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	<title>Android Game Reviews</title>
	
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	<pubDate>Sun, 14 Dec 2008 14:30:45 +0000</pubDate>
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		<title>Game Review: The Constitution</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/eWcDybDDoE4/</link>
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		<description><![CDATA[A solitaire game where you get to be the United States congress.]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ul class="rules">
<li> The <a href="http://www.youtube.com/watch?v=orACIBjHuI4">foundations</a> are formed exclusively from the &quot;Privy Council.&quot; All cards in the other divisions, pack, or talon must ascend through each division till they reach the <a href="http://www.jaminleather.net/images/lh3021k_5520.jpg">top</a> before they can be played.</li>
<li>Cards in the three lower divisions may be placed in sequence on cards in the next division above them, and in this manner they may be transferred from one division to another till they reach the top.</li>
<li>When cards are placed in sequence in the &quot;Constitution,&quot; the top card only of each sequence is available until its removal releases the one beneath.</li>
<li> All sequences must be of alternate colors and in descending line—<em>i.e.</em> , a red nine on a black ten, then a black eight, a red seven, and so on. Any number of cards may be so placed.</li>
<li> Each vacancy must be <em> at once </em> filled by a card from the division immediately below it; and as this rule applies equally to all the rows, a vacancy will thus be caused in the lowest row or &quot;People,&quot; which must be filled from the talon, or, when there is no talon, from the pack.</li>
<li> The foundations must follow suit.</li>
</ul>
<h3>Game Play</h3>
<p>Take from the pack the kings, queens, and aces—seven of the queens are to be thrown aside and the other cards placed as in tableau.</p>
<p>The queen of diamonds represents <span class="sc"> The Sovereign</span> ; the <a href="http://www.codart.nl/images/NLAmsterdamRijksmuseumMostaertAfrikaanseMan.jpg">black king</a>s, the Bishops; the red kings, the Judges.</p>
<p>The eight aces form the foundation cards or &quot;Government,&quot; and ascend in sequence to knaves.</p>
<p>Deal out four horizontal rows (beginning with the lowest), each containing eight cards.</p>
<p>This forms the &quot;Constitution.&quot; Each row represents a separate division.</p>
<p>The first (or lowest row) is the &quot;People&quot;; the second, the &quot;House of Commons&quot;; the third, the &quot;House of Lords&quot;; the last the &quot;Privy Council.&quot;</p>
<p>When the tableau is complete, if any suitable cards are to be found in the &quot;Privy Council&quot; row, play them (Rule I), immediately refilling each vacancy as it is made (Rule V).</p>
<p>You must then examine the Constitution to see which cards may be most advantageously placed in sequence (Rules II and IV).</p>
<p><em> Note.</em> —The success of this game depends chiefly on the <a href="http://AndroidGameReviews.com">play</a>. In filling a vacancy choose the card (Rule V) which has the most chance of reaching the top, or of being useful to cards in the row below it. It is often better to defer making a vacancy till a card turns up in dealing that is required.</p>
<p>When you have played all available cards and placed in sequence all that you wish, deal out the remainder of the pack, the cards not required to fill vacancies in the &quot;People&quot; forming the talon.</p>
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		<item>
		<title>Relative Value of the Players</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/ZMPMPAO_8Hs/</link>
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		<pubDate>Fri, 12 Dec 2008 19:57:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=198</guid>
		<description><![CDATA[A description of the relative value of the players in the game.]]></description>
			<content:encoded><![CDATA[<pre>From the foregoing examples it is possible to form a vague idea
of the strength of the different <a href="http://AndroidGameReviews.com">game</a> pieces. The Queen is apparently
the strongest <a href="http://www.breakitdownblog.com/google-android-to-get-significant-changes/">Android</a> piece. On account of her superior mobility <a href="http://xkcd.com/174/">she</a> can
confine the hostile King with a few moves and force him into a
mating net. Of the other pieces the Rook is no doubt the
strongest for he is sufficient to force a mate in conjunction
with his own King, while Bishop or Knight cannot do so. Two
Bishops apparently are stronger than two Knights, while it is not
possible yet to say anything about the relative value of one
Bishop and one Knight.

The above valuation, however, holds good only on the
comparatively vacant board, where the pieces can make full use of
their mobility. It is the mobility alone which decides the value
of a man, and positions often occur in which a Knight is more
valuable than a Rook or in which a Pawn might be preferable to a
Bishop and so on. The reason is that sometimes the weaker man
occupies a commanding square while the stronger man is <a href="http://www.youtube.com/watch?v=MTImlBTeVvg">obstructed</a>
somehow or other so that he cannot be made to work. Examples for
positions of this kind will be discussed in the Chapter on
combination.

