Card Games For Dummies. Barry Rigal
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Название: Card Games For Dummies

Автор: Barry Rigal

Издательство: John Wiley & Sons Limited

Жанр: Сделай Сам

Серия:

isbn: 9781119880448

isbn:

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      FIGURE 2-12: Dumping a straight to go for the higher-scoring full house.

An illustration shows creating a junk pile is a normal thing for Poker Patience.

      FIGURE 2-13: Creating a junk pile is a normal thing for Poker Patience.

An illustration shows sometimes you have to get lucky to make something out of this big mess.

      FIGURE 2-14: Sometimes you have to get lucky to make something out of this big mess.

      

Some people also count the long diagonals (from top right to bottom left and vice versa) in the scoring. Planning the scores on the diagonals too carefully is pretty difficult, but it can be done — or you can just regard any score on them as a bonus. You can also play Poker Patience as a competitive game for two players or more. One player calls out the cards they draw at random, and then both players try to arrange their own grids to maximize the scores. The highest score wins.

      You may legitimately grumble that Spite and Malice (also known as Cat and Mouse) is wholly out of place on the Solitaire roster. Not only does it technically not count as a Solitaire, even though its play is similar, but it also doesn’t feature a single deck of cards. No matter: Spite and Malice is one of the finest competitive card games I know.

      You can play the game with any number of card decks; surprisingly, it really doesn’t matter whether the decks are complete or not. The alternative is to play with just two decks, but that leads to unnecessary reshuffling. You generally play the game with two players, although in theory there’s no player limitation. It works for three or four players equally well or as a partnership game with four.

      Getting started

      The preliminaries are very straightforward. Each player shuffles the decks very thoroughly, and you cut for deal, with the lowest card dealing. The dealer gives their opponent and themselves 26 (or 20 if you want a shorter game) cards face-down. These cards are your reserve, or pay-off pile, which both players try to dispose of; you always turn the top card face-up, and it remains available for play during the game. The dealer takes the remainder of the cards, the stock, and deals five cards to each player, which form the player’s hand. The remaining stock cards sit in the middle of the table for the players to replenish their hands in due course. You can dispose of the reserve cards by putting them onto four communal foundation piles, built up from ace to queen, at the right moment. Each player can put cards onto the foundation piles, or onto waste piles, to which they each alone have access.

      Putting the moves on

      The nondealer is first to play. If you find yourself in this position, you have a series of options:

       You can start off building on the communal foundation piles (or center stacks), which work their way up, always starting from the ace and going all the way through to the queen. Suits are irrelevant for this game, and kings are wild cards that you can use for anything you like (some people don’t allow a wild card to represent an ace).

       You can build onto the foundation with the five cards in your hand or from the waste pile, but you should prefer to use your reserve — remember, the object of the game is to get rid of your reserve. Suits are irrelevant for building on the foundation. A maximum of four open foundation piles are allowed at any one time. When a pile is complete from ace to queen, you set it aside and create a new space. You can put out cards from these three locations in any order at any time during your turn.Some people play kings as normal cards and use two jokers per deck. In this version of the game, you keep the two decks of cards separate. The dealer uses one deck (without jokers) in full to give to each player for the reserve, and the other deck (with four jokers) provides everything else. This variation may be slightly unsatisfactory for you if you don’t want to deal with constant reshuffling.

       Each player can throw one card from the personal hand onto one of four personal waste piles. Each player sets up the waste piles, to which only the individual has access. The maximum number of cards you can discard is one per go, and you can only put a card on the waste pile that’s equal to or one lower than the previous card. The discard is always the last element of any go. At the end of your turn, you replenish your hand back up to five cards from the stock.

      

You can’t play from your reserve onto your waste pile.

      If you manage to get rid of all your five cards mid-turn, you get to fill up your hand to five cards again from the stock and continue your go.

      

You can set the number of center stacks at three rather than four, or you can use unlimited stacks, if you prefer. If you don’t set a limit, some people also dictate that you must play an ace from your hand as soon as you pick it up to start a new foundation pile.

An illustration of Spite and Malice. Player A’s excellent adventure.

      FIGURE 2-15: Spite and Malice. Player A’s excellent adventure.