* 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.
646 lines
21 KiB
Text
646 lines
21 KiB
Text
\input texinfo @c -*- texinfo -*-
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@c %**start of header
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@setfilename card-games.info
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@settitle Card Games for Emacs
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@documentencoding UTF-8
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@documentlanguage en
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@syncodeindex vr cp
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@syncodeindex fn cp
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@c %**end of header
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@set VERSION 1.0.90
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@set YEAR 2026
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@copying
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This manual is for Card Games for Emacs (version @value{VERSION}), an
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Emacs package that plays card games as UNICODE text in a terminal and as
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SVG cards on a graphical display.
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Copyright @copyright{} @value{YEAR} Corwin Brust.
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@quotation
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This manual is licensed under the Creative Commons Attribution 4.0
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International License. To view a copy of this license, visit
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@url{https://creativecommons.org/licenses/by/4.0/}.
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The Card Games for Emacs @emph{program} is free software, licensed under
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the GNU General Public License, version 3 or later.
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@end quotation
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@end copying
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@dircategory Emacs
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@direntry
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* Card Games: (card-games). Play card games in Emacs (text and SVG).
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@end direntry
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@titlepage
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@title Card Games for Emacs
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@subtitle A collection of solitaire, two-player, and partnership games
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@subtitle for GNU Emacs, version @value{VERSION}
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@author Corwin Brust
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@page
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@vskip 0pt plus 1filll
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@insertcopying
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@end titlepage
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@contents
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@ifnottex
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@node Top
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@top Card Games for Emacs
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@insertcopying
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@end ifnottex
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@menu
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* Introduction:: What this package is.
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* Installation:: Getting it, and starting to play.
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* The Game Menu:: The chooser, and its controls.
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* Playing:: Controls shared by every game.
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* Customization:: Colours, cards, keys, and opponents.
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* Solitaire Games:: One-player patiences.
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* Trick-Taking Games:: Hearts, Spades, Bridge, and friends.
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* Rummy Games:: Melds, knocks, and books.
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* Matching Games:: Go Fish and Old Maid.
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* Capturing Games:: Scopa and Casino.
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* Climbing Games:: President and Spite & Malice.
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* Russian Bank:: The two-player duel.
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* Networked Play:: Live 500 over the network.
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* Credits:: Sources and thanks.
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* License:: Terms for this manual.
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* Index:: Commands, variables, and concepts.
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@end menu
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@node Introduction
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@chapter Introduction
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@cindex introduction
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@cindex about
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Card Games for Emacs is a collection of more than thirty card games ---
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solitaires, two-player games, and four-handed partnership games ---
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played entirely inside GNU Emacs.
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Every game draws itself two ways. In a terminal it uses plain UNICODE
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text, so it works anywhere Emacs runs, including over @command{ssh} and
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on a phone. On a graphical display it draws proper SVG cards, with a
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felt table for the four-handed games. You can switch between these
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treatments at any time (@pxref{Customization}).
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You play with the keyboard, the mouse, or both. A highlighted cursor
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marks the card or pile you are about to act on; the arrow keys move it
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and @key{RET} acts. Clicking a card does the same thing.
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@cindex families of games
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The games are grouped into families that share an engine and a feel:
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@table @asis
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@item Solitaire
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Klondike, FreeCell, Spider, Yukon, Canfield, Forty Thieves, Scorpion,
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Golf, TriPeaks, Pyramid, Gaps (Montana), and Hell's Half-Acre, plus a
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one-player Russian Bank. @xref{Solitaire Games}.
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@item Trick-taking
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500, Hearts, Spades, Whist, Oh Hell, Euchre, Pitch, Briscola, and
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Contract Bridge. @xref{Trick-Taking Games}.
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@item Rummy
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Gin Rummy, Rummy, Rummy 500, and the partnership game Hand & Foot.
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@xref{Rummy Games}.
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@item Matching, capturing, and climbing
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Go Fish and Old Maid; Scopa and Casino; President, Spite & Malice, and
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Cribbage.
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@item Two-player Russian Bank
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The competitive duel, Crapette, against the computer. @xref{Russian
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Bank}.
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@end table
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To start, type @kbd{M-x card-game}.
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@node Installation
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@chapter Installation
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@cindex installation
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@cindex requirements
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Card Games for Emacs needs GNU Emacs 26.1 or newer. SVG display
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additionally needs an Emacs built with image support (any modern
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graphical Emacs has it); in a terminal the games fall back to text.
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@menu
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* From a package archive:: The easy way.
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* From source:: Cloning the repository.
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* Building:: Compiling, testing, and the manual.
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@end menu
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@node From a package archive
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@section From a package archive
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@cindex ELPA
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When the package is available from a package archive, install it the
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usual way with @kbd{M-x package-install @key{RET} card-games @key{RET}}.
