Arachnid Help
Arachnid Help Index
Help on any aspect of this patience game can be selected from
the index below:-
Arachnid Rules
The object of the game is to build a stack of cards in the same
suit from King to Ace and remove the stack from the table to the
stacks above.
When all eight stacks have been built and removed, you have won
the game.
A more challenging version of this is to leave all eight stacks
on the table until done instead of removing those that are
complete to the stacks above.
The Initial Tableau
Shuffle together two decks of cards (104 cards in all) and deal
ten cards face down in a row.
Deal three more rows face down on the first.
Next deal one card face down on each of four piles (traditionally
the leftmost four, but it doesn't matter; for aesthetic reasons
some people prefer the first, fourth, seventh, and tenth piles),
for a total of 44 face-down cards.
Finally, deal one card face up on each pile.
These 54 cards constitute the initial tableau.
NOTE: In the description below, the card at the "bottom" of a
pile is taken to be the last one dealt or played onto that pile,
as opposed to the card that is underneath all the others in the
pile.
Thus the "bottom" card is the one displayed bottommost on the
screen by the Arachnid program.
Building
All building is done in the tableau, there being no separate
foundations.
On the bottom card of a pile may be placed any card of next-lower
rank, regardless of suit.
(Cards rank King (highest), Queen, Jack, 10, 9, . . . , 3, 2, Ace.)
The bottom card of a pile is always available to be moved, as
is any sequence of cards at the bottom of a pile that are
consecutive and ascending in rank and of the same suit.
For example, suppose the 6, 5, and 4 of hearts are together at
the bottom of a pile, with the 4 bottommost.
They may be moved as a unit, or the 4 can be moved by itself, or
the 5 and 4 can be moved without moving the 6.
If the 6, 5, and 4 were moved onto a 7 of hearts at the bottom
of some other pile, the four cards could then be moved as a unit
onto any 8; if the 7 were not a heart, however, then once the
hearts were placed upon it it would not be available to be moved
until the hearts had been moved from it (to another 7 or into a
space; see below).
When all face-up cards have been removed from a pile, the bottom
face-down card is turned up and becomes available for play.
Spaces
When all cards have been moved away from some pile, the resulting
empty pile is called a "space" or "hole".
Any card or sequence of cards available for moving may be moved
into a space.
A King, or sequence headed by a King, can be moved ONLY into
a space, and once moved there can never be moved out (except
into another space, which doesn't accomplish anything) unless
it is being removed entirely as described below.
The Hand
The 50 cards not dealt initially form the "hand".
Whenever you wish (typically, whenever you get stuck), you may
deal a new row of ten cards from the hand face-up upon the piles.
NOTE: You are not allowed to do this if you have any spaces.
You must first fill them in.
Notice that these additional deals tend to introduce
discontinuities in the piles; that is, you can get cards
covering others that are not next-higher in rank.
If you get stuck after having dealt the last of the five
additional deals, you have lost.
Removing Suits
When you have assembled a complete suit of thirteen cards,
in sequence from King down to Ace, at the bottom of a pile,
you may remove the thirteen cards from the tableau entirely.
Cards so removed are never brought back into play; thus it is
not always desirable to remove a suit when you have the
opportunity (though it usually is), since it may pay to keep
it around to aid in manipulating the other cards of that suit
(recall that there are 26 cards in each suit).
The game is won if you manage to remove all eight suits.
If you find that a game is going so well that you're sure
you're going to win, you can spice things up by trying to
finish with as many completed suits as possible still in the
tableau.
Hardest of all is to finish the game with each of the eight
suits brought together in sequence from King down to Ace,
with all of the cards still in the tableau.
Note that, once you start striving toward such a goal, you
may make such a mess of the position that you won't be able
to win at all!
Arachnid Hints
For general strategy, try to create a
space
since this is the most flexible way to move cards around.
A space is where all cards in the table have been removed.
Note: before dealing the next round, all spaces have to have
at least one card in them.
Also, when moving the cards, it is generally to your advantage
to move the highest cards first and the lowest cards last doing
the obvious moves first.
For example, move a 5 of spades onto a 6 of spades, then Queen
of hearts onto a King clubs before you move the 7 of clubs onto
the 8 of hearts.
Then you may choose to move 5-6 of spades group onto the 7 of clubs.
The strategy is to combine the cards into same suit groups that
may be moved as a unit.
Once the group 5-6 of spades has been created, it may be broken
up by using the right mouse button on the lower card.
Scoring
Arachnid is a difficult game to master, and some players like
to be able to evaluate their progress by scoring unsuccessful
games.
No rules for scoring are in the literature, but the program
implements the following rather arbitrary formula:
10 points for each initially face down card that gets turned over;
15 additional points for each column where all the face down
cards have been turned over (even if you don't manage to get
a space);
2 points for each card that is sitting atop the next higher
card of the same suit;
50 points for each completed suit removed from the tableau
(in which case you do not also score for the 12 cards sitting
atop next higher cards).
This yields a maximum score of 990.
If you win the game with 4 or more completed suits still in
the tableau, add 2 points for each suit after the first three.
