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150 Ways to Play Solitaire - Complete with Layouts for Playing
150 Ways to Play Solitaire - Complete with Layouts for Playing
150 Ways to Play Solitaire - Complete with Layouts for Playing
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150 Ways to Play Solitaire - Complete with Layouts for Playing

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Published in 1950, this vintage handbook instructs the reader in 150 variations of the classic game of Solitaire. It is illustrated with diagrams throughout and features simple instructions, making it a wonderful addition to the avid Solitaire player’s library, and for anybody with a love for solo card games. Contents include: Card Games; Technical Terms; One-Pack Solitaires; Juvenile Solitaires; Two-Pack Solitaires; Four-Pack Solitaires; and Multiple Solitaire. Many early books are becoming extremely scarce and increasingly expensive. We are republishing this classic work, which has been carefully selected for its interest and relevance to a modern audience, in a high quality and affordable edition. It comes complete with a newly written introduction and features reproductions of the original illustrations.
LanguageEnglish
Release dateApr 18, 2013
ISBN9781447480853
150 Ways to Play Solitaire - Complete with Layouts for Playing

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  • Rating: 3 out of 5 stars
    3/5
    Solitaire variations.
  • Rating: 4 out of 5 stars
    4/5
    loads of fun, the ultimate usage of one deck of cards.
  • Rating: 3 out of 5 stars
    3/5
    If you like playing solitaire, this book should be right up your alley. There are many variations and styles of solitaire games. Even the most die-hard shut in should be entertained for a long while with these games.

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150 Ways to Play Solitaire - Complete with Layouts for Playing - Alphonse Moyse

ONE-PACK SOLITAIRES

SIMPLE ADDITION

Grouped under this name are several solitaires of elementary character, alike in object and procedure.

Play—Deal a tableau as directed below. Remove cards from tableau in groups and discard. The groups must be specified face cards, or cards that make a specified total. Aces count one, and where they have any numerical value the jacks count 11, queens 12, kings 13. Fill spaces in tableau by cards from the hand. The game is won if entire pack is discarded or dealt into the tableau.

Thirteens—The tableau is ten cards in two rows of five. Discard kings singly and all other cards in pairs totaling thirteen.

Elevens—The tableau is nine cards in three rows of three. Discard jacks, queens, kings in trios of one of each rank, regardless of suits. Discard all other cards in pairs totaling eleven.

Tens—The tableau is thirteen cards in any convenient array. Discard 10’s, jacks, queens, kings in quartets of one suit. Discard all other cards in pairs totaling ten.

Fifteens—The tableau is sixteen cards in four rows of four. Discard 10’s, jacks, queens, kings in quartets of four of one suit. Discard all other cards in groups of any number of cards totaling fifteen.

BLOCK SOLITAIRE

Some elementary solitaires of the Simple Addition type are played in a slightly different way.

Play—Deal a tableau as directed below. Continue dealing cards to cover tableau cards that total as specified. The game is won if entire pack is dealt upon tableau piles.

Elevens—The tableau is twelve cards in three rows of four. If face cards appear in the layout, remove and place at bottom of the pack. Fill the spaces, and continue removing face cards until all twelve cards of the layout are of lower rank than jacks.

If no face cards have been removed from the original layout, place the first face card turned up in later dealing on the bottom of the pack. (Without a face card at the bottom, the game cannot be won.)

The tableau being correct, continue dealing on it to cover cards in pairs that total eleven. When a face card is dealt, it blocks further play on that tableau pile.

Tens—The tableau is nine cards in three rows of three. Continue dealing to cover jacks, queens, and kings in pairs, regardless of suits, and all other cards in pairs that total ten. When a 10 is dealt, it blocks further play on that tableau pile.

BARONESS

(Thirteens)

Simple Addition with a difference in the manner of play.

Deal a row of five cards. Discard any kings or pairs that total thirteen. Deal five more cards on the first five, or in the spaces left by their removal. Discard as before. Continue until complete pack is dealt by rows of five, with two cards at the end which may be spread separately from the piles and are both available. Each new row of five buries the cards below in the piles until they are released by play of top cards. The game is won if the entire pack is discarded.

FOURTEEN PUZZLE

(Take Fourteen)

This version of Simple Addition is radically different from other members of the family. It allows fair scope for skill and does not so frequently present an unbreakable block.

Deal the pack into twelve piles face up. Put the four extra cards on the first four piles. Since all piles may and should be examined, they should be spread downward in overlapping formation.