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The autoloads let you run @kbd{M-x card-game} straight away.
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@node From source
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@section From source
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@cindex source, installing from
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Clone the repository from @url{https://code.bru.st/corwin/card-game.el},
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add it to your @code{load-path}, and load the umbrella file:
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@example
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(add-to-list 'load-path "/path/to/card-game.el")
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(require 'card-games)
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@end example
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@noindent
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Then @kbd{M-x card-game}. You can also build an installable tarball with
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@kbd{make package} and install it with @kbd{M-x package-install-file}.
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@node Building
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@section Building
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@cindex Makefile
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@cindex tests
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The @file{Makefile} provides the usual developer targets:
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@table @code
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@item make compile
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Byte-compile all the sources.
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@item make test
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Run the ERT test suite.
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@item make info
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Build this manual (also @code{make html} and @code{make pdf}).
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@item make package
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Build the installable @file{.tar}.
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@end table
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@node The Game Menu
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@chapter The Game Menu
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@findex card-game
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@findex card-games
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@cindex chooser
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@cindex menu
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@kbd{M-x card-game} (also available as @code{card-games}) opens the
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chooser: a buffer listing every game with a one-line description. Move
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between games with @key{TAB} and @kbd{S-@key{TAB}}, or @kbd{n} and
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@kbd{p}, and press @key{RET} --- or click a game's name --- to start it.
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@kbd{q} buries the menu.
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Two controls sit at the top of the list.
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@table @asis
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@item AI opponents
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@vindex cg-ai-level
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Sets how hard the computer plays: @code{easy}, @code{normal}, or
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@code{hard}. Click it to cycle, or use @kbd{M-x card-games-set-ai-level}.
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@xref{Opponents}.
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@item Cards
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@vindex card-games-treatment
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Chooses how the games are drawn: @code{text}, @code{svg}, or @code{full}.
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Click it to cycle, or use @kbd{M-x card-games-set-treatment}.
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@xref{Display}.
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@end table
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@node Playing
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@chapter Playing
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@cindex controls, shared
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@cindex keys
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Each game has its own rules and a few keys of its own, but the basic
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controls are the same everywhere. Press @kbd{?} in any game to see that
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game's keys in the echo area.
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@table @kbd
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@item @key{LEFT} @key{RIGHT} @key{UP} @key{DOWN}
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Move the highlighted cursor between cards and piles.
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@item @key{RET}
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Act on the cursor: pick up or drop a card, play it, or select it. Many
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games also accept @key{SPC}.
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@item mouse-1
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Click a card or pile to do the same as moving the cursor there and
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acting.
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@item f
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Where there are foundations, send the chosen card to one.
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@item u
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Undo the last move, in the games that support it.
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@item n
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Deal a new game.
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@item g
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Redraw the board.
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@item ?
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Describe the game's controls.
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@item q
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Leave the game and return to the menu (@pxref{The Game Menu}).
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@end table
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@cindex zoom
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@vindex cg-card-scale
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On a graphical display, @kbd{+} and @kbd{-} (and @kbd{=}) make the cards
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larger and smaller, and @kbd{0} resets the size. Emacs's own
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@code{text-scale-adjust} works too. Many boards show a one-line legend
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of the current game's keys along the bottom.
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@node Customization
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@chapter Customization
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@cindex customization
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All the options live in the @code{card-games} customization group; type
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@kbd{M-x customize-group @key{RET} card-games @key{RET}} to browse them.
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The most useful are collected here.
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@menu
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* Display:: Text, SVG cards, or a full table.
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* Cards and colours:: Backs, decks, glyphs, and themes.
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* The Emacs emblem:: Which logo the full table shows.
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* Keys:: Emacs or classic movement.
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* Opponents:: How hard the computer plays.
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@end menu
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@node Display
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@section Display
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@vindex card-games-treatment
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@findex card-games-set-treatment
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@kbd{M-x card-games-set-treatment} switches every game between three
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treatments: @code{text} draws UNICODE cards, @code{svg} draws SVG cards,
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and @code{full} additionally uses the full-window SVG table for the games
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that have one (Gaps and 500). You can also cycle it from the menu
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(@pxref{The Game Menu}). A change takes effect the next time a game is
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drawn; press @kbd{g} to redraw an open game.
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@vindex cg-card-scale
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The card size follows @code{cg-card-scale} and the zoom keys
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(@pxref{Playing}).
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@node Cards and colours
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@section Cards and colours
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@vindex cg-svg-card-back
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@findex cg-svg-shuffle-card-back
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@cindex card backs
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The pattern on a face-down card is @code{cg-svg-card-back}. Besides
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@code{dots}, @code{rings}, and @code{solid} there are the drawn patterns
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@code{lattice}, @code{waves}, and @code{diamond}, and four backs stamped
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with an Emacs logo: @code{emacs}, @code{emacs-classic}, @code{gnu}, and
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@code{splash}. The default, @code{random}, chooses a back for the
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session; @kbd{M-x cg-svg-shuffle-card-back} rolls a new one, and
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reopening the menu also re-rolls.
