A Solitaire Mystery

A Solitaire Mystery

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Rules transcription
By Havoc Crow
A transcription of all the solitaire descriptions and rules from the game.
   
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Introduction
The guide is based on version 1.5.10 (0) of the game.

The following guide contains descriptions of all solitaires featured in the game "A Solitaire Mystery".

Each solitaire's section contains:
- Description - The solitaire's description from the game's main menu.
- Playfield - My textual description of the playfield's appearance and initial state.
- Rules - Text from the solitaire's help screen.

All text in the "Description" and "Rules" sections is copied directly from the game (and thus, copyright for the text belongs to the game's author). All visual aids depicted in the in-game rules have been transcribed in text form (in square brackets).
Tap Solitaire
Description

"A fairly traditional solitaire. The twist is that you can place up to 3 cards sideways to start new temporary stacks in order to manage things more easily. Originally called Babataire, this solitaire features cute Baba Is You -themed cards. Inspired heavily by Cluj Solitaire by Zachtronics.
DIFFICULTY: ***--
Playable with a standard deck: Yes
Undo: Yes"


Playfield

The four suits are: Baba, Fofo, Jiji, Keke.

There are 6 slots in the middle. Four of these slots initially contain stacks of 13 cards.

There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- Cards are stacked in the middle slots in descending order.
- You can only pick up a stack of multiple cards if they're of the same suit.
- When you're holding a single card, you can right-click on another card to place the held card sideways on top of the clicked card. Any card can be placed on top of a sideways card, but you can only have 3 sideways cards at maximum at a time.
[Example of a valid stack - from bottom to top:

10 of Fofo (sideways)
4 of Keke
3 of Keke
2 of Jiji]
- To turn a sideways card back upright, you need to pick it up and place it in a valid spot for that specific card.
- Press S to autostack."
Babataire
Description

"Built from Tap Solitaire with the intention of trying to create a solitaire with Baba Is You -esque rule-changing gameplay. The result is pretty chaotic but maybe that's appropriate?
Originally called Babataire EX, because the name 'Babataire' had been taken by what is now Tap Solitaire.
DIFFICULTY: ****-
Playable with a standard deck: Yes; but remembering the exact meanings of the face cards is probably annoying
Undo: Yes"


Playfield

There are four suits (Baba, Fofo, Jiji, Keke), and ten values (from 1 to 10). The deck also contains 12 special rule cards (see Rules, below): 4 suit rule cards, 4 verb rule cards, and 4 quality rule cards.

There are 5 middle slots. Four of them initially hold stacks of 13 cards.

There are 4 additional empty slots at the top.

There are four suit-specific slots on the right.


Rules

"- Pile number cards 1 to 10 of every suit in the 4 rightmost slots.
- The top slots can hold 1 card each normally, and up to 3 if the cards form a rule (see below)
- Number cards are stacked in descending order, but only stacks of matching suit can be moved together.
- There are 3 types of rule cards:
Suit - BABA, FOFO, JIJI, KEKE
Verb - Is
Quality - On Same, Any Suit, Opposite, +5
- Rule cards can be stacked by type.
Rule cards can also stack to form 2 types of 3-card rules:
1: Suit - Verb - Quality (e.g. BABA - IS - +5)
2: Suit - Verb - Suit (e.g. KEKE - IS - JIJI)
- These 3-card rules can be placed in the top slots.
- When a rule exists, it affects the suit mentioned in the rule:
ON SAME: the suit's cards can be placed on any cards of the same suit.
ANY SUIT: the suit's cards behave as if they were of any suit.
OPPOSITE: the suit's card values become their opposites (10 becomes 1 etc.)
+5: the suit's card values increase by 5 (wrapping to 1 after 10).
SUIT 1 IS SUIT 2: the cards of suit 1 temporarily become cards of suit 2.
- Press S to autostack.

NOTE: ANY SUIT doesn't affect stacking onto the top slots."
Eldritch Invasion
Description

"Defeat 16 eldritch monsters by matching them up with appropriate cards! Features a special deck with more esoteric suits: Moons, Knives, Books and Candles.
DIFFICULTY: **---
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are five slots in the middle. One slot is initially empty. The other slots are initially filled with stacks of 13 cards each.

There are four "monster slots" on the right, and two "attack slots" next to each of the monster slots.

The cards with values 10, 11, 12, 13 are monster cards. All others are number cards.


