Calculation Introduction Last week you broke into the National Defense Computer Network. This week you're putting the finishing touches on your new revolutionary AI system. Isn't it time you took a break? Play Calculation, the mindless game for people with minds. Solitaire like you always wished it could be. This is a demo of Calculation. It's a working version of Calculation that only plays two different games. Try it out, give it to your friends, this demo is freely distributable. If you like it, send your address and $15 to UnSane Creations and we'll rush you Calculation. This readme file is provided to supplement the online help. It contains a detailed description of the standard rules and their variations. Also included is a section of hints for beginning Calculation players called The Advice Column. And of course, what readme file wouldn't be complete without the current UnSane Creations rumors. Standard Rules For those of you experienced at playing different solitaire games, here is a quick summary of the rules: The object of the game is stack the cards into four ordered stacks, one that counts by one, one by two, one by three, and one by four. The sequence for each stack looks like the following: Stack 1 = A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K Stack 2 = 2, 4, 6, 8, 10, Q, A, 3, 5, 7, 9, J, K Stack 3 = 3, 6, 9, Q, 2, 5, 8, J, A, 4, 7, 10, K Stack 4 = 4, 8, Q, 3, 7, J, 2, 6, 10, A, 5, 9, K Cards are dealt one at a time. A dealt card can either go on one of the stacks, if it fits, or on the top of one of the four discard piles. Only the top card of each of the discard piles can be moved to the stacks. For a more detailed explanation, read on. The playing field is divided into four areas. The four stacks, the four discard piles, the card-in-play, and the undealt portion of the deck. The undealt cards are off to either side. When a card is newly dealt, it can either go on a stack or a discard pile. Once it is moved to a stack or discard pile another card is automatically dealt from the deck until all the cards are dealt. The four stacks are at the top middle of the screen and the four discard piles are underneath. The card-in- play is between the stacks and the discard piles, symbolic of the choice you must soon make. As cards are dealt, you must put them either on the stacks or the discard piles. Cards can only be put on the stacks if they are in the proper order. This means that at any one time only four different cards can go up to the stacks. For example, if the first stack which counts by one were to have a three showing, the only card that could go on that stack would be a four. Until you placed a four on that stack no other card could go there. And if a card can't fit on any of the four stacks, you must put it on one of the four discard piles. Let's say that the computer deals you a five. Let's ignore the other stacks for a moment. Since you don't have a four and that's what the first stack needs, you can't put it on a stack. You put the five on a discard pile. The computer deals you a seven next. You can either put the seven on the five, in which case you won't be able to access the five until you moved the seven since only the top card of each discard pile can be moved up to the stacks, or you could put it on another discard pile. Since you anticipate getting a four and moving the five up to the stacks, you put the seven on another pile. Suppose the computer deals you a four. You can now put the four on the first stack. The next card the stack needs is a five, which just happens to be at the top of one of the discard piles, so you can now put it on the four. The strategy this game is organizing the discard piles so you can stack the different stacks sequentially. Variations Calculation allows you to change its rules, giving you a total of two hundred fifty-six different variations. You can change Calculation's rules by selecting Change Rules under the Edit menu. When you do, you see the following options: Number of discard piles: 3 4 5 6 Only top discard visible All discards visible Cards cannot be moved among discards Cards may be moved to empty discards Cards go on same color Cards go on any suit Undealt cards not visible Undealt cards visible Discard piles start empty Kings start on discard piles Stacks start empty Stacks start with A, 2, 3, 4 The italicized options are the rules used in standard play. You can vary the game's difficulty by changing these options, making Calculation challenging for anyone, from the youngest novice to the oldest master. The first set of options determines the number of discard piles. It is possible to have three, four, five, or six discard piles, although in standard play there are only four. The second set of options affects the discard piles themselves. In a standard Calculation game you can only see the top card of the discard piles. But for those of us with poor memories who are too lazy to keep track of the discard piles on a separate piece of paper, there is this option. It makes every card on