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FAQ

by KeyBlade999

      _   _             _           _____        _ _
     | | | |           | |         / ____|      | |_)_
     | |_| | ___  _   _| | ___    ( (____   ___ | |_| |_  __ _ _ _ ______
     |  _  |/ _ \| | | | |/ _ \    \____ \ / _ \| | |  _|/ _` | | '__/ _ \
     | | | | (_) | |_| | |  __/    _____) | (_) | | | |_| (_| | | | |  __/
     |_| |_|\___/ \__  |_|\___|   |______/ \___/|_|_|\__|\__,_|_|_|  \___|
                  |___/
                                               _
                                              | |
                                __ _ _ __   __| |
                               / _` | '_ \ / _  |
                              | (_| | | | | (_| |
                               \__,_|_| |_|\__,_|
        __    __       _     _                       _____ _ _
       |  \  /  |     | |   (_)                     |_   _|_| |
       | | \/ | | __ _| |__  _  ___  _ __   ____      | |  _| | _______
       | |\__/| |/ _` | '_ \| |/ _ \| '_ \ / _  |     | | | | |/ _ / __|
       | |    | | (_| | | | | | (_) | | | | (_| |     | | | | |  __\__ \
       |_|    |_|\__,_|_| |_| |\___/|_| |_|\__  |     |_| |_|_|\___|___/
                          |__/             |___/


                   O---------------------------------------O
                   |   Hoyle Solitaire and Mahjong Tiles   |
                   |                 An FAQ                |
                   |             By KeyBlade999            |
                   |                                       |
                   |           File Size: 69.4 KB          |
                   |         Current Version: Final        |
                   |  Previous Update: 11:55 PM 8/29/2012  |
                   O---------------------------------------O


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                        Section Negative One: Donations            **HOYLE_-1**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

While I do write all of my guides for free, it does take a lot of time and
effort to put them together. If you're feeling generous and want to show your
appreciation, I am gladly accepting donations. I don't know exactly what the
donations will be used for, but just know that you would definitely be helping
me make more quality FAQs! Even the smallest donation amounts are appreciated,
and are a great way to say how much you appreciate the work I do. If you do
decide you'd like to donate, please send the donations through PayPal at the
e-mail address listed below. Thank you so very much for considering this!!

                          [email protected]

By the way, this is also my contact e-mail, so if you want to contribute
something to this or any of my other FAQs, or have a question to ask about one
of them, go ahead and use this e-mail.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                        Section Zero: Table of Contents             **HOYLE_0**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

  [Section Title] ............................................. [CTRL+F Tag]

  -1. Donations ............................................... **HOYLE_-1**
   0. Table of Contents ....................................... **HOYLE_0**
   1. Intro ................................................... **HOYLE_1**
   2. Version History ......................................... **HOYLE_2**
   3. Legalities .............................................. **HOYLE_3**

   4. Solitaire ............................................... **HOYLE_4**
   5. Mahjong Tiles ........................................... **HOYLE_5**
   6. Gravity Tiles ........................................... **HOYLE_6**
   7. Memory Tiles ............................................ **HOYLE_7**


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                              Section One: Intro                    **HOYLE_1**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Welcome to another FAQ of mine. This one covers the PC game Hoyle Solitaire and
Mahjong Tiles. Another one of the many games in the Hoyle line of games, named
after famed gamemaster Edward Hoyle, this is one of the lower-quality ones as
it really only focuses on two games, just with varying rulesets.

...

That's all I have to say on this game. Enjoy.


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                         Section Two: Version History               **HOYLE_2**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Final - First and likely only version of this FAQ completed.
        11:55 PM 8/29/2012


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                           Section Three: Legalities                **HOYLE_3**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

This FAQ may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any website or otherwise distributed
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

� 2012 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this
e-mail: [email protected], or PM (Private Message) me on the GameFAQs
message boards.

O-----------------------------------O    O------------------------------------O
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| SuperCheats (www.supercheats.com) |    |  Cheat Index (www.cheatindex.com)  |
|                                   |    | Cheat Search (www.cheatsearch.com) |
|                                   |    |    www.panstudio.com/cheatstop     |
|                                   |    | Game Express (www.gameexpress.com) |
|                                   |    |             Mega Games             |
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O-----------------------------------O    O------------------------------------O


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                            Section Four: Solitaire                 **HOYLE_4**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

There are fifty varieties of solitaire played in this game. We'll cover each
one of them. The varieties of the game types are headed with hyphens, whereas
the variations of solitaire are headed by tildes.

-------------------
Terms You Must Know
-------------------

FOUNDATION: The place where you move cards to in a specific order.

RESERVE PILE: Random temporary storage place for cards.

STOCK PILE: A deck from which you may choose cards. It is face down until you
            click on it, then you see (usually) three cards, with only the top
            one being usable.

TABLEAU PILE: A single pile of usually-face-up cards you may sometimes choose
              from.

----------------------
Single Deck Variations
----------------------


~~~~~~~~
ACES UP:
~~~~~~~~

Goal: Finish with all four Aces at the top of the tableau columns, one Ace per
      column, and no other cards in the columns.

Setup: The game begins with one foundation and four tableau columns containing
       one card each. A waste pile can hold up to five cards.

How to Play:

From among the topmost cards of each tableau column, move all but the highest
ranking card of each suit to the foundation. (Aces rank highest.) 
	
When play comes to a standstill, click the stock pile to deal another row of
four cards, one to each column, then continue to play. You can move cards to
the waste pile, up to five cards total. Cards cannot be removed from the waste
pile.

Continue until all the cards from the stock pile have been played and no
further moves can be made. Empty columns can be filled with the topmost card
of another column. No other plays are allowed between columns.


~~~~~~~~~~~~~~
BAKER'S DOZEN:
~~~~~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations and thirteen tableau columns
       containing four cards each (three face up, one face down). Any Kings
       that are dealt are automatically moved to the top of the columns,
       replacing the face down card in that column.

How to Play:

Move cards from the tableau columns to the foundations, building the
foundations up from Ace to King, in suit.

Build columns down, regardless of suit. Each column can hold a maximum of
eleven cards. Only the topmost card of a column can be moved to another
column. Empty columns cannot be filled.


~~~~~~~~~
BARONESS:
~~~~~~~~~

Goal: Remove all the cards from the tableau by removing pairs of cards that
      add up to 13.

Setup: The game begins with five tableau columns containing one card each.

How to Play:

Remove cards from the Tableau columns in pairs that add up to 13. Aces are
worth 1, Jacks are worth 11, and Queens are worth 12. You can automatically
discard Kings (worth 13) by themselves. All other cards are worth their face
value.

Therefore, the cards that can be removed are Ace & Queen, 2 & Jack, 3 & 10, 
4 & 9, 5 & 8, 6 & 7, and King.

To select a card or pair of cards, click on each card (cards become shaded).
(To unselect a card, click it again.) When one or two cards that add up to 13
are selected, the cards are automatically removed. Cards cannot be moved between
columns.
	