Rules

"- Defeat all 16 monsters by matching them with cards of equal value.
- When a monster card is on the top of one of the 4 middle slots, it'll jump to an open monster slot on the right. If there are no open monster slots available, YOU LOSE.
- Every monster slot has 2 attack slots next to it. When the monster slot is filled, you can place any number card in the attack slots. If the combined value of the 2 cards in the attack slots is equal to the value of the monster card, the monster is defeated and all 3 cards are discarded.
- An ace is normally of value 1, but if it's in an attack slot for a monster of matching suit, its value becomes 7. NOTE: In order to complete the solitaire, you need to use at least 1 ace matching suit with a monster.
- The number cards are stacked and moved in ascending/descending order of alternating suit. The order can change mid-stack, so 4-3-2-3 is a valid stack.

[Example:
Against a monster of suit Knives:
Ace of Candles = 1
Ace of Knives = 7]"
Transmutation
Description

"One of the larger ideas for this collection. You can and must combine cards to create new ones with higher number values than what you otherwise would have available. Inspired by Fortune's Foundation by Zachtronics.
DIFFICULTY: ****-
Playable with a standard deck: In theory yes, but you'd need about 254 different cards
Undo: Yes"


Playfield

The player starts with a standard deck of 52 cards, with four suits and 13 values from 1 to 13. The four suits correspond to four elements: air, water, earth, fire.

There are six slots in the middle. Initially, two slots are empty, and four slots contain stacks of 13 cards.

There are three empty slots on the right, arranged in a triangle shape.

There is an empty red slot on the right.


Rules

"- The deck you're using is a standard 52-card deck. The cards with sun icons are the aces.
- The cards are stacked and moved in ascending/descending order of alternating suit. The order can change mid-stack, so 4-3-2-3 is a valid stack.
- The triangle in the bottom-right corner can be used to combine cards. Place 2 cards in the bottom slots, and you'll get their combination in the top slot. A combined card can't be combined again. Combined cards can be stacked as any suit.
- Your goal is to pile cards from 1 to 26 on the red slot on the right. The suit doesn't matter, only the number value.
- NOTE: You can switch the Roman numerals into Arabic numerals in the settings menu.
[Example:

A blue 5 and a yellow 7 are placed in the two bottom slots of the three-slot triangle; they vanish, and a 12 card appears in the triangle's upper slot.]"
Council of Secrets
Description

"Another slightly more themed solitaire, inspired by the game 'Werewolf'. Solve a traditional solitaire while also trying to identify 12 face cards based on their
behaviour!
DIFFICULTY: ***--
Playable with a standard deck: No, the hidden information can't really be recreated in single-player format
Undo: Yes"


Playfield

There are 8 slots at the bottom, each initially containing 5 number cards.

There are 8 slots at the top, each initially containing a random number of face cards, face-down.

There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order from 1 to 10 on the slots on the right.
- Non-face cards are stacked and moved in the bottom slots in either ascending or descending order of alternating suit. The order can change mid-stack, so 4-3-2-3 is a valid stack.
- The face cards are unknown and move from left to right in the top slots based on their suit/value whenever you move a card, wrapping around at the end of the row. Their movement is determined by the cards in the bottom slots:
Jacks: move above the next bottom slot with 0 cards of the Jack's suit, if one exists.
Queens: move above the next bottom slot tied for least cards of the Queen's suit (not 0).
Kings: move above the next bottom slot with at least 1 card of the King's suit, if one exists.

[Example:

Jack of Clubs
Bottom slot 1: Clubs
Bottom slot 2: Clubs
Bottom slot 3: Hearts
Bottom slot 4: Clubs
Jack moves to upper slot 3.

Queen of Clubs
Bottom slot 1: Clubs, Clubs, Clubs
Bottom slot 2: Clubs, Clubs
Bottom slot 3: (empty)
Bottom slot 4: Clubs
Queen moves to upper slot 4.

King of Clubs
Bottom slot 1: Spades
Bottom slot 2: Clubs
Bottom slot 3: Hearts
Bottom slot 4: Diamonds
King moves to upper slot 2.]

- You need to use the above logic to determine the identity of each face card. When you have a guess, click on a face card and choose the card you believe it to be from the menu that opens.
- When you've filled the slots on the right and have given a guess for each face card, the game ends. If your guesses were correct, you win. If not, YOU LOSE.
- Press S to autostack."
Royal Flush Solitaire
Description

"A funky take of solitaire in which your goal is to try to construct poker hands. Each hand gives you points based on the cards, and you must consider your options very carefully.
DIFFICULTY: ***--
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are five slots on the left, four of them initially filled with stacks of 13 cards each.