Although it is impossible to indicate exactly the relative value
of the men in each position, experience enables a fair estimation
of their average strength. The Queen is about as strong as two
Rooks or as three minor pieces (Bishops or Knights). A minor
piece is about equivalent to three Pawns, and a Rook is
consequently equal to a minor <a href="http://sprott.physics.wisc.edu/fractals/collect/1999/Centre-Piece.jpg">piece</a> and one to two Pawns.

The value of a Pawn is the hardest thing to grasp for the
beginner. A Pawn appears to be of so little use on account of his
limited mobility, that it seems hardly worth while to waste time
on saving a Pawn that is attacked, as so much greater things are
apparently at issue. What he overlooks is the latent value of the
Pawn which lies in the possibility of queening him later in the
game.

To realize the importance of the Pawn it is necessary to know
exactly under what conditions he CAN be queened. This knowledge
is all the more indispensable to the Chess player as the vast
majority of all games finally resolve themselves into Pawn
endings in which the advantage of one or more Pawns decides the
issue.

In most of these cases some pieces are on the board in addition
to the Pawns and sometimes it is only by their exchange that the
game can be won. The most elementary example is that shown in the
following Diagram.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 | #Q |    |    |    | ^P |    |    |    |
       |---------------------------------------|
     3 |    | #K |    |    |    |    |    |    |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    | ^Q |    |    |    | ^K |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 14.

White is a Pawn ahead and it will be his object to Queen it. The
beginner, in his haste to advance the Pawn, will probably play P-
e5 at once and lose the Pawn, as Black can answer Q-d4 check with
simultaneous attack on the Pawn. The correct way to play for
White is (1) Q-d1+, K-a3 or b4; (2) Qxa4, Kxa4. Now that the
Queens are exchanged White need not any longer worry about any
interference with his plans to queen the Pawn except maneuvers of
the black King, which might still lead to the capture or the
blockade of the Pawn.

A rash advance of the Pawn would again be the wrong thing. The
right way of playing is indicated by a simple calculation. The
Pawn needs four moves to reach the queening square. But the black
King arrives there in the same number of moves, so that he can
capture the Pawn the moment he queens. Consequently White will
only be able to enforce the safe queening of his Pawn if he can
gain control of the queening square with his own King, thus
protecting the Pawn at the time of queening.

Now, White needs three moves to bring his King up to his Pawn on
f4. In the meantime Black will have reached the square d6 and
after White's (4) K-f5 Black will block the further advance of
White's King by K-e7. However, White can force Black to give the
way free. The maneuver by which he does this is one which occurs
in a similar form in nearly all Pawn endings and its thorough
grasp is therefore essential. Diagram 15 shows the critical
position.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    | #K |    |    |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    | ^K |    |    |
       |---------------------------------------|
     4 |    |    |    |    | ^P |    |    |    |
       |---------------------------------------|
     3 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 15.

White can win the game only by playing (5) K-e5. The technical
term for this move is &quot;going into OPPOSITION.&quot; The Kings oppose
each other in one line on squares of the same color and the one
who has to move out of opposition--in this case Black's King--is
compelled to allow the advance of the opposing King to the next
line. If Black plays K-d7, White answers (6) K-f6, and if Black
plays K-f7, (6) K-d6 would follow. Then, after Black's K-e8,
White repeats the maneuver by taking the opposition with (7) K-
e6, and again Black must back out with either K-d8 or K-f8, so
that White can advance to either f7 or d7. This clears the way
for the Pawn who now advances unimpeded to the queening square.

The important role which the opposition of the Kings play in Pawn
endings is still more strikingly illustrated by the situations
which would result if in the position of Diagram 15 White played
(5) P-e5 instead of K-e5. Black would then draw the game by
maintaining the opposition himself. He would play K-f7 and
although after (6) P-e6, K-e7; (7) K-e5 White has regained the
opposition he cannot keep it if Black continues correctly. The
move which saves the game for Black is K-e8. K-d8 or K-f8 lose,
as then White could go into opposition by K-d6 or K-f6. The play
in these three cases would be this: A: (7) ..., K-e8, (8) K-f6,
K-f8; (9) P-e7+, K-e8; (10) K-e6 and Black is stalemate, the game
is drawn. B: (7) ..., K-d8; (8) K-d6, K-e8; (9) P-e7 and Black
must move K-f7 enabling White to obtain control of the queening
square by (10) K-d7. C: (7) ..., K-f8, (8) K-f6, K-e8, etc.,
similar to the play in B.

To sum up the investigation of this Pawn ending: The deciding
factor is the opposition of the Kings on the 6th and 8th ranks.
If the weaker party succeeds in obtaining that opposition with
the Pawn on the 6th rank he draws the game.

