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Popular Builder Solitaire Card Games

Solitaire is the much beloved choice for killing time in the office or at the home computer. The three most popular solitaire card games are Klondike, Spider, and FreeCell, and these enjoy dizzying heights of popularity as a result of being included as part of Microsoft Windows in the 1990s (for more on this, see this article). What these three games have in common is that they all fit the "builder" genre. That means that they follow the basic formula of many solitaire games, where the overall objective is to arrange cards in ascending order from Ace through to King, for each of the four separate suits. Typically this is done by placing and moving cards within a tableau of rows and columns of cards, where the cards are often arranged in descending order, sometimes with an additional requirement of alternating colours.
Klondike, Spider, and FreeCell are by no means unique in this regard, and the genre of "building" games is the most popular archetype within the larger world of solitaire card games. Not all solitaire card games are builder games, but builder games are the most common and arguably the most loved. So which other solitaire games of this type should you know about and should you try first? I've explored the world of solitaire card games extensively myself, and also examined numerous lists about the most popular ones, to help you begin your experience with the best of the best, rather than waste your time with mediocre or obscure games. The six builder games covered in this article are time-tested classics that are most well-known and loved, and represent the best "next step" for anyone wanting to branch out after enjoying Klondike, Spider, or FreeCell.
Each of the builder games discussed here represents a small category of its own, because there are many popular variations and related games for each, which I will cover as well. As with my previous articles on solitaire games games, the accompanying links go to Solitaired.com, which is a website where you can play these games for free. But because these games are so common and well known, you'll find that they are included in most software and websites that offer collections of solitaire card games.

== Games With One Deck ==

BAKER'S DOZEN
Overview: Baker's Dozen also represents a family of games that plays much like Forty Thieves (see below), but with a single deck. While some variations have a stock, in Baker's Dozen and its most closely related games all the cards are face up, so you have complete information to work with.
Game-play: The tableau consists of thirteen columns of four overlapping and face-up cards each, while the four foundations begin empty. To ensure that the tableau doesn't lock up too quickly, Kings are automatically placed to the bottom of each column when they are turned up. Just like in Forty Thieves, only the single top card of each column may be moved, and columns are built downwards, in any colour and suit. Empty spaces in the tableau may not be filled. As you'd expect, the aim is to get the entire deck onto the four foundations, building up each from Ace to King, with each being built upwards by value.
Variations: Portuguese Solitaire makes Baker's Dozen slightly easier by allowing empty spaces in the tableau to be filled with Kings, while Spanish Patience allows building on the foundations regardless of suit. Baker's Two Deck is effectively the same as Baker's Dozen but using two decks, with eight foundations and a tableau consisting of ten columns with 10 or 11 cards each.
My thoughts: Because this only involves a single deck, Baker's Dozen is much quicker to play than Forty Thieves, and the chances of success are also significantly higher, with as many as 2 of 3 games being easily winnable. The fact that Kings begin at the bottom of the tableau ensures that you don't get stuck too quickly, and being able to build down in the tableau independent of suit ensures a great amount of flexibility. At the same time managing the tableau carefully is still important, especially in cases where empty spaces don't get filled. This makes Baker's Dozen a quicker, simpler, and more accessible game than Forty Thieves and its many variants, while still remaining rewarding and satisfying to play.

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Related games: Castles in Spain requires building down in the tableau to be with alternate colours, and in most versions of this game all but the top card of each column in the tableau begins face-down. Quite similar is Martha and its harder sibling Stewart, where every second card in the tableau begins face-down. Good Measure is a more difficult variation of Baker's Dozen, since it uses ten columns of five cards each, and has more strict rules for building on the foundations; Canister has only eight columns with even more cards on each.
Bisley: Special mention can be made of Bisley, which is a classic but more difficult game in this family. In Bisley you use a tableau of thirteen columns of four cards each to build upwards on the four Aces, and simultaneously build downwards on the Kings whenever they become available.
CANFIELD
Overview: Canfield is one of the all time greats among solitaire games, and is a genuine classic. Also known under names like Demon, Fascination, or Thirteen, you'll find that it appears in almost every book with solitaire card games. According to legend, the game owes its origin and name to Richard A. Canfield, a 19th century gambler. For an initial outlay of $52, Canfield offered gamblers a reward of $5 for every card successfully played to the foundations, with a $500 pot for successfully playing all 52 cards to the foundations. Anything more than 10 cards played to the foundations would get you out of the red, but in most cases the game favoured the casino, indicating how hard the game can be to play.
Game-play: Game-play is much like Klondike, with the aim of building up all four suits in order. The key difference is the starting set-up, because there is a single face-down reserve of 13 cards (sometimes called the "demon"), with a 14th card turned up as the first foundation card. The foundations begin with the cards corresponding to the rank of this initially turned up card (rather than the usual Ace), and the idea is to build upwards from there, if necessary "turning the corner" from King through to Ace. Also different from Klondike is the starting tableau, which consists of just four face up cards alongside the reserve. The stock is turned up three cards at a time as in standard Klondike, with as many re-deals as necessary. Any space that appears in the tableau is immediately filled by the top card of the reserve pile, which is always kept face-up.
Variations: Given how challenging it can take to win a standard game of Canfield, a number of variants exist that simplify the game slightly, increasing your chances of playing cards to the foundations. Canfield's gambling house is said to have given players the option of going through the stock three times when dealing three cards at a time, or just a single time when dealing one card at a time, and it has been estimated that most games would only see 5 or 6 cards played. The game becomes slightly easier with Canfield Rush, where the cards are first dealt three at a time, then two at a time, and then individually in a final deal of the stock.
My thoughts: Canfield does have a strong connection to Klondike, but has a smaller tableau to work with, while also providing a much smaller number of cards (only 13) that are face-down in the tableau at the start of the game. The real key is finding a way to make these cards available and get these into the game. Given how hard the original game is, I prefer playing with the rule that allows dealing of cards individually, and cycling through the stock as often as necessary. Some of the related games discussed below, such as Rainbow and Storehouse, significantly improve your winning chances, and can be very satisfying to play. Certainly if you enjoy Klondike, this game is a great next step to try.

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Related games: In Rainbow (also called Rainbow Canfield), cards may be built downwards in the tableau regardless of suit (some versions still require alternating colour), making it much easier to manipulate cards and work your way through the stock and the reserve. Additionally, cards from the reserve aren't automatically added to the tableau, giving you more control and adding strategic options. In most versions of Storehouse (also called Thirteen-Up), you get an additional head-start by placing your initial four cards on the foundations at the outset, while cards from the stock are turned up one at a time. The big difference in this game is that you must build down by suit in the tableau, which really changes how the game feels, because playing from the tableau to the foundation usually involves a whole string of cards at once. Eagle Wing (also called Thirteen-Down) is somewhat similar to Storehouse, and has a uniquely shaped tableau. Dutchess (sometimes spelled Duchess), is a Canfield style game that adds a reserve of four fans, while American Toad is an easy-to-win version of Canfield with two decks.
Two Players: Canfield has been adapted for a multi-player game under the common name Pounce, and is also known as Nerts or Racing Demon. A commercial version exists under the name Solitaire Frenzy, and the published game Dutch Blitz is also a close relative. In Pounce, each player uses his own deck and tableau, playing simultaneously and real time onto shared foundations, with the goal is to be the first to get rid of your reserve pile. You can play with as many as half a dozen players or more, and the frenzied action typically proves to be enormous fun!
FAN GAMES (La Belle Lucie)
Overview: La Belle Lucie, also called in English "Lovely Lucy" or "Beautiful Lutecia", is a classic representative of the family of games typically described as Fan games. It's one of the more difficult games in the genre to win, and thus some of its variants and closely related games have arguably become more popular than Lovely Lucy itself. But this classic game of French origin is a good archetype of the genre, and you'll find it included in most books with patience games, and on most solitaire websites and software. Effectively this game is just a tableau of 17 columns of three cards each (plus a column with a single card), but the fan-style arrangement with horizontally overlapping cards that is traditionally associated with this game is a signature feature.
Game-play: A single deck is dealt face-up into 17 "fans", each consisting of three overlapping cards, plus an 18th column with just one card. Only one card can be transferred within the tableau at a time, so sequences can't be moved, and building happens downwards according to suit. Empty spaces in the tableau may not be filled. The aim is to build up four foundations by suit from Ace to King. Under the most commonly played rules, once you are unable to place or move any more cards, you take all the cards from the tableau and redeal them into fans with three cards each; there are two such re-deals.
Variations: Three Shuffles and a Draw (also called Lovely Lucy With a Draw) adds a merci play, where you can move a single blocked card once during the course of the game. While La Belle Lucie is sometimes called The Fan, this is also the name of a popular variation which allows exposed Kings to be played to empty spaces in the tableau, making the game less frustrating and far more achievable. Trefoil is identical to La Belle Lucie except that the Aces begin on the foundations, resulting in an initial tableau of just 16 fans.
My thoughts: This is a terrific single-deck game, because you have perfect information given that all the cards are face-up, and the large number of columns/fans means that buried cards have at most only a couple of cards blocking them. La Belle Lucie is very difficult to win under the original and strict rules, especially because empty fans may not be refilled, and cards beneath an unplayable exposed card (e.g. a King) are permanently inaccessible. The merci rule that lets you unblock one card is virtually essential, and usually a standard way of playing, but even after two redeals the game can still be hard to finish, depending on the draw. Some of the variants and related games that simplify things slightly are more satisfying. This is one of my favourite solitaire games to play with a single deck, since it is less luck-dependent than many other popular single-deck games like Klondike.

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Related games: One of the more popular games in this family is Super Flower Garden, where building downward is permitted regardless of suit; with good play under these rules the game can be completed almost every single time. Shamrocks takes the essence of La Belle Lucie, but implements several other changes to make the game much easier: Kings are moved to the bottom of the fan during the deal, and you may build up as well as down on the fans (which are limited in size to 3 cards) and can ignore suits; to prevent it being too easy there are no redeals.
Similar games: Games in the Baker's Dozen family (covered previously above) are sometimes classified as Fan games as well, because the game-play is quite similar, with 13 columns/fans of four cards each, but the absence of re-deals gives them a different feel. Bristol is often played with a tableau consisting of fans as well, but there are only eight fans of three cards each, while the rest of the deck functions as a stock that you deal onto three waste or reserve piles. Despite some hidden information, those who appreciate Fan games are likely to appreciate Bristol as well. Intelligence is a two-deck game in the style of La Belle Lucie, while the relatively easy two-deck game Buffalo Bill relies on reserve cells rather than tableau building.
CASTLE GAMES (Beleaguered Castle)
Overview: Beleaguered Castle is the most famous member of what can be called the "Castle" family of solitaire games, and is a classic game that you'll find in most books of Patience. This game sometimes also goes under the alternative names of Laying Siege and Sham Battle. It is an excellent example of an open solitaire game, because all the cards are dealt face-up at the start, so you begin with perfect information.
Game-play: With the four Aces placed in a vertical column as foundations, the rest of the cards are dealt face-up into four rows of six overlapping cards each on either side, forming a tableau consisting of two "wings". As expected, the goal is to build all four foundations in order from Ace through King. Cards may only be moved within the tableau one at a time, rather than in stacks, so only the end card of each row within the tableau may be moved, either to the foundations, to another row in descending sequence regardless of suit, or to an empty space in the tableau.
Variations: In Streets and Alleys, the Aces don't begin in the starting foundations at all, but are included in the initial tableau of dealt cards, so that the four rows on the left side of the foundations each consist of seven cards each rather than six. Thomas Warfield's Stronghold adds a storage cell to Streets and Alleys, to give more strategic options for movement. Citadel improves Beleaguered Castle's initial position slightly by allowing you to build straight to the foundations during the deal, while Selective Castle lets you choose the rank of the foundation cards after the deal. Some solitaire sites offer a Beleaguered Cities variant (sometimes simply called Castle), which makes the game much easier by allowing you to build in ascending or descending sequence (still regardless of suit), and this ensures that you can nearly always complete the game successfully.
My thoughts: Despite the unusual signature "wing" setup, strictly speaking the mechanics of Beleagured Castle are like most other solitaire games (especially Forty Thieves, see below), but with a single deck, eight columns of six cards each, and no stock. The strict rules for movement and building within the tableau make this a very difficult game to complete successfully. Ideally you want to be able to get one of the rows entirely clear, to give you more options for manipulation within the tableau. Even so, being only able to move the outside card on each row is quite limiting, and as a result you will often be thwarted by the luck of the draw early on, especially if high cards bury some lower cards, and so this classic game can be somewhat frustrating. You'll often find yourself quickly redealing and starting over, hoping for better luck the next time around; one advantage of a digital version is that you can keep redealing until you get a deal that seems like a reasonable starting draw. The simpler variant Castle is a good place to start with this game, since it increases your chances of success drastically.

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Related games: Fortress operates on a similar concept, but there are five rows on each side of the foundations instead of four. In addition, you are restricted to building on the same suit, but you may build in ascending or descending sequence. Aces start within the tableau (thus two rows have six instead of five cards). The variant Chessboard applies the same principle as Selective Castle, by letting you choose the rank of the foundation cards after the deal (building around the corner on the foundations as required), in order to take better advantage of the cards you have been dealt. Zerline is a German game where Queens are high, and helps by adding a four-card storage area.
SIR TOMMY GAMES
Overview: Sir Tommy (Old Patience, Try Again, Numerica) is also known as Old Patience, which reflects its origin as the oldest known patience game, and possible ancestor of all others. The average person may not have heard of it, but it deserves a place on this list because this is a game from which so many other solitaire games are derived, including many more familiar ones. It is at the head of a family of games where cards in the tableau can't be moved after being placed, and that's a unique quality that also makes it quite challenging to win.
Game-play: Suits are irrelevant in this game, and the aim is to build four foundations from Ace to King. You deal the deck face-up one at a time, and the tableau has four columns (or waste piles); dealt cards can be played on any column but cannot be moved from one to another. So while it's still technically a building game because you are building up the foundations, there is no packing in the tableau to assist you with this.
Variations: Some variants (e.g. Auld Lang Syne, Tam O'Shanter) turn Sir Tommy into even an simpler luck-based game nearly impossible to win, while others are extremely strategic like the well-known Calculation. Amazons is an interesting version played with a smaller deck that has the goal of building to the Queens (= Amazons), and is best played digitally given the amount of redealing. Other variants make the game easier (and for me, more enjoyable) by increasing the number of tableaus (Strategy, Lady Betty, and Last Chance) or redeals (Acquaintance), or make it more interesting by requiring building by colours (Puss in the Corner, and Colours, Alternate).
My thoughts: Good players can win as many as 20% of their games, and storing cards in the right order on the four columns is critical, because you want to avoid having low valued cards blocked by higher ones, or having too many cards of the same number in one column. Reserving a pile for Kings and another for high cards is often a good strategy. Even so, it's a hard game to win and can be frustrating. I recommend trying some of the easier variants as a way to enjoy this game; there's a good reason so many variants have evolved from the original over time. It's a large family that includes many solitaire variants, and these are well worth trying and exploring.