There are five empty slots on the right.

A scoresheet in the bottom-right keeps track of the hands scored throughout the game so far.


Rules

"- Cards are stacked in the slots on the left in descending order.
- A single card can be placed in each of the 5 slots on the right (after this, it can't be removed). Once all 5 slots are full, the cards in them are evaluated as a poker hand. Only the best possible hand is considered, and points are awarded as a sum of the values of the cards that contributed to the hand. If the given hand had already been awarded previously, the score will be updated if the new one scored higher.
- The goal is to accumulate 240 points or more in total. You do not have to get points for each different hand there is as long as the score is high enough.

[Example:
For a combination of:
6 Clubs , 6 Spades , 10 Spades , 7 Diamonds , Q Diamonds
The result is:
Pair - 12 points]"
Megataire
Description

"What if solitaire... but big? Features 8 suits instead of the usual 4, with a relatively standard ruleset.
DIFFICULTY: ***--
Playable with a standard deck: Yes, by combining 2 decks with different enough illustrations
Undo: Yes"


Playfield

The following 8 suits are used: Clubs, Hearts, Spades, Diamonds, Hexagons, Triangles, Pawns, Moons. Hence the entire deck has 104 cards.

There are 5 slots in the middle, each initially holding a stack of 20 cards in random order.

There are 8 slots on the right, one per suit. At the start of the game, the 4 leftmost slots (Clubs, Spades, Hexagons, Pawns) already hold the Ace of the given suit. The other suit-specific slots are empty.

On top of the 8 suit-specific slots, there are three additional empty slots. The topmost one overlaps the Clubs, Spades, Hearts, and Diamonds slots. The middle one overlaps the Spades, Diamonds, Hexagons, and Triangles slots. The bottommost one overlaps the Hexagons, Triangles, Pawns, and Moons slots.


Rules

"- Pile cards of every suit in ascending order on the 8 slots on the right.
- Cards are stacked in the middle slots in descending order of alternating suit.
- You can also stack cards of the same value on top of each other, but you can't pick up cards stacked like this together.
- There are 3 slots on the right that can hold 1 card each. While one of these slots is holding a card, the suit-specific slots underneath can't be used.
- Press S to autostack."
Lock Solitaire
Description

"A simple variation of a traditional solitaire setup. Every time you move a card, it gets locked in place for 2 moves. Thus, you'll need to consider your resources carefully so as not to get stuck.
DIFFICULTY: **---
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are four middle slots, with 13 cards initially in each. There are four suit-specific slots on the right.

Hearts and Diamonds are red in color, Spades and Clubs are blue.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- Cards are stacked in the middle slots in an alternating red/blue pattern, either ascending or descending.
- The direction of ascension/descension can change in the middle of a stack, so a placement of e.g. 4-3-2-3 is valid.
[Example valid stacks:

4 of Clubs [blue]
3 of Hearts [red]
2 of Spades [blue]

5 of Clubs [blue]
6 of Diamonds [red]
7 of Clubs [blue]

6 of Clubs [blue]
7 of Hearts [red]
6 of Spades [blue]]
- Every time you place a card anywhere, that slot is locked for the next 2 moves. A locked slot can't be interacted with.
- Press S to autostack."
Uneven Solitaire
Description

"Another quite traditional solitaire. The 'uneven' part of the name comes from the fact that the rules for placement and picking of stacks are different, and thus you need to be careful not to lock yourself out of valid moves.
DIFFICULTY: ***--
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are four middle slots, with 13 cards initially in each. There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- Cards are stacked on each other in an alternating even/odd pattern.
- You can pick up a stack of any size as long as all the cards are of the same suit.
- You can also stack cards of the same value, and move them together as a stack.
- Press S to autostack."
Cheatdeck Solitaire
Description

"Inspired in part by a magician's deck of cards seen years ago, which featured 52 copies of the 7 of diamonds. There are only 2 types of cards, and their 'values' change based on stack size.
DIFFICULTY: ****-
Playable with a standard deck: Yes; shuffle together 2 decks with one being face-up, one face-down
Undo: Yes"


Playfield

There are just two card types: face-up, face-down.

