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Solitaires

 

Bayan

 

Main aim. Collect all the cards in one heap.

Rules. The 52 card deck is laid out in 6 horizontal lines. If a card lies on the right of the card of same suit or value (next to it or next nearest), it is laid on the left card. Cards laid one on another are moved altogether, in a pack. The vacant places are filled by moving the remained packs to the left.

 

Two by two

 

Main aim. Lay out all the cards of the deck.

Rules. 4 first cards of the deck are laid out pictures up. Once you get two cards of the same kind, you cover them with two other cards from the deck. You win in case the whole deck is distributed.

 

Joker

 

Main aim. Collect all the cards on the Aces in keeping with the suits according to the bottom-up approach, like 7,8,9,10, jack, queen, king.

Rules. To play this solitaire youll need a deck of 32 cards and two jokers. You take 4 aces out of the deck and lay them out in a row. The rest 30 cards are laid out shirts up above the aces in 6 horizontal lines, 5 cards each. Only the open cards can be moved from one place to another. An open card is a lower card of any of the vertical rows. For instance, once the whole pack is laid out all 6cards of the fifth lower horizontal line are open. An open card may be placed on a 1 value stronger open card of another row, interchanging red and black suits. For instance, the 9 of diamonds may be covered with the 8 of spades or the 8 of clubs, the 8 of clubs may in its turn be covered with the 7 of hearts or the 7 of diamonds. An open card may be placed on an ace in the ascending order in keeping with the suits. An open Joker is placed aside as a backup to use in the appropriate moment. It can substitute any card of the necessary suit. So, if you cover the 10 of diamonds with a Joker, it can be afterwards covered with the 8 of diamonds or the 8 of hearts. (in this very case the Joker is used instead of the 9 of clubs or the 9 of spades). You may use the two Jokers at once. In case there appears a vacant column any open cards may be placed there.

 

Herring-bone

 

Main aim. Sort out the cards laid out in two herring-bone patterns, moving them into the main heap.

Rules. The deck of 52 cards is laid out into 2 "herring-bone" patterns, 16 cards each. The rest of the deck is dealt one card at a time.  In case any lower, open card of the patterns is one value weaker than the dealt card (irrespective of its suit), it is placed into the rest of the deck over the dealt one. All the other cards of the patterns which are one value weaker than the dealt one are also placed into the deck. The cards are rounded according to this principle until either the whole deck is out or the herring-bone pattern is sorted out. You win in case you sort out the patterns before the deck is out.

 

Wish

 

Main aim. Arrange the cards in ascending order irrespective of the suit on the bases in the row above the index-cards.

Rules. To play the patience you will need two decks of 52 cards which are divided into 8 heaps, 12 cards each (second horizontal line). The upper card is open and is called the "index card". Beneath you should lay out the row of 8 heaps, 1 card each. Cards may be taken from any of these heaps and put above the index cards. The taken card should be one value stronger than the index card, thus ace is covered by 2, irrespective of the suit. When there are no more variants, you should click on the index row (2nd row) and the new cards will automatically cover the lower row. You win in case all the cards except fro the index ones are collected on the 8 bases.

 

Carlton

 

Main aim. Collect 4 sets of cards in keeping with their suits and value.

Rules. The deck is laid out in 4 heaps: the 1st heap contains 4 cards, the 2nd heap 3 cards, the 3rd heap -2 cards and the 4th one 1 card. 4 bases for the collected cards are laid above. The rest of the deck is placed next to them. Cards can be moved from one heap to another in condescending order, interchanging red and black suits. The aces serve the base. 2,3,4, queens and kings are placed on them according to their value. When there are no more cards in the heaps, you can take the cards from the deck, one at a time. You win in case all the cards are collected into 4 sets on the aces.

 

Koko

 

Main aim. Arrange the cards into 4 horizontal lines in keeping with the suits and value in ascending order. (6, 7, 8, 9, 10, jack, queen, king, ace).

Rules. A 36 card deck is laid out on the table shirts up into 4 horizontal lines, 8 cards each, leaving the place for an ace. A heap of 4 cards is laid out next to them. A card may be drawn out of this pack only in case you get an ace in one of the 4 lines.

Example. The first card to take is the one from the lower heap. Lets say it is the 6 of diamonds. It is then placed into the 3rd row instead of the first card. So, the 1st card is open and it is, say, the 8 of diamonds, you then place it into the 3rd row on its own place. Its place is now open and the next open card is the ace of spades. You place it on the place of the ace of spades and after that you take a card only from the lower heap, and so on.