When play comes to a standstill, click on the stock pile to place a row of five
cards on the tableau, one to each column. The last two cards from the stock pile
are placed in separate columns and are also available to play.


~~~~~~~~~~~~~~~~~~~
BELEAGUERED CASTLE:
~~~~~~~~~~~~~~~~~~~

Goal: Build the foundations up from Ace to King, regardless of suit.

Setup: The game begins with four foundations, each started for you with an Ace.
       All cards are dealt face up to eight tableau rows, each containing six
       cards.

How to Play:

Move cards from the Tableau rows to the foundations, building the foundations
up from Ace to King, regardless of suit.

You can build tableau rows down, regardless of suit. Each row can hold a
maximum of 13 cards. Only the topmost card of a row can be moved to another
row. Empty rows can only be filled with Kings.


~~~~~~~~~~~
BETSY ROSS:
~~~~~~~~~~~

Goal: Build the foundations up, regardless of suit, using a defined numerical
      order for each foundation.

Setup: The game begins with four foundations started with a 2, 4, 6, and 8. An
       Ace, 2, 3, and 4 are placed in a column next to the Foundations as 
       "guides" to remind you of the arithmetic differences by which the
       foundations are built up. (For instance, the 3 row is built up by
       threes, starting with 6.)

How to Play:

Click the stock pile to flip cards one at a time, and build the foundations up,
regardless of suit, in the order below.

                    2  3  4   5  6  7  8   9  10  J   Q  K
                    4  6  8  10  Q  A  3   5   7  9   J  K
                    6  9  Q   2  5  8  J   A   4  7  10  K
                    8  Q  3   7  J  2  6  10   A  5   9  K

Two redeals are allowed.


~~~~~~~~
BOWLING:
~~~~~~~~

Goal: Score the highest possible bowling score by filling in as many �pins�
      each frame as possible. A score of 230 or greater wins the game. Scoring
      follows normal bowling scoring rules.

Setup: The game begins with a tableau of ten spaces organized in a triangle
       shape. The spaces represents bowling pins, and are numbered from one to
       ten as follows:

                                   7 8 9 10
                                    4 5 6
                                     2 3
                                      1

       There are two waste piles at the left side of the tableau. Each waste
       pile can hold three cards and represents one of the two bowling balls
       �thrown� for each frame. A standard bowling scorecard is used to keep
       track of the points scored by each player.

How to Play:

Click the stock pile to flip cards one at a time. Place the upcard onto the
10-pin grid if possible, according to the following rules:

- In order to place a card on a given pin number, the card must be ranked in
  sequence in between the previous and next pin. Aces rank lowest. For example,
  on the top row, slot #1 has 6 and slot #3 has 9. Therefore, you can place a
  7 or 9.

- Cards of identical rank can be placed on the same pin slot.

When a card cannot be placed on the grid without breaking the placement rules,
the card must be placed onto the waste pile for the current ball being thrown
(the top pile is for the first ball). Three cards in a waste pile constitutes
one ball �thrown.�

If you fill all ten pin spaces before there are three cards in the first waste
pile, you score a strike for the frame. Strikes double the score of your next
two throws.

If you fill all ten pin spaces before there are six cards in the waste piles
(from three to five cards), you score a spare for the frame. Spares double the
score of your next one throw.

If six cards are placed in the waste piles, the score for that frame is one
point for each pin space filled.


~~~~~~~~
BRISTOL:
~~~~~~~~

Goal: Build the foundations up from Ace to King, regardless of suit.

Setup: The game begins with four foundations and eight tableau columns
       containing three cards each.

How to Play:

Move cards from the tableau columns to the foundations, building the
foundations up from Ace to King, regardless of suit.

You can build columns down, regardless of suit. Only the topmost card of a
column can be moved to another column. Empty columns cannot be filled.
	
Click the stock pile to flip cards three at a time, one to each of three
piles. These cards can be moved to a column or to a foundation. Empty spaces in
these piles can only be filled with cards from the stock pile. No redeals are
allowed.


~~~~~~~~~~~~
CALCULATION:
~~~~~~~~~~~~

Goal: Build the foundations up, regardless of suit, according to a defined
      numerical order for each foundation.

Setup: The game begins with four foundations. An Ace, 2, 3, and 4 are placed
       in a column next to the foundations as �guides� to remind you of the
       arithmetic differences by which the foundations are built up. (For
       instance, the 3 row is built up by threes, starting with 6.) There are
       five empty tableau columns.

How to Play:

Build the foundations up, regardless of suit, in the order below.

                    2  3  4   5  6  7  8   9  10  J   Q  K
                    4  6  8  10  Q  A  3   5   7  9   J  K
                    6  9  Q   2  5  8  J   A   4  7  10  K
                    8  Q  3   7  J  2  6  10   A  5   9  K

Click the stock pile to flip cards one at a time. The upcard can be played to
the foundations or onto one of the five tableau columns. Cards can�t be moved
between columns.

Move cards from the tableau columns to the foundations, if possible. No redeals
are allowed.


~~~~~~~~~
CANFIELD:
~~~~~~~~~

Goal: Build the foundations up, in suit, starting from a randomly selected 
      card.

Setup: The game begins with four foundations, one containing a randomly
       selected card. Four tableau columns each contain one card, and ten
       cards are dealt to a reserve pile.

How to Play:

Move cards from the tableau to the foundations, building the foundations up,
in suit, from the rank of the randomly selected card in the first foundation.
Wrap from King to Ace, if necessary. 
	
You can build tableau columns down in alternating colors, wrapping from King to
Ace, as necessary. Single cards and packed cards can be moved between columns.
Empty columns are automatically filled with cards from the reserve pile; when
the reserve pile is empty, empty columns can be filled with an upcard from the
stock pile.

Click the stock pile to flip cards three at a time onto a waste pile; the
upcard can be played to a foundation or a tableau column. Cards you uncover are
also available for play. You can redeal as often as you like.

The topmost card of the reserve pile can be played to a foundation or a tableau
column.


~~~~~~
CLOCK:
~~~~~~

Goal: Move all of the cards onto the correct foundations before drawing all
      four Kings.

Setup: The game begins with twelve face-down foundation piles containing four
       face-down cards each, arranged to represent the numbers on a clock face,
       and one waste pile.

How to Play:

A card is flipped from the stock pile. Place that card on the tableau pile
matching the clock number corresponding to that card. (The number is indicated
next to the card.) For example, if you draw a 6, place it on the lower middle
pile (corresponding to the location of the 6 on a clock).  Aces go on the ones'
pile, Jacks go on the 11 pile, and Queens go on the 12 pile. (Kings go on a
separate pile to the left.

The card you placed on the pile is moved to the bottom of the pile, and the top
card of that pile is revealed. Place that card to its correct pile.

Continue to place cards until a King appears. When a King appears, move it to
the waste pile on the left of the clock. After a King is drawn, a new card is
flipped from the stock pile for you.