There are four slots in the middle, each initially containing: 1, 2, 3, and 4 cards. Above each slot, an image of the "next card" is displayed.

The deck of cards is displayed on the left, and the total count of both types of cards in the deck is displayed beneath.

Three slots are on the right, each initially empty and marked with the number "5".


Rules

"- The deck consists of 104 cards: 52 face-up and 52 face-down. Think of these as 2 suits.
- Cards of the same suit join into a single group when stacked. You can't move a card without moving its entire group.
[Example:

1 face-up card + group of 2 face-up cards = group of 3 face-up cards]
- Groups can be picked up from anywhere (even under other groups), but only placed on empty slots or groups of size 1 higher or lower. You can place a group on another group regardless of their suits.
- The goal is to place groups of cards on the 3 slots on the right so that the size of a group is higher or equal to the number next to the slot.
- Each of the 3 slots requires first 5, then 7, then 9 and finally 11 cards. The groups can be of either suit.
- Clicking on the deck deals a new card on all 4 middle slots. You can see the upcoming cards above the slots.
NOTE: fulfilling the goal requires 96 cards at minimum, so you have a surplus of 8 cards at the start."
Single-Card Solitaire
Description

"A continuation on Cheatdeck Solitaire, attempting to reduce the amount of different cards from 2 to 1. The result is... interesting? Possibly not very entertaining beyond the first couple plays due to similarity between different deals and the low difficulty.
DIFFICULTY: **---
Playable with a standard deck: Technically; the solitaire requires 112 cards, but any cards will do
Undo: Yes"


Playfield

The deck consists of 112 identical cards.

There are four middle slots, each initially containing a random number of cards organized randomly into groups. There is an extra slot on the right.


Rules

"- All cards are identical, but they're placed into groups; the number of cards in a group determines the group's value.
- You can stack and move stacks of card groups in descending or ascending order of value. The ascension/descension direction may change mid-stack, so 4-3-2-3 is a valid stack.
- You can combine two groups by right-clicking one while holding the other as long as their values differ by 1 or less.
- A group on an invalid spot (ie, on another group so that their values aren't in descending/ascending order) is highlighted in red. You can't place groups on an invalid group, or combine with one.
- Your goal is to fill all 4 slots with groups in descending order from 7 to 1. Once you do this, the slot locks up and can no longer be used.
- There's a slot on the right on which you can place a single group.
[Example:

Stack of valid groups, bottom to top:
1 (valid)
2 (valid)
3 (valid)
2 (valid)
1 (valid)

Stack containing invalid groups:
2 (invalid)
2 (valid)
1 (invalid)
1 (invalid)]"
Binary Solitaire
Description

"A variation on Single-card Solitaire. The binary counting adds a really wacky dimension to the card-combining! Again, the result might be fun for only the first couple times.
DIFFICULTY: **---
Playable with a standard deck: Yes, if you can figure out how to determine the card values (16 zeros, 36 ones)
Undo: Yes"


Playfield

There are three slots in the middle, which initially contain stacks of: 17, 18, and 17 cards. There is a single empty slot on the right.



Rules

"- There are two card values, 1 and 0. The deck contains 36 ones and 16 zeros.
- While holding a single card, you can right-click another card/group to combine the cards into a group, with the held card being on top. A group can have a maximum of 3 cards.
- The value of a group is determined by the binary value of the cards the group consists of. A group's value is indicated in its top-left corner.
- You can move and stack cards/groups in ascending/descending order. The order can change mid-stack, so 4-3-2-3 is a valid stack.
- Your goal is to fill the 3 slots with stacks running in descending order from 7 to 1. When this is achieved on a slot, the slot locks up and can no longer be used.
- There's an extra slot on the right that can hold a single card/group.
- Note that the deck contains one more zero than what is needed to fulfill the goal.

