Heads and Tails solitaire rules (2 decks of cards)<< Harp | Herring-Bone >>
Goal: Move out an ace of each suit when you can and build them up to king in the same suit. Move out a king of each suit when you can and build them down to ace in the same suit.
8 piles of 11 cards each are dealt. There is no building on these cards, and they can not be used to build onto other piles. They are only used to fill empty spaces.
8 piles above, the heads, and 8 piles below, the tails, are each dealt a card. Build these piles up or down in the same suit. Only the top card of a pile may be moved.
Empty spaces are filled from the center pile in line with the space. If that pile is empty, the next center pile to the left is used, wrapping to the right-most center pile if no cards to the left are available.
Also known as: Regiment
This game is often lost quickly. Even when a win seems sure, it can still be lost due to cards buried in the wrong build direction. Wins are well-earned, and satisfying.
There are some variations in descriptions about how to choose a center pile for filling a space when the one in line is empty. The common rule is to use the closest pile to the left, wrapping to the right if none are available. Tarbart chooses the closest center pile, be it to the left or the right. George F. Hervey and Peter Arnold allow the player to choose any center pile.
Rules source: Games of Patience - 4th Series, Miss Whitmore Jones ~ Games of Patience, Tarbart (Regiment) ~ The Complete Patience Book, Basil Dalton ~ Enjoying Card Games for One, George F. Hervey ~ The Penguin Book of Patience, David Parlett ~ Card Games for One, Michael Johnstone ~ Card Games for One, Peter Arnold
This is one of 6 layouts for Heads and Tails in Solitaire Forever II.
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