Top cards of all piles are available. Remove available cards in pairs totaling fourteen. The game is won if all the cards can be so paired and removed.

Helpful Hints—If two cards totaling fourteen lie in any one pile, it is clear that the upper card must be removed with one of the three other complementary cards. Be sure to reverse one of them for this purpose. Where several piles contain such fourteens, plan how all can be resolved before making any play.

Note bottom cards of piles and lower cards generally. Where complementary cards lie at bottoms of different piles, both can be dismissed from calculation. But where the complements of a bottom card are high in other piles, it may be essential to get to this bottom card quickly in order to avoid a block.

PYRAMID

The most popular member of the Simple Addition family. Although it rarely comes out, Pyramid is widely played and is the subject of elaborate record-keeping on the part of some devoted followers.

Layout for Pyramid

Layout—Deal twenty-eight cards in the form of a pyramid. (See diagram.) This is composed of successive rows of one to seven cards. Each card is overlapped by two cards of the row below.

A card in the pyramid is available if not covered by any other. At the outset, the seven cards of the bottom row are available. The play of two adjacent cards releases one card in the sixth row, and so on.

Play—From available cards, remove and discard all kings singly, and all other cards in pairs that total thirteen. (In the diagram, the following may be removed: ♦K; ♦6 and ♥7; ♠A and ♠Q; ♥8 and ♥5; ♠K; ♦9 and ♠4.

Turn up cards from the hand singly, placing unplayable cards face up on a single wastepile. The top card of this pile and the card in hand are available. Note that a card turned up from the hand may be matched with a card on the wastepile. To win the game, not only the pyramid but also the wastepile must be cleared away and discarded.

Competitive Scoring—This is a method of playing Pyramid against par or another player. A match is six games. In each game two redeals are permitted. If the player clears away the pyramid on the first deal, he scores fifty less the number of cards remaining in the hand, and he may use the redeals to deplete this number. If the pyramid is cleared away in the second deal, the score is thirty-five, less residue of the hand after the third deal. If the pyramid is cleared away in the third deal, the score is twenty less the cards in hand. If the pyramid is not cleared away in three deals, the score is minus the total of cards left in pyramid and hand.

Par is a net score of zero in six games, and any net plus may be considered a win. Two or more players in competition compare their net scores for a series of six games.

Since the order of the cards in hand is known after the first deal, there is scope for some planning of the play in the redeals.

NESTOR

(Matrimony)

The layout in this game is simple but spectacular, and play is uncomplicated.

Layout—Deal six rows of eight cards each, with rows overlapping. Do not place two cards of the same rank in the same column. When a card is turned from the pack, and a card of the same rank already lies in the column to which the next card must be dealt, place the card on the bottom of the pack.

The tableau uses all the cards but four. Place these four face down in a pile to form the stock.

Play—The bottom card of each column of the tableau is available. Remove available cards by pairs in rank, regardless of suit, and discard.

When play is blocked, turn up top card of the stock. Use it if you can, otherwise discard it and turn up the next stock card. The game is won if entire tableau is discarded by pairs.

MONTE CARLO

(Weddings, Double and Quits)

The shifting tableau makes a kaleidoscopic game, with some opportunity for skill.

Layout—Deal five rows of five cards each, making a rectangular tableau.

Layout for Monte Carlo

Play—Two cards of the same rank may be removed from the tableau if they are adjacent vertically, horizontally, or diagonally. (In the diagram, pairs which may be removed are 5’s, kings, aces, 10’s.) All are discarded.

After all possible pairs are removed, remaining cards must be consolidated. Back them up, preserving order in which they were dealt, until tableau rows are solid from the top down. In the diagram, after removal of four pairs including ♠10 with ♥10, the consolidation will make the second row: ♠8, ♦2, ♠Q, ♣7, ♥J. If you tend to make errors in backing up, pick up the cards in the same order as dealt, left to right, and from top row down, then deal them again in solid rows of five.

After consolidating, deal additional cards in regular order to fill out the tableau to five rows of five. Again remove adjacent pairs. Continue in the same way. The game is won if the entire pack is discarded by pairs.

Helpful Hints—With choice of pairing, visualize the adjacencies that will result from the consolidation. In the diagram, pairing ♠10 with ♥10 stead of the ♣10, brings the ♥J adjacent to the ♦J.

DECADE

This is a difficult game, and you may consider yourself lucky if you have ten cards or less left

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