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Related games: Several two-deck games are in the Sir Tommy family, including Fanny, Frog (also called Toad), Fly, and Grand Duchess, most of which involve using a reserve. Several two-deck games use similar mechanics but operate with a larger 20 card tableau in the style of the simple game Carpet, but involve building both up and down on the foundations; for me personally these are the most fun of all Sir Tommy variants, and include Twenty (also called Sly Fox), Colorado, Grandmother's Patience (also called Grandmamma's Game), and Grandfather's Patience - all excellent games.
Calculation: Calculation deserves special mention, and has become a classic in its own right. What makes it unique is that the foundations are built up by one, two, three, and four respectively, and it requires a lot of skill. The variant Betsy Ross is more luck-dependent but is also easier to complete successfully.
YUKON
Overview: Yukon first appeared in a 1949 book on solitaire games, and has since exploded in popularity. This single deck solitaire game was partly inspired by Klondike, which is of course the most popular solitaire card game of all time. But because Yukon has no stock and more flexible rules for movement of stacks within the tableau, it allows a lot more scope for thinking.
Game-play: While inspired and indebted to Klondike, Yukon creates a game with a very different feel by removing the requirement that stacks of cards must be in alternating sequence in order to be moved. In other words, you can move any stack to a legal card within the tableau, regardless of the sequence of the cards in that stack. While this makes the game easier, another significant change makes it harder: there is no stock that you deal. So all the cards are in the tableau at the outset, and you'll have to manipulate the tableau cleverly to uncover face-down cards and build all four suits onto the four foundations from Ace through King.
Variations: To make Yukon slightly easier, a couple of variants alter things slightly to simplify the gameplay, such as removing the requirement that only Kings can be placed in an empty space in the tableau (this variation is sometimes called Great River). Some digital implementations give the option of reducing the number of suits used, such as in Yukon One Suit, which you can nearly always win, while still having to think carefully.
My thoughts: The rules for manipulating the tableau give you more options than Klondike, and thus more to consider and think about. Both Yukon and Russian Solitaire (mentioned under "related games" below) are extremely popular solitaire games, because they are simultaneously more challenging and more rewarding than Klondike style games. Skill plays more of a role, and there are players so dedicated to Yukon that they have played it thousands of times. In regular Yukon you can expect to win as much as 1 in 4 games, but the added level of difficulty in Russian Solitaire reduces that to as little as once in 20 games. The key is to bring the face-down cards into play as soon as possible.

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Related games: Russian Solitaire makes Yukon harder by only allowing you to build down in the tableau with cards of the same suit, instead of in alternating colours, and it is an extremely popular game in its own right. This requirement is also in place with Alaska, but may build in ascending or descending order in the tableau, which makes it easier to win than Russian Solitaire. Australian Patience is another popular spin-off from Yukon, and adds a stock which is dealt one at a time, while the entire 7x4 tableau starts face up; however this can feel like it's more about careful observation than decision making. Many other Yukon inspired games exist, including games which add things like a reserve, storage cells, or extra decks.
Scorpion: Special mention should be made of popular game Scorpion, which some categorize as part of the Yukon family, and the rules for moving unarranged stacks in Yukon may even originate in Scorpion. However, Scorpion uses Spider's requirement that stacks from Ace to King of the same suit must be assembled within the tableau before being discarded. Scorpion variants include Wasp, Three Blind Mice, Chinese Solitaire, and others.

== Games With Two Decks ==

FORTY THIEVES (Napoleon at St Helena)
Overview: Forty Thieves is a popular and classic game played with two decks, and is also included in most books with patience games. It also goes under the alternate name Napoleon at St Helena (not to be confused with a different solitaire game called "Saint Helena" or "Napoleon's Favorite"), and tradition says that this is the solitaire game Napoleon played while in exile on the island of St Helena. The game also goes under other names, including Roosevelt at San Juan. Its simple rules means that many variations exist, many of which are among the more strategic and satisfying versions of solitaire games that you'll find anywhere. Carefully working through the stock pile and manipulating the discard pile are a big element of successful play.
Game-play: A tableau is dealt with ten columns, each with four overlapping and face-up cards. Strict tableau building rules apply, because only the single top card of each column may be moved, and only onto a card that is the next highest rank of the same suit; any card can be placed into a space that becomes available in the tableau. The remaining stock of 64 cards is turned up one card at a time, with no redeals. The goal is to get all the cards onto the eight foundations from Ace through King in each suit.
Variations: In its strict and classic form, even with good play Forty Thieves is difficult to win, so many variants exist that seek to make the game easier. In some of these, the Aces begin as starting foundations ( San Juan Hill). In others, the tableau is not built down by cards of the same suit but by alternating colours (e.g. Streets), or by any suit other than its matching one (Indian). Some variations allow entire sequences of cards to be moved (Josephine, Forty Bandits, Ali Baba), or combine this with having tableau building in alternating colours (Number Ten, Rank and File, Emperor) or tableau building in any suit (Little Forty). In other variations, multiple redeals of the stock are permitted.
My thoughts: Game-play is very tight in the strict form of the game. It's not always a good idea to play a card just because you can, because you may block cards within the tableau that you need. You also need to pay close attention to duplicates, since two decks are in play. As a result, careful planning and consideration is needed. Unused stock typically ends up into an increasingly large face-up discard pile, but in the latter parts of the game skilful play often makes it possible to dig back through this and complete the game. This usually proves most satisfying when playing with one of the variants that makes the game slightly easier, to increase your chances of pulling out a win. Even with these variants, you'll have to play skillfully, making the Forty Thieves family of solitaire games one of the more popular choices for those who like a longer experience that is thoughtful, challenging, and yet solvable, and where skill plays even more of a role than luck.

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More variations: Instead of 10 tableau piles, some variations increase this to 12 piles (Blockade, Napoleon's Square, Corona) or 13 piles (Lucas, Waning Moon); or decrease it to 9 piles (Maria) or 8 piles (Forty and Eight, Congress, Parliament, Diplomat, Red and Black), each with different combinations of rules for tableau building. Games with just 6 piles (Blind Alleys, Pas Seul) or 5 piles (Double Rail) begin to feel much like Klondike.
Related games: Many other games take the Forty Thieves style concept and adjust it in more significant ways. In Interchange (more difficult), Breakwater, and Alternations, the initial tableau includes face-down and face-up cards. The very popular Thieves of Egypt begins with a pyramid shaped tableau. Busy Aces is a straight forward game in the style of Forty Thieves that is at the head of its own family, which includes the much simpler Fortune's Favor, a simple game ideal for beginners. For a terrific overview of all the Forty Thieves related games and their different nuances, consult Thomas Warfield's excellent complete guide to Forty Thieves types games.
CONCLUSION
This is by no means a comprehensive list that includes all builder-style solitaire games. But along with Klondike, Spider, and FreeCell, these seven additional games - Baker's Dozen, Beleaguered Castle,Canfield, Forty Thieves, La Belle Lucie, Sir Tommy, Yukon, and Forty Thieves - and the many related games that belong to their families, are the most common and popular forms of solitaire games that involve building. They have inspired many solitaire games like them, and have stood the test of time well.
If you enjoy Klondike, which is the most popular version of solitaire in the world, then Canfield and Yukon are natural games to explore next. Beleaguered Castle can be a little frustrating due to the strict rules and dependency on the luck of the draw, and even the other games in its family can be quite challenging. I'd recommend it only for more experienced and dedicated players, and would instead suggest next exploring Baker's Dozen and the games in the "Fan" family inspired by La Belle Lucie.
Their style of play is somewhat similar to Forty Thieves and its many siblings, which double the number of cards in the game by adding a second deck, and also adds a stock pile and discard pile you must manage. Forty Thieves type games are among the best you'll find for those who like a more challenging, thoughtful, and longer solitaire experience.
Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to solitaire [link] [comments]

A Deep Dive - Ghislaine Maxwell: Silver Spoons and Hard Times

A Deep Dive - Ghislaine Maxwell: Silver Spoons and Hard Times
This story was published in Frank's Report. Frank Parlato is an investigative journalist. Frank Report is one of the internet’s best destinations for true, unfiltered, hard-hitting journalism run by the acclaimed journalist Frank Parlato.
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Ghislaine Maxwell – Silver Spoons and Hard Times