If you get all 12 numbers to appear (by placing all four cards for each number
on the pile) before you draw a fourth King, you win. The game ends if all four
Kings are drawn.


~~~~~~~~~~~~~~~~
CRIBBAGE SQUARE:
~~~~~~~~~~~~~~~~

Goal: Score the highest possible Cribbage hand in each row and column, thus
      scoring the highest possible overall score. To win, you must get a total
      score of at least 75 points.

Setup: The game begins with a tableau containing sixteen spaces (four rows and
       columns). Each space in the tableau can only contain one card.

How to Play:

Cards are flipped up from the stock pile one at a time. Each card must be placed
either on the tableau or in the waste pile. The waste pile can hold up to four
cards. Try to place cards in the most advantageous positions to form the best
Cribbage hands.
	
There are a total of eight hands � one in each of the four rows and columns.
Once placed, a card cannot be moved again. When all the spaces in the tableau
are filled, the game is over.

The final card dealt is the starter card which is included in every cribbage
hand on the tableau. In other words, the first hand would be the first row of
cards plus the starter card, the second hand would be the second row of cards
plus the starter card, and so on.

Scoring:

O===================O=====================O===================================O
|        Hand       |        Score        |            Definition             |
O===================O=====================O===================================O
|  Four of a Kind   |  12 points          |  Four of the same card            |
|  Three of a Kind  |   6 points          |  Three of the same card           |
|  Each Pair        |   2 points          |  Two of the same card             |
|  Each 15          |   2 points          |  Groups of cards totaling 15*     |
|  Each Run         |   1 point per card  |  Three-card straight              |
|  Flush            |   1 point per card  |  4 non-starter cards in same suit |
|  Nobs             |   1 point	          |  Jack and starter in same suit    |
|  Heels            |   2 points          |  The starter card is a Jack       |
O===================O=====================O===================================O

* - Aces are worth 1; Jacks, Queens, and Kings are worth 10; all other cards
    are worth their face value. Any number of cards can be combined to make
    15.


~~~~~~~~~~~
EAGLE WING:
~~~~~~~~~~~

Goal: Build the foundations up, in suit, starting from a randomly selected
      card.

Setup: The game begins with four foundations; the first foundation contains a
       randomly selected card. There are also eight tableau columns containing
       one card each, and a reserve pile containing fourteen cards.

How to Play:

Move cards from the tableau to the foundations, building the foundations up, in
suit, from the rank of the randomly selected card in the first foundation. Wrap
from King to Ace, if necessary.
	
You can build tableau columns down, in suit, wrapping from Ace to King as
necessary. Columns cannot exceed three cards. Single cards and fully packed
cards can be moved between columns. Empty columns are automatically filled
with cards from the reserve pile; when the reserve pile is empty, empty columns
can be filled with single cards from the stock pile or with single or packed
cards from other columns.

Click the stock pile to flip cards one at a time; the upcard can be played to a
foundation or a tableau column. One redeal is allowed. The topmost card of the
reserve pile can be played to a foundation or a tableau column.


~~~~~~~~~~
EIGHT OFF:
~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations and all of the cards dealt to
       eight tableau columns, four columns with seven cards and four columns
       with six cards. There are eight reserve piles at the bottom of the 
       tableau.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down in suit. Only
the topmost card of a column can be moved to another column. Empty columns
can be filled with the topmost card of another column or a card from a reserve
pile. You can move the topmost card of any column to a reserve pile. Each
reserve pile can hold one card. Cards in the reserve pile can be played to a
foundation or a tableau column.


~~~~~~~~~~~
ELIMINATOR:
~~~~~~~~~~~

Goal: Remove all cards from the four tableau columns. 

Setup: The game begins with eight foundations, and all the cards dealt to four
       tableau columns containing thirteen cards each.

How to Play:

Move cards from the tableau to the foundations, building each foundation either
up or down, regardless of suit. You can start each foundation with any card you
like, wrapping from King to Ace or Ace to King as necessary. Cards cannot be
moved between columns, and empty columns cannot be filled.

For a challenge, try to use as few foundations as possible. At the end of the
game, you get 10 points added to your score for each foundation you don�t use.


~~~~~~~
EUCHRE:
~~~~~~~

Goal: Score the most possible points by winning euchre tricks played against
      the deck. In Euchre Solitaire, you are playing a game of Euchre against
      the deck. (The deck acts as another player.) A special Euchre deck
      (containing 24 cards, nines through aces only) is used. Tricks are taken
      (won) using rules from the card game Euchre.

Setup: The game begins with a hand of five cards, and two card spaces (one for
       your card, and one for the deck).

How to Play:

A card is flipped from the stock pile; you are asked to select whether or not
you want to use this card as trump. Click "Order It Up" to use the suit of the
upcard as trump, or click "Pass" to choose another suit to be trump.

If you order up the trump, the upcard will be played as the deck�s first card.
Otherwise, the upcard is put at the bottom of the deck.

If you think you can take all five tricks, check the "Double Stakes" box to get
double points; you get double points if you succeed, but you lose points if you
don�t take all five tricks. (You can do this regardless of whether you order up
trump or choose it yourself.) The trump suit is shown in the upper left corner.

On the first trick, place one of your cards onto your card space. If you ordered
up the trump, the deck will play the upcard as its first card. Otherwise, the
deck draws cards until it reaches a card that either follows suit* or is trump,
and then plays that card.

The trick is taken by you or the deck according to Euchre rules found below.
If you take the trick, you lead (play the first card for) the next trick, and
the deck draws cards until it reaches a card that either follows suit* or is
trump, and plays that card. If the deck takes the trick, the top card on the
deck is played, and you must play in response to that card. You must always
follow suit*, if possible. If you�re out of a suit, you can play any card,
including trump.

A hand ends after five tricks are taken. (Note: If the deck runs out of cards,
you win the remaining tricks by default.) You continue to play Euchre hands
until either you or the deck gets 10 points.

* - In Euchre, the Jack of the same color as the trump suit is called the left
    bower; it�s considered to be a trump card and is no longer considered a 
    member of its original suit - when it�s led, it should be followed with
    trump, not with its original suit. See below for more information.

How Tricks Are Taken:

The highest card of a suit led takes the trick unless a trump card is played.
The cards in non-trump suits rank in their usual order, with Aces being high, 
but in this game, as in Euchre, the trump suit is ranked differently: the
highest card is the Jack of that suit (the right bower), and the second highest
card is the other Jack of the same color (the left bower). 

For instance, if Spades is trump, then the Jack of Spades is the 
highest-ranking card, followed by the Jack of Clubs, Ace of Spades, King of 
Spades, Queen of Spades, 10 of Spades, and 9 of Spades.

Scoring:

- On each hand, you score 1 point if you win three or four of the five tricks, 
  and 2 points for winning all five tricks. Otherwise, you are �euchred� and
  lose 2 points. The computer scores only by euchring you.

- If you elected to play for Double Stakes, however, you score 4 points if you
  take all five tricks, otherwise you lose 2 points.

Whoever gets 10 points first wins.


