![]() ![]() ![]() - Every second of elapsed time: -1 Point.This move is allowed only if no tableau is empty.Īt the start of the game, you gets 20000 Points. - Kings can be moved only to a spaces in the layout.ĭeal ten cards from the deck (in the lower right corner), one to each tableau.- Spaces may be filled with any available card or packed sequence.- If you have a descending sequence, they can be moved as a unit or in part to another column.- The top card of each pile is always available for play to another pile.- Build down (for example, a 7 can be played on a 8, 9 on 10).These files are the foundations and the tableau at the same time, and all action takes place on them. So to win the game is to clear the entire tableau of cards.ĭeal out 54 cards in ten piles as follows: six cards in the first four piles, five cards in the last six piles. ![]() Once a sequence is built, it is removed from play. To group all the cards in sets of 13 cards in sequence down in suit from King to Ace. Spaces should be made as soon as possible, and used to move cards into groups by suit. All tableau piles must be filled before dealing. Kings can be moved only to a spaces in the layout.ĭeals 1 card to each tableau pile by clicking (in the lower right corner).Spaces may be filled with any available card or packed sequence.If you have a descending sequence, they can be moved as a unit or in part to another column.The top card of each pile is always available for play to another pile.Build down (for example, a 7 can be played on a 8, 9 on 10).Layout:ĭeal out 54 cards in ten piles as follows: six cards in the first four piles, five cards in the last six piles. Spider One Suit is Spider with only Spades. So to win the game is to clear the entire tableau of cards. Number of decks: 104 cards, 2 Modified Decks (all cards Spades) īuild eight sequences in downward order from Kings to Aces. ![]() Given distribution points, the 11 hcp point hand is strong enough to open.This is the easiest and the most relaxing variation. In the first, second and fourth seats, I'd bid more "conventionally with one spade. Given your two jacks, partner could help you fulfill your game contract with as little as KQTx of one of those two suits, a holding that might not stop an opposing game. Four spades makes it harder for them to bid that game than three spades. If partner has less, the opponents have a game in hearts, if that's their suit, and may have a five level game in a minor. If your (passed) partner has the three defensive tricks needed to defeat an opponent's four level contract, those tricks will bring you to game. (Occasionally, they'll have more than one, but that will be balanced by the times when one of them is void.) If partner has nothing, your aggressive bidding may make it hard for them to find their small slam. At the same time, you have only one defensive trick, assuming that one of your opponents has a spade singleton. Opposite a "passed" partner, you don't worry about missing out on a possible slam. This bids a game that you might actually make, and avoids the "no man's land" of three spades. In third seat, with (s) AKQxxxx (h) Jxx (d) Jx (c) x I'd pre-empt with four spades. ![]()
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