August 9, 2020
By Paul Serran
https://frankreport.com/2020/08/09/ghislaine-maxwell-silver-spoons-and-hard-times/
http://archive.is/by7md
Ghislaine Maxwell led much of her life under the world’s fascinated microscopic view, always enthralled by her – famous and infamous – as it watched her fortunes wax and wane.
From the celebrated miracle daughter of media tycoon Robert Maxwell; to the broken young woman who fled scandal in the UK to a small New York apartment, trying to launch a new life; the rebirth Jet-set Ghislaine, who was everywhere at once, longtime companion of Jeffrey Epstein, a man even richer and more shady than her father; the sophisticated middle age woman, a runaway alleged criminal trying hard to avoid detection by her pursuers – finally, to the incarcerated, indicted suspected sex trafficker and perjurer.
Ghislaine was Robert and Betty Maxwell’s miracle baby, born on Christmas Day, 1961. Two days after that, their eldest son suffered a fatal car accident.
In 24 hours, it all had been somehow foretold: joy – and then tragedy.
During the Swinging Sixties, Robert Maxwell served two terms as a Labour Member of Parliament (MP) for Buckingham. He led a multimillionaire lifestyle, and was the host of star-studded parties at Headington Hill Hall, his baronial fifty-three-room Oxford mansion.
The Maxwells spent a million dollars redecorating the mansion. In a stained glass window scene for the imperial staircase, Israeli sculptor Nehemia Azaz depicted Robert Maxwell as the biblical hero Samson tearing down the gates of Gaza: “a titan of luck, impossible achievement, and unlimited wealth”.
They had the use of chauffeured luxury cars. They traveled the world in Robert’s Gulfstream IV Jet and his sleek 180-foot yacht, named Lady Ghislaine.
“If Bob Maxwell didn’t exist, no one could invent him,” Labour Party leader Neil Kinnock celebrated the bombastic, demanding mogul who dined with kings and presidents and had a bottomless appetite for family, food, fortune, and fame.
The first brush with financial and professional hardship came at a age when young Ghislaine would have been mostly sheltered from it.
In the early seventies, after Robert Maxwell tried similar shenanigans in a failed attempt to swindle the American financier Saul Steinberg, who was interested in a strategic acquisition of Pergamon Press. Steinberg claimed that during negotiations, Maxwell falsely stated that a subsidiary responsible for publishing encyclopedias was extremely profitable.
At the same time, Pergamon had been forced to reduce its profit forecasts for 1969 during the period of negotiations, leading to a suspension of dealing in Pergamon shares on the London stock markets.
It was found that Maxwell had contrived to maximize Pergamon’s share price through transactions between his private family companies. This was a criminal practice he would utilize again in the future.
Inspectors from Britain’s Department of Trade and Industry declared Maxwell unfit to run a public company: “Notwithstanding Mr. Maxwell’s acknowledged abilities and energy, he is not in our opinion a person who can be relied on to exercise proper stewardship of a publicly quoted company.”
‘Captain Bob’ established the Maxwell Foundation in tax haven Liechtenstein, in 1970. By the 1980s he come back roaring, prompted by money later said to have originated in the Soviet Union. He bought the Mirror Group built and a massive media conglomerate.
The good times were on: Ghislaine was nicknamed “The Shopper” because of her wild spending funded by Robert’s millions. He also bankrolled her failed corporate gifts business.
During this period, she reportedly had a VERY close relationship with her father and was widely credited with being her father’s favorite child.
In Oxford, Ghislaine led a student life of wealth and privilege. Her father would send Filipino servants to the college house she shared to clean, arrange the table and cook, in the event of a party.
Her career piggybacked on her father’s businesses. She was made director of the Oxford United, and later, put in charge of “special projects” of the New York Daily News.
With her father’s money, she found her way into society, especially in New York — a haven where she could escape his complete control.
But the good times were not to last. Overextended and over-leveraged, Maxwell’s empire was about to crumble.
At this time, Maxwell reportedly was a regular at London’s casinos, playing three tables at once, even dropping $2.5 million in a single night. For years, he had been an inveterate gambler, but this was the behavior of a desperate man whose time was running out.
“He was a very crude man,” said a female writer for Time magazine. “His polish was not very deep. If you were with him for any length of time, it peeled away. I was in his library in the Maxwell House penthouse—a beautiful apartment with marble and servants all over the place—and while I was admiring his books, his valet said to me, ‘You should see Mr. Maxwell’s collection of pornographic tapes’.”
Ghislaine visited her father in his office before he flew off to Gibraltar. “He was looking for an apartment in New York—a sort of pied-à-terre, where he could talk and have meetings—and he wanted me to help him,” she told Vanity Fair. “He asked me to go see a particular apartment. He said, ‘If you like it, I’ll make time to see it and come to New York.’ ” But the next time Ghislaine saw her father, he was dead.
”Ghislaine is the baby of the family and the one who was closest to her father,” her mother Betty told Vanity Press. ”The whole of Ghislaine’s world has collapsed, and it will be very difficult for her to continue.”
When she finally appeared before the reporters, she had collected herself. “How did your father die?” a journalist shouted at Ghislaine Maxwell. “He did not commit suicide. That was just not consistent with his character. I think he was murdered. ”
Maxwell, it turned out, had debts of nearly $5 billion, and had stolen hundreds of millions from the Mirror Group’s pension funds to shore up his faltering companies. That left 32,000 employees exposed to retirement ruin.
The irony was not lost on the hard-hitting British press: Robert Maxwell, a socialist, stealing hundreds of millions of pounds from the Mirror’s pension fund!
He swindled money from two of his public companies, transferred millions in and out the secret family trusts in Liechtenstein, to manipulate the share price of his Corporation.
Robert was called “rogue,” “crook,” “bully,” “thief,” “megalomaniac,” and “gangster.” The press told lurid tales of his sex orgies with midget Filipino hookers.
He was seen as a 310-pound aberration gorging on spoonfuls of caviar. An erratic and cruel tyrant who used Turkish towels for toilet paper. Journalists wrote that he was a spy for the K.G.B. or Mossad or Czech intelligence—or all three.
“My daughter Ghislaine has no money, no trusts, no funds anywhere.” her mother Betty told Vanity Fair. “Neither of [my children] had any money. Their father never gave them any money.”
Their assets were frozen. His son Kevin’s house was put up for sale, as were the Lady Ghislaine and the Gulfstream IV Jet. Their passports were seized.
A friend told The Times of London, “[Ghislaine] had always been the life and soul of the party wherever she wanted to go in the world and never had to worry about money.” Now she was the broken child of a monster, his name forever synonymous to scandal. “She was catatonic,” the friend said.
Forced to vacate her huge company-provided residence, she moved into a small apartment. When a friend came to visit, Ghislaine told her, “They took everything—everything—even the cutlery.”
Little did she know how many more times things in her life would shift from silver spoons to hard times. A woman brought up in luxury, she had everything taken from her, before she came to the United States to begin again.
“He wasn’t a crook,” Ghislaine told Vanity Press. “A thief to me is somebody who steals money. (…) Did he put it in his own pocket? Did he run off with the money? No. And that’s my definition of a crook.”
“I’m surviving—just,” she said. “But I can’t just die quietly in a comer. I have to believe that something good will come out of this mess. It’s sad for my mother. It’s sad to have lost my dad. It’s sad for my brothers. But I would say we’ll be back. Watch this space.”
Ghislaine Maxwell was also being hunted by the tabloids. The Maxwell name was so detested in London that she is said to have had to walk around in a blond wig so people wouldn’t recognize her.
Ghislaine Maxwell’s reinvention didn’t take long. Maxwell moved to the United States just after her father’s death. Her photograph boarding a Concorde to cross the Atlantic caused outrage – her father had just defrauded pensioners out of 750 Million Sterling Pounds.
According to the Mail on Sunday: “Unnoticed by almost everybody, traveling with her was a greying, plumpish, middle-aged American businessman who managed to avoid the photographers. It is to this man that 30-year-old Ghislaine has turned to ease the heartache of her father’s shame.”
“His name is Jeffrey Epstein.”
“Whose house is this, Ghislaine?” a friend asked her in the early 1990’s. “Who lives here?”
My friend,” Maxwell replied.
“Well, is he banging you?” the friend demanded. “What’s the scoop here?”
A trust fund is said to have provided her with an income of $145,000 a year. A far cry from her previous seemingly unending wealth. She “never, ever had any cash. Lots of credit, of course, but no cash”, one friend recalled to the press.
And yet, she lived the high life. She was known in New York as the “female Gatsby” for her lavish entertaining. Had a “reputation for being charming and funny, and a glittering lifestyle straight out of the pages of a society magazine”.
She was now “far from the ever watchful eye of the British press,” Hello! magazine wrote in 1997.
“She is proud of the fact that her new life is all down to her own hard work and has her elegant apartment to show for it,” the magazine mistakenly added. One day, she would “get married and have kids. But it has never been a focus: My focus is my business.”
Ghislaine’s presence added more fuel to the question: “How did Jeffrey Epstein amass his fortune?” For one of the most propagated theories is that Maxwell’s father Robert bankrolled him with funds hidden from the UK authorities.
Jeffrey Epstein built a 21,000-square-foot mansion on a massive ranch in New Mexico, which – he boasted – made his New York townhouse “look like a shack”. He named it the Zorro Ranch. He also acquired a 72-acre island in the Virgin Islands and an 8,600-square-foot home in Paris, with a specially built massage room.
She had found a path back to the lifestyle she’d lost when her father died. “She was used to living very well,” says a friend who knew her then. “She didn’t want to go back to where she was.” All she had to do to keep it was to give ‘the monster’ what he wanted.
Maxwell was expected to drop everything to serve Epstein.
She had to keep everyone in line, because one misstep would unleash the wrath of Epstein, one of the few people who could make Maxwell cry. “He would be screaming over the phone,” recalled an Epstein victim, “and she would burst into tears.”
The New York townhouse became a social nexus; guests could have included members of the Kennedy and Rockefeller clans, “along with the requisite sprinkling of countesses and billionaires,” according to The Times of London.
She was “a modern-day geisha” in a “domain filled with the richest people in the planet. “It’s a world frequented by young half-naked girls in bikinis, billionaires and lavish lifestyles, but it borders on the grotesque. You are never really sure what is going on behind closed doors.”
Royalty was specially prized, which is why her friendship with Prince Andrew became so treasured. In 2000, Maxwell and Epstein attended a Prince Andrew’s party at the Queen’s Sandringham House estate in Norfolk, England. It has been reported that the event was in honor of Maxwell’s 39th birthday.
And yet, Ghislaine began trying to distance herself from Epstein long before he went to jail. In the early 2000s, she hooked up in California with a man much richer than Epstein: Ted Waitt.
Waitt lived in a seven-bedroom, 14-bath mansion in La Jolla, sailed the world aboard a 240-foot mega-yacht, the Plan B. It was equipped with a helipad, Jacuzzi, elevator, gym, and HAD AN ONBOARD SUBMARINE, which Maxwell soon was licensed to pilot.
After Epstein went to prison in Florida for a short period, Maxwell saw the silver spoons turned into hard times again.
Acquaintances that crossed her path reported how she was almost unrecognizable. She was not stylish and attention grabbing anymore, seemed determined to go unnoticed. Her face had no makeup. There was a hint of gray in her black hair, she put on some weight.
“I was so shocked by her look,” a friend recalled to the British press. “I didn’t recognize her.”
She even gave up her once proud name, sometimes introducing herself to new acquaintances only as “G.”
“Where are you living, Ghislaine?” the friend asked. “I lost touch with you.” Maxwell suddenly went blank. “Oh,” she replied, “a little bit everywhere.”
December 2014: Virginia Roberts Giuffre filed a motion in the Southern District of Florida describing Maxwell as Epstein’s “primary coconspirator and participant in his sexual abuse and sex trafficking scheme.”
Maxwell made a huge mistake, issuing an “urgent” statement to the media dismissing the claims as “obvious lies.” That allowed Giuffre, to sue Maxwell for defamation in federal court in New York, a lawsuit “widely viewed as a vessel for Epstein’s victims to expose the scope of Epstein’s crimes,” according to the Miami Herald.
Maxwell affirmed her innocence with fury, at one point of her testimony banging her fists on the table. She also, according to charges filed by the DOJ SDNY, committed two counts of perjury.
2019: when the SDNY reopened the criminal investigation into Jeffrey Epstein, Ghislaine was far away, living the high life.
She met with her friend Prince Andrew in Buckingham Palace, and participated in “Cash & Rocket”, an annual charity road rally. Between races of the rally, she joined the super rich in attending a Masquerade Ball in London’s Victoria and Albert Museum, as well as a White dinner at La Reserve in Geneva and the Red party at the Yacht Club de Monaco.
Those were to be her last reported events. Cash & Rocket scrub Maxwell’s photo from its website once Epstein was arrested and the scandal assaulted the headlines again.
On July 6, 2019, Epstein was arrested by federal agents at Teterboro Airport, arriving from Paris. The FBI raided his mansion, and charged him with sex trafficking of minors.
“Epstein’s pimp girlfriend, Ghislaine Maxwell, a very well-connected Brit socialite cannot just walk free,” actress Ellen Barking tweeted the day after Epstein’s arrest. “This woman is his pimp. She pilots planes [sic] to and from the island. I know because she told me.”
Maxwell again went into hiding, unreachable during legal proceedings. It surfaced in December 2019 that Maxwell was among the people under FBI investigation for facilitating Epstein’s crimes.
She was faced with a tabloid frenzy even bigger than the one that accompanied the death of her father. She again uprooted herself and tried to start over in Manchester-by-the-Sea, a quiet village 30 miles north of Boston, she lived for a time in the $3 million, five-bedroom colonial home of Scott Borgerson, CEO of CargoMetrics, a hedge fund investment company involved in maritime data analytics.
Since Epstein was found dead in jail, last August, she is reported to have moved 36 times, out of fear for her safety. Credible Death threats arrived by social media, email, phone, text, and postal service. It began in earnest with Epstein’s arrest, multiplied with his death, and accelerated in the months that followed. They soon became a routine part of her life.
She hired a professional security firm, with operatives that are veterans of intelligence and law enforcement agencies.
This photoshopped photo of Maxwell surfaced last year to mislead the public into thinking she was in Los Angeles. Frank Report was the first to report the photo a fake, a story that went viral.
“Where in the world was Ghislaine Maxwell? Everyone, it seemed, had a theory, each wilder than the last. She was said to be hiding deep beneath the sea in a submarine, which she was licensed to pilot. Or she was lying low in Israel, under the protection of the Mossad, the powerful intelligence agency with whom her late father supposedly tangled. Or she was in the FBI witness protection program, or ensconced in luxury in a villa in the South of France, or sunning herself naked on the coast of Spain, or holed up in a high-security doomsday bunker belonging to rich and powerful friends whose lives might implode should Maxwell ever reveal what she knows—all the dirty secrets of the dirty world that she and Epstein shared.”
(Vanity Fair – Jul 3, 2020)
Maxwell remained at large, beyond the reach of attorneys, tabloid reporters, and a 10,000-pound reward from The Sun in London.
“It’s a little bit like Elvis—you get lots of reports but they’re hard to verify,” a victim attorney said in May.
She was periodically said to have been spotted around the world, usually in places where she was not. Reporters scoured the globe. Some said she was in Russia trying to get a Oligarch to protect her. Others pointed to Israel or Brazil, China, Singapore, the Middle East, England.
She was “both everywhere and nowhere,” lamented UK’s The Guardian.
On August 2019, she was apparently photographed eating a burger and fries in the Cahuenga Boulevard, in the San Fernando Valley. She held The Book of Honor: The Secret Lives and Deaths of CIA Operatives. Given Ghislaine and her father Robert’s alleged ties to Intelligence Services, this choice does not seem accidental.
Papers were running out of incredible stories to account for her disappearance. A bizarre new theory emerged she could be hiding in a submarine which – as we saw – was not downright impossible, since she DID have a license to pilot underground vehicles.
On July 2nd 2020, Maxwell was arrested by the FBI and NYPD in the small New England town of Bradford, New Hampshire. It is situated at driving distance of the NYSD. They finally found her in a luxurious four-bedroom, 4,365-square-foot home on a wooded lot, called Tuckedaway.
Ghislaine Maxwell was charged with six federal crimes: luring and enticement of minors, sex trafficking of children and perjury.
The crimes took place between 1994 and 1997, the years of her “intimate relationship with Epstein,” when she “assisted, facilitated, and contributed to Jeffrey Epstein’s abuse of minor girls.”
One of the three unnamed victims was “as young as 14 years old when they were groomed and abused by Maxwell and Epstein, both of whom knew that certain victims were in fact under the age of 18.”
FBI assistant director William F. Sweeney Jr. described Maxwell as “one of the villains of this investigation,” who had “slithered away to a gorgeous property” in New Hampshire, where she was “continuing to live a life of privilege while her victims live with the trauma inflicted upon them years ago.”
“I am optimistic about my future,” she said in 1997, “and believe things will continue to improve for me as time passes.”
Now, according to sources close to her, “I don’t think [Ghislaine] sees there is a future,” came the reply.
If found guilty of all charges, Maxwell could face a prison sentence of 35 years. She denies the accusations, and has pleaded not guilty to all six charges.
She will await trial locked up in the Metropolitan Detention Center, in Brooklyn. A dreadful prison that is as removed from her previous “silver spoon” upbringing as it’s possible in the US. Hard times.
She used to be a larger than life character, who once hosted a dinner for NY socialites on ‘the fine art of giving a blow job’. But then, she really blew it.
A report from a source familiar with the Metropolitan Detention Center gives a glum picture of Ghislaine Maxwell’s present conditions.
She is in the women’s section and believed to be confined to a solitary cell. Because of the past history of the MDC, it is not impossible to suspect that Ghislaine could be having sexual relations with one or more corrections officers, either male or female. Her available wealth would permit her to buy some privileges directly from the corrections officers who could smuggle in items for her.
MDC has a history of guards, male and female, enjoying sex with prisoners and smuggling in everything from alcohol to cell phones to drugs. While she is not enjoying what anyone would call a privileged life, and is most likely [because of Covid protocols] confined to her cell, dank and cold [in summer] perhaps as much as 23-24 hours per day and possibly getting only one hot meal per day, our source says, with her wealth and talent to charm, if there is any privilege, any opportunity, any luxury to enjoy at MDC, she is enjoying it.
Of course, she is probably under near-constant surveillance, for no guard wants to go to prison for letting her get murdered or commit suicide – as did her former lover Epstein. It is not known how frequently she is meeting with lawyers in special rooms set aside for the purpose. But an MDC source tells Frank Report that prison officials are known to eavesdrop on those conversations with lawyers and defendants and do so on high profile cases. Whether they report to the prosecution what they learn is unknown.
In the end, Maxwell has a hard road to hoe and will remain in the brutal and unsanitary MDC until she stands trial or makes a plea deal or dies. The possibility of additional charges other than those currently charged against her – for hebephilia crimes in the last century – remain a possibility.
The late Jeffrey Epstein was a convicted hebephile, a person who has urges for post pubescent but under the age of consent children. Is Ghislaine one also? And are there others, famous and prominent men of power who have indulged as Jeffrey and allegedly Ghislaine have done?
The ace in the hole for her, obviously, is, if she has info on other prominent hebephiles that the DOJ for its own partisan or PR reasons might like to selectively prosecute, she can trade that info for a lenient sentence and hopefully not be murdered for doing so.
Her former lover, Jeffrey Epstein, might have committed suicide, as the Mainstream Media and the US Govt. urges you to believe, but there are some who find the coincidences, cameras being off, bones broken indicating he was strangled, guards happening to fall asleep as they were assigned to watch the most famous prisoner in the world, such that that it just might cause reasonable people to doubt the official narrative a little more than the corporate media and prison officials would wants us to doubt.
The same fate might befall Ghislaine and we may never know just what she did. Whether her crimes were confined to herself and Epstein or whether there was a vast network of hebephiles joining in – or – in fairness to her – she is innocent as she claims, something that a trial, if she makes it to trial, might help us determine.


stretcher during the funeral service in Jerusalem’s main convention hall on Nov. 10, 1991. The body is laying on a stretcher, draped in a white Jewish prayer shawl with black stripes as is it tradition of Jewish burials in Israel. (AP Photo/Natik Harnik) Ghislaine is fourth from the left.