~~~~~~~~~~~~~~
FLOWER GARDEN:
~~~~~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with six tableau columns containing five cards each.
       The remaining 22 cards are dealt to a reserve pile.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down, regardless of
suit. Only the topmost card of a column can be moved to another column. Empty
columns can be filled with any available card. Any card from the reserve pile
(not just the topmost card) can be played to a foundation or a tableau column.


~~~~~~~~~
FORTRESS:
~~~~~~~~~

Goal: Build the foundations up, in suit, starting with a card you select.

Setup: The game begins with four foundations. All 52 cards are dealt face up in
       ten tableau rows, the top two rows containing six cards and the other
       eight rows containing five cards.

How to Play:

First, select the topmost card of any row as the starting card for the
foundations by moving that card to one of the foundations. Move cards from the
tableau to the foundations, building the foundations up, in suit, from the rank
of the card you selected. You can wrap from King to Ace, as necessary. You can
build tableau rows up and down, regardless of suit, wrapping cards if
necessary. Only the topmost card can be moved to another row or foundation.
Empty rows can be filled with any available card.


~~~~~~~~~~
FOUR FREE:
~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations, eight tableau columns (the first
       four containing seven cards each, the last four containing six), and
       four reserve piles.

How to Play:

Move cards from the tableau to the goundations, building the goundations up
from Ace to King, in suit. You can build tableau columns down in alternate
colors. Only the topmost card of a column can be moved to another column. Empty
columns can be filled with any card from the tableau or reserve piles. Any card
can be moved to a reserve pile. Reserve piles can hold one card each. Cards on
the reserve piles can be played to the tableau or to the foundations.


~~~~~~~~~~~~~
FOUR SEASONS:
~~~~~~~~~~~~~

Goal: Build the foundations up, in suit, starting with a randomly selected card.

Setup: The game begins with four foundations (found in the four corners of the
       tableau). The upper left foundation contains a randomly selected card.
       There are five tableau piles containing one card each (the piles form a
       cross shape).

How to Play:

Move cards from the tableau to the four corner foundations, building the
foundations up in suit, starting from the rank of the randomly selected card
in the upper left foundation. You can wrap from King to Ace if necessary.
	
You can build tableau piles down, regardless of suit. You can move cards
between piles, if possible. Empty piles can be filled with the topmost card
from the Stock pile or with the topmost card from another tableau pile.

Click the stock pile to flip cards one at a time; the upcard can be played to
the foundations or to the tableau. No redeals are allowed.


~~~~~
GAPS:
~~~~~

Goal: Arrange four rows of cards, one row of each suit, sequentially from Two
      to King.

Setup: The game begins with all cards dealt face up, in four rows. All Twos are
       automatically placed at the beginning of each row. After all of the
       cards have been dealt, the Aces are removed from the game, forming four
       gaps.

How to Play:

You can fill gaps with the next higher card of the same suit as the card on the
left of the gap, or with the next lower card of the same suit as the card on
the right of the gap. Wrapping from King to Ace is not allowed. For example, if
a gap is between 4 and 8, you can put down 5 or 7.

To move a card, click the mouse on the card you want to move (the card becomes
shaded), and then click on the destination gap. (To unselect a card, click it
again.)


~~~~~
GOLF:
~~~~~

Goal: Move all the cards to the foundation. In Golf, you score based on the
      number of cards left in the columns. As in real golf, the lower the
      score, the better.

Setup: The game begins with one foundation and seven tableau columns, each
       containing five cards.

How to Play:

First, choose any card from any column and move it to start the foundation. 
Move cards from the tableau columns to the foundation, building the foundation
pile up or down, regardless of suit. Ace is low and King is high. You cannot
wrap from King to Ace or from Ace to King. Cards cannot be moved between 
columns.

When play comes to a standstill, click the stock pile to flip a card onto the
foundation and continue play. Keep playing until no cards remain in the stock
pile.


~~~~~~~~~
KLONDIKE:
~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with twenty-eight cards dealt to seven tableau columns.
       The first column has one card, the second two cards, and so on. All
       cards are face down except for the topmost card of each column, which is
       face up.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down in alternating
colors. Single cards and packed cards can be moved between columns. Empty
columns can only be filled with Kings (or packed cards starting with Kings).

Click the stock pile to flip cards three at a time; the upcard can be played to
a foundation or a tableau column. You can redeal as often as you like.


~~~~~~~~~~~~~~~
LA BELLE LUCIE:
~~~~~~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations (started for you with Aces), and
       sixteen tableau columns containing three cards each.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down in suit. No more
than seven cards can be played to a column. Only the topmost card of a column
can be moved to another column. Empty columns cannot be filled.
	
When play comes to a standstill, click on the "Reset" button to gather,
shuffle, and redeal all the cards. Three redeals are allowed. Unlike the
official Hoyle rules, this game is �merci�-less; namely, after the last redeal,
any one card CANNOT be pulled out and played.


~~~~~~~
NESTOR:
~~~~~~~

Goal: Play all cards to the foundation.

Setup: The game begins with one foundation and six tableau columns containing
       seven cards each. The remaining cards are placed in ten separate reserve
       piles containing one card each.

How to Play:

Play pairs of cards of the same rank (two 5s, two Jacks, etc.) to the
foundation. Pairs may be played to the foundation in any sequence. You can
select cards from the tableau (the topmost cards only) or cards from the
reserve piles.
	
To select a pair of cards, click the first card (the card becomes shaded),
and then click another card. (To unselect a card, click it again.) If the cards
match, they are automatically moved to the foundation.


~~~~~~~~
PENGUIN:
~~~~~~~~

Goal: Build the foundations up, in suit, from a randomly selected card.

Setup: The game begins with four foundations and seven tableau columns
       containing seven cards each. A random card is selected, and three cards
       of that rank are removed from the deck and placed on three of the four 
       foundations. The last foundation card is randomly placed among the 
       columns. There are seven reserve piles; each pile can hold one card.

How to Play:

Move cards from the tableau to the foundations, building the foundations up in
suit, from the rank of the randomly selected card. You can wrap from King to
Ace, as necessary.
	
You can build tableau columns down in suit, wrapping from Ace to King as
necessary. Single cards and fully packed cards can be moved between columns.
Empty columns can be filled with single or fully packed cards from another
column.

The topmost card of a column can be moved to a reserve pile. Cards in the 
reserve piles can be played to a column or to a foundation.


