needed to build it on the foundations. The game is lost for Alaska if a faceup card which is not a king or ace and covers a column of facedown cards also covers the two cards of the same suit that are one rank above and one rank below. For example if the five of clubs which is faceup covers both the four and six of clubs which are facedown, the game is lost. These unwinnable games occur about 25% of the time for Scorpion and Russian Solitaire and 4% of the time for Alaska. -
When a group of three consecutive ranks occurs with the smallest rank in the middle
If three consecutive cards of the same suit such as the five, four, and three of hearts occur together with the smallest rank in between and the largest rank first, the game is lost when playing Scorpion, Russian Solitaire, and Australian Patience. In other words if there is a 5 - 3 - 4 of hearts sequence in the tableau with the 5 on the bottom and the 4 on the top, there is no way to get at the three of hearts. -
When two cards are covered by each others card one rank below in suit sequence
For example, if the ten of hearts is covered by the seven of clubs and the eight of clubs is covered by the nine of hearts, the game is lost when playing Scorpion. To be able to move the nine of hearts on top of the ten of hearts, the seven of clubs has to be moved. But the seven of clubs cannot be moved since the eight of clubs is covered by the nine of hearts. -
When all the cards in a stock cannot be uncovered
When playing Canfield or Chameleon if all the cards in the stock cannot be uncovered the game is lost. This is the case if a stock card covers all the cards with which it can be built on the tableau and any card needed to build it on the foundations. -
When cards consecutive in rank of the same suit and cover a card of the same suit and lower rank
Often when playing Fan, La Belle Lucie, and Intelligence; a card is covered by a card of the same suit and one rank lower. If the lower rank card covers a card of the same suit and of lower rank, then the game is lost if there are no more deals. For example if the queen of spades is covered by the jack of spades which in turn covers the three of spades, the game is lost since there is no way to move the jack of spades either to the foundations or to another position on the tableau. This losing pattern can appear at the beginning of the game or can be forced on the player during play. -
When kings cover cards of each others suit
When playing Baker's Dozen, Shamrocks, La Belle Lucie, and Intelligence if kings cover cards of each others suit the game can be lost. For example if the king of spades covers a card whose suit is clubs, the king of hearts covers a card whose suit is spades, and the king of clubs covers a card whose suit is hearts then the game cannot be won.
When a card covers the card it must be built upon on the foundations
All the play consists of moving cards to the foundations when playing Osmosis and Peek. If a card covers the card it must be built upon on the foundations, the game is lost. Also if two cards of the same rank occur in the same stockpile and the higher of the two cards goes on a lower foundation row than the other card, the game is lost. About half of the Osmosis and many of the Peek games are unwinnable as a result of the above two scenarios. -
When less than four cards of a given rank are available for pairing when playing Pyramid
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When a solver indicates the game is unwinnable
The tableau layout for FreeCell and Two Cells games is identical to the layout for Microsoft FreeCell games for a given game number. Thus you can determine if a FreeCell or Two Cells game is winnable using FreeCell Pro. FreeCell Pro can be downloaded for free from Mike Keller's website.
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Easier Versions of Difficult Games
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Pyramid
This version of Pyramid follows the traditional rules which does not allow any redeals. With all the unwinnable games thrown out, every game is winnable. -
Accordion
This version of Accordion starts the game with all 52 cards visible in a row. Actually this version of Accordion can be found elsewhere, but it is more common to see the version where the cards are dealt one at a time which is extremely difficult to win. This version however does flag the sweeper cards whereas most open game versions do not. -
Tommy
Tommy has the same rules as Sir Tommy except that two of the aces are placed on the foundations before the game starts. -
Ziggurat
Ziggurat is the same as Pyramid except there are three wastepiles instead of one. Also any game which has blocks in the pyramid which would make winning impossible are thrown out. -
Aces Up and Away
Aces Up and Away is the same as Aces Up except that play does not stop after all the cards are dealt. When all the cards have been dealt, any card at the top of its tableau column except an ace can be moved to a cell. The cell card can be used to remove any tableau cards or a tableau card can be used to remove the cell card. The cell card cannot be placed back on the tableau. As a result of the cell card, the win rate goes from 5% to 50%. -
Squeeze Box
Squeeze Box is the same as Accordion except that a card may be moved only onto a position 2 places to its left, not 1 or 3 places. Also a card may be moved upon another card if the ranks are equal or the colors, not the suits, are the same. The game is won if there are only two, not four, cards left. -
Germaine
This version of Germaine allows cards to move diagonally as well as vertically and horizontally. The original game only allows cards to move vertically and horizontally. -