0 = 0
1 = 1
10 = 2
11 = 3
100 = 4
101 = 5
110 = 6
111 = 7"
Limited Move Solitaire
Description

"A solitaire that features a very lenient stacking rule, but with cards being movable only a limited number of times to balance out the equation.
DIFFICULTY: ***--
Playable with a standard deck: With effort, yes
Undo: Yes"


Playfield

There are six middle slots, two initially empty, and four containing 13 cards each. There are four suit-specific slots on the right. Each card is marked with a number, initially equal to the card's value.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can stack cards and move them in a descending order of alternating suit. The card values don't need to be adjacent as long as they're in descending order. so 7-4-3 is a valid stack.
- Each card can be moved a limited number of times, indicated on the card. The initial limit of moves is equal to the number value of each card. When moving a stack, only the topmost card gets its moves reduced.
- Once a card is out of moves, it'll jump to the slots on the right when able.
- Press S to autostack."
Chaotic Solitaire
Description

"A solitaire where cards jump around semi-randomly after each move, with the rules being quite lenient otherwise. The result is... yeah, but there's some deductive logic involved, too!
DIFFICULTY: ****-
Playable with a standard deck: No
Undo: Yes"


Playfield

There are four middle slots, with 13 cards initially in each. There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can stack cards and move them in a descending order of alternating suit. The card values don't need to be adjacent as long as they're in descending order, so 7-4-3 is a valid stack.
- Every time you move a card between the slots on the left, it swaps places with a random other card on top of one of the slots (if possible). When moving a stack, only the topmost card is swapped.
- Press S to autostack."
Swap-a-Taire
Description

"A variant of Chaotic Solitaire - every time you move a card, it swaps places with the card you moved before that. More manageable but still fairly rough.
DIFFICULTY: ***--
Playable with a standard deck: Technically yes, but the swapping would be annoying to keep track of
Undo: Yes"


Playfield

There are five middle slots, with one initially empty, and four containing stacks of 13 cards. There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can stack cards and move them in a descending order of alternating suit. The card values don't need to be adjacent as long as they're in descending order, so 7-4-3 is a valid stack.
- Every time you move a card, it swaps places with the last card moved before it (if possible). When moving a stack, only the topmost card is considered for swapping. A card placed in the slots on the right won't be eligible for swapping.
- Press S to autostack."
Hanoi Solitaire
Description

"A solitaire where you move cards and stacks around using a logic reminiscent of the classic Towers of Hanoi puzzle.
DIFFICULTY: **---
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are six slots, forming a grid of 2 rows and 3 columns. The top-center slot initially holds a stack of 2 cards. The other slots initially hold stacks of 10 cards each.


Rules

"- Make 4 piles running in descending order from K to A.
- You can stack cards and move them in a descending order. For cards with matching suit, the card values don't need to be adjacent as long as they're in descending order, so 7-4-3 is a valid stack.
- The slots form a 3x2 grid. When moving a card/stack, it moves one slot at a time on the grid. You can only move a card/stack onto a slot if the topmost card of that slot has a higher value than the card you're moving (or the bottommost card of the stack you're moving)."
Fork Solitaire
Description

"In this solitaire you have only two slots for your cards, but can fork card stacks to give yourself extra space for maneuvering.
DIFFICULTY: **---
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are two slots, each initially holding a stack of 26 cards. There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can stack cards in descending order of alternating suit. However, you can pick up and move stacks of any size and composition.
- When holding a stack, you can right-click on another card of the same suit as the one at the top of the stack to combine and fork their stacks. You can't fork a stack that already forks further down the line, and a stack can only fork twice at maximum (but do note that this limit is separate for each initial fork, so a stack can have 4 branches in total).
- You can break a forked stack by picking up one of the 2 cards that form the beginning of the fork.
- You can't pick up stacks of cards that contain forks in them.
- Press S to autostack."
Solitairdle
Description

"A solitaire inspired by Wordle! Play solitaire while trying to figure out a 5-letter word using the cards to input your guesses.
DIFFICULTY: **---
Playable with a standard deck: No
Undo: Yes"


Playfield

There are 6 slots on the left, two initially empty, and four containing stacks of 26 cards.

There are five empty slots on the right.

The 26 letters of the alphabet are shown in the bottom right. Each letter is initially white, but they get marked in red, yellow, and green as the game progresses.


Rules

"- Cards are stacked in the left slots in ascending or descending order of alternating suit. The ascension/descension direction may change mid-stack, so 4-3-2-3 is a valid stack. A single card can be placed in each of the 5 slots on the right (after this, it can't be removed).
- The deck contains 104 cards. Each card has a letter on it, with there being 4 instances of each of the 26 letters of the English alphabet.
- At the beginning of each deal, a random 5-letter word is picked as the solution for the solitaire. When the slots on the right are full, the letters in the cards in them are read from left to right as a guess for what the solution word is. Letters in the guess that don't exist in the solution get marked with red, letters that exist in the solution but are in the wrong spots get marked with yellow, and letters that are in the right spots get marked with green.
- The guess doesn't have to be an actual word, but it must have at least 1 vowel and 1 consonant. XABTX is a valid guess, but IUDEA is not. (Y is counted as a vowel!)
- Once a letter has been marked with red, cards with that letter can no longer be placed on the slots on the right.
- You can hover over the letter icons in the bottom-right corner to see the locations of the corresponding letter cards.
- The goal is to input a set of 5 cards that together form the solution word."
Single-Stack Solitaire
Description

