Windmill — Rules

Windmill · easy · mostly luck

layout

goal & play

goal

Move all 104 cards to the five foundations: the hub takes 52 cards up from an ace, round the corner, the four corners 13 each down from a king; suit never matters.

Eight cells stand around the hub, one face-up card in each, an ace already on the hub and the rest face down beside it. A cell takes a card from the waste alone and gives it to a foundation only — never from cell to cell. The hub builds upward regardless of suit and wraps: after a king comes an ace again, four runs. The corners run down from a king, suit ignored too: a red jack goes on a black queen. An empty cell takes the next waste card at once — a rule, not a helper. An empty waste draws from the stock by itself, a helper you can switch off; the stock is dealt once.

nuances

There is no redeal, so a card you did not play is gone. The top card of a corner may go to the hub — the only way to move a corner that has run down to its ace; nothing comes back off the hub.

tactics

Watch the balance: the hub takes 52 cards and the four corners the same. Push everything into the hub and the high cards are left homeless.

Play

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