If the Pawn is not yet advanced to the 6th rank the opposition of
the Kings is of no avail to the weaker party as the Pawn
advancing would force the opposing King out of opposition again.
Suppose, for instance, White has the King on e6 and the Pawn on
e5 while Black's King stands on e8 with White on the move. White
must get out of opposition by playing K-f6 or K-d6 and Black
keeps the opposition by K-f8 or K-d8. But then White has a move
to spare which forces Black out of opposition and thereby wins
the game. He plays P-e6 and the game ends in the way discussed
above.

The ending King and Pawn against King is one of the most
important for every Chess player to know, not only because a
great number of positions can be reduced to this ending by the
exchange of all the other men left on the board, but also because
it gives the first insight into the peculiar maneuvers of the
King which have to be carried out in connection with gaining or
giving up the opposition, and which, as will be seen later on,
constitute the essence of the most frequent pawn endings.

For the beginner, of course, the opposition maneuvers are rather
difficult to <a href="http://www.artificeeternity.com/voltage/images/20061218_itp_solar_bikini_400x300.jpg">grasp</a> and it is fortunate for him that the vast
majority of pawn endings are of a much simpler form. The winning
maneuver in these endings into which most Chess games resolve
themselves, is easily explained and after understanding it the
beginner can readily see the fundamental principle underlying
every game.

Diagram 16 shows a typical position on which the winning method
should be studied. White is a pawn ahead, but as demonstrated on
the position of Diagram 15 he cannot queen his passed Pawn
because his King is not in front of it. On the other hand, there
cannot possibly be any advantage in advancing the Pawns on the
other side of the board as there Black has the same number of
Pawns as White and consequently there is no reason why one of the
white Pawns should succeed in breaking through. It is all the
same very easy for White to win and the strategy to be employed
will be evident from the following consideration: Black's King is
considerably confined in his movements as he has to be constantly
watching White's passed Pawn.

        +---------------------------------------+
      8 |    |    |    |    |    |    |    |    |
        |---------------------------------------|
      7 |    |    |    |    |    |    |    |    |
        |---------------------------------------|
      6 |    |    |    |    |    |    |#P  |    |
        |---------------------------------------|
      5 |    |    | #K |    |    | #P |    |    |
        |---------------------------------------|
      4 |    |    |    |    |    |    |    |    |
        |---------------------------------------|
      3 |    | ^P |    |    |    | ^P |    |    |
        |---------------------------------------|
      2 |    |    | ^K |    |    |    | ^P |    |
        |---------------------------------------|
      1 |    |    |    |    |    |    |    |    |
        +---------------------------------------+
          a    b    c    d    e    f    g    h

                   DIAGRAM 16.

White's King, however, is free to go wherever he likes without
any immediate danger. There is consequently nothing to hinder him
attacking and capturing the black Pawns, for if Black's King
tries to stop White's advance, White's passed Pawn marches on and
compels the opposing King to catch him, thereby giving the way
free to his own King. According to this scheme play could proceed
like this: (1) K-d3, K-d5; (2) K-e3, K-e5; (3) P-b4, P-g5; (4) P-
b5, K-d5; (5) P-b6, K-c6; (6) K-d4, Kxb6; (7) K-e5, P-f4; (8) K-
f5, K-c6; (9) Kxg5, K-d6; (10) Kxf4, K-e6; (11) K-g5, K-f7. Now
White would win even without the Pawn g2 by playing (12) K-f5 and
so on as explained on Diagram 15.

From the foregoing it will be clear to the beginner that if a
player succeeds in winning a Pawn he can win the game if he is
able to exchange all pieces so that only the Pawns are left.
However, he will not yet see the way in which this exchange of
pieces can be forced. It is evident that the player who has lost
the Pawn will try to avoid the exchange, hoping that he may be
able to regain the Pawn with his pieces. Therefore, he will
permit his opponent an exchange only if, in avoiding it, he would
sustain an additional loss. The position of Diagram 17 offers a
simple example. White on the move will play R-e5, offering the
exchange of Rooks. If Black tried to avoid the exchange by
playing R-b6, White would capture the Pawn f5 with the Rook and
after Black's King moves out of check he would take the Pawn g4
too. Therefore Black has to make the offered exchange of Rooks,
and White then wins by advancing the c-Pawn which forces Black's
King over to the Queen's wing and leaves the Pawns of the King's
wing unprotected.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    | #P |    |    |    |    |    |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    | #R |    |    |    | #P |    | #K |
       |---------------------------------------|
     4 |    | ^P |    |    |    | ^K | #P | ^P |
       |---------------------------------------|
     3 |    |    | ^P |    |    |    | ^P |    |
       |---------------------------------------|
     2 |    |    |    |    | ^R |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 17.