Basketball
Basketball is the same as Golf except that the tableau has eighteen columns of two cards instead of seven columns of five cards. -
Miniature Golf
Miniature Golf is the same as Putt Putt, which is a version of Golf, except that the tableau has eight columns of four or five cards instead of seven columns of five cards. -
Peek
When dealing three cards at a time from the hand towards the end of a Peek game, a hand card can cover and keep inaccessible the very card needed for it to be built on a foundation. To get around this problem, this version of Peek allows the player to fill spaces in the reserve with hand cards. -
Klondike
This version of Klondike follows the traditional rules which does not allow any redeals. With all the unwinnable games thrown out, every game is winnable. -
Canadian Patience
Canadian Patience is an easier version of Australian Patience where tableau building is done by alternate color rather than by same suit. -
Aussie Patience
Aussie Patience is an easier version of Australian Patience with the aces placed on the foundations at the beginning of the game. -
American Patience
American Patience is an easier version of Australian Patience where cards of the same suit can be built on the tableau either up or down in sequence. -
Little Kings Up
Little Kings Up is like Klondike except the tableau is initially dealt in 7 columns and 3 rows, two rows face down. There are three wastepiles instead of one. -
Vault
Vault is like Canfield, the major differences being that there are four wastepiles instead of one and there are no redeals. Some unwinnable games are thrown out. -
Storeroom
Storeroom is like Canfield, the major differences being that there are noredeals and all unwinnable games are thrown out. Thus every game is winnable. -
Thirty Thieves
Thirty Thieves is the same as Forty Thieves except that the game starts with three instead of four rows in the tableau. Also the game starts with four aces already placed on the foundations. -
Four Leaf Clover
Four Leaf Clover is the same as Shamrocks except that the game starts the with the four aces already placed on the foundations. Thus four of the eighteen columns start with only two cards instead of three. -
Long Pendulum
Long Pendulum differs from Pendulum in that it has nine tableau columns instead of eight. Also six of the cards on the top row instead of just two can be built upon by any available card.
Shenandoah
Shenandoah is like Virginia Reel except that any wastepile card can fill a space in the tableau. -
Pyramid
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Spidey
Spidey is the same as Will O' the Wisp except that four of the tableau columns start with two rows instead of the usual three. -
Scorpio
Scorpio is like Scorpion except there are eight tableau columns instead of seven and nine facedown cards instead of twelve. -
Russian Scorpion
Russian Scorpion is an easier version of Russian Solitaire with an extra tableau column and a lot fewer facedown cards. -
Big Russia
Big Russian has fewer facedown cards than the usual version of Double Russian, making it an easier game.
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Cipher
Cipher is a more difficult version of Calculation. While all four of Calculation's foundations start with a card at the beginning of the game, only two of the foundations start with a card when playing Cipher. -
Wily Fox
Wily Fox is a version of Sly Fox which has only 14 wastepiles instead of the usual 20. -
Durango
Durango is a version of Colorado which has only 14 wastepiles instead of the usual 20. -
Baker's Dozen
Baker's Dozen does not automatically move all the kings to the head of their respective columns or just below cards of the same suit. Kings are moved down in their column in order to prevent a block in the layout that would make winning impossible as is discussed in the when blocks to winning are removed section listed above. -
Napoleon's Square
This Napoleon's Square differs from the usual version in that there are ten tableau columns instead of twelve and four of the foundations start the game with an ace already placed. -
British Box
British Box has three fewer tableau columns than British Square. Otherwise the two games are identical. -
King of Italy
A version of Queen of Italy, this game has 16 instead of 11 cards in the reserve and allows the player to choose any rank as the bottom foundation rank. -
Four Corners
Four Corners differs from Four Seasons in that the tableau has only four columns instead of five. To offset this considerable disadvantage the tableau columns are empty at the beginning of the game while the foundations are initialized with the four aces. -
Three Cell
Three Cell differs from FreeCell in that there are three cells instead of four, the foundations start with three aces already placed, and there are seven instead of eight tableau columns. -
Seven Off
Seven Off has only seven tableau columns and seven cells as opposed to the eight tableau columns and cells of Eight Off. Seven Off starts with all seven cells empty. -
Emperor Penguin
Emperor Penguin is Penguin played with only five cells instead of the usual seven. -
First Amendment
First Amendment is Constitution played with about half the tableau columns. -
Double Yukon
Double Yukon has fewer columns and more facedown cards than the usual version of the game, making for a more challenging experience.
One or more cells are added to the following games: Pyramid, La Belle Lucie, Shamrocks, Intelligence, Fortress, Beleaguered Castle, Babette, and Gaps. La Belle Cell and Intellicell, the FreeCell versions of La Belle Lucie and Intelligence respectively, do not have any redeals.