~~~~~~~~~~~~~
POKER SQUARE:
~~~~~~~~~~~~~

Goal: Score the highest possible poker hand in each rows and column, thus
      scoring the highest possible overall score. To win, you must get a total
      score of at least 100 points.

Setup: The game begins with a tableau containing 25 spaces (five rows and five
       columns). Each space in the tableau can only contain one card.

How to Play:

Cards are flipped from the stock pile one at a time. Each card must be placed
in the tableau or on the waste pile. The waste pile can hold up to five cards.

Try to place cards in the most advantageous positions to form the best poker
hands. There are a total of ten hands � five rows and five columns. Once
placed, a card cannot be moved again. When all the tableau spaces are filled,
the game is over.

Scoring:

O===================O========O================================================O
|       Hand        | Points |                   Definition                   |
O===================O========O================================================O
|  Royal Flush 	    |   100  |  Ace, King, Queen, Jack, 10 in the same suit   |
|  Straight Flush   |    60  |  Five-card straight that is also a flush       |
|  Four of a Kind   |    30  |  Four cards of the same number                 |
|  Straight         |    25  |  All five cards in sequence                    |
|  Full House       |    20  |  Three of a kind and one pair (6, 6, 6, 7, 7)  |
|  Three of a Kind  |    15  |  Three cards of the same number                |
|  Flush            |    10  |  All five cards in the same suit               |
|  Two Pair         |     5  |  Two pairs of cards                            |
|  One Pair         |     2  |  One pair of cards of the same rank            |
O===================O========O================================================O


~~~~~~~~
PYRAMID:
~~~~~~~~

Goal: Move all the cards from the tableau to the foundation.

Setup: The game begins with twenty-eight cards dealt face up in a
       pyramid-shaped tableau, seven reserve piles containing one card each,
       and one waste pile.

How to Play:

Remove cards from the tableau, the reserve piles, and the waste pile in pairs
which total 13. Aces are worth 1, Jacks are worth 11, Queens are worth 12, and
Kings are worth 13. (Kings can be removed by themselves). All other cards are
worth their face value. Therefore, the cards that can be removed are Ace and 
Queen, 2 and Jack, 3 and 10, 4 and 9, 5 and 8, 6 and 7, and a lone King.

To select a pair of cards to remove, click the first card (the card becomes
shaded), then click another card. If the cards add up to 13, they are
automatically moved to the foundation. (To unselect a card, click it again.)

Click the stock pile to flip cards one at a time. Cards you don�t use are
automatically moved to a waste pile. The topmost card of the waste pile can
also be used to form pairs.

No redeals are allowed.


~~~~~~~~~
SCORPION:
~~~~~~~~~

Goal: Build cards down on the tableau from King to Ace, in suit.

Setup: The game begins with seven tableau columns containing seven cards each
       (two cards face down in the first four columns). The remaining three
       cards form the stock pile.

How to Play:

You can build tableau columns down, in suit. Any card that is face up (either
partially or completely exposed) can be moved to the topmost card of another
column, as long as the column is built down in suit from the topmost card.
Cards below that card move with it. Empty columns can be filled with any card
or group of cards.

When play comes to a standstill, click the stock pile to flip the three cards
in it to the first three columns. Continue play, if possible.


~~~~~~~~~~~~~~~~
SEAHAVEN TOWERS:
~~~~~~~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations and ten tableau columns containing
       five cards each. There are four reserve piles, two which contain one
       card each.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down in suit. Only the
topmost card of a column can be moved to another column. Empty columns can only
be filled with Kings. Cards from the reserve piles can be moved to the tableau
or to the foundations. Any card can be moved to an empty reserve pile.


~~~~~~~~~~
SHAMROCKS:
~~~~~~~~~~

Goal: Build the foundations up, in suit, from a card you select.

Setup: The game begins with four foundations, and all of the cards dealt to
       eighteen tableau rows; all of the rows contain three cards, except the
       last row, which only contains one card.

How to Play:

First, move the topmost card of one of the rows to a foundation. The card you
select is used as the starting rank for all the foundations. Move cards from
the tableau to the foundations, building the foundations up, in suit, from the
rank of the selected card. You can wrap from King to Ace, as necessary.
	
You can build tableau rows up or down, regardless of suit, wrapping from King
to Ace and Ace to King as necessary. However, no row can contain more than
three cards at any one time. Empty rows cannot be filled.


~~~~~~
SLIDE:
~~~~~~

Goal: Arrange cards in the grid so that three cards of the same rank are 
      aligned vertically. Form as many three-of-a-kind sets as possible. A 
      score of 300 or greater wins the game.

Setup: The game begins with twenty-four cards dealt face up in a 6x4 grid.

How to Play:

Try to align three cards of the same rank (three Jacks, for instance) so that
they are vertically aligned. You can move rows of cards left or right on the
grid by �sliding� them. Click on the slider arrows on the ends of each column
to move the cards. When three cards of the same rank align vertically, the set
of three cards is removed from play and set to the side.
	
As cards slide to the right or left, the upcard from the stock pile is
automatically placed at the beginning of the row, and a new card is flipped
from the stock pile. Cards that slide off the end of a row are automatically
placed onto the waste pile. However, if any two cards in the row (including the
new card that was just added) have the same rank, the card that slides off the
end of the row is placed at the bottom of the stock pile and is available to be
played again.

After cards are removed, you can fill empty spaces in the grid either by
directly placing a card from the stock pile in the space, or by sliding a card
to the space.

Scoring:

The first three-of-a-kind set scores 1 point times the rank of the set of three
cards. 

The second three-of-a-kind set scores 2 points times the rank of the set. 

The third three-of-a-kind set scores 3 points times the rank of the set, and so
on, up to 13 points times the rank of the set.

Aces are worth 1, Jacks are worth 11, Queens are worth 12, and Kings are worth
13. All other cards (2 through 10) are worth face value.


~~~~~~~~~~~
SPIDERETTE:
~~~~~~~~~~~

Goal: Build cards down on the tableau from King to Ace, regardless of suit,
      and remove each completed set from the tableau. 

Setup: The game begins with seven tableau columns; each column contains two
       face down cards and one face up card.

How to Play:

Build tableau columns down from King to Ace, regardless of suit. Single cards
and fully packed cards can be moved between columns. Empty columns can be
filled with single or fully packed cards.
	
When play comes to a standstill, click the stock pile to place a row of seven
cards on the tableau, one to each column. Continue play, if possible. When a
set is completed within a column (descending from King to Ace), it is
automatically removed from the tableau.


~~~~~~~~~
STRATEGY:
~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations, started for you with Aces, and
       eight empty tableau columns.

How to Play:

The stock pile is flipped one card at a time. Play each flipped card to any of
the eight tableau columns, regardless of suit or rank. Each column can hold a
maximum of thirteen cards. Once a card is played to a column, it cannot be
moved until all cards have been played from the stock pile to the columns.
	
After all cards have been played to the columns, play as many cards as possible
to the foundations, building up from Ace to King, in suit. Cards cannot be moved
between columns. No redeals are allowed.


~~~~~~~~~
TRIPLETS:
~~~~~~~~~

Goal: Play all cards except one to the foundation by removing them in sets of
      three cards of sequential rank, regardless of suit.

Setup: The game begins with sixteen tableau rows containing three cards each,
       and two tableau rows containing two cards each.