Thus winning with all eight suits still in the tableau yields
a score of 1000.
The scoring system is modified if the program detects any
cheating.
Cheating
Within Arachnid it is possible to select three levels of cheat
detection, depending upon how strict you are feeling at the time.
When cheating is detected the program changes the background
colour of the window and
halves
the game score.
The three options are:-
No Detection |
Any undo operation is safe. |
New Cards Only |
If the last move revealed a new card or cards then performing
an undo is considered cheating.
Moves that simply transfer cards from pile to pile without
revealing any new cards can be undone without affecting the
score.
|
Full Detection |
Any use of the undo feature will be considered cheating.
|
The cheat detection level can be set using the
Cheat Level...
option from the
Cards
menu.
Playing Arachnid
Moving cards around and dealing is achieved through use of
the mouse.
The playing table is normally split into three area (unless the
Hide/Show Deal And Discard
option is in use).
In the top left-hand corner is the
hand.
Clicking on this pile will cause Arachnid to deal a new set
of cards, one to each row Note that you may only deal if there
are no
spaces.
Right of the deck is the run removal area.
When complete runs from King down to Ace of a particular
suit have been completed, they may be removed from the
tableau
to here.
Once a run has been removed it is out of play and cannot be
brought back in.
A run may be removed to this area by dragging it from the
tableau to a free space or by using the auto move facility.
The rest of the table (the tableau) comprises 10 columns of cards.
Here you may move the next lower card onto a card of the same
or different suit; however, you may only move contiguous cards
of the same suit as a group.
To move a complete group of cards (eg. the 7-8-9 of spades)
click with the
left
mouse button anywhere on lhe column
containing the group to be moved.
Then, drag the mouse (keeping the left button pressed) until
the pointer is over the column you wish to move the cards to.
Releasing the left mouse button will complete the move (if it
is legal).
There may be times when you want to split a group of
contiguous cards.
Eg. you may have the 5-6-7 of hearts at the bottom of a
column and want to move the 5-6 of hearts under the 7 of clubs.
To do this click with the
right
mouse button over the card you wish to split the column at.
Then drag, holding the right mouse button down, to the column
you wish to move the cards to and release the button.
Auto Move
If all this mouse dragging is too mucy, you can use the game's
auto move function.
Clicking over a column with the
left
mouse button will cause the program to work out a legal move for
the group of cards at the bottom and perform it.
The order in which moves are assessed are as follows:-
-
If the cards to be moved form a complete suit (Ace to King)
then the suit is removed.
-
Try and find a card of one higher rand and the
same
suit.
-
Try and find a card of one higher rank and
any
suit.
- Move to a space (if there is one).
Menu Commands
Select the menu you are interested in:-
Game Menu
New |
Abort the current game and start a new one. |
Load... |
Load a previously saved game. |
Save... |
Save the current game to disk. |
Save As... |
Specify the filename under which to save the current game
and save it.
|
Exit |
Quit Arachnid. |
Move Menu
Undo |
Undo the last move.
Arachnid has an (almost) infinite undo stack and so any move
or series of moves can be undone.
|
Replay |
Start a new game using the current deal (useful if you've
really made a mess).
|
Deal Row |
Same as clicking on the pack. Deals a new card to each of
the columns.
|
Cards Menu
Display Column... |
If the display gets too crowded, you can display all the
visible cards in any of the columns using this option.
After selecting it, click on the column you wish to see.
|
Locate Card... |
Will tell you if a particular card is visible. |
Hide Deal and Discard |
Hides the pack and the discard pile from the screen, giving
more space for the columns.
This option toggles on/off.
|
Whole Bottom Card |
Determines if Arachnid is to display the entire the bottom
card when drawing the columns.
If this option is unchecked, Arachnid will display the top
1/4 of the bottommost card if the column gets too long.
|
Cheat Level... |
Allows setting of the cheat detection (See
cheating).
|
Verbose |
If you perform an illegal move, Arachnid will inform you of
this with a message box.
It is possible to turn off these boxes and just have Arachnid beep.
|
Visual Dragging |
If this menu item is checked, cards will move with the mouse
when dragging from column to column.
|
Game "Features" / Credits / Version History
Three Card Sizes |
Will choose a card size depending on the window size.
Currently, the three card sizes mean the whole table will fit
in a window 320, 640 or 800 pixels across.
|
Casual Court Cards |
The smallest card set has all court cards in casual dress.
|
Version History
V1.0 |
Initial release |
V1.1 |
Bug fixed that meant undo didn't work properly after cheat
detection.
Made Arachnid save options to WIN.INI
|
V1.2 |
Added visual card dragging (selectable from menu). |
Thanks to:-
- Solitare for the cards/card back.
- Mike, Gary and everyone in the IV-Lab for game testing.
-
Sun Microsystems, for introducing me to the game (as a demo with
OpenLook called Spider), and for a little of the documentation.
This game is freeware. Share and Enjoy!
Ian Heath
ih@uk.ac.soton.ecs (JANET) or
ih@ecs.soton.ac.uk
(BITNET)
Any comments/praise/flames to the above address.
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