doc: write the Solitaire Games chapter (manual pass 3)
* doc/card-games.texi (Solitaire Games): shared-keys table plus a section per game -- Klondike, FreeCell, Spider, Yukon, Canfield, Forty Thieves, Scorpion, one-player Russian Bank, Golf, TriPeaks, Pyramid, Gaps (Montana), and Hell's Half-Acre -- each with object, rules, a strategy note, and its keys.
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@ -352,9 +352,241 @@ usual game otherwise. Other games do not yet consult it. Set it with
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@node Solitaire Games
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@node Solitaire Games
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@chapter Solitaire Games
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@chapter Solitaire Games
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@c TODO(pass 3): Klondike, FreeCell, Spider, Yukon, Canfield, Forty
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@cindex solitaire
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@c Thieves, Scorpion, Golf, TriPeaks, Pyramid, Gaps/Montana, Hell's
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@cindex patience
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@c Half-Acre, Russian Bank (patience) -- object, rules, strategy, keys.
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The one-player games. Most are @dfn{tableau builders} that share the
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same controls; the pile games (Golf, TriPeaks, Pyramid) and the gaps
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games (Gaps, Hell's Half-Acre) play a little differently and say so in
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their own sections.
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@cindex solitaire, controls
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The shared keys for the tableau builders are:
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@table @kbd
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@item @key{LEFT} @key{RIGHT}
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Move the cursor between piles.
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@item @key{RET} @r{(or} @key{SPC}@r{)}
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Pick up the card, or the movable run, under the cursor; press again on a
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destination to drop it. On the stock, deal cards to the waste (or, when
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the stock is empty, recycle the waste where the game allows).
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@item f
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Send the card under the cursor to a foundation.
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@item a
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Auto-play the cards that plainly belong on the foundations.
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@item u
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Undo the last move.
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@item n @r{/} g @r{/} ? @r{/} q
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New deal, redraw, describe the keys, and return to the menu.
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@end table
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@noindent
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With @code{cg-keys} set to @code{classic} the vi keys @kbd{h} @kbd{j}
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@kbd{k} @kbd{l} move as well (@pxref{Keys}).
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@menu
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* Klondike:: The classic.
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* FreeCell:: A game of pure skill.
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* Spider:: Two decks; clear eight suited runs.
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* Yukon:: Klondike, but move any group.
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* Canfield:: A reserve and a wrapping base rank.
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* Forty Thieves:: Two decks, no redeal, and hard.
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* Scorpion:: Free four buried runs.
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* Russian Bank Solitaire:: Houses and a feeding reserve.
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* Golf:: One rank up or down.
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* TriPeaks:: Golf with wrapping chains.
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* Pyramid:: Remove pairs that sum to thirteen.
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* Gaps:: Order the rows through the gaps.
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* Hell's Half-Acre:: Gaps, built the other way.
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@end menu
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@node Klondike
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@section Klondike
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@findex cg-klondike
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@cindex Klondike
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The classic. Build the four foundations up in suit, Ace to King. Seven
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columns hold a descending, alternating-colour tableau; move a card or an
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ordered run onto the next-higher card of the other colour, and fill an
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empty column with a King (or a King-headed run). Turn cards from the
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stock to the waste --- one at a time by default --- and recycle the
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waste when the stock runs out.
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@vindex cg-sol-klondike-draw
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Set @code{cg-sol-klondike-draw} to @code{3} for the harder
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turn-three variant.
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@cindex strategy, Klondike
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@strong{Strategy.} Uncover face-down cards before anything else, and
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keep a column open for a King. Do not rush low cards to the foundations
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if you may still need them to receive tableau cards.
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@node FreeCell
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@section FreeCell
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@findex cg-freecell
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@cindex FreeCell
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Every card is dealt face up into eight columns, and four @dfn{free cells}
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each hold a single card. Build the tableau down in alternating colour
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and the foundations up in suit. How large a run you can shift at once
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depends on how many cells and empty columns are free. Almost every deal
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can be won --- this is a game of skill, not luck.
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@strong{Strategy.} Plan several moves ahead, free the aces early, and
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resist filling all four cells; an empty column is worth more than a full
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cell.
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@node Spider
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@section Spider
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@findex cg-spider
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@cindex Spider
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Two decks, ten columns, no separate foundations. Build down regardless
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of suit, but only a same-suit run moves as a block. Complete a
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King-to-Ace run in one suit and it is lifted off the table; clear all
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eight to win. Press @key{RET} on the stock to deal one card to every
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column --- but only when no column is empty.
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@strong{Strategy.} Build in suit whenever you have the choice, and empty
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a column as soon as you can: it is the key to untangling the rest.
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@node Yukon
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@section Yukon
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@findex cg-yukon
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@cindex Yukon
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Klondike's layout, dealt mostly face up, with one liberating difference:
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you may move @emph{any} face-up card, together with everything piled on
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top of it, onto a card one higher of the other colour --- the group need
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not be in order. There is no stock.
