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101 OnLy ThE BeSt GaMeS 7
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101onlythebestgames7techexpresssoftware1996.iso
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sp_h&s.txt
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1996-01-27
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Simple Pleasures Hints & Strategy
=================================
Keyboard Shortcuts
------------------
B = Blank the screen
D = Deal (in 14's only)
H = Hint
M = Exit to main menu
N = Deal a new hand
S = Redeal same hand
U = Undo
X = Exit to DOS
F1 or ? = Help
F2 or O = Options
F10 = Abort (Exit to DOS without saving the data file)
An Undo Secret
--------------
The undo button has a special feature that can come in handy in games such
as 10's, 11's, and 15's, which frequently come to an impasse early
in the game. If you click the right mouse button on the undo button, all
possible moves will be undone at once.
10's Hints & Strategy
---------------------
This is a slightly-modified version of a standard solitaire sometimes known
as "Take Ten". Because of the simplicity of the rules in this game,
there is very little strategy involved - just remove as many cards as you can.
There *is* a bit of judgment involved in knowing whether or not to attempt a
particular hand. If there appears to be a good possibility of getting a high-
card four-of-a-kind early in the game, or if there are abundant moves readily
available, go for it.
11's Hints & Strategy
---------------------
As in 10's, there is not a great deal of opportunity for strategy in this game.
This is one game where you don't have to do a lot of thinking, and you
are not kept waiting long to see if you win.
Obviously, the J-Q-K triplets are most desirable * if one of those appear
early on, you have a decent chance of coming out on top at the end of the
game.
12's Hints & Strategy
---------------------
This is an original game, somewhat reminiscent of a solitaire called
"Fourteen Puzzle". This game is quite winnable, but requires a good
deal of skill and forethought.
It pays to take the time at the beginning of the game to examine the
layout in detail and look for any possible problem areas. In particular,
look for pairs of cards that reside in the same pile. Likewise, be careful of
"criss-crosses", in which two piles contain two pairs, each having half of
the other's pair on top.
Most such problems can be worked around with sufficient planning. The
winning percentage of this game is potentially very high -- if you have
the patience.
13's Hints & Secrets
--------------------
You might want to think of this original game as a "Tetris" solitaire,
with cards falling instead of odd-shaped blocks.
The key to success in "13's" is to be alert for matches that may "fall into
place" when cards are removed from the layout. In general, I like to make
most of my moves at the top of the columns first, removing lower cards
only when there is a good reason for doing so. The center column is the
most important of the three, since it can create pairs with both the left and
right columns.
The undo button can be used to "try out" different approaches, though
some might regard this as cheating. The basic technique is to make a few
moves (which lets you see what cards are next in the deck), then undo them
and try removing pairs in a different order that may result in more
favorable card placement.
14's Hints & Strategy
---------------------
This is an original game, similar in some ways to "Ace's Up". Your
chances of winning are fairly good, though success is by no means
assured.
The main element of strategy in this game revolves around the use of the
two "spare" cards at the bottom of the layout. It is not always easy to decide
when to play these cards. Since they can only be played once, it is probably
best to hold off using them for as long as possible. On the other hand, don't
be afraid to play them early in a hand if a profitable situation presents itself.
Personally, my policy is to not play a spare unless I can gain something in
the process (i.e. freeing up a buried card or creating a space).
Speaking of spaces, they are absolutely critical to success in this
game * create them as early and as often as possible.
15's Hints & Strategy
---------------------
This is a slightly-modified version of a standard solitaire, and differs from
the other games in Simple Pleasures in that the number of cards totaling
fifteen is not fixed, but can be any number of cards. This creates a lot
more possibilities in terms of how cards may be removed.
When creating groups, in general give priority to the high cards (6, 7, 8, and
9), and save the lower cards for as long as possible. If you "use up" the
lower-value cards too soon, you may end up with an impossible situation at
the end of the game, even though you've exhausted the deck.
As in "13's", the undo button can be very handy for experimenting with
different approaches and card groupings.
16's Hints & Strategy
---------------------
This is an original game, very similar to "Monte Carlo", though the strategy
is a bit different. Since the tableau consolidates itself after each pair of
cards is removed, it requires a measure of foresight to visualize how
the layout will change with each move.
The key to winning is to try and "line up" a number of pairs at the top of the
layout, then watch out for criss-cross blocks. Once again, the undo button
is invaluable in determining the correct strategic approach.
17's Hints & Strategy
---------------------
This is an original game that is quite winnable, once you realize the correct
strategy, which is the reverse of what you might expect.
In most games, you'd try to "build down" piles as quickly as possible, but
in this game it seems to work best if you make removing the three center
cards your top priority. The purpose of this is to get as many cards as
possible out into the open, where you can work out your strategy with no
hidden cards to complicate your plans.