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@vindex cg-svg-four-color
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@cindex four-colour deck
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With @code{cg-svg-four-color} non-@code{nil}, clubs are drawn green and
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diamonds blue, so all four suits are told apart by colour.
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@vindex cg-symbols
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@cindex suit glyphs
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@code{cg-symbols} maps each suit to the glyph used for it, in both the
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text and the SVG cards; customize it to use the outlined suits
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@samp{♤ ♧ ♢ ♡}, say, instead of the filled ones.
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@findex card-games-set-theme
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@vindex card-games-themes
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@cindex themes
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@kbd{M-x card-games-set-theme} applies a colour preset ---
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@code{classic}, @code{dark}, or @code{contrast} --- setting the felt
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colour, the card back, and the highlight together. The individual
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colours (@code{cg-svg-highlight-color}, @code{cg-bid-felt-color}, and the
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rest) can also be set on their own.
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@vindex cg-cursor-type
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@cindex cursor
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Card buffers hide the text cursor by default, since you act on the
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highlighted card rather than on point; @code{cg-cursor-type} can bring it
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back.
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@node The Emacs emblem
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@section The Emacs emblem
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@vindex cg-svg-emacs-logo
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@cindex logo
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The full-window tables (500 and Gaps) show an Emacs emblem in a corner.
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@code{cg-svg-emacs-logo} chooses it: @code{modern} (the current Emacs
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icon, the default), @code{classic} (the older icon), @code{gnu} (a GNU
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head), @code{splash} (the startup image), @code{drawn} (a small built-in
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emblem), or @code{none}. The image choices embed a logo that ships with
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your Emacs, falling back to the drawn emblem when it cannot be found.
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@node Keys
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@section Keys
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@vindex cg-keys
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@cindex key scheme
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@code{cg-keys} selects a movement scheme. @code{emacs} (the default)
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follows Emacs conventions --- the arrow keys move and @key{RET} acts.
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@code{classic} additionally enables @kbd{h} @kbd{j} @kbd{k} @kbd{l} and
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@key{SPC}. A change takes effect the next time a game starts.
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@node Opponents
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@section Opponents
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@vindex cg-ai-level
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@findex card-games-set-ai-level
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@cindex difficulty
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@code{cg-ai-level} sets how hard the computer plays: @code{easy},
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@code{normal}, or @code{hard}. Russian Bank plays all three levels; the
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trick-taking games play a random legal card on @code{easy} and their
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usual game otherwise. Other games do not yet consult it. Set it with
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@kbd{M-x card-games-set-ai-level} or from the menu.
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@node Solitaire Games
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@chapter Solitaire Games
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@cindex solitaire
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@cindex patience
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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
|
|
@emph{in suit} and moves one card at a time; the foundations build up in
|
|
suit; the stock deals to the waste with no redeal. A hard, skilful game.
|
|
|
|
@strong{Strategy.} Be patient, keep the waste short, and avoid burying
|
|
the low cards you will need.
|
|
|
|
@node Scorpion
|
|
@section Scorpion
|
|
|
|
@findex cg-scorpion
|
|
@cindex Scorpion
|
|
Seven columns, built down in suit. As in Yukon you may move any card
|
|
with everything on top of it, ordered or not. Free four King-to-Ace runs
|
|
to win. A small stock deals onto the first columns when you are stuck.
|
|
|
|
@strong{Strategy.} Dig the buried low cards out early, and think about
|
|
which King you can afford to complete first.
|
|
|
|
@node Russian Bank Solitaire
|
|
@section Russian Bank
|
|
|
|
@findex cg-russian-bank
|
|
@cindex Russian Bank, solitaire
|
|
The one-player patience: eight @dfn{houses} built down in alternating
|
|
colour, four foundations built up in suit from the Ace, and a
|
|
thirteen-card reserve that feeds an empty house. (For the competitive
|
|
two-player game, @pxref{Russian Bank}.)
|
|
|
|
@strong{Strategy.} Play to the foundations first and empty the reserve;
|
|
the houses are just working space.
|
|
|
|
@node Golf
|
|
@section Golf
|
|
|
|
@findex cg-golf
|
|
@cindex Golf
|
|
A layout of thirty-five cards over a single waste pile. Play any exposed
|
|
card onto the waste when it is one rank above @emph{or} below the waste's
|
|
top card; the sequence does @emph{not} wrap, so nothing follows a King.
|
|
Turn a fresh card from the stock when you are stuck. Clear the whole
|
|
layout to win.
|
|
|
|
@cindex controls, pile games
|
|
Use the arrow keys or the mouse to choose a card, @key{RET} to play it
|
|
(or, on the stock, to deal), @kbd{u} to undo, and @kbd{n} for a new deal.