The beginner might think that inasmuch as the loss of a Pawn in
most cases means the loss of the game on account of the final
promotion of the Pawn to the Queen, it may be advisable to
sacrifice a piece if thereby the loss of a Pawn can be avoided.
However, this idea, which is frequently met, is altogether wrong
as the additional piece will easily enable the opponent to gain
as many Pawns as he likes within the further course of the game.
The position of Diagram 18 may serve as an example.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 | #P | #P | #P |    |    |    |    |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    | #P | #K |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 | #B |    |    |    |    | ^K | ^P |    |
       |---------------------------------------|
     3 |    |    |    | ^Kt|    |    |    |    |
       |---------------------------------------|
     2 | ^P | ^P |    |    | ^B |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 18.

In the following line of play it is assumed that Black makes the
best moves, but the method employed is the same for any defensive
maneuvers which Black might try, with the only difference that
White would win still more quickly. (1) Kt-c5, B-c6; (2) B-f3,
Bxf3; (3) Kxf3, P-b6; (4) Kt-e6, P-c5; (5) P-a4. This move
retains the black Pawns so that the Knight can attack them with
better effect. (5) ..., P-c4; (6) Kt-c7, K-g7; (7) Kt-b5, P-a6;
(8) Kt-d6, K-f6; (9) Ktxc4, P-b5; (10) Pxb5, Pxb5; (n) Kt-a3, P-
b4; (12) Kt-c2, P-b3; (13) Kt-d4, etc.

Often it happens that a player can give up his additional piece
to advantage for one or two Pawns thereby enforcing an ending
which is won on account of the Pawn position. Diagram 19 is an
example.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    | #P |    |
       |---------------------------------------|
     6 |    |    |    |    | #B |    |    | #K |
       |---------------------------------------|
     5 | ^P |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    | ^Kt|    |    |    | ^K | ^P |    |
       |---------------------------------------|
     3 | ^Kt| #P |    |    |    |    |    |    |
       |---------------------------------------|
     2 |    |    | #P |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 19.

Black is a piece down but his two connected passed Pawns
constitute a dangerous threat. White, therefore, does best to
sacrifice a Knight for the two Pawns, as he then remains with two
Pawns against one. Black must finally give up his Bishop for
White's a-Pawn who threatens to queen, and then White wins by
capturing Black's g-Pawn and queening his own. Play might proceed
as follows: (1) Ktxc2, Pxc2; (2) Ktxc2, B-d5; (3) Kt-b4, B-a8;
(4) P-a6, K-g6; (5) P-a7, K-f6; (6) Kt-a6, K-e7; (7) Kt-c7, B-h1;
(8) P-a8 (Queen), Bxa8; (9) Ktxa8, K-f6; (10) Kt-c7, K-g6; (11)
Kt-d5, K-h6; (12) K-f5, K-h7; (13) K-g5, K-h8; (14) K-g6, K-g8;
(15) Kt-e7+, K-h8; (16) Kt-f5, K-g8; (17) Ktxg7, K-h8; (18) K-f7,
K-h7; (19) P-g5, K-h8; (20) Kt-f5, White could not play P-g6, as
Black would have been stalemate. (20) ..., K-h7; (21) P-g6+, K-
h8; (22) P-g7+, K-h7; (23) P-g8 (Queen) mate.

The game endings discussed up to now have illustrated the method
of winning with a superior force and it is now possible for the
beginner to understand that the leading rule for all maneuvers is
to AVOID THE LOSS OF MATERIAL--no matter how small--as it will
ultimately lead to the loss of the game by one pawn or the other
queening.

The next step will be to find out under what conditions it is
possible to gain a man and when it will be possible to avoid
loss. To understand the attacking and defensive maneuvers
involved it is necessary first to become acquainted with the
different ways in which the various pieces can be made to do some
useful work, where their strength lies and where their weakness,
and how they are able to cooperate. Not before all this is clear
to the beginner--in the outlines at least--will he be in a
position to play a sensible game or even to understand the most
elementary strategic principles.