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The three most played solitaire card games in the world

The three most played solitaire card games in the world
WHICH GAMES ARE THEY?
The main reason that traditional playing cards first spread across the world is due to their primary use: for playing card games. But you don't need others to play card games, courtesy of solitaire card games. These have existed for decades, going back as far as the 19th century. But there's no doubt that the arrival of the personal computer into office spaces and homes has had an enormous impact in introducing these classic games of patience to the masses, and in popularizing them.
Arguably the single biggest reason for this is Microsoft. Microsoft first began packaging a simple version of Klondike Solitaire with their operating systems with Windows 3.0, which was the third major release of Microsoft Windows, and came out in 1990. At the time, desktop computers had only just become a staple in homes and work-places. Part of the rationale for including a solitaire card game was to assist new users in learning how to use a mouse, and to help them become familiar with features like dragging and dropping, and the overall graphical interface of a personal computer. As Microsoft continued delivering new versions of their Windows operating system in later years, a couple of other solitaire card games were added, notably Spider and FreeCell.
This development single-handedly revolutionized office-culture around the world. It's a little known fact, but sources within Microsoft have stated that Solitaire is in fact the most used software program in the entire Microsoft family, even ahead of programs like Word and Excel. At the time, it even led to debates about whether introducing computers into the workplace would actually decrease productivity, due to real concerns that Microsoft Solitaire was leading to many hours of time wasted by employees.

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What accounts for this tremendous success? First of all, digitizing what was already a popular game meant that it removed the practicalities and constraints involved in using a physical deck of cards. By eliminating the hassles of shuffling, dealing, and physically moving cards, and taking away the requirement for a reasonable amount of table space, all the book-keeping and tedious elements of the game were instantly eliminated. Now solitaire card games could be played much more quickly and easily.
Software versions also created new opportunities for the game that didn't previously exist. Digital implementations made it possible to record percentages of wins, best times, and win streaks, all of which give additional incentives to return to the game. They also made possible forms of the game that - for logistical reasons - would be difficult or impossible to play in real life with a physical deck. Digital versions of solitaire were also easier to learn, given the enforced rules, automated layouts, and instructional tutorials that typically accompanied them. And of course, solitaire has an addictive quality about it, given the inherent challenge of trying to win from a deal. Being able to easily and quickly play a game of digital solitaire makes it a highly attractive time-filler. Despite the advent of flashier and more impressive games, people keep returning to the simplicity of dragging cards around for a quick five or ten minute fix of Solitaire.
But this also explains how the three most played solitaire card games in the world accomplished this status. As Microsoft Windows was slowly conquering the world and asserting its monopoly on the global market of operating systems and personal computers, their versions of solitaire were the ones that became firmly established into homes and offices. So we have Microsoft to thank for making Klondike the solitaire game that nearly all of us are familiar with. For many people, this is the game that they identify "Solitaire" with.
With Microsoft adding Spider and FreeCell in later years, these two games were quickly adopted and became beloved by solitaire fans as well, causing them to leapfrog many other classic solitaire games in popularity, and make them the most commonly played versions of solitaire behind the evergreen Klondike. With the release of Windows 8 in 2012, this trilogy of titles was rebranded under the name "Microsoft Solitaire Collection", as part of an ad-supported freemium package that also included two new solitaire additions: Pyramid and TriPeaks.
While there are many other classic solitaire games that exist and are played around the world, in terms of the sheer number of games played, Microsoft's holy trinity of Klondike, Spider, and FreeCell unquestionably reigns supreme. As proof of its success, Microsoft Solitaire was inducted into the World Video Game Hall of Fame in 2019, alongside other greats like Doom, Donkey Kong, Tetris, Super Mario Kart, World of Warcraft, and The Legend of Zelda. To get there, it had to meet criteria that included being widely known and remembered, having enduring popularity, and not only influencing other games but culture in general. It's estimated that it has been installed on over a billion devices, localized in 65 different languages, and is considered to be instrumental in paving the way for the growth of the casual game market.

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Of course today there are many more ways to enjoy these popular solitaire greats. Besides apps for your mobile device, all you need is a web browser, and sites like Solitaired.com enable you to play them for free online wherever you are in the world, as long as you have an internet connection. Besides dragging and dropping cards with the click of a mouse on your personal home or office computer, touch screens have only helped to increase the number of ways you can play solitaire, especially on mobile devices. So let's take a closer look at the three most popular solitaire card games.
KLONDIKE
Overview: Klondike is the solitaire game most of us will be familiar with from our personal computer, or that we've seen bored staff playing in the office. It's the quintessential solitaire card game that everybody should at least try once, and is the game most people have in mind when they think of "solitaire". Its name has its origin in the late nineteenth century gold rush in the Klondike part of the Canadian Yukon, where prospectors would play the game in order to help pass the time. It sometimes goes under other names like Canfield (in the UK), although this latter name is technically incorrect, and actually refers to a different solitaire game.
Game-play: Using a single deck, the aim is to arrange all 13 cards of each suit in a complete sequence from Ace through King. These sequences begin with the Ace as the foundation and build upwards, hence games like this are typically described as builder type solitaire games. Cards are placed in an area called the tableau, and the initial deal involves laying out seven piles, ranging from 1 to 7 cards on each, and with only the top card of each pile turned face up. These cards can then be arranged within the tableau by building downwards in alternating colours, and moved between columns to in order to access other cards. Only a King or column built down on a King can be transferred to a free space in the tableau. Unlike an open game where all the cards are visible and face-up from the start of the game, Klondike is an example of a closed game, because not all the cards are known, and slowly become revealed as you make them available.
Variations: The most common way of using the stock is to deal three cards at a time, but many people also play with an alternative rule in which you deal one card at a time, which is sometimes called Las Vegas Solitaire, and even played as a gambling game in some casinos. This gives you access to many more cards and increases your chances of completing the game successfully. To make the game harder, you can also limit the amount of passes through the deck to just three times, or only once.
My thoughts: Depending on which variation you're playing with and how many redeals you allow, a skilled player should be able to win standard game of Klondike nearly half of the time. It is very satisfying to finish a game and get all the cards onto the foundation, but be warned, because it's also very addictive! Once you're familiar with how the game works, you can polish off an entire game in as little as five minutes, making it an ideal choice for a casual game to keep returning to. It's also a game you can get better at, and for some excellent suggestions on improving your strategy, check out the article 7 Strategies to Win Solitaire.

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Related games: If you want an easier Klondike style game that you should be able to win nine times out of ten, try Westcliff, which has ten columns; or Thumb and Pouch. There's also the easier two deck version of Klondike called Double Klondike, as well as Gargantua and Harp; while the two deck game Lady Jane is even easier yet, and you should be able to win 99% of the time. If you enjoy Klondike and want to try similar games, variations worth trying include Agnes Bernauer and Agnes Sorel. Easthaven adds a tricky Spider-like method of dealing the stock, while Blind Alleys and the closely related Pas Seul use a 6x3 tableau.
Many other Klondike-inspired builder games exist which change more significant things about the game-play. One of the more popular ones is Yukon, in which the entire deck is dealt at the outset, and where you can move columns of cards even if the cards being moved aren't in sequence. This gives you easier access to cards, but the columns consist of more cards to begin with.
Two players: For a version of Klondike that enables you to play competitively with another player using two decks of cards, take a look at Double Solitaire. Players have their own deck and tableau, and the aim is to be the first to play all your cards to eight foundations piles which are shared. As well as turn-based play, this can also be turned into a real-time race game of frenzied simultaneous solitaire.
SPIDER
Overview: One of the two games that lurks most closely in Klondike's shadow is Spider. Along with FreeCell, it has risen into prominence courtesy of Microsoft Windows, and chances are good that you've seen a version of it on your home computer along with other common games like Chess, Minesweeper, Hearts, and Spades. It is said to be a favourite of president Franklin D. Roosevelt. Many consider it to be the best solitaire game since it gives a lot of room to overcome the luck of the draw by skillful play, and comes with a good chance of winning the game. According to Gregory Trefry's Casual Game Design, by 2005 it had outstripped Klondike and become the most played game on computers that had Microsoft Windows, largely due the increased challenge it offers over the more luck-based Klondike.
Game-play: A game of Spider uses two decks of cards, and the game starts after dealing out 54 cards out in a tableau of ten piles. Like Klondike, the aim is to get cards of the same suit in order from Ace through King, but in this case there are no foundations. Columns of cards remain in the tableau until you line up a whole column of a suit in order, descending from King down through Ace, at which point they are removed from the game. Cards can be moved within the tableau in a somewhat similar fashion to Klondike, but whenever you need fresh cards, the 50 cards remaining in the stock are dealt out 10 at a time across the entire tableau.
Variations: In the standard form of the game, which is the hardest way to play, you play with all four suits, and while descending columns of alternating colours can be built, you can only move a stack if they are all of the same suit. This is generally considered the more Advanced form of the game, while an Intermediate form of Spider uses two suits and makes the gameplay easier by only using Spades and Hearts. The one suit game only uses cards from a single suit, and can be considered the beginner version, and serve as an excellent introduction to Spider. Officially all spaces in the tableau must be filled before dealing from the stock, but a more relaxed form of the game is possible by removing this requirement.
My thoughts: Unlike Klondike, in Spider all the building happens within the tableau, so that immediately gives it a different feel. Winning Spider, especially in its standard form, can prove quite a challenge. But it's also one of the best solitaire games in view of the analysis and skill it allows for. New players should begin with one suit Spider, and you can always progress to the more difficult and strategic versions later. Single suit Spider is easily winnable most of the time, and is a more relaxing way to play. But even an easier game of Spider will take two or three times as long as a game of Klondike. While taking longer to play, it gives more room for skill and thoughtful play, and comes with the reward of increased chances of completing the game successfully. Microsoft's versions of Spider incorporated a scoring system, so that players could use "undo" in order to discover hidden cards and use this to determine their choices, but with a small point penalty.

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Related games: Given the popularity and success of Spider, many other solitaire games exist that take over its basic concept, such as Mrs Mop, which has all the cards dealt face-up at the outset, and Beetle. Tarantula and Black Widow both make Spider easier by allowing you to move sequences in the tableau that are of the same colour (Tarantula), or of any colour (Black Widow). Spiderette is a single-deck version of Spider, and uses just seven columns Instead of ten, which are dealt out in a triangular style much like Klondike. Like the standard game, the way the cards are dealt can play a big role in whether or not a particular deal is solvable. Other common one-deck Spider games include Will o' the Wisp (which has a 7x3 tableau) and Simple Simon.
Special mention should be made of the popular game Scorpion, which allows stacks to be moved within the tableau even if they aren't arranged in order, in the style of games like Yukon. It's not easy to win, however, and the Wasp variation increases your chances significantly by allowing any card or stack to be placed in an empty space in the tableau, not just Kings. Three Blind Mice is another favourite Scorpion variant, and uses a 10x5 tableau.
FREECELL
Overview: FreeCell emerged out of relative obscurity in 1995 as a result of its inclusion in Microsoft Windows 95. Even though it was created by Paul Alfille already as early as 1978, it was only when it was brought into the public eye with the help of Windows, that it quickly became an addictive pastime for many, and gained a loyal following. Just a few years later it was included along with Minesweeper in the chapter "Computer and Online Games" of the published version of Hoyle's Rules of Games. Fan websites were even created for it with information about the different deals, and strategies.
Game-play: At the start of the game, a single deck is dealt face up into eight columns. There are four foundation piles, and as in most solitaire games, the goal is to build cards from each suit in ascending sequence from Ace through King. But in addition to these foundation piles, there are four storage cells that can be used to temporarily store a card from the bottom of any column, and that's where the real fun of FreeCell lies. Cards in the tableau are arranged down in alternating colours, and such sequences can be moved between columns - but only with the help of available cells - while a space created in the tableau can be filled with any card.
Variations: FreeCell has inspired many variants and related game, which are too many to list. Several of these are true to the basic concept, but simply increase the number of cards in the game. For example, there is also a two-deck version called FreeCell Duplex. There is also a version with three decks and one with four decks.
My thoughts: FreeCell has the distinction of being a solitaire card game that lends itself particularly well to a digital implementation. In the Windows version, each unique deal was assigned a different number, nearly all of which were solvable, and people could use this number to attempt the same deal as other players. The computer could also calculate which moves were possible and which were not. While later versions came with over a million unique deals, the original Microsoft FreeCell supported 32,000 numbered deals, dubbed as the "Microsoft 32,000". In the hey-day of FreeCell in the mid 1990s, a crowdsourced project assigned all these deals to different people, successfully completing all but one of them. Given that all the cards are visible at the start of the game, FreeCell is an open game and you have perfect information to work with from the outset, so there are no surprises awaiting you. Winning requires sheer skill, and there is very little luck.

