

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 bottomup approach, like 7,8,9,10, jack, queen, king.
Rules.
To play this solitaire you’ll 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.
Herringbone
Main aim.
Sort out the cards laid out in two herringbone patterns, moving them
into the main heap.
Rules.
The deck of 52 cards is laid out into 2 "herringbone" 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 ‘herringbone’ 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 indexcards.
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. Let’s 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 you’ll 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 2^{nd} heap, 3 cards in the 3^{rd} 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 ,3…Queen, 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.
MonteCarlo
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.
You’ll 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 6^{th} 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 can’t 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 you’ll 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 you’ll
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 clockface 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 clockface values, i.e. 1 o’clock – ace, 2
o’clock – 2, 3 o’clock 3, etc., 11 o’clock – jack, 12 o’clock – queen;
the 13^{th} 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 o’clock). After that the upper card of that very heap is opened
and moved into the heap according to its own faceclock 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.

