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- ‘The Prince’. © 1992 Ralph S. Sutherland
- Game #6 from the Card Shell. v1.0.3
-
- Contents:
- Apocryphal background
- The Aim
- The Deck
- The Layout and Deal
- Moves
- Special moves
- Sequences
- Endgame
- Scoring
- Strategies
- Cool features of the Card Shell games
- Artwork
- Legal Bits
- Credits
-
- Apocryphal background
- There is no apocryphal background.... Actually, King Albert is a very difficult
- single pack solitaire, and even the relaxing of the rules to allow the player to
- move cards back from the foundations to the tableau doesn't help much. I
- wonder if the real Prince Albert was as difficult??
-
- With the two harder sequence rules this is definitely one for the masochists.
- The easy simple rank matching rule variation make this game a light diversion
- and is really a bit too easy.
-
- The Aim
- The aim is to simply build up the four foundations from Aces to Kings each in
- strict suit order.
-
- The Deck
- A deck of 52 cards is used, comprising of a normal 52 card deck.
-
- The Layout and Deal
- • Nine columns of cards are dealt with decreasing numbers of cards
- from 9 down to one card. This uses 45 cards, the remaining 7 cards
- are placed above the columns and are available for play at any time.
- •The four foundations are in a vertical columns on the right.
- •Aces are layed of immediately, before the game starts.
- •All this is achieved using the New Game item (⌘N) on the File menu.
-
- Moves
- •Only one card may be moved at a time. However, any card may be placed in an
- empty column, this is a 'vacancy'. By using vacancies whole sequences may be
- moved. The length of sequence that may be move is limited by the number of
- vacancies and whether the sequence is being moved to another column or into
- a vacancy. i.e.:
-
- Moving onto another column:
- 1 vacancy - can move 2 cards at a time.
- 2 vacancies - can move 4 cards at a time.
- 3 vacancies - can move 8 cards at a time.
- and so on for more vacancies...
- ( for the math inclined you can move 2^n cards
- where n is the number of vacancies)
-
- Moving into a vacancy:
- 1 vacancy - can move 1 card at a time.
- 2 vacancies - can move 2 cards at a time.
- 3 vacancies - can move 4 cards at a time.
- and so on for more vacancies...
- ( for the math inclined you can move 2^(n-1) cards)
-
- •Cards may be moved between columns according to the sequence matching rules
- in force.(see below)
- •Any of the seven free cards may be played at any time onto the tableau or
- foundations.
- •Cards may be built up on the foundations at any time. The foundations are built
- from Aces up to Kings in strict suit. Aces are layed-off automactically.
- •Cards from the foundations may be played back onto the tableau if desired.
- •Cards may not be played onto the seven free card spaces above the tableau.
-
- Special moves
- •Each move made is recorded by the computer. Using the Moves menu the player
- can step back through previous steps and forward again to the most recent move.
- This means that an erroneous move can be undone. In fact the entire game can be
- replayed. Use of the Forward (‚åòF) and Backward (‚åòB) is permitted under
- the rules, it is in fact encouraged.
- •Possible layoffs can be check and executed using the Layoff (⌘L) in the
- Moves menu.
-
- Sequences
- •Sequences in columns may be built up according to the rule currently in force. The
- rules may be selected using the Moves menu with the Sequences… item.
- •The standard rule says that sequences are built in descending rank using alternating
- colours (red and black). This may be changed to be simple descending rank, regardless
- of suit, or descending sequence in strict suit.
- •In general the simple rank rule is to easy and the strict suit rule is probably
- impossible.
-
- Endgame
- •The game is lost if no further foundation layoffs are possible. Scoring is done
- after choosing New Game (‚åòN)from the File menu, before the new game is
- dealt.
-
- Scoring
- The scoring is a points system that depends on the rules in use for a given game
- according to the following table:
-
- Rule Win Loss
- Match any suit 1pt -4pt
- Match alternating colour 2pt -2pt
- Match same suit only 4pt -1pt
-
-
- The scores are recorded along with some other statistics such as winning/losing
- streaks and game move counts. Overall points and winning percentages as well
- as a breakdown by rule type is given at the end of each game and at any other time
- using Scores… from the Special menu.
-
- Strategies
- •This is simply a difficult game. The key is the handling of vacancies. Don't fill
- them unless it is neccesary since they are the only way that whole sequences
- may be moved.
- •Sometimes no opening moves are possible. If you make no moves then chosing
- New Game item (‚åòN) on the File menu redeals and doesn't count as a win
- or a loss.
-
- Cool features of the Card Shell games
- •Automatic saving means that you can quit at any time and when you restart
- the game is restored as it was left off.
- •All the games from the card shell can simultaneously share the same 'Cards' file.
- This contains the sounds and cards pictures. This saves duplicating ~400k of
- common data for each new game. The games themselves come out about 50k each.
- •The very first time a Card Shell game is started, it looks for the Cards file in the
- same folder as the game. If it cannot find it the user is prompted to find it. Once
- found its location is recorded along with identification and search info. so that
- the 'Cards' file can subsequently be moved anywhere else on the disk and still be
- found.
- •The card graphics have be optimised to work equally well on B&W monitor settings
- as well as 4,16,256,thousands and millions of colours. The layout will fit (just) on
- the small 9" monitor of an SE/30, and on larger screens the window can be moved
- anywhere on a multiple monitor set-up.
-
- Artwork
- •The court cards are quite symbolic. I have included motifs of the original
- card suits: Staffs, Cups, Swords and Coins on their modern counterparts:Spades
- Hearts, Diamonds and Clubs. This means that I have moved the characteristic
- 'oops I've just stuck a sword though my head!' from the King of Hearts to the
- King of Diamonds, and given the King of Hearts a nice drink (cup) instead.
- •The other common convention in the court cards is the identities of the
- one eyed cards: Jack Hearts, Jack Diamonds and King of Diamonds. This will
- permit the playing of some obscure Poker variants that actually depend on this.
- •The cards are in the form of colour icons in the 'Cards' file. The cicns
- also contain modified B&W versions that will look better in mono than just letting
- quickdraw do it's stuff.
-
- Legal Bits
- ©1992 Ralph S. Sutherland.
- Written with THINK Pascal, ResEdit and MPW Pascal & Asm.
- Portions © Symantec Corp.
-
- This software is freeware, it may not be sold or resold.
-
- Source code for THINK Pascal 4.0 and MPW Pascal/Asm is available for
- US $50 which includes licence to use the code to make and distribute
- freeware and/or shareware applications that depend in essence on this code.
-
- For commercial usage please contact me for negotiations.
-
- Please make postal orders and Bank Drafts payable to:
-
- Ralph S. Sutherland
- c/o- E. B. Newell
- RMB #3 Knox Close
- New South Wales 2620
- AUSTRALIA
-
- Personal cheques and credit cards NOT accepted.
-
- Email address:
- ralph@zwicky.colorado.edu
-
- Credits
- Special thanks to Neville Smythe for brave and dedicated Alpha testing.
- Artwork with Colour MacCheese, thanks to Baseline and the MacCheese gang.
- Help Text with Imaj from the Data Suite.
-
-