"The entire deck is in one stack, and you're tasked with putting the cards in a neat order. Surprisingly tricky at first!
DIFFICULTY: ***--
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There is a single long stack of 52 cards, and four suit-specific slots at the top.


Rules

"- Pile cards of every suit in ascending order on the slots at the top.
- Left-clicking on a card that's a different suit and in direct descending order from the card on top of the stack moves the clicked card and the card immediately on top of it to the top. If the clicked card is a face card, two cards on top of it will be moved to the top of the stack instead of just one.
- If the card on top of the stack fits in one of the topmost slots, it'll move there automatically.
- Right-clicking on a card moves it to the bottom of the stack. You can only do this once at a time, and need to left-click on a card to be able to right-click again. You can see the availability of the right-click ability at the top of the screen."
Tear Solitaire
Description

"You'll need to tear cards in half in order to get through this otherwise fairly standard solitaire.
DIFFICULTY: **---
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are four middle slots, with 13 cards initially in each. There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can pile and move card stacks in descending order of alternating suit.
- Right-clicking on a card tears it in half. Card halves can be stacked as if they were any card value of their suit, but two card halves cannot be stacked. You can tear up a maximum of 4 cards, because the solitaire would become unsolvable beyond that.
- Press S to autostack."
52-Card Solitaire
Description

"Fulfill your dreams of dropping the entire deck on the floor and then picking the cards up again!
DIFFICULTY: **---
Playable with a standard deck: Yes...ish
Undo: Yes"


Playfield

The main playfield is a large rectangular table, where a card can be placed in any spot. The table initially contains 52 cards, placed in one great pile, with each card in a random spot.

There are four empty card slots on the middle-right, and four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can stack and move cards in descending order of alternating suit on the table on the left.
- You can't pick up a card if it has another card on top of it. You can place a held card/stack if there's an empty spot for it on the table.
- The empty slots on the middle-right can hold one card each.
- You can right-click while holding a card/pile picked from the table to return it where you picked it from.
- Press S to autostack."
Time Travel Solitaire
Description

"Standard solitaire but you can bring cards from the future, as long as you eventually send them back to the past!
Designed and implemented by knexator
DIFFICULTY: *----
Playable with a standard deck: No
Undo: Yes"


Playfield

There are 7 slots in the middle, which initially contain stacks of: 9, 9, 9, 9, 8, 8, 0 cards. There are four suit-specific slots on the right.

Hearts and Diamonds are red in color, Spades and Clubs are blue.

There are 7 "time machine" slots at the bottom.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- Cards are stacked in the middle slots in descending order of alternating color.
- The bottom seven slots are time machines. Left-click them to receive a card from your future self (who is trying their best to send useful cards)!
- The numbers on the future cards indicate how many turns remain until they were/will be sent back. Failing to send them back in time will cause a paradox, losing the game!
- You can only send a card back to prevent a paradox when it has exactly 1 turn remaining. The card will also be coloured red to indicate this.
- Press S to autostack."
Garden Solitaire
Description

"Plant and harvest vegetables in the garden, but be careful; Each type of crop has its own unique needs to grow!
Designed and implemented by Hazelstorm
Card and title art by Kaldhen
DIFFICULTY: **---
Playable with a standard deck: Yes; combine 2 decks and use the relevant cards
Undo: Yes"


Playfield

The four suits are: Pumpkins, Corn, Blueberries, and Eggplants. The values within each suit are: 1 2 2 3 3 4 4 5 5 6 6 7, for a total of 48 cards.

There are four middle slots, with 12 cards initially in each. A single free slot is present on the left.

There is a 3x3 grid on the right ("garden").