How to Play:

Remove the topmost cards from rows in sets of three cards sequential cards
(known as �triplets�), regardless of suit. For example, 7-8-9, 2-3-4, and 3-4-5
are all triplets. K-A-2 is also a triplet.
	
To select a set of three cards, click on each card in the set (cards become
shaded). To unselect a card, click it again. When a valid triplet is selected,
the set is automatically moved to the foundation. Cards cannot be moved between
rows.


~~~~~~
YUKON:
~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with four foundations and seven tableau columns. The
       first column has one face up card; the other six columns, left to right,
       have increasing numbers of face down cards (starting with one face down
       card in the second column, then two, three, four, five, and six), and
       five face up cards in each column.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down in any suit other
than the suit being built upon (for example, a five of Spades can be played on
a six of Clubs, Hearts, or Diamonds, but not on a six of Spades). Any card that
is face up (either partially or completely exposed) can be played to another
column. Cards below that card move with it.

Empty columns can only be filled with Kings or groups of cards starting with
Kings.


--------------------
Dual-Deck Variations
--------------------

~~~~~~~~~~~~~~~
ACES AND KINGS: 
~~~~~~~~~~~~~~~

Goal: Build the first four foundations up from Ace to King, regardless of
      suit, and build the second four foundations down from King to Ace,
      regardless of suit.

Setup: The game begins with eight foundations, two reserve piles containing
       a row of 13 overlapping cards each, and four tableau piles containing
       one card each.

How to Play:

Move the topmost cards from the reserve piles and the tableau to the
foundations, building the first four foundations up from Aces to Kings, and the
second four foundations down from King to Ace. Empty piles are automatically
filled from the stock pile; when the stock pile is empty, tableau piles can be
filled with any available card.

Click the stock pile to flip cards one at a time; the top card can be played to
the foundations. No redeals are allowed.

Cards can be moved between the foundations, if desired.


~~~~~~~~~
ALHAMBRA:
~~~~~~~~~

Goal: Build the first four foundations up from Ace to King, in suit, and build
      the second four foundations down from King to Ace, in suit.

Setup: The game begins with eight foundations, eight tableau piles containing
       four cards each, and one waste pile.

How to Play:

Move cards from the tableau piles to the foundations, building the first four
foundations up from Ace to King, and building the last four Foundations down
from King to Ace. Cards can't be moved between piles.

Click the stock pile to flip cards one at a time; the upcard can be played to
the foundations, or, if it can�t be played there, must be moved to the waste
pile. Two redeals are allowed.

When possible, you can play cards from the tableau to the waste pile (building
up and down in suit, wrapping from Ace to King or King to Ace).


~~~~~~~~~
BATSFORD:
~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with eight foundations and ten tableau columns in a
       Klondike-style layout (the first column has one card, and each column
       contains one more card than the previous column). Only the topmost
       card of each column is face up; all the rest are face down. A reserve
       pile at the bottom of the screen can hold up to three Kings.

How to Play:

Move cards from the tableau columns to the foundations, building up from Ace to
King, in suit.
	
In the tableau, you can build columns down in alternating colors. Single cards
and packed cards can be moved between columns. Empty columns can be filled
with Kings or packed cards starting with Kings.

You can move Kings to the reserve pile at any time; three Kings at most. You
can play the topmost King to the foundation, when possible.

Click the stock pile to flip cards one at a time; the upcard can be played to
the foundations or the tableau. No redeals are allowed.


~~~~~~~~~
COLORADO:
~~~~~~~~~

Goal: Build the first four foundations up from Ace to King, in suit, and build
      the second four foundations down from King to Ace, in suit.

Setup: The game begins with four foundations and 20 tableau piles containing
       one card each.

How to Play:

Move cards from the tableau piles to the foundations. The first four
foundations are built up from Ace to King, in suit, and the second four
foundations are built down from King to Ace, in suit. You must build each suit
both up and down (in other words, the first four foundations must contain Aces
of four unique suits, and the last four must contain Kings of four unique
suits).
	
Empty tableau piles are automatically filled with cards from the stock pile. If
a pile contains several cards, only the top card can be moved to the
foundations. Cards can�t be moved between piles.

Click the stock pile to flip cards one at a time; the upcard can be played to
the foundations or on top of any of the tableau piles. There are no rules for
placing the upcard on the tableau; you can place it on any pile you like. You
must play each flipped card somewhere. No redeals are allowed.


~~~~~~~~~~~~~~
FORTY THIEVES:
~~~~~~~~~~~~~~

Goal: Build the foundations up from Ace to King, in suit.

Setup: The game begins with eight foundations and ten tableau columns each with
       four cards each.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King, in suit. You can build tableau columns down in suit. Only the
topmost card of a column can be moved to another column. Empty columns can be
filled with any available card. Click the stock pile to flip cards one at a
time; the upcard can be played to the foundations or a tableau column. No
redeals are allowed.


~~~~~~~~~~~~~~
MOUNT OLYMPUS:
~~~~~~~~~~~~~~

Goal: Build the first row of foundations up by odd numbers, in suit, and build
      the second row of foundations up by even numbers, in suit.

Setup: The game begins with two rows of eight foundations � the top row
       containing four Aces, the second row containing four Twos � and nine
       tableau columns containing one card each.

How to Play:

Move cards from the tableau to the foundations, building the first row of
foundations up by odd numbers, in suit, and the second row of foundations up
by even numbers, in suit:

- First row :  A  3  5  7   9  J  K
- Second row:  2  4  6  8  10  Q

You can build the tableau columns down by twos, in suit. Single cards and
packed cards can be moved between columns. Empty columns are automatically
filled from the stock pile; when the Stock pile is empty, you can fill columns
with single or packed cards from the tableau.

Click the stock pile to place a row of nine cards on the tableau, one to each
column.


~~~~~~~~~~~~~~
RED AND BLACK:
~~~~~~~~~~~~~~

Goal: Build the fundations up from Ace to King in alternating colors,
      regardless of suit.

Setup: The game begins with eight foundations (started for you with Aces), and
       eight tableau columns containing one card each.

How to Play:

Move cards from the tableau to the foundations, building the foundations up
from Ace to King in alternating colors (red-black-red-black... or 
black-red-black-red...), regardless of suit.

For example, you would build a black Two on a red Ace and a red Two on a black
Ace.

You can build tableau columns down in alternating colors. Only the topmost card
of a column can be moved to another column. Empty columns are filled
automatically with the upcard from the stock pile; if there is no upcard,
columns are filled from the stock pile.
	
Click the stock pile to flip cards one at a time; the upcard can be played to
the foundations or a tableau column. One redeal is allowed.


~~~~~~~
SPIDER:
~~~~~~~

Goal: Build cards down on the tableau from King to Ace, regardless of suit, and
      remove each completed set from the tableau.

Setup: The game begins with ten tableau columns; the first four columns contain
       six cards, and the next six columns contain five cards. The topmost card
       of each column is face up, the rest are face down.