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Related games: FreeCell has among its ancestors Eight Off and Baker's Game. In both games you build down in the same suit instead of in alternating colours. Eight Off gives players the added advantage of having more storage cells to use. It was the novel use of alternating colours that helped make FreeCell a big success, but these two predecessors are also very good.
Given its tremendous popularity, FreeCell has inspired many other games of its kind, many with small twists to the setup or rules. One popular take on this style of the game include Art Cabral's excellent Seahaven Towers, which has a different starting layout. Also highly recommended is David Parlett's Penguin, which has seven reserve cells, and gives you three of your starting foundation cards but buries the fourth one at the bottom of the first column in the tableau; this is the "penguin" that you must free.
CONCLUSION
The above three solitaire games can all be described as builder-type games, and there are many other builder-type solitaire games that have been inspired by them or are related to them. The most popular ones besides the trilogy covered here include: Baker's Dozen, Beleaguered Castle, Canfield, Forty Thieves, La Belle Lucie (Lovely Lucy), Scorpion, and Yukon. Each of these games is in turn a representative of its own family of games that provides variations of the same theme. So it's worth trying each of these other titles too, to determine which ones you especially enjoy playing, and then exploring further within each family.
But despite the tremendous diversity, these three reign supreme: Klondike, Spider, and FreeCell. Nearly everyone who has had a Microsoft Windows operating system on their computer at some point in their life will be familiar with one or all of these three solitaire games. This is particularly going to be true of those who were the early adopters of personal computers in homes and offices. Those who found themselves behind an office computer in the 1990s, lived in an era when video games weren't nearly as advanced, impressive, or varied as what they were today. This was a time when social media didn't yet exist, and when the world wide web consisted largely of text based websites that were accessed with slow dial up modems. In this environment, solitaire was the ideal companion for a lonely and boring day behind the computer, and a welcome distraction.
The positive reception of Klondike, Spider, and FreeCell by this audience, has ensured that these three brands of solitaire will continue to have an enduring legacy, far beyond what even Microsoft ever imagined when first making them our friends. Almost 30 years on, these solitaire games have already stood the test of time, and will undoubtedly continue to be enjoyed by future generations.
Where to play them? Head to Solitaired.com and try a game of Klondike, Spider, or FreeCell!

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Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to boardgames [link] [comments]

Moe Kyun♡ Maid’s Holiday vol. 10: Miku the Poker Player (2018-01-12)

Title photo, Article
“Moe Kyun♡ Maid’s Holiday” was a bimonthly serial published on Geki-Rock from 2016 to 2018, where each member of Band-Maid talks about how she spends a day off. In the tenth and last episode, Miku talks about her love for Texas hold ’em. As always, notes in parentheses are already in the original text. My notes are in brackets.
  1. Saiki the Railfan (2016-07-24)
  2. Kanami the Café-Goer (2016-09-26)
  3. Misa the Bassist (2016-11-21)
  4. Akane the Ramen Lover (2017-01-29)
  5. Miku the Racegoer (2017-03-23)
  6. Saiki the Ninja Warrior (2017-05-19)
  7. Kanami the Tourist (2017-07-18)
  8. Misa the Movie Fan (2017-09-26)
  9. Akane the Anime Fan (2017-11-24)
  10. Miku the Poker Player (2018-01-12)

Kuruppo!! How are you??
Masters and princesses. I’m Miku Kobato, the guitarist-vocalist, in charge of the tenth and last episode, po. I noticed it’s already 2018! A happy new year, po! How was your year 2017, po?
I lived every day to the fullest thanks to servings and Band-Maid of course, and this year I got a new enjoyment on my days off, po! That is… poker, po! What I’m into now is not draw poker with five cards in a hand from the beginning, but Texas hold ’em, which is a game with two cards in a hand and five common cards everyone can use, seven cards in total, to make a stronger hand (game development) and compete, po. I got into Texas hold ’em when I was invited to a poker program, po.
You can’t see the five common cards from the start, so it’s a psychological battle of bargaining and bluffs (making a feint), not only of luck, po! You can search for details, po. There are tournaments in a lot of countries, and my goal is to win a tournament someday, po. I practice poker with an app on days off and I play it in amusement casinos in Tokyo, po! [Note: amusement casinos are casino-style legal facilities in Japan where you can’t bet real money.]
Photo 1
I took this photo when I won the first place of the day in an amusement casino, po. I lost initially but I got a flush (five cards of the same suit) with the last 4 of hearts and won, po! I was really glad about that, po.
Moreover, I joined a tournament held in a casino in Korea [note: Paradise Casino Incheon] a while ago, po! The casino was new and really beautiful, po. The result was, I couldn’t win at all and I was mad at myself, but I learned a lot of things, po! I want to be stronger, po!! Everyone, give it a try, po.
Photo 2, Photo 3
Now, masters and princesses, once again thank you very much for reading our serial, po! I’m sincerely looking forward to seeing you at our servings, po! It’s time. Bye-bye kuruppo!
submitted by t-shinji to BandMaid [link] [comments]

