strategy card game from the mind of Fast Eddie:
Object of the game: To score more points than your opponent by removing
pairs of cards with a longer path between them than your opponent does.
Scoring: You score one point for each blank space in the shortest
path between the two cards you remove.
Setup: Remove the ace hearts, the ace of clubs, and the ace of
diamonds from the deck. These cards will not be needed. Shuffle
the remaining cards. Deal out the cards face up one at a time into
a 7 by 7 grid. Whenever you turn up
an ace or a king or a queen, place those cards face down in the
grid. You should be left with a random grid containing 10 cards of
each suit and 9 face down cards.
Gameplay: Each player is allowed to remove two cards and score
points for the distance between them, as follows.
- The pair of
cards removed must be of the same suit
- The cards removed must either be directly adjacent to each other
(diagonal does not count), or must have a 'clear path' between them.
- A clear path is a path that can be moved through horizontally or
vertically (again, no diagonals) by going through empty spaces
only. Face down cards are 'walls', and
other face up cards must be navigated around. Looking at the
illustration, here are some moves and their corresponding score:
2C, 4C = 12
4D, 6D = 4
3S, 9S = 0 (note, this is a legal move, but scores zero points as the
cards are adjacent)
8S, 10S = 3
4C, 5C = illegal move (remember, diagonals do not count
In order to
score a move, determine the shortest path between the two cards about to
be removed. The player scores one point for each blank space in
that path. Finally, after removing a legal pair and scoring the
result, discard the cards removed. Play then moves to the other
player. A player may also pass at any time. They forfeit
scoring any points on that move and play moves to the other player.
The game ends when no face up cards are left or
after three 'passes' in a row.
Strategy: Obviously, the more observant player will do
better. But there is strategy involved as well. Simply
removing the pair with the longest path at the time is not necessarily
always the best move, as it may open up the board for an even longer move
for your opponent. So, some defensive play is also necessary.
Also, remember that you can pass your turn. Sometimes a pass is the
most strategic move, as it may force your opponent to move (or end the
game) and open up the board for you.
Meander - Copyright 2009 by Edgar
Try this version
of solitaire of my own design (See the videogames page for a PC
of the game: to eliminate all the cards in the ‘rack’
Scoring: one point for
each card eliminated in the rack plus a ten point bonus for each complete
rack eliminated, plus a one point bonus for each unused card remaining in
the ‘kitchen’ area
Setup: Remove the 1-9
of hearts and 1-9 of diamonds from a standard deck of playing cards. These will be the only cards
needed. Shuffle these cards and
deal out nine cards face up in a diamond pattern, starting at the top and
overlapping the cards in each row on top of the last row as shown below. This is the ‘rack’. Then deal out the remaining nine cards face
down into three piles of three cards each. This is the ‘kitchen’. Finally, turn over the top card in each
of the three piles in the kitchen.
Gameplay: Remove cards in
groups of 1 to 7 cards, using the following rules. You may remove any face up cards that
have no cards on top of them (you may only remove a card with a card (or
cards) on top as long as you are removing the card(s) on top as
well). The cards you remove must
add up to either 9 or 19. If you
use any of the cards in the kitchen, turn over the next card in the pile
and you can use it for further play.
Game: Say the cards are dealt out as shown below. First, remove the 7 and 2 in the rack
as they add up to 9, and removing the 2 means that you may remove the 7
underneath it. Now, remove the 3,
1, and 5 in the rack as they add up to 9.
Now you can remove the 8, 4, and 3 in the rack and the 4 in the
kitchen area as they add up to 19.
All you have left to remove is the 8 remaining in the rack. You have a 2, 9, and 9 to work with in
the kitchen area. Get rid of the
first 9 in order to see the card beneath.
The 6 exposed is no help.
Get rid of the other 9. The
6 exposed there is no help either.
You are stuck at this point and must end the game. You receive 8 points for the cards you
removed from the rack and no bonus as you did not clear the rack. If, instead of the 6 being underneath
the first 9, the ace had been there, you would have been able to remove
the 8 from the rack plus the ace and cleared the rack.
Nineball Solitaire - Copyright 2009 by Edgar
Fast Eddie on Boardgamegeek
Try out this fun
version of solitaire from the legendary games designer Sid Sackson. It's a lot more like a puzzle game
than the standard version of solitaire:
My score playing
it the first time was a 156. Sadly, that's better than I normally
do at the real game of bowling.
fun game from Sid Sackson. It's a dice
game with a blend of strategy and luck.
Recently I found
a great freeware PC version of both Bowling Solitaire and Choice from
William Lee Sims. Check it out here.
Sid Sackson's Mini Golf Solitaire
Sid Sackson was such a prolific games designer.
I've written a PC
version of this 'thinking man's solitaire. You can read about
the card game on the Geek