How to Play:

You can build tableau columns down from King to Ace, regardless of suit. Single
cards and fully packed cards can be moved between columns. Empty columns can be
filled with single or fully packed cards.
	
When play comes to a standstill, click the stock pile to place a row of ten
cards on the tableau, one to each column. When a set is completed within a
column (descending from King to Ace), it is automatically removed from the 
tableau.


~~~~~~~
SULTAN:
~~~~~~~

Goal: Build the foundations up (from Ace to King and from King to Queen,
      depending on the Foundation), in suit.

Setup: The game begins with the King of Hearts (the Sultan) placed in the
       middle of the tableau. Eight foundations are placed surrounding the
       Sultan; seven foundations contain one King each, and the eighth 
       foundation (above the Sultan) contains the Ace of Hearts. There are
       four tableau piles on each side of the Sultan; these piles can hold one
       card each.

How to Play:

Move cards from the tableau to the foundations, building the foundations up,
in suit. Build the top middle foundation (the Ace) from Ace to King, and the
other seven foundations from King to Queen, wrapping from King to Ace. You can
fill empty tableau piles with cards from the stock pile (each pile can hold one
card).
	
Click the stock pile to flip cards one at a time; the upcard can be played to a
foundation or an empty tableau pile. Two redeals are allowed.


~~~~~~~~
TERRACE:
~~~~~~~~

Goal: Build the foundations up, in alternating colors, starting with a card
      you select.

Setup: The game begins with nine tableau columns; the first three columns
       contain one card each. A reserve pile contains eleven overlapping cards.

How to Play:

First, move one of the three initial tableau cards to one of the eight
foundations. That card is used as the starting rank for all the foundations.
Once you�ve done that, one card is dealt to each of the remaining tableau
columns.
	
Move cards from the tableau to the foundations, building the foundations up in
alternating colors from the rank of the card you selected. Wrap from King to
Ace, as necessary.
	
You can build tableau columns down in alternating colors. You can wrap from Ace
to King, as necessary. Only the topmost card of a column can be moved to other
columns. Empty columns are filled automatically with the upcard from the stock
pile; if there is no upcard, columns are filled from the stock pile.

Click the stock pile to flip cards one at a time; the upcard can be played to
the foundations or a tableau column. The topmost card in the reserve pile can
be played to the foundations. Reserve piles cannot be played to the tableau.
No redeals are allowed.


-----------------
Arcade Variations
-----------------

~~~~~~~~~
3 Towers:
~~~~~~~~~

Goal: Get the highest score possible by removing cards from the towers before
      time runs out. Get points for removing cards, for clearing an entire
      tower, and for making runs.

How to Play:

3 Towers has two rounds of play; each round lasts 60 seconds. Finishing the
second round with more than 50,000 points earns a bonus round. Finishing the
bonus round with 75,000 wins the game.

When you start, one card is flipped from the stock pile; this is the upcard.
Click a card in the tableau that is one higher or one lower than the upcard to
move that card to the deck, then click another card one higher or lower than
that upcard, and so on.

For example, if a 5 is on the deck, you could click these cards on the tableau,
in order: 6, 7, 8, 9, 8, 7, 8, 9.

You can wrap from King to Ace and from Ace to King.

When you cannot find a card higher or lower than the upcard, click the stock
pile to get a new card, and try again. When you�ve played as much as you can,
click the "Take Score" button. The game proceeds to the next round (or ends, if
you�re on the last round).

Scoring:

You get 100 points for each card you clear from the Tableau. Clearing
additional cards after the first card, without having to flip up a card, is a
run. The number of current runs is shown on the screen. Each time you add a
card to a run, you get 100 more points for that card. 

For example, if you have cleared 4 cards in a row, you get 100 for the first
card, 200 for the second card, 300 for the third card, and 400 for the fourth
card. As soon as your run ends (and you have to click the stock pile to get a
new card), your number of runs is reset; the first card you clear is again
worth 100, and additional cards in a run increase the score.

Each time you have to click the stock pile to get a new card, your score is
decreased by 100 points.

Clearing a tower is worth 5,000 points. Clearing a second tower gives you
10,000 points, and clearing the third tower gives you 15,000 points.

Finishing a round quickly gives you a time bonus. You get 100 points for each
second remaining on the clock when you click the "Take Score" button.


~~~~~~~~
Best 21:
~~~~~~~~

Goal: Get the highest score possible by making five high scoring blackjack
      hands before time runs out.

How to Play:

Best 21 has three rounds of play; each round lasts 45 seconds. Finishing the
third round with more than 120,000 points earns a bonus round. Finishing the
bonus round with 160,000 or more points wins the game.

When you start, move cards one at a time from the stock pile to one of the five
blackjack hands, or to the reserve pile. The reserve pile can only hold one
card each round.
	
Play cards to try to make hands that score 21 or close to 21, without going
over 21. For example: 6, 7, 8 (19); 10, 3, 8 (21); Queen and Ace (21).
	
Current hand totals are shown next to the hand. Jacks, Queens, and Kings are
worth 10, Aces are worth 1 or 11, and all other cards are worth their face
value. Note that although Aces are worth 1 or 11, only their �hard� value is
shown. In other words, an Ace and an 8 are shown as 19, not 9, although they
can be worth either 9 or 19. You can hit these �hard� hands, if desired. The
idea is that, when 11 won't bust you, you are using 11, and if it will, then
you use 1.

Busting any hand (going over 21) ends the round immediately. When you�ve played
as much as you can, click the "Take Score" button. The game proceeds to the
next round (or ends, if you�re on the last round).

Scoring:

You score 100 times the total of all your final blackjack hands. Getting 21 in
any hand gives you a bonus of 10,000. Finishing a round quickly gives you a
time bonus; you score 100 times the amount of seconds remaining on the clock
when you finish the round.

For example, with hands of 18, 16, 21, 21, and 20 and twenty-one seconds left:

+  9,600  =  (18 + 16 + 21 + 21 + 20) x 100
+ 20,000  =  (Two 21 hands) x 10,000
+  2,100  =  21 x 100

... you get 31,700 points.


~~~~~~~~
Fast 21:
~~~~~~~~

Goal: Get the highest score possible before time runs out. You get points for
      making high blackjack hands, and for making 21's and 5-card Charlies (5
      cards under 21). You also get points for each card you�re able to use in
      a hand.

How to Play:

Fast 21 has three rounds of play; each round lasts 90 seconds. Finishing the
third round with more than 30,000 points earns a bonus round. Finishing the
bonus round with 40,000 or more points wins the game.

When you begin, move cards one at a time from the Stock pile to one of the four
blackjack hands or to the reserve pile. The Reserve pile can hold three cards
each round.
	
Play cards to try to make hands that score 21 or close to 21, without going
over 21. For example: 6, 7, 8 (19); 10, 3, 8 (21); Queen and Ace (21).
	
Making a hand of 21 or a 5-card Charlie (5 cards under 21 (i.e. 2, 3, 4, 5, 6)
in a hand clears that hand so you can play on it again (and gives you bonus
points). Current hand totals are shown next to the hand. Jacks, Queens, and
Kings are worth 10.
 