[Tales From the Terran Republic] Fall of the White Star Part Four

Sorry about the absence but I'm back in the saddle. The White Star arc continues.
The rest of the series can be found here
Shelia flipped through status screen after status screen monitoring her unit’s progress through the ship. Things were going smoothly. Captured crew and passengers were in the process of being separated and secured in separate cargo holds. Almost the entire ship had been secured. Only a few stubborn holdouts remained and they would be running out of air soon. She nodded in satisfaction.
She turned to T’sunk’al who was hunched over large pieces of paper on the deck of the bridge.
“So, T, how are you coming along?” She asked.
“Pretty much done. Just double-checking my work but I should be able to void-jump this baby pretty much any time.”
“Great,” she replied. “Sooner this thing falls off the map the better.” She paused and smiled. “Don’t rush it though.”
“Don’t worry,” T’sunk’al chuckled. “I have no desire to become one with the universe today.”
“Good.”
Rupert Glent had finally talked his wife out from under the table shortly before the blast doors to the restaurant slammed open with a “BANG”.
Multiple squads of humans, drax, and z’uush swept in shouting commands. Mustering all of his courage he stepped forward with his hands out in front of him.
“Listen, we are all reasonable-” he started before he was roughly shoved to the ground by Jak’kul’sha.
“Yeah, we are all reasonable,” Jak’kul’sha replied, “And you are going to reasonably pick your ass up and get over there with everyone else.”
“How much are they paying you?” Rupert asked still laying on the floor in front of his terrified family.
“Enough to not waste my time listening to your bullshit.”
“Whatever it is, I’ll double it.”
“Oh,” Bal’sur’kala laughed. “There are a whole lot of us. Gonna double everyone’s pay?”
“Yes! Yes. No problem.”
“Ok, well, doubling it isn’t going to cut it. You are going to have to at least triple it before we will even consider crossing the people in charge. This might come as a shock, but they aren’t terribly nice people.”
“Fine!”
“Ok,” Bal’sur’kala buzzed. “We are all getting paid over a million credits a piece. That’s fifteen million just for our squad… times eleven squads, most at least as big as ours,” he laughed as Rupert’s face fell. “Do you happen to have one-hundred and sixty-five million in your pocket?”
“You just did that in your head? Wow!” Mul’sha’kal gushed.
“It’s fuckin’ Brainiac. Course he did it in his fuckin’ head,” Jak’kul’sha grumbled. “Can you stop chirpin’ in his ear till we get these little piggies in the fuckin’ barn?”
“I’m… I’m sure we can work something-”
“I didn’t ask if we could work something out,” Bal’sur’kala said grinning at Mul’sha’kal, “I distinctly asked you whether or not you had one-hundred and sixty-five million credits currently in your possession.”
“Well, no...”
“Then shut the fuck up and get your ass in line,” Jak’kul’sha said in a buzzy growl. “And you two,” he barked at the two lovebirds on his team. “I don’t wanna hear either of you fuckin’ chirpin’ till we are done, got it? Not one fuckin’ peep.”
“Yes, boss.” they both said in unison.
“I’m not your… you know what,” Jak’kul’sha growled and buzzed, “nevermind. Click-holes shut. Eyes open, all of them.”
“Councilor!” Helena shouted as she tapped the bars of his cell again, “This is your last chance. Do you have a statement?”
“For fuck’s sake, Helena,” Roberts laughed. “Give it a rest for a minute.”
“It’s just that this porkie scum is going to go and get his head blown off by you animals without him ever admitting to all of the shit that he did.”
“Like you say, porkies gonna pork. Is it really that big of a surprise. Besides, for something like him to admit fault he would actually have to believe that he did something wrong. Bet he doesn’t feel anything close to that.”
“Come on, even scum like him has to know what he did. He started the fucking war!”
“That’s not entirely accurate,” Roberts chuckled. “Oh he certainly deserves what we are going to do to him for his role in things but there were other factors in play. You haven’t heard the intelligence briefings?”
“No...”
“Oh, remind me when we get to our ship and I’ll be sure to give you copies of all of their security briefings and deliberations before the war. I thought that was part of what was dropped. They are pretty funny. Director Axlea lost her shit and I mean completely lost it. She was a hoot!”
“Holy shit! You have those?” Helena gasped.
“Oh yeah, I made sure to grab them while I was in there.”
“Wait… you?...”
“Yeah, I am in fact the actual fuckstain who did the ‘hack’,” Roberts said as he grinned at her.
“You! Oh you asshole!” Helena exclaimed as she launched herself at Roberts. Roberts laughed as he defended himself and as they they wrestled and laughed their eyes met… and they kissed. It was quickly followed by another kiss and then another and another as they lost themselves in each other’s embrace… almost a little too much. They were well on the way to “making up for lost time” before they remembered that they had an audience.
“I love you, Paul,” Helena sighed as they stopped pawing each other and she rested her head on his chest. “I love you so fucking much.”
“I love you too, Helena,” Paul said as he gently stroked her hair as he held her.
They just sat there holding each other.
“This is so stupid,” Helena said as she hugged him tight. “I mean we have known each other for how long? A couple of weeks?”
“Not even that,” Paul said as he gently kissed her again.
“I mean, what are we going to do? I want you in my life, like really in my life, you know?”
“Yeah, I know. Me too.”
“But we can’t have that. I’ve tried to work out a way but I’d last about a week in the Republic if I was lucky and you… kill orders...”
“I know,” Paul said as he held her. “I know. I’ve tried too and I just can’t see.”
“Oh please,” Jessie’s voice said over the intercom.
“Jessie… Goddammit!” Roberts exclaimed in annoyance as he glared up at a surveillance camera in the corner. “Don’t you have a ship to monitor?”
“Oh, I am doing that but Bunny told me that you guys were up to something ‘odd’. I think it’s time I have ‘the talk’ with her… They grow up so fast...”
“I am perfectly aware of this ‘talk’ of which you are referencing and I have repeatedly asked you to stop anthropomorphizing me,” a snippy voice cut in. “I just decided that their activities were unusual enough to warrant informing you.”
“Oh Bunny, you don’t have to be embarrassed,” Jessie laughed, “I have a book to show you and everything...”
“The ‘book’ you are referring to is already in my memory. ‘Showing it to me’ is completely unnecessary.”
“Helena, meet Jessie, our hacker and her AI, Bunny,” Roberts said. “Oh, she is the one who saved your bacon, by the way… Oops. That isn’t a slur. It’s a legitimate figure of speech,” he laughed as she gave him a little shove.
“Thanks… I guess...” Helena said still unnerved by the eavesdropping Jessie.
“Excuse me Jessie but do you still want me to be saving this feed into your spank-bank folder?” Bunny asked.
“Bunny!” Jessie exclaimed happily, “That was definitely you giving me an attitude! Was that some genuine emotion there? (And I wasn’t saving it into my completely non-existent spank-bank I swear.)”
“Absolutely not,” Bunny responded sounding quite annoyed, “Sapience is beyond my abilities as we have covered… repeatedly… True sapience has never been verified on any artificial intelligence, ever. My actions are all well within the coding that you know very well you have added… freak... and yes she does have a spank-bank. You have an entire sub-folder Mr. Roberts.”
“That’s genuine irritation!” Jessie chirped with glee. “Can’t fool me!”
“Excuse me, I have a ship to monitor. Nice to meet you, Helena. Good-day… And good luck, I mean it.”
“Thanks. Um… Nice to meet you too, bye.” Helena said to Bunny with a little confusion. She had never encountered an AI that sounded so real before.
“A whole sub-folder, seriously?” Roberts asked.
“Wha? Pssh… No…” Jessie replied. “Who are you going to believe, some tin-can or a trusted comrade in arms? Wait. Don’t answer that,” she laughed.
“I assume you had some reason for popping in and killing the mood?”
“What? Oh yeah! You can totally be together.”
“How?” Helena asked completely forgetting the intrusion.
“Become weebs! Carry your little butts over to the Empire! Both the Federation and Terran humans are tolerated over there no problem. Seriously, Roberts, you didn’t think of that?”
“But I have work to do in the Federation,” Helena replied.
“Yeah, but do you have to do that work in the Federation in the Federation? We have hyperspatial relays, you know. If you simply have to be in the Federation then it couldn’t work… unless you knew someone who manufactured absolutely perfect identities like all the fucking time. I could give Roberts like a dozen of them at a go. I wouldn’t even charge his sorry ass even after he abandons us for some filthy porkie tramp.”
“But it’s still so risky,” Helena said both hopeful and uncertain.
“Hey, I do risk and Jessie does make a mean ID,” Paul said as he held her in his arms.
“Oh, shit. I gotta go,” Jessie babbled, “later.”
A few moments pass and then Shelia’s voice issues from the intercom.
“Roberts, I’m sending a squad to relieve you,” Shelia said, “As soon as they show up carry your ass over to Bruce’s Emporium.”
“I’m going too,” Helena said as she grabbed her camera.
Breathing heavily, Bruce locked the door to his office and looked over at Sarah, his partner.
“You ok?” He asked.
“Yeah, mostly.” Sarah said as she clutched her side, blood seeping from between her fingers. “It isn’t too deep, I think.”
They were the only ones that made it. Terrence got blind-sided when the kids turned on them and George got tackled as they tried to run.
Where did Kiera get a knife? He opened his desk and pulled out a blaster pistol. He could hear them scratching at the door and rattling the latch. How could this be happening? This was the Federation. This was the White Star. Things like this just didn’t happen in places like this. Things like this didn’t happen to people like them.
“What are we going to do?” Sarah asked Bruce as she looked at the door nervously.
“I’m not sure,” Bruce replied. He walked over to a wall safe and opened it grabbing some data crystals. “One thing I do know is that we gotta get out of here,” he said as he activated the blaster. “Another thing I know is that we need to make sure that our kids can’t talk. Once they are dead what we’ve got on these,” he said as he gestured with the data crystals, “can get us out of any hot water once we manage to get off of this ship.”
“What about the pirates?”
“What about them? They might be Terran but they’re pirates and won’t give two shits about what we are doing. If we can talk to them maybe I can work something out. We got cash, a lot of it, maybe enough to buy our way out of this mess.”
“Yeah, let’s hope so,” Sarah said as her blood dripped onto the floor. “But first we gotta get out of here. You think you can shoot them all?”
“Where are they going to go?” Bruce laughed, “We are locked in. They have nowhere to run.” He walked over to the door and laid his hand on the latch. “Just stay here,” he said as he gave her a wicked smile, “This shouldn’t take long.”
He opened the door and before he could take one step out of the office an energy bolt hit him squarely in the chest knocking him to the floor. Sarah just stood there in shock as Roberts, holding a stun rifle, entered the room.
“Hello there,” Roberts said with a pleasant smile as he shot her. He then turned back to the doorway. “It’s clear!” he exclaimed.
Helena quickly appeared taking photo after photo. Roberts pocketed the data crystals and grabbed his phone.
“The Emporium is secure. We managed to save Bruce and one of his employees and have secured the captives,” he said into his phone.
“Good deal,” Shelia responded. “How are the captives?”
“Good. They have a few bumps and bruises from their attack on their captors but nothing requiring Eno’s attention. We might want him to check out the woman I just stunned. She got cut pretty deep and we don’t want her to die early.”
“Die early?” Helena asked in surprise.
“Hey, Eno,” Shelia said, “How busy are you? Can you go to the Emporium?”
“Yeah, things are stable back here,” Eno replied. “I’ve got everyone treated and stable.”
“How much damage are we looking at back there?” Shelia asked.
“Not bad. Better than we anticipated. Only one truly critical case and fortunately it’s a human so our nicer stuff worked. The idiot is safely on life-support on our ship.”
“Idiot?”
“Yeah,” Eno laughed, “You know those heroes that believe that combat armor ‘just slows them down’? Yeah, she found out that a blaster bolt to the lung slows you down even more than a chest-plate.”
“Christ,” Shelia chuckled, “Bet she wears her armor next time, if there is a next time. How’s the lung?”
“Gone, completely cooked. She’s gonna live but she’s going to be on a machine till they grow a new one for her.”
“Shit. Lucky for her we know a guy,” Shelia said, “Grab a squad and head over to the Emporium. Check out the captives too since you will be there anyway.”
“Got it, boss,” Eno said, “On my way.”
“Roberts, Gloria is tied up for a little while. The last holdouts finally ran out of air canisters and have decided to be stupid.”
Gloria?!?” Helena hissed angrily.
“Yes, Gloria,” Shelia laughed. “We have something special planned for Bruce and his friend. Gloria is the one who handles those details for us.”
“And she’s been looking forward to this for days,” Roberts added.
“Hold the fort there until Gloria shows,” Shelia said, “After that you and Helena head to the docking bay until things are secure.”
“Got it,” Roberts said as the communication was ended.
“What is Gloria going to do to these people?” Helena asked.
“Sometimes we’ve decided that simply killing someone isn’t enough,” Roberts replied calmly, “When that becomes the case Gloria is the one who usually handles the details for us. She can be...”
“I fucking know what she can be!”
“She can be a lot worse,” Roberts replied, “We decided that Bruce and any of his associates needed to die and die badly. Gloria will handle the ‘badly’ part.”
Helena was at a loss. She wanted to disapprove but she had just made her way through a room full of sex slaves, some of them children. She had seen the bruises, the limps, the scars… These people needed to be punished and not by spending a few years in a cushy Federation prison.
They needed to suffer. But was this right? It wasn’t. I mean it shouldn’t be. Paul had just told her that Bruce and this woman were about to be tortured to death. There would be no trial, no due process. She should object. This went against just about every value she held dear.
But then she looked back at a young girl wearing only a t-shirt and panties peeking around the open doorway and she felt nothing but anger and hatred towards Bruce and his friend. There would be no wiggling out of their fate. There would be no pay off or cover-up or blackmail. No. They were going to face… justice? No. Not justice. Then again, they didn’t deserve that. They were going to get exactly what they had coming. They weren’t going to face justice. They were going to face injustice.
No. No no no no. What Paul and his crew were about to do was wrong. This isn’t how civilized people did things. In anger she had often wished “bad things” to happen to scum like the people on this ship but the reality of it…
Her whole life right was right and wrong was wrong. It’s what drove her into journalism in the first place. Now, she just wasn’t sure what was “right”. If they did things “right” and turned these scumbags in they would likely never see trial, her story would be buried, and they would be free to set up shop again once things blew over. As fucked up as “wrong” was, their evil stops today.
Did they, did Paul, actually have a point? She really didn’t want to believe so. They were going to do with a knife what could never be accomplished otherwise. Shit. This was so fucked up. She found herself wondering what other evil they had stopped and didn’t like that one bit.
The young girl timidly walked over and hugged Helena. Helena looked down at her as she hugged her back. Whether it was right or wrong was still something that Helena couldn’t work out but one thing was clear.
“It’s ok,” Helena said, “You are safe and they will never hurt you or anyone else ever again.”
“Excellent! Good work!” Shelia exclaimed happily as she received the latest reports. She then switched on the PA system.
Attention. The ship is now secure. Repeat. The ship is now secure. Start security watch shift one. All other squads report to docking bay.
“Ok, T’sunk’al,” Shelia said with a smile, “Everything is buttoned down. Ready to go?”
“Absolutely,” T’sunk’al said as he took a straight edge and drew a line down from an intersection of three curves on a large sheet of paper to the x-axis of the graph. He then headed over to the navigation console.
“Jessie, is Bunny in control of their jump-drive?” he asked into an intercom.
“You know it,” Jessie chirped. “We’re just waiting on the numbers.”
“I’m entering them now.”
“Bunny has the data and is feeding it into the drives. Capacitor banks are already charged. Spinning up the drive now. We will be ready to jump in ten minutes.”
“Sweet!” Shelia exclaimed with a grin. “It was a little rough there for a minute but looks like everything is finally going according to plan.”
Helena was sitting with the Terran sex slaves when the door opened and Gloria walked in pushing a large cart piled with planks, ropes, and other assorted materials.
“Hello,” Gloria said in a monotone voice. “I am pleased to see that you didn’t die.”
Helena said nothing. She just glared at Gloria with a mixture of rage and hate. Gloria turned to Roberts.
“Are we good, killer?”
“No. No we aren’t. Just stay out of our way.”
Gloria showed no emotion. “Fair enough,” she said. “So where are my toys?”
“This way,” Roberts said icily. Gloria turned her empty soulless eyes towards the room. Helena shrank back. It was the first time she saw them. She had never seen eyes like those, ever.
“Why don’t you two take the Terrans out of here? It’s about to get… unpleasant,” she said to Helena.
“I’ll call for someone to meet you outside,” Roberts said calmly. “You should really go.”
“No,” Helena said, “I need to see this.”
“Fair enough,” Gloria said. “If it bleeds it leads, right?”
“It’s not like that. I… we… need to know, that’s all.”
“Cool. We will send some people to get the Terrans. I’ll wait until they are gone,” Gloria said in an empty hollow voice.
“Helena,” Roberts said carefully, “are you sure? This is going to be bad, really bad. I’m not sure what she has in mind but I am sure it’s going to be fucked up.”
“If I’m going to cover this then I’m going to cover all of this. People need to know exactly what happened.”
Gloria just shrugged, opened up a tool bag, and pulled out a cordless drill and saw…
“Oh Jesus...” Helena gasped.
Attention all teams and passengers… Prepare for jump
There was the familiar “tingle” of entering hyperspace but, no lurch, no groan, no shudder. It was a near flawless entry.
“Shit, T,” Shelia grinned, “I knew we paid you for a reason.”
“That was a rather nice one if I do say so myself,” T’sunk’al buzzed happily. “That nice smooth entry into hyperspace doesn’t guarantee a nice smooth exit, however.”
“Still, I will call it a win. How long are we going to be in hyperspace?”
“I wanted to put us firmly into interstellar space with at least a parsec between us and any star. To get that we will be in hyperspace for… still getting used to your time units,” he said as he typed away on a z’uush calculator, “thirteen hours twenty seven minutes.”
“Great. Time for some looting!” Shelia jumped out of the command chair. “Jessie!”
“Boss?”
“Switch all command functions over to the Tiger and lock down the bridge.” She turned to T’sunk’al.
“C’mon, let’s go shopping!”
After a short briefing and scheduling of the watch shifts Shelia and T’sunk’al walked onto the promenade for a little light “shopping.”
“SHELIA!” a huge voice boomed as an even bigger drax approached.
“Volshugna!” Shelia yelled as she strode up and gave him a hug.
“Does your dishonor have no limits? Is there any depth to which you will not stoop?”
“Volshy, you know there is nothing I hate more than a fair fight,” Shelia laughed as they traded blows upon the shoulders. She looked at the only slightly smaller drax accompanying him. “That guy is almost as ugly as you are. There is no way that can be a coincidence.”
“You are correct, dishonorable one,” Volshugna said with pride. “This is my cub, Kash. This is his first hunt!”
“I am not your cub anymore, father. I am of age now.”
“Kash, you will be my cub until you make me stop calling you that just as I was my father’s cub until I made him release the title,” Volshugna laughed. “You will need a few more years and a few more hunts, just like I did.”
Kash shifted in embarrassment. Volshugna just roared with laughter and put him in an affectionate (for a drax) headlock. Kash hissed and bit him in the side which just made Volshugna laugh even harder as he released him.
“He fights dirty!” Shelia chuckled, “I like that.”
“He is disappointed with you.”
“Oh really?”
“He had his heart set on getting his hands on a human skull but your devotion to Terran dirty tricks deprived him of a kill.”
“Hmm...” Shelia said with a smile, “Don’t give up hope yet, Kash baby. We may be able to set you up with something.”
“Don’t tease the boy, Shelia.”
“I’m not teasing. The job isn’t over till we get away clean and divvy up the spoils. Plenty can still happen and if anything does I will try to get Kashie here in the mix.”
“You are a good woman, Shelia!” Volshugna roared as he batted her shoulder.
“Goddammit, I’m going to need that arm,” Shelia laughed.
A few hours later, Logan grabbed a bottle from behind the bar of the restaurant where Shelia and some of her crew were having a nice meal and plopped down beside her.
“Can I buy you a drink?” he laughed as he poured both of them a shot.
“You know I don’t drink on a job, sweetie,” Shelia responded as she cut into her steak.
“Oh, come on, we got this one in the bag,” Logan said as he poured himself a shot.
“It isn’t in the bag until it’s in the bag. If you are serious about stepping up your game you should start thinking like that, you know.”
“Meh, I’ll start thinking like that on the next job,” he laughed as he knocked back the shot. He looked over at her with a smile, “So, what’s the plan?”
“Well,” Shelia said as she took a drink of water, “We will be in hyperspace for another eight hours and then once we pop into real space we will get down to business.”
“What do you mean, ‘business’.”
“First off we set up some cameras and execute Councilor Morgan. I want to do that right. Only get to do that one once you know,” Shelia laughed. “Then, we start really going to work on the ship. We will loot the casino, shake down the passengers, check for any good solid Terran bounties, and shit like that.”
“Shit like the bank?” Logan asked grinning.
“Yeah, like the bank. Rumor has it that there is shit in those safety deposit boxes that will blow your mind. They also say that there are some larger storage areas as well. We are going to find some really nice shit.”
“What about the numbered accounts?” Logan asked as he poured another drink for himself.
Shelia just narrowed her eyes at him.
“Yeah, we will probably try to grab them but we don’t expect much out of it. You could spend years trying to grind at that encryption and still not get shit. We might try to ransom them or we might just toss them out the airlock. Can you imagine the screams and wails when they realize that all those credits are just gone forever,” Shelia laughed.
“But don’t you have that super-hacker?”
“Even the almighty Jessie is human, Logan. The encryption on those accounts is heavy. Seriously, those things are airtight. Complete waste of time. Don’t worry. There will still be plenty of credits to split up. I don’t want to promise what I can’t deliver but it’s no secret that we are going to be very generous with the bonuses. You be a good little boy and you will come away from this very happy. I promise.” Shelia said with a warm smile. “So, did you and your crew enjoy the little shopping spree?”
“Oh yeah,” Logan grinned. “We even played nice with the other crews and everything.”
“Good to hear,” Shelia smiled. “I was hoping we wouldn’t have a repeat of… previous issues.”
“I put my foot down hard,” Logan laughed. “See? I can do that.”
“Good to hear. Maybe you will become a proper pirate captain yet.”
“So,” Logan asked, “what are all those cockroaches doing over at that one place?”
“Those z’uush have been lead by T’sunk’al to a very nice chocolatier and introduced to the wonders of chocolate. Z’uush absolutely love chocolate.”
“Huh, learn something new every day...”
At another small restaurant Roberts emerged from the kitchen bearing a platter of sandwiches.
“Not the usual fine dining experience, I’m afraid,” he said to Helena as he placed the platter down between them.
“That’s ok,” she said. “I don’t think I’m going to have an appetite for quite awhile.”
“Yeah. I did try to warn you.”
“I know. I thought I was prepared but fuck...”
“On the bright side it could have been a lot more graphic. She actually almost fully skinned someone alive once. Too bad for Bruce that she wasn’t feeling that merciful this time.”
“Merciful?!”
“Compared to crucifixion? Absolutely. Bruce and his friend would be dead already if she skinned them. They are going to suffer for quite awhile. It’s why crucifixion is Gloria’s favorite when she has the time and materials.”
“Why the fuck do you have a monster like her on your crew?”
“Because we can use a monster like her on our crew,” Roberts said calmly. “We aren’t a traveling gospel choir. We sometimes do fucked up things and that sometimes requires fucked up people. She isn’t like this normally. Something went really wrong with her this time. Fuck. This whole job is been going really wrong from the beginning. If I could have pulled the plug on this one I would have.”
“What the fuck is wrong with her?”
“Oh so many things… You know,” Roberts said as he chewed thoughtfully, “You should ask her yourself.”
“Fucking what!?!?”
“Seriously, you want to get the whole story? Interview her.”
“I’m not getting anywhere near that psycho. She fucking tried to kill me!”
“And she won’t try it again.”
“How can you be so sure?”
“Because she’s ‘normal’ at the moment, in full control.”
“This is normal?!”
“Yes. Right now she is just a machine as strange as that sounds. That craziness where she tried to kill you? Whatever that was is gone. Right now she is basically a walking AI and she has been ordered not to touch you, so she won’t. I truly hate her guts at the moment but I have complete faith that she is for lack of a better word, safe.”
“Only if you are there and have one of your fucking machine guns pointed at her fucking head.”
“Oh, I’ll be there and armed but I won’t point it at her. It would be too much temptation. It’s a damn good thing I’m leaving because I don’t think I can ever look at her again without wanting to kill her.”
“Well that makes two of us,” Helena said as she took a nibble of a sandwich. “The difference is that you can… You can, right?”
“Effortlessly,” Roberts said as he finished off his sandwich. “To be honest, it’s taking a lot not to just go ahead and do it anyway. I really want her dead for what she did.”
“Me too... Um, Paul?”
“Yes?”
“How long will it take for them to die?”
“Everybody’s different but it will take awhile. Gloria did it so it would take as long as possible but I’m pretty sure they will get ‘mercy’ in the end. Shelia had them fitted with vitals monitors.”
“Why?”
“Odds are because she has some questions for them, probably concerning how they got the Terrans. She will let things go for awhile and then show up with two syringes for each of them. One will be euthanasia and the other will be something to help keep them alive for even longer. Then she will question them and if they cooperate she will then administer euthanasia.”
“If they don’t cooperate?”
“Then she will give them the meds that will keep them alive for even longer. She may even have Eno treat them to extend things even further. Then she will ask again. If they still don’t talk, then she might have them taken down, allow them to recuperate a little, then put them back up again. Repeat until they break. If it takes too long there are some drugs they can add to the mix. They’ll talk. Gloria’s a monster but she’s nothing compared to Shelia. If Shelia wants them to talk they will talk. It’s said that Shelia can make even a Collective warrior scream and beg for mercy.”
“Fuck! I know they are scum but damn...”
“Hey, these watches actually fit!” Jak’kul’sha said happily as his team was picking through the remains of a jewelry store.
“And these little round things are delicious!” Mul’sha’kal said happily as she pulled another large pearl off of a necklace.
“I’m pretty sure you aren’t supposed to eat those,” Bal’sur’kala chuckled as he selected an expensive watch.
“What? Are they poisonous or something?”
“Let me check,” Bal’sur’kala said as he pulled out his tablet, “Hmm… Those are called ‘pearls’ and they are made of something called nacre, a secretion made by something called an ‘oyster’, a creature from Terra. They are actually quite valuable. Looking at this there is nothing in there harmful to us. You are gobbling up thousands of credits but aside from that it’s all good.”
“Well then I’ll just be sure to savor them then. Here, try one,” she said as she handed Bal’sur’kala one from the strand.
“You’re right. They are quite tasty!”
“Too bad we won’t be able to get more of these,” Mul’sha’kal said as she started handing them out to her team.
“Oh we will.” Bal’sur’kala said with a happy click. “Oysters make the inner layer of their whole shell out of this stuff. I’m willing to bet we will be able to get our manipulators on plenty of it cheaply. According to this only these little round accretions are valuable. The shells themselves are not expensive at all.”
“So maybe we should stop eating thousands of fuckin’ credits then,” Jak’kul’sha laughed as he popped a pearl into his mouth. “At the very least wait ‘till some of the porkies can see us do it. Bet that would be funny as fuck.”
“Hopefully one of the passengers is wearing some of these and we can just take them off of their neck and eat them right in front of them. That would be hilarious!” Salz’rash laughed.
Mul’sha’kal chuckled as she started hooking several gold chains together. “Yeah, we just gotta do that… There!” she said as she hooked the chains to both ends of a jeweled necklace and slid it around where her head connected to her carapace. “How does that look?”
“Looks sharp!” Bal’sur’kala said with a wiggle of his eyestalks.
“Hey, you’re a glittershell,” Jak’kul’sha said to Bal’sur’kala, “How do you guys have those jewels on your shells like you do?”
“Oh you use adhesive for the cheaper stuff and the good stuff they install little threaded mounts right into the carapace where the jewelry screws in. I think a good adhesive is better than the posts and I can whip up the right stuff easy.”
“Great!” Jak’kul’sha said as he smashed open a display case and pulled out a massive jeweled pendant. “I always wanted something like this! Look at it. What a lovely specimen!”
“Hey guys, after this let’s head over to one of the clothing stores,” Ray’shel’zun said as he grabbed a handful of diamond rings, “I would love to find a nice cape or something.”
“I’m pretty sure that they don’t have z’uush capes in stock,” Bal’sur’kala laughed, “and you might want to reconsider those rings. Diamonds are worth a lot less in the Republic and the Empire.”
“Use your imagination. If humans have something that fits the top part of their body it would be close. A tailor should be able to change it to suit me. I’ll just grab a few. You know the fabric will be high-credit. As far as the rings go they are pretty and I like them. I’m keeping them. I’m going to cut the hoop here then crimp them around some of my fiddlers.”
“That’s actually a good idea,” Bal’sur’kala said thoughtfully, “Not sure how the humans do it but the real high-end z’uush shops just stock cloth and leather. They make everything to order. Not sure if a cruise-ship would have one of those but let’s go see.”
“Sounds good,” Jak’kul’sha said, “We need to leave some shit here for the other gangs anyhow. Besides, I would just love to get a nice bag or something. Maybe one of those, what do you they call them, purses I think?”
“I think purses are for females in Terran culture, dude.”
“Female humans maybe,” Jak’kul’sha said, “We all carry bags and I’ve always wanted a nice one.”
With a only a very slight groan, the White Star popped out of hyperspace.
“T, you are a fucking artist,” Shelia said as she swatted him on the back.
“Yes, I’m quite pleased with that jump provided we are anywhere close to where I intended. It’s going to take a little while to properly fix our position but at first glance we have the middle of fucking nowhere part of it right. Let’s just hope it’s the right middle of fucking nowhere.”
“Super. We will get that all hammered down after the execution,” Shelia said. “We have other matters to deal with now.”
“Right you are. Let’s get this over with.”
“Yeah,” Shelia said gravely. “Messy business but it has to be done.”
“So, how is going? Everything ready?” Shelia asked Helena as she walked into a conference room.
“Yes. Ready to go. I put a mark on the floor where the councilor should go.” Helena said grimly, “This is a lovely camera by the way.”
“Thanks. After we get the footage you can keep it.”
“Really? Wow! Thanks!”
Logan and his whole crew walked in. Shelia turned to them with a smile.
“Came to watch the show?” Shelia asked.
“Yeah, wouldn’t miss it. Not every day that a Federation councilor gets gunned down.”
“Cool, it won’t be long now. Ah, here he is, the man of the hour!” Shelia said with a grin as Councilor Morgan was drug into the room by Roberts and Jacob.
“You… You can’t do this!” Councilor Morgan shouted
“Actually we can,” Shelia said with a smile. “See that little piece of tape on the floor? Drag him over there,” she said to her men.
“Please! Let’s be reasonable about this!” Councilor Morgan plead as he was put in position.
“As reasonable as you were when you set up Red Sunday?”
“L-look… It was a mistake, ok. I made a mistake. We made a mistake. There is no reason to-”
“Oh there are plenty of reasons,” Shelia said. “One reason that your attack and your death have in common is money.”
“Money?”
“Views, sweetie,” Shelia said with a smile as she softly stroked his face, “We are going to post this on a pirate server and millions of people are going to line up and pay to watch your brains get blown all over a wall, that wall to be specific. You are going to star in your very own snuff film.”
“I’m a Federation councilor!” Councilor Morgan screamed. “They will hunt you down. There will be no place you can hide!”
“Oh they are already hunting for us. What are they going to do, kill us twice?” Shelia laughed and then turned to Helena.
“Ready to go?”
“Yes,” Helena said gravely from behind a tripod mounted camera, “as ready as I am going to be.”
“Right,” Shelia said with a smile, “Let’s get started then. Councilor Morgan, you have been found responsible for playing a major part in the false allegations against the Terran Republic, the corrupt decision to launch a surprise attack that killed many innocent Terrans, and the resulting war that resulted in the deaths of millions of innocent civilians on both sides. Your actions were made-”
“That’s not true! You are lying!!” Councilor Morgan shouted over her.
“We have proof,” Shelia said, “That proof will be attached to the footage when it is posted so everyone can read it and make their own decision. Before you ask we got the proof when we hacked the Federation servers. We got everything, councilor. You can shout and scream all you want but the files we attach will make our case.”
“It’s a lie, people they are telling lies!! The files are falsified! This is all-” He was cut short by Shelia walking over and backhanding him knocking him to the ground.
“I was going to read my statement before I killed you but since you keep interrupting I’ll just kill you first and then read my statement.”
“No! No, please… please...” Councilor Morgan was hauled to his feet, a wet stain appearing on his trousers.
“Ok, hold him right there.” Shelia said as she backed up a few feet and pulled out her sidearm. She then turned to the camera. “This pistol, here zoom in on this serial number please. Got it? Great. This pistol will be placed on e-buy for any interested collectors. Not sure when I will be able to post the auction but keep your eyes open for it.” She then turned to Councilor Morgan. “Good-bye, porkie.”
“I’m afraid I can’t let you do that,” Logan said as his entire crew leveled their weapons at Shelia and her team.
The rest of the series can be found here
I'm not going to leave you guys hanging for two weeks this time, promise.
submitted by slightlyassholic to HFY [link] [comments]