 

Well

 

Main aim. Collect all the cards in the central heap.

Rules. The cards are laid out into 5 heaps: one in the centre, 4 on the sides, changing the red and the black suits. The central heap consists of the cards laid out in ascending order (except for the ace which is covered by the 6). The cards of the side heaps are laid out in descending order (the 10 followed by the 9). The empty spaces can be filled with any cards from the supplementary deck. In case there are no cards in the main heaps, additional cards may be also taken from the supplementary deck. You win in case all the cards are in the central heap or at the bottom of the well.

 

Kings

 

Main aim. Collect all the cards into 8 sets in keeping with the suits.

Rules. To play the solitaire youll need 2 decks of 52 cards. You place the 8 aces in the centre into 2 vertical rows 4 cards each (base). There you need to place cards in ascending order irrespective of the suits. Then on the left of the base you place a vertical row of 4 heaps and on the right another vertical row of 4 heaps. Only open cards can be moved from one heap to another. Only the upper cards of the heaps are considered open. Cards may be moved from one heap to another in ascending and condescending order, aces are covered by twos. You win in case all the cards are placed on the bases.

 

Klondike

 

Main aim. Collect the cards in keeping with the suits and value into 4 sets.

Rules. The 52 card deck is divided into 7 heaps. One card in the 1srt heap, 2 cards in the 2nd heap, 3 cards in the 3rd heap, etc. Only open cards or their sequences (i.e. the cards collected in the descending order, black suits interchanged with the red ones) can be moved. The aces are to be collected first. Then the rest of the cards in keeping with their values, i.e.ace,2 ,3Queen, King. On moving a card into another heap the card beneath it becomes open and comes into play. The empty place of a sorted out heap may be taken either by a king or another sequence of cards. When all of the possible moved are made, you may start taking the cards from the deck. They are dealt 3 at a time. Only the upper card is open . In case it may be moved and laid on another card, the card that was beneath it automatically comes into play. You win in case all the cards are collected on 4 bases.

 

Maze

 

Main aim. Collect the cards according to the suits into 4 groups on 4 bases.

Rules. The deck of 52 cards is laid out into 6 horizontal lines, 8 cards each. 4 rows of 4 bases are laid above. On dealing the cards in case movable open cards appear they are automatically moved on to the bases. Open cards are those of the upper and lower rows. If one of upper row cards is in the game, it opens the card lying beneath it and so on. The same algorithm is used for the cards of the lower row. Open cards, in case they are suitable, are put on the bases in the following concession ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, jack, queen, king.

 

Monte-Carlo

 

Main aim. Remove the cards from all of the rows.

Rules. The cards are laid out shirts up into 4 rows, 5 cards each. Cards of the same value lying either next to each other or diagonally are removed. Their places are taken by the cards of the lower rows. Their places are taken by the cards from the deck. You win in case no cards are left.

 

Base

 

Main aim. Collect all the cards on one base.

Rules. The deck of 52 cards in divided into 7 rows, 5 cards each.  The rest of the deck is laid above the rows as well as 1 base for the collected cards. The cards from the deck are put on the base. A card may be moved from any of the 7 rows only in case it is one or two values stronger or weaker. You win in case all of the cards are collected on one base.

 

Paganini

 

Main aim. Distribute the cards into 4 horizontal rows according to the suits and values right on the aces (ace, 6, 7, 8, 9, 10, jack, queen, king) using the empty spaces.

Rules. A deck of 32 cards is laid out into 4 horizontal lines shirts down, 9 cards each. All the aces, one after another are picked up from the cards on the table and put on the left of each row. The empty space may be taken by the card which is one value stronger than the card to the left of the empty space. For instance, if there is the 9 of spades to the left of the empty space, this space may be taken by the 10 of spades;  if there is the 10 of spades to the right of the empty space, you may place the 9 of spades there.

 

Memory

 

Main aim. The player must memorize the cards and in the fewest possible number of moves open all the cards and get the maximum score.

Rules. The player opens two random cards and in case they coincide they remain open and the player gets a certain number of points for that. If the cards do not coincide and did not match by values, they are automatically closed, which gives the player another try to open any other pair of cards. The player follows the same algorithm until all of the playing cards are open.

 

Parade

 

Main aim. Move all of the cards from the lower row and the deck onto the 3 upper ones in a certain succession.

Rules. 2 decks of 52 cards are laid out into 4 rows, 8 cards each. The rest of the deck is placed next to it. The cards can only be placed one onto another in a certain succession:

 

the 2s are covered by 5s, then 8s and a knave all of the same kind;

the 3s are covered by 6s, then 9s and a queen of the same suit;

the 4s are covered by the 7s, then 10s and a king of the same kind.