Rules

"- Harvest all cards from the garden to win.
- Each garden slot can hold 1 card. Cards cannot be removed from garden slots until harvested.
- Cards will be automatically harvested from garden slots in groups that satisfy both conditions:
1: The group must be of the same suit and have an average value of exactly 4.
2. The group must be arranged in a certain shape, depending on its suit:
Pumpkin - 4 cards in a square.
Corn - 2 or 3 cards in a vertical rectangle.
Blueberry - 2 cards in non-adjacent slots. (Diagonals are allowed.)
Eggplant - 3 cards in an L shape facing any direction.
- Harvested cards return to the deck.
- Number cards are stacked in descending order by alternating suit.
- The left slot can hold 1 card."
Solartaire
Description

"Align the planets and restore order to the solar system.
Designed and implemented by Hazelstorm
DIFFICULTY: ***--
Playable with a standard deck: No, unless you create the cards yourself
Undo: Yes"


Playfield

This game uses special cards. There are 8 suits, each corresponding to a specific planet (Neptune, Uranus, Saturn, Jupiter, Mars, Earth, Venus, Mercury.) Each card has a suit and "aspect" (a secondary suit, different from the primary one). There's a card for each combination of suit and aspect, for a total of 56 cards.

There are 8 slots, one per planet. Each slot initially holds a stack of 7 cards.

The 8 planets are initially all at the same height. Throughout the game, each planet can move between three different heights ("orbits").


Rules

"- Pile cards of every suit on their corresponding planet.
- Cards that share the same suit (middle symbol) can be stacked. Every card also has an aspect (top symbol) which denotes an additional suit that the card can be stacked on.
- You can only pick up a stack of multiple cards if they share the same suit.
- Whenever a card is moved, the two planets corresponding to the card's suit and aspect advance their orbit. Each planet has 3 orbit levels, which it rotates through as its orbit advances.
- Cards can only be moved between planets with the same orbit level, unless one of the planets has 0 cards. Cards can be placed on planets with 0 cards from anywhere."
Double-Sided Solitaire
Description

"A smaller version of solitaire with double-sided cards.
Designed by Kusane Hexaku
Implemented by X_Sheep
DIFFICULTY: ***--
Playable with a standard deck: No, unless you create the cards yourself
Undo: Yes"


Playfield

This game uses special cards. Each card has two sides (red and blue), and each side has its own value, from 1 to 5. The deck has 25 cards, one for each possible combination of values on both sides.

There are five slots, each initially holding a stack of 5 cards.


Rules

"- Fill the slots with 5 stacks in descending order with alternating color.
- You can pick up a stack of multiple cards if they adhere to the rule above.
- At any time, you can right-click to turn over the top-most card of a stack."
Murder Mystery
Description

"In this solitaire you'll have to solve a murder case while also stacking cards! Who's the killer, what's the killing weapon?
DIFFICULTY: ****-
Playable with a standard deck: No
Undo: Yes"


Playfield

There are five slots in the middle. One is initially empty, and the other four contain card stacks of random length, with a total of 51 cards. Only the topmost card in each stack is initially face-up. The face cards have red backs while the other cards have white backs.

There are four empty slots at the top.


Rules

"- Your task is to figure out who killed [the victim] at the party and with what. Both the killer and the weapon are cards in the deck.
- Each 10 and face card is a party guest (for a total of 19 guests, discounting the victim), and every other card is a potential murder weapon or method. Hover over each card to see its name.
- Each time a guest is revealed, they're questioned and their response appears on the right edge of the screen. However, 2 guests have no idea what happened, and 4 other guests give an incorrect account of the events, 2 about the murder weapon and 2 about the killer.
- Some responses claim that the killer or murder weapon is in a particular stack; in such cases all cards in that stack get marked with a number indicating which response relates to them.
- You can use the 4 buttons next to every response to keep track of whether you think they're true or false.
- Once you think you know the identities of the killer and the weapon used in the deed, press the 'I Know!' button.
- You can place cards on each other as long as their values differ by exactly 1, no matter what their suits.
- You can pick up a stack of any size as long as all the cards are in descending order. Aces are counted as 1 in all situations.
- At the top of the screen are 4 slots that can hold 1 card each."
Circuit Solitaire
Description

"A solitaire where the cards form an electric circuit; manage the circuitry to avoid getting stuck.
DIFFICULTY: ***--
Playable with a standard deck: Yes, although you may want to draw on the cards
Undo: Yes"


Playfield

The playfield is a grid of 48 slots, with 6 rows and 8 columns. Each slot initially holds a random card. There are four additional slots off each corner of the grid, each initially holding a King. Each card has between one to four circuit lines, branching out from the card's middle to its four sides.

