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How to play Windmill
Windmill is a
solitaire
card game played with two decks of
playing
cards. It is so called because the initial layout resembles a
windmill's
sails.
First, an ace is placed at the center. Then eight cards are placed around in
such a way that the layout looks like a cross. The ace forms the primary
foundation and the eight cards form the reserve. The gaps at the corner of the
"sails" are reserved for kings and form the secondary foundations. The suits of
the kings to be placed on the secondary foundations are disregarded. The object
of the game is to built the primary foundation up to king with 52 cards in it
and the secondary foundations down to ace with 13 cards each in them. All
foundations are built regardless of suit.
The illustration below shows how the tableau is initially laid out. A is for
the primary foundation, R for the reserve and (K) for the secondary foundations,
empty at first.
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R |
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(K) |
R |
(K) |
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| R |
R |
A |
R |
R |
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(K) |
R |
(K) |
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R |
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Game starts by moving cards from the reserve to either the primary foundation
or if available, either one of the secondary foundations. Gaps at the reserve
can be filled by cards from the wastepile, or if the empty, from the stock. If
no more moves are possible from the reserve, the player deals the cards from the
stock one at a time to search for applicable cards. The player can also move a
card from a secondary foundation to the primary foundation provided that the
next card to be placed at the primary foundation must come from the wastepile or
the reserve.
When the primary foundation reaches a king, an ace can be placed over it. But
when a secondary foundation reaches an ace, it can longer be built unless the
ace is moved to the primary foundation.
The game is won when all cards are in the foundations, with 52 on the primary
foundation and 13 on each of the four secondary foundations.
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