This game will teach you to recognize the hexadecimal numbers
represented by the binary patterns of the elements of a glyph (or it
will drive you mad, one or the
other ... or both). I figure that if you couldn't handle complexity
you would never have gotten this far.
After I played about twenty games I found it slightly easier to
translate the glyphs into numbers (Your Mileage May Vary). I don't
believe that you are likely to win until you start to see the
glyphs as numbers instead of just semi-random splotches.
Incidentally, I credit (or blame) my ability to create vast
intricate improbable animated structures to my early exposure to
this version of solitaire. I'm telling you this because I won't be
held responsible if you expose some impressionable young child to
this game and they end up like me. Consider yourself warned.
FYI: Ideally, you should read this tutorial on a "big
screen" device (like a personal computer) and follow along by
exploring actual game moves (on your hand-held device) for each
section.
Rules
You can put any Card on any Card that is one larger
There are sixteen Cards (zero through F) in each Suit
There are four Suits
ten is black
twenty is magenta (mine looks pink)
forty is green
eighty is red (mine looks orange)
Physical Game Mechanics
There are sixty-four Cards in four Suits of sixteen
The Cards are dealt in eight columns
with one extra card added to each successive column
The game only works in portrait mode
I tried landscape
it was a disaster
now it just refuses to play
I hope it isn't mad at me
The 'Shuffle' button will start a new game
The 'Deal (##)' button will deal a new layer of Cards
do this when you run out of moves
it usually makes everything worse
you can Deal three and a half new layers of Cards
the button also shows the number of Cards dealt so far
the number of Cards dealt so far is a decimal number
because I took pity on you
The 'Close' button will end the game and return to the
normal display
do this when your boss shows up
There is no 'Undo' button
no "cheat codes" either
just like life
The game only uses the inner spokes of the glyph to form the
Card
because it is already overcomplicated
the right spokes are ten, twenty, forty and eighty bottom to
top
the left spokes are one, two, four and eight bottom to top
adding combinations of spokes creates Values zero to
fifteen (0 - F)
zero is the combination with no left spokes
Click on the *column* you are moving Cards From
you don't need to click the exact Card or 'drag' it
because cute animation is for sissies
plus, I don't know how to do it
and, there is only one Card you can 'Select' per
column
why do other solitaire games make you drag a
Card?
"Selected #" will show the Value and Suit of the Card
if you select a Run, this is the Value of the top
Card
you can use this to learn to read the Values
Click on the *column* you are moving Cards To
you will get an error message if the Cards are not in
sequence
the column will "shift up" to keep the bottom Card on the
screen
don't forget that the column is deeper that it looks
you can stack the entire Deck in one column
this might not help you win the game
although it shouldn't hurt anything
you can pretend that this is how you win
it is not actually easier than the real method
except that you don't have to worry about matching
Suits
If you click the From column twice the "Move
Canceled" message will be shown
do this when you change your mind
or see your error
then pick a new From column
Winning does absolutely nothing to the display
just like an actual physical Card game
no fireworks or dancing Cards
I don't know how to do that either
and, winning is your problem, not mine
although I wish you the best of luck
because you will need it
Historical Perspective
This game is descended from a version of a Solitaire card game
called "Once in a Thousand Years". I assume that it was given this
name because that was the frequency of winning. While testing the game I lost 25 games before I
finally won the first one. Winning is certainly possible, but it
may not happen anytime soon, dear reader.
Caution: This game will often be
utterly insoluble.
My mother added the following rules to make the game (slightly)
less frustrating and more playable:
You can put a King on an Ace
You can put any Card into a Hole (not just a King)
I removed the 'face-down' hidden cards (one row in the original
game), and modified the Deck to make it compatible with
Instrumentation. The difficulty decrease (eight columns instead of
seven) and increase (sixteen cards per Suit instead of thirteen)
roughly balance each other out (7/16 = 6/13 - .024 [truncated]).
It is still a hard game to beat, but it is also exhilarating when
you see how you can recursively restructure a chaotic pile of
cards into groups of organized sequences (for very small values of
exhilaration).
Apparently, some people call this game 'Spiderette',
but I don't really have time to deal with that just now.
Examples
Here are all of the Cards, in ascending order from zero to 'F'
(or fifteen). According to the Java color names, the Suits are
Black, Magenta, Green and Red. If that doesn't help you, look at
the single spoke on the right side of each Card.
The names of the (right side) Suits are Time (black
#10), Object (magenta #20), State (green #40) and Self (red #80).
The pattern for the quantity of 'left side' spokes
is 0 1 1 2 - 1 2 2 3 - 1 2 2 3 - 2 3 3 4 . The names of the
(left side) Values are:
#0 - true or yes
#1 - number
#2 - relation
#3 - sequence
#4 - thought
#5 - mathematics
#6 - standard
#7 - size
#8 - meaning
#9 - quantity
#A - configuration
#B - importance
#C - theory
#D - test
#E - guess
#F - explanation
This means that the antipenultimate (third from the bottom) black
Card in the second column would be called "the test of time". I
assume that these Cards will withstand that test and replace the
Tarot eventually. The game calls that Card the "D of time" because
we only care about the numbers right now.
If you like, you can think of the "Lettered Cards" as
Viscountess, Earl, Marquess, Duke, Queen and King (or Genus,
Family, Order, Class, Phylum and Kingdom, if you prefer). I picked
these names because too many of Santa's reindeer have names that
start with 'D' or 'C'.
Below are all of the Runs, with each Suit
split into two columns. Notice that the bottom Card in each column
is plugged. This follows the same pattern as the Cards in the
diagram above, except that the Cards are laid out in descending
order from 'F' (or fifteen) to zero. If you can just combine these
into four columns, you will have won. (Hint: green goes on green)
The 'F' Card doesn't have to be the top card in a final Run, so
these Runs can be joined in either order.
This is the initial game screen. I know it looks different that the
actual game screen (no vertical column separators), but it is too
good an example of potential card combinations to replace. I think
this image does show why vertical column separators were
needed.
Notice that one card is already plugged. The next move is yours.
Hint: put the 'A' on the 'B' on the 'C'
Test Results
I kept track of my progress while I was playing the
game (or working hard on Quality Assurance). I also played a
number of partial games that ended when I found an unplayable bug.
I didn't count the partial games, because I don't know if I would
have won or not, but they probably helped my learning curve. Well,
that and the fact that I wrote the game code, designed the Cards,
was very good with the original Card game and I have been working
with binary numbers for almost forty years. (in other words, Your
Mileage May Vary)
As the games progressed the moves (and my mistakes,
just after I made them) became more obvious. Losing became less
frustrating, because I knew that it wasn't my fault (except on
those occasions where I made some incredibly stupid move, which is
more annoying than frustrating).
At any rate, here are the results of my game testing.
games tested
games won
Round 0
26
1
Round 1
10
1
Round 2
8
1
Round 3
2
1
Round 4
3
1
Round 5
1
1
Round 6
6
1
Round 7
2
1
Round 8
3
1
Round 9
1
1
Round A
15
1
Round B
3
1
Round C
5
1
Round D
4
1
Round E
1
1
Round F
10
1
Of course, these numbers obviously weren't entirely
the result of my increasing familiarity with the game. There is an
element of luck that determines if a given game is easy or
impossible or (usually) just insanely
difficult. No, seriously ... I wrote the shuffling
algorithm (it uses a Java Random.nextInt(64) call) and sometimes
I'd still swear it is dealing me bad Cards on purpose. It does
appear that winning two games in a row depletes your available
luck and initiates a 'jinx' scenario.