Accordion is (C) 1989 UnSane Creations. The demo version of Accordion is freely distributable, provided the demo program, the icon, and this text file are included, and none are modified. Introduction Last week you engineered the takeover of several multinational conglomerates. This week you're rounding out your personal fortune with the purchase of a major league baseball team. Isn't it time you took a break? Play Accordion, the mindless game for people with minds. Solitaire like you always wished it could be. This is a demo of Accordion. It's a working version of Accordion 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 $29.95 to UnSane Creations and we'll rush you Accordion. 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 Accordion 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 to condense all the cards into one pile. The cards are dealt face up from left to right one at a time. Piles are built by moving a card or pile from the left onto a card or pile to the right. Piles move as their top card, which can be moved one or two cards to the left provided one of two conditions is met: one, the card to the left is of the same suit or two, the card to the left is the same number. For a more detailed explanation, read on. The playing field is divided into two areas. The top, where the cards are dealt face up from left to right, and the bottom, where the undealt cards are kept. The undealt cards are kept out of the way at the bottom of the screen so you can concentrate on the cards showing. You are free to deal or undeal them as you wish. A game begins with four dealt cards. Let's assume that those four cards are from left to right, the queen of spades, the seven of diamonds, the ace of hearts, and the nine of diamonds. There are two things we can do at this point, take the one move possible or deal another card. Let's assume that you wanted to take the move. Since cards can be moved one or two cards to the left onto a card of the same suit, you place the nine of diamonds onto the seven of diamonds. The nine of diamonds and seven of diamonds form a pile, but you can forget about the seven of diamonds for the rest of the game since the pile moves as if it were the top card. Accordion keeps track of these piles so you can undo moves, but you need never worry about them. You now have three cards showing, the queen of spades, the nine of diamonds, and the ace of hearts. You cannot make a legal move with these three cards, therefore Accordion will automatically deal you cards until you can make a legal move. Let's say Accordion deals the seven of hearts. The seven of hearts can be placed onto the ace of hearts. Once again you must decide whether to take the move or to deal another card yourself. Let's go back to the beginning of the game and assume that you wanted to deal another card instead of taking the move. You deal the seven of hearts. You now have five cards showing, the queen of spades, the seven of diamonds, the ace of hearts, the nine of diamonds, and the seven of hearts. Because you dealt another card, you now have two possible moves. You can place the nine onto the seven of diamonds as before or you can move the seven of hearts onto the ace. Let's move the seven of hearts. You now have from left to right, the queen of spades, the seven of diamonds, the seven of hearts, and the nine of diamonds. Accordion won't deal you more cards so you still have at least one more legal move. Since cards can be moved one or two cards to the left onto a card of the same number as well as onto a card of the same suit, the seven of hearts can be placed on the seven of diamonds. Only after you take this move will Accordion automatically deal more cards. Once again you must choose whether or not to take the move possible or to deal another card. You continue until you've condensed all the cards into one pile, at which you've won the game and are ready for another. Variations Accordion allows you to change its rules, giving you a total of two hundred twenty-eight different playable variations. You can change Accordion's rules by selecting Change Rules under the Edit menu. When you do, you see the following options: Cards may be moved one place left Cards may be moved two places left Cards may be moved three places left Cards may be moved one place right Cards may be moved two places right Cards may be moved three places right Cards go on same number only Number may differ by one Cards go on same suit Cards go on same color You can vary the game's difficulty by changing these options, making Accordion challenging for anyone, from the youngest novice to the oldest master. The first set of options governs movement to the left. The standard rules only let you move one or two cards to the left. By changing these options you can move one, two, or three cards to the left or any combination thereof. You can even insure that no cards will move to the left. The second set of options controls movement to the right. Normally you can't move cards to the right, but with these options you can choose to move cards one, two, or three cards to the right or any combination thereof. The third set affects the number you can put a card on. In standard play you can only put cards of the same number on one another. For example, you can place the seven of hearts on the seven of diamonds. But by changing this option you can put cards that differ by one on one another. In other words, the seven of hearts can now go on the six or eight of diamonds as well as the seven. The fourth set similarly affects the suit you can put a card on. Normally you can only put a card on its own suit. But you have the option of putting a card on another of its same color. A heart could then go on a diamond, and a spade on a club. The Advice Column 1. Don't start with the standard rules. Start simply and make Accordion fun as well as challenging. Two good rules to add are 'cards may be moved one place to the right' and 'cards may be moved two places to the right.' If the game is still too hard, change a few more rules. The point is to learn to play Accordion without getting frustrated. After all, aren't games supposed to be fun? 2. Always check the cards two or three places to the right and the left before making a move. A good move or a bad move is determined more by the cards near it than by the move itself. 3. Always deal more than Accordion automatically deals. When Accordion deals, it deals until you have at least one possible move. But this often means that you have only one possible move. If you only take the few moves Accordion deals, you are going to win very few games. Deal at least three or four cards more before you make a move. 4. Whether you've only dealt out a few cards, a row of cards, or the whole deck, work from the upper left to the lower right. There is a strong tendency for people to work first with the cards they have just dealt in other words from the lower right to the upper left. But for some unknown reason, people tend to do better when they work from left to right. It's probably because it forces them to consider the cards around the ones they want to move. Try playing the game both ways. See which way you play best. 5. Before you cover a card, look for others of its kind. If the eight of clubs is just four cards always from the eight of diamonds, don't cover the eight of diamonds with another diamond without determining if it is possible to get to the eight of clubs. The real key to condensing cards is not just covering hearts with other hearts or clubs with other clubs, but hearts with clubs and diamonds with spades, etc... 6. Use your pairs, triplets, and quadruplets frugally. Move them as far left as possible before you condense them. For example, suppose the two of spades and the two of diamonds were next to each other. Try moving the two of spades onto other spades to the left and the two of diamonds onto other diamonds. You might be able to jump the two of spades two spades to the left and the two of diamonds one or two diamonds left before you put the two of diamonds on the two of spades. If you hadn't first tried to move the pair to the left you would have a pile of two cards, but if you did move them individually as far left as possible you can make that same pile five or six cards. The point is that pairs, triplets, and quadruplets can be incredible useful in solving Accordion; don't just throw them away. 7. Don't always take all your moves. Leave a few moves before dealing more cards or concentrating further right. You have more possibilities later in the game if you leave yourself some leeway. You can always take these moves later in 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, Accordion becomes too easy, make it harder. The ability to change Accordion's rules not only provides you with the means to make Accordion easier, but it also allows you to make it harder. Accordion can be made trivially easy or virtually impossible. It's up to you. 9. 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, Accordion's programmer, is really a native of Shoriiklaac, the fifth planet of a star in the Andromeda galaxy. UFO's stole him from his native planet and dropped him off on Earth. In his opinion, UFO kidnapping is the alien analogue of TPing the yard by the alien equivalents of drunk teenage high school drop outs. If you wish to speak to Steve, about Accordion, UFO's, or anything else for that matter, feel free to contact him at (314) 442-2468 or write to him c/o: UnSane Creations 815 Windingpath Lane Manchester, MO 63021 USA