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Claude 40ea68f4c0 FreeCell, Spider and Pyramid, as rules
Three more patiences, and they are three different games rather than three
settings of one. FreeCell builds down in alternating colours with everything
face up; Spider builds down in rank but only moves runs of one suit; Pyramid
builds nothing at all and takes cards away in pairs that make thirteen.

FreeCell's supermove is arithmetic rather than a rule. A run is really moved one
card at a time through the cells and the spaces, so what can travel is what
those could have held: one per free cell plus the card itself, doubled for every
empty column usable as a staging pile. Moving into an empty column cannot also
stage through it, which is the fiddly case and is tested on its own.

Spider separates landing from travelling, which is the whole difficulty of the
four-suit game: a card lands on anything a rank higher, but only a same-suit run
moves as a unit. The pack is a hundred and four cards whatever the suit count --
eight copies of one suit, or two of each of four -- so the deal keeps its shape.

Pyramid blanks the places it takes cards from rather than compacting them. A
place is what tells the two cards above it that they are free, so an index that
shifted would uncover the wrong cards.

All three read the ace-low ordering from game.solitaire rather than defining it,
which is the point of having put it there.

The AI is deliberately dim -- it takes the first move on offer. A greedy
patience player that looked clever would be worse, because it would be trusted
as a hint, and a hint that walks a run back and forth is more annoying than no
hint at all. Klondike has a real one because its move ordering is obvious;
these three do not, and pretending otherwise would be the wrong kind of helpful.

Ids only for now. Catalogue entries land with the screens.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC
2026-08-08 16:05:03 +00:00
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