The reader is therefore urged to study carefully the next chapter
in which the characteristic features of the different men are
discussed. In this way he will much more quickly arrive at a fair
playing strength than by relying on the experience which he may
gain in playing a great number of games, trying to find out
everything for himself instead of profiting by the knowledge
which has been gathered by others in centuries of study.</pre>
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		<item>
		<title>The Congress</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/N6OMJqy5SmY/</link>
		<comments>http://AndroidGameReviews.com/2008/12/11/the-congress/#comments</comments>
		<pubDate>Thu, 11 Dec 2008 12:21:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=195</guid>
		<description><![CDATA[A solitaire variant with a nautical theme.]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ul class="rules">
<li> The foundations follow suit.</li>
<li> Cards from the Android may marry in descending line with cards on the helps, but not <em> vice versâ</em> .</li>
<li> Cards on the help packets may marry in descending line with cards of each other&#8217;s packets, and also with cards <em> from </em> the rivers.</li>
<li> The uppermost cards of the help packets are alone available until their removal releases those beneath.</li>
<li> Each row of cards on the <a href="http://www.youtube.com/watch?v=1FJHYqE0RDg">Android</a> blocks the preceding one, but on the removal of any card the one immediately above it is released, and becomes available.</li>
</ul>
<h3>Game Play</h3>
<p>Withdraw from the pack the eight aces, and place them in two columns on the right: these are the foundations, which ascend in sequence to kings (Rule I). Next deal four cards, and place them in a horizontal line below, leaving plenty of room for the tableau above: these are called the help cards. Next place at the upper end of the table a horizontal row of eight cards: this commences what is called the &quot;rivers,&quot; and from the rivers you play any suitable cards on the foundations, or marry in descending line with the help cards (Rule II), immediately refilling the vacancies thus caused from the pack. From the helps you now play on to the foundations, and form marriages in accordance with Rule III. When all possible cards have been played, proceed to deal out successive rows of <a href="http://www.reason.com/UserFiles/Image/Mariyah-Moten--new-bikini-4.jpg">eight</a> cards on the rivers, each row partly covering the preceding one, and temporarily blocking it (Rule V). In dealing, you may not play a card from any row until that row is complete. After dealing each row, pause and examine the tableau, playing and marrying all suitable cards, and refilling vacancies, both in the rivers and helps, with cards from the pack. In <a href="http://www.ideagrove.com/blog/uploaded_images/Alycia-Lane-soccer-bikini-741237.jpg">filling</a> up vacancies in the rivers, those in the uppermost rows must first be refilled.</p>
<p>After the entire pack is exhausted, the skill of the <a href="http://AndroidGameReviews.com">play</a>er will be required. The four packets of help cards may now be increased to eight. To effect this, any four available cards may be selected from the rivers to begin the new packets, which have all the privileges of the original ones, and should be placed in the same line. The player may use his own discretion concerning them. He is not obliged to place the four new helps at once, but only as they are required, and it is best to keep one or two of the spaces free, so as to receive any card from the rivers which, in the progress of the game, is found to block a card much needed. If any of the packets of help cards are played off, the vacancy may be filled by another card from the rivers, but the packets must never exceed the number of eight.</p>
<p>There is no re-deal.</p>
<p><em> Note.</em> —In the tableau only three rows of the rivers are shown.</p>
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		<title>Game Over</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/WlQ9AitC-VM/</link>
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		<pubDate>Sun, 07 Dec 2008 14:17:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<description><![CDATA[The rules of chess game endings.]]></description>
			<content:encoded><![CDATA[<pre>Considering that the object of the <a href="http://AndroidGameReviews.com">game</a> is the capture of the
opposing King, it seems most important to find out whether there
are positions in which this capture can be accomplished in the
face of the best possible defense. Naturally a player must have a
certain material superiority to be able to force a <a href="http://www.femalefreedom.ca/">mate</a>, and the
first question which offers itself is what MINIMUM force is
required to compel the surrender of a King whose men have all
been captured during the game.

It is clear that in order to checkmate the lone King it is
necessary to attack the square on which he stands as well as all
adjacent squares to which he could escape. The most unfavorable
position for the <a href="http://www.youtube.com/watch?v=NQQdsKH3Qt8">King</a> is, of course, a corner of the board as
there he has only three squares to go to while in the middle of
the board eight squares are accessible to him. Consequently, in
an ending in which one player has only his King left the other
player will try to drive the King into a corner where he needs
control over only three additional squares.

It can easily be seen that this can be done without difficulty
with King and Queen or with King and Rook. Supposing, for
instance, White has his King on c3 and his Queen on h3 while
Black's King stands on d6 as shown in the following diagram.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 |    |    |    | #K |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    | ^K |    |    |    |    | ^Q |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 9.

How will White proceed in order to drive the King into a corner
and checkmate him there?

A direct onslaught with the Queen on e6 or d7 is clearly not
advisable as the Queen would not be protected on these squares,
so that the King could simply capture her. A long range attack
from h2, g3, d3 or h6 is not effective either as it would not
restrict the mobility of the King who could go to either d5 or e6
or e5, that is away from the corner to which he is to be driven.