 

Empty spaces may only be filled by 2, 3, 4 of the lower row. When there are no more cards to move, the rest of the deck may be laid out into the 4th row until there are no more cards in the deck. You win in case there are no cards both in the lower row and in the deck.

 

Paris

 

Main aim. Remove cards of the same value in pairs from all the 9 heaps.

Rules. The deck of 36 cards in divided into 9 heaps of 4 cards each, shirts up. The player opens the upper cards at random. In case you get two cards of the same value you put them aside. You win in case you get all the 18 pairs.

 

Spider

 

Main aim. Remove all of the cards from the 10 upper columns at the fewest possible moves. To remove the cards, the player needs to move them from one column to another until he/she gets the heap of cards of the same kind from the king to the ace. Once such a set is collected, it is removed.

Rules. Two decks of cards are used in this game. First the 10 columns are formed. The rest of the deck remains in 5 columns in the right lower corner and are used to form the other rows. To move a card, drag it from one column to another. The cards are moved according to the following rules. Any lower open card of the column can be dragged to a vacant cell. The lower card of the column may be put on a next stronger card irrespective of its suit (1 suit game), changing the suits in turns (2 or 4 suit game). A set of cards of the same kind functions as a whole and may be moved as a separate card. In case another lower row is required, click on the set of cards in the right lower corner. To form a row at least one card in each column is necessary. The deck is rounded only once.

 

Crossroads

 

Main aim. Remove all the cards of the same value in pairs.

Rules. Youll need a 52 card deck. 5 playing heaps of cards are laid out in the shape of a cross, 1 card in each. The rest of the deck is kept as a reserve. The upper cards of the playing heaps and the reserve are in the game. When all the possible pairs are removed, the upper card of the reserve is moved into the central playing heap. The empty heaps are automatically filled with the cards from the central heap (in case it has more than 1 card), then from the reserve. The deck is dealt only once.

 

Pyramid

 

Main aim. Clear the pyramid of the cards which total value is 13.

Rules. 28 cards are laid pout into 7 rows in the shape of a pyramid. The rest of the deck is are kept as a reserve which is put aside shirts down. The lower open cards of the pyramid, the upper card of the reserve deck are in the game. All kings and pairs of cards whose  total value is 13 are picked out of the playing cards. For instance, ace and queen, 2 and  knave, 6 and 7.

Values

 

1 point - ace,

11 points - knave,

12 points - queen,

13 points - king.

 

Once there are no  more variants, you can get to the reserve deck. You win in case each cards gets its pair.

 

Kerchief

 

Main aim. Remove the cards from all of the rows.

Rules. The deck of 52 cards is divided into 5 horizontal lines, 10 cards each. The last two cards form the 6th line below the 2 first columns. All the lower cards are in the game. It is allowed to remove the cards of the same value: two 2s, two queens, etc. On removing a card we gain access to the one above it.

 

Secret

 

Main aim. Arrange the cards according to their suits and values on 4 bases.

Rules. The deck of 52 cards in laid out in a row of 7 open cards which form 7 separate heaps. The rest of the cards form the deck from which you can take the cards to move to any of the 7 heaps. The cards should be moved in a way to form sets in keeping with the suits and values on 4 bases.

 

Freecell

 

Main aim. Collect a set of cards of the same kind and ascending value on the four aces base.

Rules. The deck of 52 cards is divided into 8 horizontal lines, 6 cards each and 1 line with 4 cards in it (base). The bases are laid out above the main lines: 4 - to collect a set of cards of the same kind and ascending value, 4 - to move the cards form one line to another. Only open cards of different suits and descending values can be moved. A complete set of cards can be moved from one row to another only in case one of the 8 rows is vacant. In case among the playing cards there are some that complicate the game, they can be moved to any of the vacant bases. But you can move not more than 1 card there. You win in case you manage to get all the cards on four bases grouped according to their suits in ascending values.

 

Old friend

 

Main aim. Collect all the cards in one heap.

Rules. The deck of 52 cards is laid out into 4 heaps, 5 cards each, shirts down. The next step is to see whether any 2 upper cards have a total value of 13. If there are such cards they are put aside: king, queen and ace, knave and 2, 10 and 3, etc. In case there are no more opportunities, the upper card of the remaining deck is opened and put next to the main one. If there is a combination of two cards with a value of 13, it is also placed aside, if not the next card of the deck is opened. You win incase you collect all of the cards in one and the same heap.

