Solitaire's Journey v1.0.0

38 patiences, one road through them. This page covers everything you need to sit down.

How to begin

The cover offers four doors. The journey starts you at stage one of 24 and remembers where you stopped. The collection lists every game with its difficulty and your record. Tournaments deal five fixed tables and score you against the house. The ledger is the book of what you have played. A table left unfinished is offered back to you as Resume.

Controls

Drag a card, or a run of cards, onto the pile you want it on. Tap a card to send it where it obviously belongs — home if it can go home, otherwise onto the best pile that will take it. Tap the stock to turn it. In the pair games (Pyramid, Monte Carlo, Gaps) tap one card, then its partner.

KeyDoes
UUndo, as far back as you like
HHint — the two piles light up
ASend every safe card home
WWatch the house play this table
RRestart the same deal
SpaceTurn the stock
EscBack to the menu

Turn order

There are no turns. A patience is yours alone: play as long as a legal move exists. The house, when you ask it to play, takes one move at a time on the same table, and stops the moment you touch anything.

Moving cards

Every game states its own packing rule, and the game says which in its description. The common ones: down in alternating colours (Klondike, FreeCell, Yukon), down in suit (Spider runs, Russian Solitaire, Forty Thieves), or down by rank with suit ignored (the open castles). A run travels only if it is packed in the game's own order; in Yukon and Scorpion any pile of face-up cards travels whether it is ordered or not. FreeCell-family games let you move as many cards as (free cells + 1) doubled for each empty column.

Scoring

One score across all 38 games: 1000 points for how far home you got, and 500 more for clearing the table — 1500 is perfect. That is why a journey stage can ask for "reach 55% home" in one game and "clear the table" in another and mean the same kind of thing.

Winning

Each game clears in its own way: four suits built ace to king; eight king-to-ace runs taken off the table; a pyramid removed in pairs adding to thirteen; four aces left standing; a clock face turned right round. The table tells you the moment it is done, and the verdict card gives you the score and the way onward.

Losing

A patience is lost when no legal move remains and the stock is spent. The game notices and says so — you are never left tapping a dead table. In the journey, a missed target is not a wall: the same stage offers you the next deal, and the road waits.

Saving and restarting

Everything is saved as you play, in your own browser, under tronsoft_solitaires_journey_save: the table in progress, the journey and its stamps, the tournaments and the whole ledger. Leave the table by the menu and it is offered back as Resume. Restart deals the same numbered deal again; New deal moves on to the next one. Clear the book, in the ledger, erases all of it. If the browser refuses local storage the game still plays and says so once.

The collection

GameFamilyDifficultyPacks
Klondike (Draw One)Klondike21
Klondike (Draw Three)Klondike31
Vegas KlondikeKlondike51
WhiteheadKlondike31
Thumb and PouchKlondike21
Double KlondikeKlondike32
FreeCellFreeCell21
Baker's GameFreeCell41
Eight OffFreeCell21
Seahaven TowersFreeCell41
PenguinFreeCell31
Spider (One Suit)Spider12
Spider (Two Suits)Spider32
Spider (Four Suits)Spider52
SpideretteSpider41
ScorpionSpider41
Simple SimonSpider31
YukonYukon31
Russian SolitaireYukon51
AlaskaYukon41
CanfieldCanfield41
StorehouseCanfield31
Forty ThievesForty Thieves52
JosephineForty Thieves42
Number TenForty Thieves32
Beleaguered CastleCastle31
Streets and AlleysCastle41
Baker's DozenCastle41
La Belle LucieFan41
GolfRound31
Tri PeaksRound21
PyramidPairs41
Aces UpRound51
Monte CarloPairs31
GapsPairs41
ClockPairs51
AccordionPairs51
CalculationPairs51

The road

LegStages
The Harbour RoomsSpider (One Suit) (clear the table); Tri Peaks (clear the table); Klondike (Draw One) (clear the table); Golf (reach 80% home)
The Long CoastMonte Carlo (clear the table); Thumb and Pouch (clear the table); Storehouse (clear the table); Pyramid (reach 85% home)
The Cold PassesFreeCell (clear the table); Yukon (clear the table); Klondike (Draw Three) (clear the table); Aces Up (reach 85% home)
The Winter LineEight Off (clear the table); La Belle Lucie (clear the table); Spiderette (reach 40% home); Gaps (reach 55% home)
The High PlateauBeleaguered Castle (clear the table); Penguin (clear the table); Canfield (reach 50% home); Accordion (reach 90% home)
The Last TableJosephine (reach 50% home); Baker's Game (reach 50% home); Spider (Two Suits) (reach 35% home); Spider (Four Suits) (reach 25% home)

The house

The house never earns your stamps: a table it has touched is scored for interest only.

Tronsoft Games · Solitaire's Journey v1.0.0