Club solitaire rules (2 decks of cards)<< Citadel | Colorado >>
Goal: Move out the aces when you can and build them up to king in the same suit.
Build the 11 piles of the layout down in alternating suit color. Empty piles can be filled with any card.
3 of the piles are set apart, called 'the square'. Cards in the square can not be moved into the other 8 piles.
You can only move one card at a time. Each empty pile doubles the number of cards you can move, since multiple moves would allow it. This shortcut excludes the 3 piles of the square, since it has restrictions.
Turn over one card at a time from the deck, playing the top card to other piles when you can.
Be wary of moving cards onto the 3 piles of 'the square'. Those cards can only move to the ace piles, so it could be difficult releasing the buried cards. It would be advantageous to create empty piles there, so that you can place low cards there that would otherwise get buried in the waste.
It's unknown where this game got its name. Miss Jones doesn't say. David Parlett suspects the layout might represent a club like you hold in your hand. Perhaps the 8 piles form an exclusive 'club' of members only, since the cards in the square can't join. Any theory about its name is likely to require a stretch of the imagination.
Rules source: Games of Patience - 5th Series, Miss Whitmore Jones ~ The Penguin Book of Patience, David Parlett ~ Pretty Good Solitaire, Goodsol Development ~ Solavant Solitaire, Smallware ~ King Sol, Rapture Technologies ~ BVS Solitaire Collection, BVS Development
This is one of 6 layouts for Club in Solitaire Forever II.
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