Aces are worth 1 or 11, and all other cards are worth their face value. Note
that although Aces are worth 1 or 11, only their �hard� value is shown. In
other words, an Ace and an 8 are shown as 19, not 9, although they can be
worth either 9 or 19. You can hit these �hard� hands, if desired. The idea is
that you'll get 11 from the Ace if it won't bust you; if it will, you get 1.
	
If you play a card that busts a hand (makes it go over 21), that card is
returned to the stock pile and your score is reduced by 100 points. You can
then play that card to another pile or to the reserve pile (or end the round
if you can�t play it).

When you�ve played as much as you can, click the "Take Score" button. The game
proceeds to the next round (or ends, if you�re on the last round).

Scoring:

You score 1,000 points for each 21 you get in a round, and 750 points for each
5-card Charlie. Busting a hand reduces your score by 100 points. You also score
100 points for each card you played to a blackjack hand in the round, and you
score the total of all other hands you make. (You score points for each card as
you play it, but if you make 21 or a Charlie in a hand you only get points for
the 21 or Charlie.)

Playing all 52 cards to the blackjack hands (without passing any cards) scores
you a bonus 10,000 points.

For example, let's say you get four 21's, two 5-card Charlies, play all 52
cards to the hands, bust four times, and have the final hands of 16, 18, 20,
and 20. Then you'll get...

+  4,000  =  (Four 21's) x 1,000
+  1,500  =  (Two 5-card Charlies) x 750
+  5,200  =  52 x 100
+ 10,000  =  Bonus
-    200  =  (-100) x 2
+     74  =  18 + 16 + 20 + 20

... 11,574 points.


~~~~~~~
Pick 2:
~~~~~~~

Goal: Get the highest score possible by removing cards in pairs and sequences
      before time runs out.

How to Play:

Pick 2 has two rounds of play; each round lasts 60 seconds. Finishing the
second round with 80,000 or more points earns a bonus round. Finishing the
bonus round with 120,000 or more points wins the game.

Upon starting, one card is flipped from the stock pile. You can use this
upcard, as well as the cards on the tableau, to make pairs (2-2, Jack-Jack, and
so on) and sequences (4-5, 9-10, Jack-Queen). Both Ace-2 and King-Ace can be
used as sequences. Pairs and sequences do not have to include the upcard.
	
Click on two cards to select them; if the cards are a pair or sequence, they
are removed. To unselect a card, click it again.
	
When you can�t make any more combinations, click the stock pile to get a new
card, and try again. The previous card is moved to the tableau (if there�s
space available).

When you�ve played as much as you can, click the "Take Score" button. The
game proceeds to the next round (or ends, if you�re on the last round).

Scoring:

You get 3,000 points for each pair you remove, and 500 points for each sequence
you remove. If you clear all of the cards on the tableau, you get a bonus
10,000 points.

Finishing a round quickly gives you a time bonus. You get 100 points for each
second remaining on the clock when you click the "Take Score" button.


~~~~~~~
Sum 11:
~~~~~~~

Goal: Get the highest score possible by removing combinations of cards which
      total 11 before time runs out.

How to Play:

Sum 11 has two rounds of play; each round lasts 90 seconds. Finishing the
second round with 80,000 or more points earns a bonus round. Finishing the
bonus round with 120,000 points wins the game.

Sum 11 uses a special card deck with 2 - 10 of each suit, 16 Aces, and no
face cards. Aces are always worth 1 (never 11).

Upon starting this game, one card is flipped from the stock pile. You can use
this upcard, as well as the cards on the tableau, to make combinations of cards
(using any number of cards) that add up to eleven. Combinations do not have to
include the upcard.

For example, if the upcard was a 6, and there was an Ace and a 4 on the
tableau, you could select the 6, Ace, and 4 to make eleven. Or you could select
an 8 and 3 on the tableau to make eleven.

Click on cards to select them; when you�ve selected cards that add up to
eleven, they are removed. To unselect a card, click it again.
	
When you can�t make any more combinations, click the stock pile to get a new
card, and try again. The previous card is moved to the tableau (if there�s
space available).
	
When you�ve played as much as you can, click the "Take Score" button. The game
proceeds to the next round (or ends, if you�re on the last round).

Scoring:

You get 1,500 points for each combination of elevens you remove. If you clear
all of the cards on the tableau, you get a bonus 10,000 points.

You also get points for each card you remove from the tableau based on which
row that card is in, with higher rows worth more points. The bottom row is
worth 100, the next up is worth 200, and so on.

Each time you have to click the stock pile to get a new card, your score is
decreased by 200 points.

Finishing a round quickly gives you a time bonus. You get 100 points for each
second remaining on the clock when you click the "Take Score" button.


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                          Section Five: Mahjong Tiles               **HOYLE_5**
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A type of solitaire (oh, God, no!) played with tiles on a semi-gridded field,
Mahjong Tiles is one of the more complicated varieties.

Once you start this, choose one of the layouts. The tiles within it will be
randomized for your gameplay.

Then you need to find matching free tiles. "Free" means, in effect, you can
slide this tile out without disturbing the other tiles, and that includes
having no tiles on top of it at all. To match tiles, they must be the exact
same except with the Seasons and the Flowers - you can match any Season with
any Season, and the same for the Flowers.

The game ends when you're done. Yeah, unlike the card games, you don't get
the fifty varieties!

You can also play this in two-player mode. Basically, you'll swap turns finding
matches in a layout, and, once neither player can find a match in their time
interval consecutively, then the one with the most matches wins.


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                          Section Six: Gravity Tiles                **HOYLE_6**
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A more simplistic version of Mahjong Tiles, you'll find this mode to be rather
colorful. And full of gravity and stuff.

Basically, the idea is to click on groupings of the same-colored tiles to make
them disappear until they all go away. You get points for removing tiles,
removing whole columns, removing large groups, and removing all colors.

Obviously, you'll need to strategize and remember the effects of gravity. The
more moves you can make towards the end, the better.


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                          Section Seven: Memory Tiles               **HOYLE_7**
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Another variation of Mahjong Tiles, Memory Tiles is basically a game in which
you want to find the hidden pairs by clicking on tiles.

However, it is not so simple. The pairs abide by the rules of Mahjong - they
must be exact matches, except in the cases of Seasons and Flowers, who may
match with their own group.

Since the layout is not changed during the game, you need to remember what is
where. You'll get points for the matches, get bonus points for finding three
matches in a row, and lose points for failing to get a match on a try.

In the two-player variation, you and another will take turns doing this. If you
find a match, you get an additional try; if you fail, play swaps to the other
person. The game ends once a preset number of matches (typically 20) is reached
by the winner.





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|                      This is the end of KeyBlade999's                       |
|                            FAQ for the PC game                              |
|                     Hoyle Solitaire and Mahjong Tiles.                      |
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                                                               KeyBlade999