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@strong{Strategy.} Expose the face-down cards; the freedom to lift
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buried groups wins many deals that Klondike would lose.
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@node Canfield
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@section Canfield
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@findex cg-canfield
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@cindex Canfield
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A thirteen-card @dfn{reserve}, four tableau columns, and a stock dealt
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three at a time. The first card sets the base rank for the foundations,
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which build up in suit and wrap from King round to Ace. The tableau
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builds down in alternating colour, and an empty column refills from the
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reserve.
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@strong{Strategy.} Clear the reserve --- it is the bottleneck --- and
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keep the wrapping base rank in mind when you choose what to bank.
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@node Forty Thieves
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@section Forty Thieves
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@findex cg-forty-thieves
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@cindex Forty Thieves
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Two decks, ten columns, eight foundations. The tableau builds down
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@emph{in suit} and moves one card at a time; the foundations build up in
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suit; the stock deals to the waste with no redeal. A hard, skilful game.
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@strong{Strategy.} Be patient, keep the waste short, and avoid burying
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the low cards you will need.
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@node Scorpion
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@section Scorpion
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@findex cg-scorpion
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@cindex Scorpion
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Seven columns, built down in suit. As in Yukon you may move any card
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with everything on top of it, ordered or not. Free four King-to-Ace runs
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to win. A small stock deals onto the first columns when you are stuck.
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@strong{Strategy.} Dig the buried low cards out early, and think about
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which King you can afford to complete first.
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@node Russian Bank Solitaire
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@section Russian Bank
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@findex cg-russian-bank
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@cindex Russian Bank, solitaire
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The one-player patience: eight @dfn{houses} built down in alternating
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colour, four foundations built up in suit from the Ace, and a
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thirteen-card reserve that feeds an empty house. (For the competitive
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two-player game, @pxref{Russian Bank}.)
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@strong{Strategy.} Play to the foundations first and empty the reserve;
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the houses are just working space.
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@node Golf
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@section Golf
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@findex cg-golf
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@cindex Golf
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A layout of thirty-five cards over a single waste pile. Play any exposed
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card onto the waste when it is one rank above @emph{or} below the waste's
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top card; the sequence does @emph{not} wrap, so nothing follows a King.
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Turn a fresh card from the stock when you are stuck. Clear the whole
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layout to win.
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@cindex controls, pile games
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Use the arrow keys or the mouse to choose a card, @key{RET} to play it
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(or, on the stock, to deal), @kbd{u} to undo, and @kbd{n} for a new deal.
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@strong{Strategy.} Look for long up-and-down chains before you spend a
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card from the stock.
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@node TriPeaks
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@section TriPeaks
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@findex cg-tripeaks
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@cindex TriPeaks
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Golf played over three overlapping peaks, with one change: the sequence
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@emph{wraps}, so an Ace follows a King and a King follows an Ace. That
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lets you run long chains across the peaks. Clear all three to win. The
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keys are the same as Golf.
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@strong{Strategy.} Plan the chain that uncovers the most cards, and hold
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the stock in reserve for when the board truly stalls.
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@node Pyramid
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@section Pyramid
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@findex cg-pyramid
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@cindex Pyramid
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A twenty-eight-card pyramid. Remove pairs of exposed cards whose ranks
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sum to thirteen --- Ace counts 1, Jack 11, Queen 12, and a King is 13, so
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a King leaves on its own. Mark one card and then its partner to remove
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them, and deal from the stock for more matches. Clear the pyramid to
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win.
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@strong{Strategy.} Free the cards that block two others at once, and do
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not strand a card whose only partner is already gone.
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@node Gaps
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@section Gaps
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@findex cg-montana
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@findex cg-gaps
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@cindex Gaps
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@cindex Montana
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Also called Montana. The pack is dealt into four rows with gaps between
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the cards. Each row is built as one suit, with a Two at the head, rising
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Two, Three, @dots{}, up to the King. Move a card into a gap when it
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continues the row --- the card one higher, in the same suit, than the
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card to the gap's left. Fillable gaps are ringed and marked with a green
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@samp{+}.
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When no move remains, @kbd{r} reshuffles the misplaced cards for another
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try; you get a limited number of these redeals. @kbd{v} toggles the
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full-window layout. Order every row to win.
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@strong{Strategy.} Open the gaps that let a Two, then a Three, begin
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each row, and spend redeals only when you are truly stuck.
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@node Hell's Half-Acre
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@section Hell's Half-Acre
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@findex cg-hells-half-acre
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@cindex Hell's Half-Acre
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The same game as Gaps, built the other way: a King anchors the head of
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each row and the rows descend King, Queen, @dots{}, down to the Two. The
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controls are identical.
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@node Trick-Taking Games
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@node Trick-Taking Games
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@chapter Trick-Taking Games
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@chapter Trick-Taking Games
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