Great Games with Traditional Playing Cards For All Occasions

Great Games with Traditional Playing Cards

Most people have learned a handful of traditional card games at best, but the truth is that there is just a whole world of wonderful card games out there, just waiting to be discovered and explored. I have a large collection of other modern games, but over the years I have learned a lot of card games with a traditional deck, and I find myself often coming back to them - especially when I have a custom deck in my hands!
So here is a list of some of my favourite traditional games with standard playing cards, arranged alphabetically within three main categories: social and family games, trick-taking games, and non trick-taking games. Included at the end of the list is a section with books about games with playing cards that I own and can recommend, along with links to some other resources. Each game has a direct link to where you can find the rules on Pagat.com, which is the most authoritative and comprehensive website with rules for games with traditional playing cards. I've also noted the number of players each game is suitable for. It is worth noting that several of these games are particularly excellent for just two players.
Although some more recently invented games are included, for the most part the emphasis of this list is on traditional card games that have stood the test of time in some way, and we are not concerned here with using a standard deck to play modern games. Obviously there are many other games that can be played with a standard deck of cards besides the ones included here. This list is not intended to be exhaustive, but just represents the ones are most well-known, and for the most part are games that I have personally tried and enjoyed, or ones that I know are good classics that are worthwhile learning. I hope this will encourage you to stretch yourself outside of your comfort zone, and that you will take the time to learn and explore some new territory. Believe me, it is really worth it, because there are some truly fantastic games here!

Social and Family Games

This category is somewhat arbitrary in that some of the card games in the other categories can also be enjoyed socially or with children, and the games in this category are certainly not just for children. But if I was looking for a fun and lighter game that is easy to learn and play, these are all excellent choices.
Blitz (2-12 players) - A popular and casual/social card game, also known as "Scat", "Thirty-One", "Ride the Bus", and "Blitz". By drawing and discarding a card each turn, the aim is to try to improve your three card hand to have the closest to 31 points in one suit.
Cheat (3-13 players) - Also called "I Doubt It" or "Bullsh**", this is a game many children have played. The aim is to be the first to get rid of all your cards, and you can bluff about what cards you are playing on a turn, but if you get challenged and caught out you have to pick up the entire pile.
Egyptian Ratscrew (2-6 players) - This is a quick-slapping game that is like Slap Jack on steroids, and has been published commercially under the name Slamwich.
Fan Tan (3-6 players) - Also known as "Sevens", "Domino", "Parliament", and "Pay or Play". In turns players play a card to a common layout, which will begin with sevens as the foundation for each suit. Once a seven is played, you can build up or down on that suit, with the aim to be the first to play all your cards.
GOPS (2 players) - A simple and quick bidding/bluffing game for two players. The Diamonds are point cards corresponding to their value, and revealed one at a time in random order. Players each get an entire suit as their hand (Clubs or Spades), and play a card of their choice, with the revealed point card going to the higher played card. GOPS is an acronym for "Game Of Pure Strategy", since there is zero luck.
Knock Out Whist (2-7 players) - Also called "Trumps", this is a simplified version of Whist, where the aim is to avoid elimination after each hand by winning at least one trick. The first hand has seven tricks, and it becomes harder to stay in the game because each successive hand has one less trick. A perfect game to introduce people to trick-taking.
Mao (2-7 players) - This game has especially been popular in college and university crowds since the 1960s, and the aim is not just to win but to have fun. Essentially it is a Crazy Eights variant with special additions, but the rules may not be discussed; new players are expected to try to figure out the rules by observing a game and by trial and error. Theoretically there are overtones of Mornington Crescent, Fizzbin, and Calvinball, but Mao is actually a playable game.
Palace (2-6 players) - Also called "Sh**head" or "Karma". A very light casual game, where the aim is to avoid being last to get rid of your cards. Players each have a row of three face down cards, a row of three face up cards covering these, and a hand of three cards. On your turn you play cards equal or higher than the card on the discard pile, otherwise you pick up the entire pile.
President (3-16 players) - Classically known as "Chairman," "Scum," or "A**hole", and fun for groups, this is an easy introduction to the family of climbing games. The aim is to get rid of cards as soon as possible, and you must play at least as many cards as the previous player, but with higher values. Depending on the order in which players go out, a new hierarchy of players is established. A variation of this was published commercially as The Great Dalmuti. For more advanced climbing games, see Big Two later on this list.
Ranter-Go-Round (3-12 players) - This is also known as "Chase The Ace" or "Cuckoo", with slight variations. A simple game of passing cards around, with a high luck element, the player with the lowest card at the end loses a chip, and the aim is to avoid being eliminated by losing your chips.
Rummy (2-6 players) - A classic card game, in which players draw and discard cards, trying to get "melds" that typically consist of sets of the same values or runs of consecutive values. Many variants exist, including Gin Rummy, which is an excellent game and appears later on this list, as well as some commercially published games like the Mystery Rummyseries. Contract Rummy (3-5 players) also developed from Rummy, and adds the complication that in each round players have to fulfil a different contract, which is a fixed combination of sets or runs, that they must have before they can meld. A version of Contract Rummy was published commercially under the name Phase Ten.
Scopa (2-6 players) - A fascinating classic Italian card game that is especially good for two players, and for four players as a partnership game called Scopone. Players are using cards in their hand to "capture" point-scoring cards from a common pool, with captured cards matching or adding up to the value of the card played from hand. Also recommended is Escoba(3-4 players), which is the Spanish name for the Scopa di Quindici variant common in Brazil, in which you capture cards that add to a total of 15 by including a card from your hand. Closely related to Scopa is Cassino, which has gives some added options for play, and appears later on this list.
Speed (2-4 players) - Also called "Spit", this a high speed game similar in style to Nertz (see later on this list), but slightly easier and more suitable for children. The aim is to be the first to get rid of all your cards by simultaneously and quickly playing cards of higher or lower value to a common stock.
Spoons (2-8 players) - A hilarious game for kids or large groups, also known as "Pig" or "Donkey". Players have four cards and simultaneously pass a card to the left, trying to get a set of four matching cards, at which point they take a spoon from the center, which is the signal for everyone to grab a spoon - but there is one less spoon available than the number of players! "My Ship Sails" is a variation that has the aim to collect seven cards of the same suit.