The correct way of maneuvering for White will be to confine
Black's King to a <a href="http://farm1.static.flickr.com/217/487164753_b995298d6f.jpg?v=0">smaller</a> and <a href="http://animal.kukuchew.com/wp-content/uploads/2008/06/puppy-and-bikini-woman.jpg">smaller</a> territory until he finally
has to back up against the side or the corner of the board. This
consideration indicates the following line of play:

(1)Q-f5, K-c6; (2)Q-e5, K-d7; (3) K-c4, K-c6; (4) Q-e7, K-b6; (5)
Q-d7, K-a6. White must now be very careful to avoid a stalemate
which would result if he deprived the King of all mobility
without attacking him at the same time. This would be the case if
he now moved Q-c7. For then Black could not move the King to b5,
as this square is controlled by White's King, and he could not go
to any of the other four squares in his range on account of
White's Queen attacking all of them. The correct move is (6) K-
c5. This leaves only the square a5 for Black's King, and White
checkmates by (7) Q-a7 or (7) Q-b5.

If, in Diagram 9, White had a Rook on h3 instead of the Queen,
the mating process would take a few more moves, but there would
be no escape for Black either.

It will again be White's aim to confine Black's King to a smaller
and smaller number of squares. The best way to start will
therefore be (1) R-e3. No matter what Black replies, he cannot
prevent White from driving him to the edge of the board in a
similar way to the one shown in the following example:

(1) ..., K-d5; (2) R-e1. This is a WAITING MOVE. Black must leave
d5, thus enabling either White's King to advance or the Rook to
occupy e5. (2) ..., K-c5; (3) R-e5; K-d6; (4) K-d4, K-c6; (5) R-
d5, K-b6; (6) R-c5, K-b7; (7) K-d5, K-b6; (8) K-d6, K-b7; (9) R-
b5, K-a6; (10) K-c6, K-a7; (11) K-c7, K-a6; (12) R-h5, K-a7; (13)
R-a5 mate.

The two examples discussed show that it is not necessary to drive
the King into the corner but that he can be mated on any square
of the edge by Queen or Rook. It will be observed that in the
mating position three of the six squares at Black's disposal are
controlled by White's King and the other three by the Rook (or
the Queen). If White had only a Bishop or a Knight in addition to
the King he could never mate Black, for neither Bishop nor Knight
can attack the King and at the same time control a square
adjacent to the King. This, however, is at least necessary to
force the mate, even in the most unfavorable position of the
King, that is, in the corner.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 | ^Kt|    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    |    |    |    |    |    | #P |
       |---------------------------------------|
     2 |    |    |    |    |    | ^K |    | #K |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 10.

There are possibilities of a player mating his opponent with only
King and Knight or King and Bishop, but then there must be a man
of the opponent blocking the escape of the King. Diagram 10 is an
example of such a case. White plays (1) Kt-c5, K-h1; (2) Kt-e4.
Now Black cannot continue with P-h2, as White would checkmate
with Kt-g3. Therefore, he must play (2) ..., K-h2. White then
gets the Knight in such a position as to deprive Black's King of
the escape to h2 and to keep the square g3 accessible to the
Knight: (3) Kt-d2 (not Kt-g3, which would stalemate Black's
King), K-h1; (4) Kt-f1. The only move left to Black is now P-h2,
and White mates by (5) Kt-g3.

If it were Black's move in the position of the Diagram the game
would be a draw, for after (1) ..., K-h1; (2) Kt-c5, P-h2 Black
is stalemate unless White moves his King so as to make the square
g1 accessible to Black. However, he will not do that as it would
enable Black to queen the Pawn and to win the game.

In the case of King and Bishop against King and another man a
mate can only occur through a blunder. Supposing for instance
White has the King on f3 and a Bishop on d5 and Black has the
King on h1 and a Bishop or a Pawn on h2, then White on the move
would mate by K-f2. But it is evident that Black must have made a
blunder, for on the move preceding the position of the Diagram he
must have either played his King into the corner or moved the
Bishop or Pawn to h2, both moves which were in no way forced.

To checkmate with King and two Bishops against King or with
Bishop and Knight against King offers no difficulty.

       +---------------------------------------+
     8 | #K |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 | ^K | ^B | ^B |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 11.

The only thing the player must keep in mind is that he needs his
King for the drive. The two pieces are not sufficient to confine
the opposing King to the corner. In Diagram 11 for instance, it
will be the best policy for White to advance right away with his
King in order to prevent Black's King from escaping into the
middle of the board. The following play might then ensue:

(1) K-b2, K-b7; (2) K-c3, K-c6; (3) K-d4, K-d6; (4) B-f5, K-c6;
(5) B-f4, K-b5; (6) B-e4, K-b4; (7) B-d3, K-b3; (8) B-d2, K-b2;
(9) K-c4, K-a3; (10) K-c3, K-a4; 11) K-c2 (not K-b2 which would
stalemate Black's King), K-a3; (12) B-b5, K-a2; (13) B-c1, K-a1;
(14) B-b2, K-a2; (15) B-c4 mate.

