How to Play
Tap a card to pick it up along with everything on top of it, then tap the column you want it on. A card lands on any card one rank higher, whatever the suit, and an empty column accepts anything at all — but only a same-suit run moves as a group, so tapping the middle of a mixed pile tells you so instead of quietly doing nothing. Double-tap a run to send it to the best legal column on the board, which prefers joining its own suit over spending an empty column. DEAL adds one card to every column from the stock and you get five of them, though you cannot deal while any column is empty — fill it first. UNDO goes back as far as you like and HINT lights the strongest move it can find. On a keyboard: U undoes, D or Space deals a row, H hints and Escape drops the card you are holding.
Tips
- An empty column is the most powerful thing you can own, because it holds any card at all and lets you break a mixed pile apart one card at a time. But you cannot deal a new row while one sits open, so the real decision is whether to spend it on untangling the board now or fill it back in to buy another deal — and dealing on top of a tangled board is how most runs are lost.
- Prefer the same-suit landing even when a cross-suit one looks tidier. A nine of spades on a ten of spades can later move as a pair; the same nine on a ten of hearts is stuck there until you dig it out again. Cross-suit stacking is for parking cards you have nowhere else to put, not for building.
- Dig the four tall columns before you deal. They start with six cards against the others' five, so they hide the most face-down cards, and every row you deal buries them further — turning cards over is the only thing besides finishing a suit that pays, so a board you have opened up is worth more than a board you have merely tidied.
- Nothing you can take back is worth points. The score comes only from face-down cards you turn over and suits you complete, so shuffling a card between two columns pays exactly nothing and undo rolls the score back with the board — which means you can experiment as freely as you like without costing yourself anything. Finishing does carry a bonus that shrinks with every move, so the tidy win beats the long one.
- Four suits is not one-suit with extra colours. With one suit almost every card you need has seven twins somewhere, so a bad early move is usually recoverable; with four, the exact card you want may only exist twice in the whole deal. The multiplier pays accordingly — the same play is worth more than twice as much on the hard deal.
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