|
|
|
|
@strong{Strategy.} Look for long up-and-down chains before you spend a
|
|
card from the stock.
|
|
|
|
@node TriPeaks
|
|
@section TriPeaks
|
|
|
|
@findex cg-tripeaks
|
|
@cindex TriPeaks
|
|
Golf played over three overlapping peaks, with one change: the sequence
|
|
@emph{wraps}, so an Ace follows a King and a King follows an Ace. That
|
|
lets you run long chains across the peaks. Clear all three to win. The
|
|
keys are the same as Golf.
|
|
|
|
@strong{Strategy.} Plan the chain that uncovers the most cards, and hold
|
|
the stock in reserve for when the board truly stalls.
|
|
|
|
@node Pyramid
|
|
@section Pyramid
|
|
|
|
@findex cg-pyramid
|
|
@cindex Pyramid
|
|
A twenty-eight-card pyramid. Remove pairs of exposed cards whose ranks
|
|
sum to thirteen --- Ace counts 1, Jack 11, Queen 12, and a King is 13, so
|
|
a King leaves on its own. Mark one card and then its partner to remove
|
|
them, and deal from the stock for more matches. Clear the pyramid to
|
|
win.
|
|
|
|
@strong{Strategy.} Free the cards that block two others at once, and do
|
|
not strand a card whose only partner is already gone.
|
|
|
|
@node Gaps
|
|
@section Gaps
|
|
|
|
@findex cg-montana
|
|
@findex cg-gaps
|
|
@cindex Gaps
|
|
@cindex Montana
|
|
Also called Montana. The pack is dealt into four rows with gaps between
|
|
the cards. Each row is built as one suit, with a Two at the head, rising
|
|
Two, Three, @dots{}, up to the King. Move a card into a gap when it
|
|
continues the row --- the card one higher, in the same suit, than the
|
|
card to the gap's left. Fillable gaps are ringed and marked with a green
|
|
@samp{+}.
|
|
|
|
When no move remains, @kbd{r} reshuffles the misplaced cards for another
|
|
try; you get a limited number of these redeals. @kbd{v} toggles the
|
|
full-window layout. Order every row to win.
|
|
|
|
@strong{Strategy.} Open the gaps that let a Two, then a Three, begin
|
|
each row, and spend redeals only when you are truly stuck.
|
|
|
|
@node Hell's Half-Acre
|
|
@section Hell's Half-Acre
|
|
|
|
@findex cg-hells-half-acre
|
|
@cindex Hell's Half-Acre
|
|
The same game as Gaps, built the other way: a King anchors the head of
|
|
each row and the rows descend King, Queen, @dots{}, down to the Two. The
|
|
controls are identical.
|
|
|
|
@node Trick-Taking Games
|
|
@chapter Trick-Taking Games
|
|
|
|
@c TODO(pass 4): 500, Hearts, Spades, Whist, Oh Hell, Euchre, Pitch,
|
|
@c Briscola, Bridge.
|
|
|
|
@node Rummy Games
|
|
@chapter Rummy Games
|
|
|
|
@c TODO(pass 5): Gin Rummy, Rummy, Rummy 500, Hand & Foot.
|
|
|
|
@node Matching Games
|
|
@chapter Matching Games
|
|
|
|
@c TODO(pass 5): Go Fish, Old Maid.
|
|
|
|
@node Capturing Games
|
|
@chapter Capturing Games
|
|
|
|
@c TODO(pass 5): Scopa, Casino.
|
|
|
|
@node Climbing Games
|
|
@chapter Climbing Games
|
|
|
|
@c TODO(pass 5): President, Spite & Malice, Cribbage.
|
|
|
|
@node Russian Bank
|
|
@chapter Russian Bank
|
|
|
|
@c TODO(pass 6): Crapette -- the two-player duel, foundations, houses,
|
|
@c loading, the stop rule, sequenced moves, the difficulty dial.
|
|
|
|
@node Networked Play
|
|
@chapter Networked Play
|
|
|
|
@c TODO(pass 6): live 500 over TCP -- cg-bid-host, cg-bid-join, lobbies.
|
|
|
|
@node Credits
|
|
@chapter Credits
|
|
|
|
@c TODO(pass 6): rules sources (Wikipedia, Pagat); thanks to testers;
|
|
@c a credit for Claude (the AI assistant who helped build much of this).
|
|
|
|
@node License
|
|
@appendix License
|
|
|
|
This manual is licensed under the Creative Commons Attribution 4.0
|
|
International License. To view a copy of this license, visit
|
|
@url{https://creativecommons.org/licenses/by/4.0/}.
|
|
|
|
@node Index
|
|
@unnumbered Index
|
|
|
|
@printindex cp
|
|
|
|
@bye
|