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Little Germaine
Little Germaine is a game which combines elements of Monte Carlo and Germaine. The game is played like Monte Carlo except that cards that differ by one rank are paired. Instead of the paired cards being removed from the game, one of the cards is placed over top of the other card. The object of the game is to get all the cards into one pile. Thus Little Germaine is a two dimensional version of Accordion. -
Free Osmosis
Free Osmosis is a game which combines elements of Osmosis and FreeCell. The game is played like Osmosis except that all the cards start in the seven stockpiles with no cards being dealt. To offset this disadvantage the player gets to choose the first card to go on the foundations. Also stock cards can be moved to three cells or can be used to fill a space in the stockpiles. -
Free Space
Free Space is a game which combines elements of FreeCell and Miss Milligan. Only kings can fill spaces in the tableau, but a single cell can hold more than one card in sequence. There are only three cells. -
Napoleon's Space
Napoleon's Space combines FreeCell and Napoleon's Square. As with FreeCell there is no dealing of cards. All the cards are placed in the ten columns of the tableau at the beginning of the game. The rules for moving and building cards are the same as for Napoleon's Square except that there are four cells. Each cell can hold a sequence of cards. -
Babe
Babe combines FreeCell and Babette. With five cells where cards can be placed, there are no redeals like there are for Babette. -
Flower Cell
Flower Cell is the same as FreeCell except there are only three cells and five tableau columns. Flower Cell also has a reserve like Flower Garden. The reserve has seventeen cards instead of Flower Garden's sixteen. -
Yukon Spider
Yukon Spider starts with all the cards already in the tableau as for Yukon. But the tableau is not triangular but box like as for Spider. The first five tableau rows are facedown. There are no foundations. Play follows all the rules of Spider with one exception. Cards can be built down on cards of opposite color even if the cards above the cards being built are not in sequence just as in Yukon.
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Double Northwest
This challenging game is a two deck version of Northwest Territory. -
Double Calculation
With eight foundation building intervals instead of four, a two deck version of Calculation may seem overwhelming. But Double Calculation has a table which shows the player which cards have been built on the tableau and which cards have yet to be built on the tableau. -
Shamrocks Puzzle
This game is like the game Shamrocks except that only cards of the same rank may build on each other and as many as four cards may be in a single column. -
Tall Towers
This game is a version of FreeCell where only kings can fill tableau spaces and the number of cells is reduced from four to three. Because of the kings only rule and the fewer number of cells, indiscriminate building can cause cards to become inaccessible. -
Ten Off
This game is a two deck version of Eight Off with nine tableau columns and ten cells. -
Duck
This version of Penguin has the building on the tableau done by alternating color rather than by suit. Also there are only four cells rather than the usual seven. -
Double Penguin
This two deck version of Penguin has nine tableau columns and nine cells. -
Pick
The layout of this game is similar to the layout of FreeCell. But there is no building of cards on the tableau. Cards can only be moved to the cells or foundations. In addition to the top tableau cards being available, up to seven cards can be extracted from below the top cards. When these cards are extracted, gaps in the tableau are formed. Cards above these gaps become available. When a top card or a card above a gap is moved, the movement does not count toward the seven allowable extractions mentioned above. -
Autumn Leaves
The object of this game is the same as Scorpion, assemble all four suits in sequence in four columns in the tableau. Cards are dealt to the tableau as in Spider, but unlike in Spider only same suit building is permitted. But any card can go on a card of higher rank as long as the suits are the same. -
Autumn
This two deck version Autumn Leaves with the difference that a column of cards and in sequence and of the same suit can be removed from the game. The object of the game is the same as for Spider, the removal of all cards from the tableau. -
Arctic
Building on the tableau is the same as for the game Autumn Leaves mentioned above. With a layout identical to the layout for Yukon, the object of the game is to remove all the cards to the foundations. -
Celestial Square
Building on the tableau is the same as for the game Autumn Leaves mentioned above except building is done in alternating colors rather than by suit. With all the cards faceup, only kings can fill spaces. All cards are to be removed to the foundations. -
Autumn Castle
Building on the tableau is the same as for the game Autumn Leaves mentioned above except that only one card can be moved at a time. Otherwise the game plays like Beleaguered Castle. -
Double Canister
This challenging game is a two deck version of Canister. -
Fall Season
Building on the tableau is the same as for the game Autumn Leaves mentioned above except that only one card can be moved at a time. Otherwise the game plays like Four Seasons. -
Big Alaska
This game is a challenging two deck version of Alaska.