In the fight of King, Bishop and Knight against the King the mate
can be enforced only in a corner controlled by the Bishop, if the
lone King always makes the best move. Diagram 12 may serve as an
example of this ending. White has a black Bishop and so he will
have to drive Black's King to either h8 or a1 as it is not
possible to mate him in the white corner a8, unless he makes a
blunder.

After (1) B-e5 for instance, Black must of course not go into the
corner as Kt-b6 would mate him. He will play K-c8 and White will
have to prevent the flight of the black King into the middle of
the board. It is easy to see, by the way, that the Kt cannot be
placed so as to control the square c8, thereby forcing the King
into the corner, and to <a href="http://www.lovechitchat.com/wp-includes/images/women_threaten_with_rollingpin.jpg">threaten</a> the mate on b6 at the same time.
For he can control c8 only from a black square while he would
have to stand on a white square to be able to reach b6 in one
move.

After (1) B-e5, K-c8; (2) K-b6, K-d7; (3) Kt-f4 Black's King is
confined to the seventh and eighth ranks and it is only a
question of time when he will be forced to h8.

       +---------------------------------------+
     8 |    | #K |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 | ^K |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    | ^Kt|    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    | ^B |    |    |    |    |    |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
        ---------------------------------------
         a    b    c    d    e    f    g    h

                DIAGRAM 12.

White's Bishop being only capable of commanding black squares the
Knight will have to be used to drive the King from white squares.
For instance: K-c8; (4) K-c6, K-d8; (5) Kt-g6, K-c8; (6) Kt-e7,
K-d8; (7) K-d6, K-e8; (8) K-e6, K-d8; (9) B-h2. A waiting move.
White wants to place the Bishop on c7 so as to make d8
inaccessible to Black. (9) K-e8; (10) B-c7, K-f8; (11) Kt-f5, K-
e8; (12) Kt-g7, K-f8; (13) K-f6, K-g8; (14) K-g6, K-f8; (15) B-
d6, K-g8; (16) Kt-f5, K-h8; (17)

       +---------------------------------------+
     8 |    | #K |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 |    | ^K |    | ^Kt|    |    |    |    |
       |---------------------------------------|
     5 |    |    | ^Kt|    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
        ---------------------------------------
         a    b    c    d    e    f    g    h

                DIAGRAM 13.

B-a3. Again a waiting move. White cannot play Kt-h6 right away as
Black would be stalemate. (17) ..., K-g8; (18) Kt-h6, K-h8; (19)
B-b2 mate.