There are four suit-specific slots on the right.

An indicator of "Electricity left" is in the bottom right. Initially, the player has 3 electricity units.


Rules

"- Pile cards from 1 to 12 of every suit in ascending order on the slots on the right.
- All cards have circuit lines on them. The Kings of each suit act as power sources, and power propagates through the card grid along the circuit lines.
- You can pick any card except a King and place it anywhere; placing it onto another card makes it swap places with that card. Kings cannot be swapped with.
- Picking or placing an unpowered card makes you run out of electricity, as does placing a card on an empty grid slot. Placing a card onto the slots on the right regains 1 electricity, and you need 3 electricity to pick or place an unpowered card again (or place a card on an empty grid slot).
- (The deal guarantees that the two topmost Kings power at least one card.)"
Tabula Rasa Solitaire
Description

"Most cards in this solitaire start out without a suit or number. Your task is to resolve each card without running into impossibilities.
DIFFICULTY: ***--
Playable with a standard deck: No, emphatically
Undo: No"


Playfield

As noted in the rules, each card initially has no specific suit or value, except for the four 2-cards. There are 54 cards in total.

There are three middle slots, each initially holding a stack of 18 cards.

There are four suit-specific slots on the right.


Rules

"- Pile cards of every suit in ascending order on the slots on the right.
- You can stack cards and move the stacks in descending order of alternating suit.
- At the start of the game, all cards except the 2-cards are ambiguous - they are simultaneously of all suits and all remaining values. Picking up stacks of cards and moving them under other cards limits their options based on the above stacking rules, and once a card has only one possible identity, it'll transform into that card.
- Cards can be moved into positions where they no longer have any possible options for their identity; in these cases, they become impossible cards and can no longer be placed on the slots on the right. There are 54 cards in the deck, so a maximum of 2 cards can become impossible without it preventing you from solving the deal.
- A card can be placed on the slots on the right as soon as it has a value, even if it didn't yet have a specific suit. However, the card must still have the required suit of that slot in its possible options.
- Hover over a card to see its name and the information it has about its identity relative to other cards."
Lock-and-Key Solitaire
Description

"Most of the stacks are locked down! You'll need to unlock them by keeping cards in specified holding slots to gain access.
DIFFICULTY: ***--
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are four slots, one above the other, each initially containing a stack of 13 cards. Each of the four slots also has some additional 1-card slots next to them, as follows:
- Slot 1: one 1-card slot
- Slot 2: one 1-card slot; a key icon
- Slot 3: two 1-card slots; a key icon
- Slot 4: three 1-card slots; a key icon

Four suit-specific slots are on the left.


Rules

"- Pile cards of every suit in ascending order on the slots on the left.
- You can stack cards and move the stacks in descending order of alternating suit.
- The 3 slots with keys next to them are locked slots. In order to gain access to them, the holding slots to the left of them need to be filled - each of them can hold exactly 1 card. You can click on a filled holding slot while holding a single card to swap the two cards.
- At the top there's also one normal slot that is not locked, and a single-card holding slot to the left of it.
- Press S to autostack. Note that the autostacking will not take cards from holding slots to prevent making the deal impossible to solve."
Ferret Rabbit Carrot
Description

"A solitaire based on the classic Wolf-Sheep-Cabbage riddle. Can you get all the cards safely across the river?
Designed and implemented by Hazelstorm
DIFFICULTY: ***--
Playable with a standard deck: Yes
Undo: Yes"


Playfield

There are three suits: Carrots, Rabbits, Ferrets.

The playfield is separated into two river sides. A cute little boatman in the middle symbolizes which side the player is currently on. The player starts on the left side.

Both sides of the river have three slots. The three slots on the left initially contain stacks of 13 cards each. The three slots on the right are initially empty.

Counters at the bottom indicate the number of cards in each suit on either side.


Rules

"- Move all cards across the river to win.
- You can pile and move card stacks in descending (not necessarily consecutive) order and alternating suit.
- You can only take card stacks from the side of the river you're currently on. The boat indicates the side you're on.
- When you move a card stack across the river, you will move to the same side as you moved the stack to.
- You lose the game if there are ever 2+ more Ferrets than Rabbits on the same side of the river while there's at least 1 Rabbit on that side!
- You lose the game if there are ever 2+ more Rabbits than Carrots on the same side of the river while there's at least 1 Carrot on that side!"