 

Three

 

Main aim. Arrange the cards according to their suits and ascending values on 4 bases.

Rules. The deck of 52 cards is divided into 17 heaps of 3 cards in them and 1 heap of 1 card only. 4 aces are picked out of these heaps and placed above, separately, forming 4 bases. The player should collect all the cards on these 4 bases according to their suits and ascending values. Only the cards of the same value can be moved from one heap to another. You cant place cards on the vacant space. Each heap should consist of not more than 3 cards.

 

Prisoner

 

Main aim. Move all of the cards from the 2 lower rows into the middle of the upper one.

Rules. The deck of 36 cards is laid out into 2 rows of 9 cards each, shirts down. The next three cards are put above these rows, pictures up. If in one of the lower rows there is a card of the same value with the one which in the middle of the upper one, it is at once put on the middle card. Thus, in case the middle card of the upper row is a 9, it should be covered by all the 9s from the lower rows. After that (in case there are no more variants) the next 3 cards are drawn from the deck, one at a time and the procedure goes all over again. The deck is dealt twice. You win incase all of the 9 cards are put in the indicated order on the middle cards of the upper row.

 

Street

 

Main aim. Arrange the cards according to their suits and ascending values on 4 bases in the central row.

Rules. To play the patience youll need a deck of 52 cards. It is divided into 2 vertical lines, 4 heaps of cards each. Each heap consists of 7 cards. There is a third row between the 2 vertical ones. It consists of 4 bases to Arrange the cards according to their suits and ascending values upon, beginning with an ace, then 2, 3, etc. The cards can be moved from the very left row to the very right one and from one heap to another only if a card moved is one value weaker or stronger than the one it is placed on. The empty place may be taken by any other card. You win in case all the cards are arranged according to their suits and ascending values on 4 bases.

 

Streets

 

Main aim. Arrange the cards according to their suits and ascending values on 8 bases.

Rules. The deck of 52 cards is laid out in 8 rows, 4 cards each. Right above the 6 rows you should leave the place for 8 bases for the cards youll collect. (ace, 2,3,etc). An additional line of cards is laid out right next to the bases. From this line you are allowed to take one additional card at a time and place in on any of the open ones in the vertical rows in case it is one value weaker and its suit differs in colour from the suit of the card it is laid on. An uncovered card in the vertical row is considered to be open. Open cards may be placed one on another in descending value order, interchanging the suits as well. In case there are no more cards in one of the vertical rows, any card from any other row may take the empty space. A complete set of cards of one kind can be moved from one row to another. You win in case you arrange the cards according to their suits and values into 8 bases.

 

Clocks

 

Main aim. Collect all the cards in a heap according to their clock-face value, so that the last open card was the king.

Rules. The deck of 52 cards is laid out into 13 small heaps, shirts up, 4 cards each. 12 heaps acquire the clock-face values, i.e. 1 oclock ace, 2 oclock 2, 3 oclock -3, etc., 11 oclock jack, 12 oclock queen; the 13th heap is put in the centre. On opening the upper card of the central heap, it is placed into the according heap (4 to 4, queen to 12 oclock). After that the upper card of that very heap is opened and moved into the heap according to its own face-clock value.

 

Interchange

 

Main aim. Collect the cards according to their suits and value in 4 heaps.

Rules. The 52 card deck is laid out in 7 rows, 4 cards each. Above the 6 rows 4 places (bases) for the collected cards (ace, 2.3.4,  etc.) are defined. Another heap is laid out next to them from which you can take one card at a time and put it on any open card in the rows, in case it is one value lower. The last card in any of the rows is considered to be open. All of the open cards can be placed on one another in descending powers irrespective of the suits.  If one of the rows gets empty, any other card of any other row can be placed there. A collected set of the cards of the same kind can be moved from one row to another. You win in case all of the cards are laid out according to their suits and value in the 4 upper heaps.

 

Sixies

 

Main aim. Arrange the cards according to their suits and ascending values on 4 bases.

Rules. A 52 card deck is divided into 6 rows, 6 cards each. The place for 4 bases is left above them. An additional heap of cards is laid next to them. From there you may take one additional card at a time and put it on the very left heap of the vertical rows. An uncovered card in the vertical row is considered open. Open cards may be placed one on another in descending values irrespective of the suit. In case one of the vertical rows gets empty, any other card from another row may be placed instead. A ready set of cards of the same kind may be moved from one row to another. You win in case all the cards are placed on the 4 bases according to the suits and values.


 

Copyright 2001 Konyukhov Alexander.

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