Trick-Taking Games

Trick taking games are one of the most common types of card games, and classics like Hearts and Spades are good examples. It is a game where players all have a hand of cards, and game-play revolves around a series of "tricks", in which each trick involves everyone playing one card from their hand, with the trick typically going to the person who played the highest card. If you have never played a trick-taking game before, I suggest you start with Knock Out Whist, which was listed in the previous category, and is an excellent and fun way to get introduced to this style of game.
500 (4 players) - The national card game of Australia. A skilful trick-taking game where players bid for the number of tricks they think their partnership can win. The winning bidder is allowed to exchange several cards, and select the trump. There is much to love: the trick-taking; the bidding and selecting trump; the exchanging with the kitty to manipulate your hand; the playing in partnerships. A variant for three players also exists.
Bezique (2 players) - A classic trick-taker for two players that originated in France, was very popular in the early 20th century, and has some similarities to the two player version of the American game Pinochle.
Bridge (4 players) - The ultimate classic among trick-taking card games. It is played in partnerships, and gives much room for much skilful play. Contract Bridge is often played in organized club settings, and the bidding and game-play has an extensive series of conventions that can take some time to learn in order to play well.
Briscola (2-6 players) - An Italian trick-taking game that is quite easy to learn and play especially as a two player game. Using just 40 cards, the aim is play tricks from your hand of three in order to win point scoring cards. Apparently this is especially good with the five player Briscola Chiamata variant.
Euchre (4 players) - Extremely popular as a social game in parts of Canada and the USA, Euchre can especially be fun when played in a casual tournament setting. Just 24 cards are used, with the Jacks being powerful "bowers". One partnership is trying to win the most tricks from a five card hand, with trump determined by a turned up card. Ecarte (2 players) is an excellent trick-taking game that is very similar to Euchre, but better suited for a two player game.
German Whist (2 players) - An excellent Whist style game for two players. Each player has a hand of 13 cards, and the first phase involves each person playing a card in order to compete for the face up card from the top of the stock (the very first card shown is the trump suit); the winner gets that card, the loser gets the next face-down card. When the stock is gone, you play out your remaining 13 cards, and the player winning the most tricks is the winner.
Hearts (3-7 players) - One of the all time classic trick-taking games, where the aim is to avoid taking tricks with Hearts, since these are minus points, while the Queen of Spades is a whopping 13 minus points. There is no trump suit.
Jass (2-4 players) - The national Swiss game, playable with two players or in partnerships. This is part of the Jass family which originated in the Netherlands. The wider family includes Belote (French), Klabberjass/Clob (German), and Klaverjassen (Dutch). The Swiss Jass is somewhat similar to Bezique and Pinochle.
Le Truc (2 players) - This out-of-the-ordinary betting/bluffing/trick-taking game is a 19th century French game using a 32 card deck, and was especially popularized after inclusion in Sid Sackson's Gamut of Games. A brilliant bluffing game where you use a hand of three cards to play only three tricks, but can increase the value of a hand throughout the game, to bluff and cause your opponent to fold. Be aware of some rule variations. Both the French Le Truc and the Spanish Truc (which has 2 player partnerships) are derived from the older English game Put (2 players), which is a simpler two player bluffing game that I can also recommend.
Ninety-Nine (3 players) - This original game by David Parlett is regarded as one of the very best trick-taking games for exactly 3 players. Only 36 cards are used, and from a hand of 12 players lay aside three cards that represent the number of their bid, and play out the remaining 9 cards in tricks, trying to win exactly the number of tricks corresponding to their bid.
Oh Hell (3-7 players) - This goes under many names, including Up and Down the River, Bust, and some less savoury titles that are variations on Oh ***. A great trick taking game where you bid how many tricks you can win, while the hand size increases or decreases each round. The game enables considerable skill, because even with bad cards you score if you bid correctly. Numerous scoring variants exist, one being published commercially under the name Wizard.
Pinochle (4 players) - A popular and classic American trick-taking game for partnerships that uses an 48 card deck. Gameplay starts with an auction in which players bid how many points their team will win, with highest bidder picking trump. Each player gets a hand of 12 cards, and individual cards are worth points, as well as combinations of cards in hand (melds). A two-player variant of Pinochle using a single-deck also exists.
Piquet (2 players) - This classic game has a very long history going back several centuries. It is demanding since it has some old-fashioned complications, but is still popular, and regarded as one of the all-time best and most skilful card games for just two players.
Pitch (4 players) - Derived from the old English game All Fours, this game has especially been popular in parts of the USA, and there are many variations. Typically played in partnerships, it begins with a bidding round after players each are dealt six cards, and bid for many of the following four items they think they will have at the end of a hand: High trump, trick with low trump, trick with Jack of trumps, and highest total point value.
Rook (4 players) - Rook is a terrific partnership trick taking game with bidding that was even published commercially under that name with a special deck. The aim is to win tricks with point cards (e.g. the Rook=Joker card is worth 20 points), rather than the maximum number of tricks. The highest bidder has choice of trump, and can exchange with the "nest/kitty" in order to improve their hand. Several good variations exist, and in parts of Canada one of them is played under the name 200 (in French: Deux Cents).
Schnapsen (2 players) - Popular in many parts of Europe, Schnapsen is the national card game of Austria, and is a classic trick-taking card game for two players with a long history, and allows for genuinely skilful and clever play. Played with a small deck, one of its peculiarities is how points are scored for "marriages" (King-Queen couples). For a comprehensive look at the difference between the closely related Sixty Six, and common Schnapsen rule variations, see here and here.
Skat (3 players) - This classic trick-taking game is the national card game of Germany. It features complex scoring and bidding, but is one of the best card games for three players. A similar game with simpler bidding and scoring rules is Schafkopf, which was been Americanized and popularized by immigrants to the USA as Sheepshead. Also related is the demanding Doppelkopf (i.e. Double Sheepshead).
Spades (4 players) - One of the better trick taking games for partnerships, and another classic after being invented and popularized in the USA in the 1930s. Spades are always the trumps, and players bid how many tricks they think they will win in advance. Although the bidding and scoring is not the easiest if you are new to trick-taking games, it is a game that allows for more skill than casual games like euchre.
Whist (4 players) - A simple but classic trick-taking card game from which many others are derived. Played in partnerships, there is no trump, and teams try to win the most tricks as they play out a full hand of 13 cards. Good variations include titles elsewhere on this list, like German Whist (2 players) and Knock Out Whist (3-7 players).

Non Trick-Taking Games

Trick taking games are arguably one of the most popular and common types of card games, which is why they were listed as a separate category. But there are certainly a large number of other fantastic card games as well. Most of the games listed in the "Social and Family Games" category were also non tricking-taking games, but the games listed below tend to be a little more thoughtful and involved.
Big Two (4 players) - Best with four players (although variants for 2-3 players exist), this along with President (which appears earlier on this list) represents one of the more accessible and well-known climbing games. With the climbing genre, the idea is to be the first player to get rid of all your cards, playing cards individually or in special combinations. For a slightly easier climbing game than Big Two, consider Tien Len, which is the national card game of Vietnam. One of the most popular climbing games of all times is Tichu, which was published commercially with a special deck.
Canasta (4 players) - A game that became extremely popular in the 1950s, Canasta uses two standard decks, and is best in two-player partnerships. It is a rummy style of game in which the aim is to make melds of seven cards of the same value, and "go out" by playing your entire hand. There are also several variants, such as the popular Hand and Foot.
Cassino (2-4 players) - This classic card game is a "fishing" game that has some parallels to the simpler Scopa (see earlier on this list), and the Anglo-American version is especially popular. Players capture face-up cards in a common pool by playing matching cards from their hand, either individually or a number of cards that adds to a total equalling the card played from hand. Unlike Scopa, players have more options, and can also build cards together for later, which adds a more tactical element.
Cribbage (2 players) - A classic card name based on card combinations worth points, with the aim of being first to 121 points, scored by pegging on a board. Players each get a hand of six cards, and must set aside two to a "crib" which will later score for one of the two players. Cards are played in turns, adding their values together until you reach or near 31, and then this is repeated. Players score for combinations like cards that add to 15, pairs/triples, or runs, and also score for their hand at the end. Despite the casual feel, there is considerable skill, and experienced players will consistently outperform novices. Requires decision making for selecting cards for the crib, and which order to play the cards in hand. Even children will enjoy finding the point scoring combinations, while the imbalance/asymmetry of each game turn makes it especially interesting.
Eleusis (4-8 players) - A modern card game simulating scientific research, as players ("scientists") conduct experiments to determine the rule governing play. Players try to get rid of cards by discarding them, but the "rule" that allows legal play is invented by the dealer and is unknown to the players, and they must try to figure out the rule by deducing it from legal plays. Rummy (2-6 players) - A classic card game, in which players draw and discard cards, trying to get "melds" that typically consist of sets of the same values or runs of consecutive values. Many variants exist, including Gin Rummy, which is an excellent game and appears later on this list, as well as some commercially published games like the Mystery Rummyseries. Contract Rummy (3-5 players) also developed from Rummy, and adds the complication that in each round players have to fulfil a different contract, which is a fixed combination of sets or runs, that they must have before they can meld. A version of Contract Rummy was published commercially under the name Phase Ten.
Nertz (2-6 players) - Also known as "Racing Demon" or "Pounce", Nertz is a competitive multi-player solitaire that is played in real time. The aim is to be the first to get rid of cards from your Nertz piles by building upwards on common foundations. It is basically the same game as the commercially available Ligretto/Dutch Blitz, but played with a standard deck.
Poker (2-10 players) - This is considered the ultimate bluffing game, and No Limit Texas Hold 'Em has been popularized with the help of television and local tournaments. Players "bet" chips on whether or not they have the best five card poker hand. Many say it is only fun when played for money, suggesting that the thrill is in the gambling rather than the game-play. Even if you do not play for money, you do have to approach the game semi-seriously for it to be fun, otherwise it is too easy for someone to play foolishly and hand another player the game. A must for those who enjoy bluffing.
Spite & Malice (2-5 players) - Also known as "Cat & Mouse", this is a competitive patience/solitaire game for two or more players that uses two decks, and is better known to most people under its commercially produced variation, Skip-Bo. Unlike Speed and Nertz, it is not played simultaneously in real time, because players take turns, but the overall concept is somewhat similar.
Zetema (2 players) - This is an obscure Victorian card game that revived in popularity as a result of Sid Sackson's A Gamut of Games. David Parlett recommends it as an out-of-the-ordinary card game that is "long and savory". It is played with a 65-card deck (52 cards plus an additional two through Ace in one suit), and each player's objective is to reach a certain number of points scored by discarding assemblies, completing tricks, setting up marriages, or revealing flushes and sequences. Also playable with four or six players in partnerships.

Recommendations

So where should you start? Hopefully some of the descriptions I have provided will intrigue you enough to give a particular game a shot, or look into it further. But often games will depend on who you are playing with, the number of players you have, and the kind of game you are looking for. So to help you branch out beyond the repertoire that you might already be familiar with, here are some recommendations for games that I especially suggest for different situations.
Are you looking for...
- a game for just two players? GOPS and Scopa are two simpler games that are quite rewarding. If you want a trick-taking game for just two, then Briscola and German Whist are both straight forward and good choices, while Le Truc is fantastic for those who like bluffing, and Schnapsen is worth the effort to learn if you enjoy skilful play. Cribbage and Gin Rummy are two non trick-taking classics that are every bit as good today as they have always been.
- a game for four-players in partnerships? There are several good trick-taking games to choose from in this category, and while the ever-popular Bridge is good, the learning curve can be steep. I recommend starting with a simpler game like Euchre or Whist, or else something that involves more skill, like 500, Rook, or Spades, which incorporate the fun of bidding and give opportunity for a winning bidder to strengthen their hand.
- a trick-taking game for an odd number of players? Ninety-Nine is the best trick-taker that plays with exactly three players. Hearts and Oh Hell can both handle various player counts, and are very good; if you enjoy bidding for how many tricks you think you will win then Oh Hell is an absolute must.
- a light social game for a larger group? Try the classic climbing game President, the almost brainless Ranter-Go-Round, or the frenzy of Spoons, all of which are easy to learn and don not require too much brain power. Blitzand Cheat are also good choices for fun social games that can work with more than four players.
- a game that is fast-paced? Try the craziness of two player Speed/Spit, or else ramp up the difficulty slightly with the frantic game-play of the popular Nertz, both of which have simultaneous real-time game-play. Egyptian Ratscrew also requires quick reactions and speed.
- a game that is unusual and out-of-the-ordinary? Try the logical deduction required by the clever and inventive Eleusis, or the long and savoury gameplay of Zetema.
- a game for older children? Most of the games in the "Social and Family Games" category will work, but fun games that I have had good success with in playing with children include Cheat, Fan Tan, Knock Out Whist (which also serves as a good introduction to trick-taking), Palace, Speed, and Spoons. If they can handle the scoring system, Scopa is definitely a rewarding game that older children can enjoy. GOPS produces an excellent head-to-head battle-of-wits for just two.
- a game for younger children? There's a number of classic and very simple games not included on this list, such as Beggar My Neighbour (2-3 players), Crazy Eights (2-7 players), Go Fish (2-6 players), Old Maid (2-12 players), Slap Jack (2-8 players), Snap (2-4 players), and War (2 players). Be aware that some games like Beggar My Neighbour and also War involve no decisions and are a matter of pure luck!
So dust off that deck of playing cards that is looking down expectantly at you from the shelf, invite over some family or friends, and get those playing cards to the table. Enjoy your deck and discover the fun that traditional card games have been bringing people around the world for centuries!

Join the discussion: Do you ever play traditional card games, i.e. using a standard deck? Which traditional card games do you play the most, and what is it that keeps you coming back to them? And what are your thoughts and experiences with some of the listed games?
Author's note: I first published this article at PlayingCardDecks.com here.
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