the discard piles visible. It is still only possible to move the top card of a discard pile, but now you can see what lies underneath. The third set controls movement among discard piles. Normally once you place a card on a discard pile, it stays on that discard pile until you move it up to a stack or lose the game. But by changing this option, you can move a card from one discard pile onto another empty discard pile. The fourth set restricts what cards can be placed on the stacks. Normally the only restriction on what cards can go to the stacks is numerical. In other words, if the card is a four and stack two needs a four, it fits. But there can be a further restriction. You can force it so that cards must also be the same color. In other words, two stacks would accept only hearts and diamonds and the other two only clubs and spades. The fifth set affects undealt cards. Normally, the undealt cards are off to the side out of the way, effectively decoration. But this option allows you to see the undealt cards. You can know what card will be dealt before it's dealt. The six set determines how the discard piles start in the beginning of a game. Usually they start empty, but they can start with the Kings on them. And finally, the seventh set of options similarly determine how the stacks start in the beginning of the game. Normally they start with the first card already on them, i.e. from left to right, the ace, two, three, and four respectively. But this option allows you to begin the game with empty stacks. The Advice Column 1. Don't start with the standard rules. Start simply and make Calculation fun as well as challenging. Some good rules to change are 'number of discard piles: 6', 'all discards visible', and 'kings start on discard piles.' If the game is still too hard, change a few more rules. The point is to learn to play Calculation without getting frustrated. After all, aren't games supposed to be fun? 2. Keep a card by your side of the following: A | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | J | Q | K 2 | 4 | 6 | 8 | 10 | Q | A | 3 | 5 | 7 | 9 | J | K 3 | 6 | 9 | Q | 2 | 5 | 8 | J | A | 4 | 7 | 10 | K 4 | 8 | Q | 3 | 7 | J | 2 | 6 | 10 | A | 5 | 9 | K If you are too lazy to make a card, hit the help key. 3. Leave one discard pile free to accept kings. Don't put any other cards on this pile until you have all four kings there. Kings are the last card to be put on each of the stacks, which means that any cards under a king are effectively useless until the end of the game. If you happen to need those cards to win you're out of luck. The quickest way to insure you'll never win a game is to put a king or two on a card that you need. 4. Always work first from the discard piles. If the computer deals you a card you need, first check the discard piles. If the card you need is also on a discard pile use it. This way you free the card underneath. You might find that you need that one also. If you don't need it you can always place the newly dealt card on top and return things to way they were before. 5. Try to build sequences in the discard piles. For example, place the four on the five and the three on the four. Then when you need the three for the first stack, you also get the four and the five. But remember, don't build sequences you will never use. Don't put the three and four on the five if the first stack is already up to the seven. 6. Try not to cover cards you will be using soon. If you will be using the queen soon, try to keep it at the top of a discard pile. If you cover it, you won't be able to get to it, and getting to it quickly may force you to cover other cards you need. 7. Don't make impossible sequences. Don't put a queen on the only remaining jack in the game or all the kings on a four. It only takes one impossible sequence will lose the game. 8. Use Undo. Use it when you're in trouble. Use it when you make a mistake. But use it, even if you have to Undo to the start of a game. Undoing is not cheating. You can always Redo an undone move. 9. If, in time, Calculation becomes too easy, make it harder. The ability to change Calculation's rules not only provides you with the means to make Calculation easier, but it also allows you to make it harder. Calculation can be made trivially easy or virtually impossible. It's up to you. 10. Like many other prominent psychologists, astrologists, and Advice Columnists, I may not have the slightest idea what I am talking about. Use your own judgement. Rumors Steve, Calculation's programmer, unlike the rest of the human race which has descended from the ape, has descended from a rabbit-like creature. Proof of this fact comes from his cats, Jekyll and Clyde, which have often been known to eye him like the main course of a succulent dinner, and all the hair balls he leaves about the place. If you wish to speak to Steve, about Calculation, his ancestry, or anything else for that matter, feel free to contact him at (314) 892-5367 or write to him c/o: UnSane Creations 815 Windingpath Lane Manchester, MO 63021