It is not possible to force a mate with King and two Knights, for
even if a position similar to Diagram 13 is arrived at, in which
the King can be driven into the corner, the Knight who prevents
the King from escaping is never ready to give the checkmate, and
in order to prevent a stalemate the other Knight would have to
let the King out of the corner again. If Black had a spare move,
for instance if he had a Pawn left, then White would win. (1) Kt-
a6, K-a8; (2) Kt-e8, Pawn moves; (3) Kt-c7 mate.</pre>
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		<title>The Clock</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/nEDoZPUdJPs/</link>
		<comments>http://AndroidGameReviews.com/2008/12/06/the-clock/#comments</comments>
		<pubDate>Sat, 06 Dec 2008 22:42:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=187</guid>
		<description><![CDATA[A solitaire game where the layout resembles two clocks.]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>When the circle is formed, the uppermost cards of each deck are available, and their removal releases as usual those beneath.</li>
<li><a href="http://www.youtube.com/watch?v=yPvVnrV1tow">Marriages</a> can only be made with cards in the circle, and not with those from the pack or talon.</li>
<li>Vacancies in the circle must be refilled with cards from the pack, but not from the <a href="http://www.dragtimes.com/images/8788-1995-Eagle-Talon.jpg">talon</a>; each packet must be refilled so as to contain not less than three cards.</li>
<li>The twelve foundations must follow suit.</li>
</ol>
<h3><a href="http://dl.getdropbox.com/u/41386/2moons.jpg">Game play</a></h3>
<p>Remove twelve cards from the <a href="http://www.rd.com/images/tfhimport/2001/Jun01_Deck-Building_Tips/20010601_Deck-Building_Tips_page001img001_size2.jpg">deck</a>, as shown in Tableau No. 1, and place them in their exact order against the hours of the clock represented. These are the foundation cards, and are to ascend in sequence until each packet attains the hour of the clock against which it is placed.</p>
<p>Having placed these twelve foundations, proceed to deal out a circle consisting of twelve packets of three cards dealt together—so spread that each card is visible (see dotted line). From this circle you first play all suitable cards (Rule I), and then marry in a descending line (Rule II), and then refill spaces (Rule III). This last should be done in order, from left to right, beginning at the numeral I, and all the packets refilled before proceeding again to play or to marry.</p>
<p>Note.—Although each packet must never contain less than the original number of three cards, they will often, by marriages, contain more.</p>
<p>You are not <a href="http://docsouth.unc.edu/southlit/twainlife/twain81.jpg">obliged</a> to play cards which would be more useful if left on the circle.</p>
<p>When all further progress is at an end, deal out the remaining cards; play all suitable ones, then marry and refill spaces, but be careful not to infringe Rule II.</p>
<p>The cards that cannot be so employed are <a href="http://i196.photobucket.com/albums/aa63/me232352513/BUTT4small.jpg">laid</a> aside in one packet, forming the talon, which can only be used to play on the foundations.</p>
<p>There is no re-deal.</p>
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		<title>Gaming Glossary</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/Y7alI-Nx5tM/</link>
		<comments>http://AndroidGameReviews.com/2008/12/06/gaming-glossary/#comments</comments>
		<pubDate>Sat, 06 Dec 2008 14:20:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<description><![CDATA[A glossary of special chess terms.]]></description>
			<content:encoded><![CDATA[<h3>Attack and Defense</h3>
<p>A player is said to ATTACK another player if he moves so that on his<br />
next move he could capture the other player. Thus, in Diagram 5,<br />
White could attack Black&#8217;s Bishop by moving his Rook to d1 or to<br />
e6.</p>
<p>A player is said to DEFEND or to PROTECT another player if he moves so<br />
that in case the other player is captured by a hostile player he could<br />
recapture the latter. Thus, in Diagram 5, <a href="http://my.prostreetonline.com/photos/data/508/Sexy-brunette-in-black-bikini-132.jpg">Black</a> could defend his<br />
Bishop by moving his Knight to either e4 or e8 in case <a href="http://gamesnet.vo.llnwd.net/o1/gamestar/objects/191254_main.jpg">White</a><br />
attacks with the Rook from d1. Should White attack from e6, then<br />
Black would not defend the Bishop with the Knight, for on e4 as<br />
well as on e8 the Knight is unprotected and could be captured by<br />
the Rook without White losing anything in exchange. Black has a<br />
much more simple way to defend the attack of the Rook from e6,<br />
that is, by capturing the Rook with the Pawn f7. For this reason<br />
White would not have moved the Rook to e6.</p>
<h3>Check and Checkmate</h3>
<p>If a man makes a move which attacks the opposing King the King is<br />
said to be in &quot;check.&quot; The player whose King is checked then has<br />
to make a move which gets the King out of check</p>
<pre>       +---------------------------------------+
     8 |    |    |    |    |    |    | #K |    |
       |---------------------------------------|
     7 |    |    |    |    |    | #P | #P |    |
       |---------------------------------------|
     6 |    |    |    | #B |    | #Kt|    | #P |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 | ^P |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    | ^P |    |    |    |    | ^P |
       |---------------------------------------|
     2 |    |    |    |    |    |    | ^P |    |
       |---------------------------------------|
     1 |    |    |    |    | ^R |    | ^K |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 5.</pre>
<p>or he forfeits the game. This is the only case in which a player<br />
is not at liberty to make any move he likes.</p>
<p>Unless the attacking man can be captured there are only two ways<br />
of getting out of check. One of these is to interpose a man<br />
between the King and the attacking piece, and the other to move<br />
the King out of the line of attack. In Diagram 5 Black could give<br />
check by moving the Bishop to c5. In answer to this White has<br />
four moves at his disposal. He may either move the King to f1 or<br />
h1 or h2, or he may interpose his Rook on e3. The latter would be<br />
very unwise as Black would simply take the Rook with his Bishop,<br />
again checking White&#8217;s King. The situation would then not have<br />
changed at all except that White would have lost his Rook.<br />
White&#8217;s King could not move to f2, for this would leave him still<br />
attacked by the Bishop.</p>
<p>Instead of checking on c5 Black could have attacked White&#8217;s King<br />
on h2. But in this case the King would have simply captured the<br />
Bishop.</p>
<p>If it were White&#8217;s move he could give check with the Rook on e8.<br />
But Black could take the Rook with the Knight. He would naturally<br />
do this instead of either moving out with the King to h7 or<br />
interposing the Bishop on f8.</p>
<p>If a King is in Check and there is no move with which to get him<br />
out of it he is said to be &quot;checkmate&quot; and the game is over.<br />
Diagram 6 shows an example in which either player can give<br />
checkmate on the move.</p>
<p>If it were White&#8217;s move he would take the Pawn on g6 with his<br />
Queen. Now Black&#8217;s King is in check as White&#8217;s Queen threatens to<br />
take him on the next move. The King cannot move to either g7 or<br />
h7, for these two squares are also commanded by White&#8217;s Queen.</p>
<pre>       +---------------------------------------+
     8 |    |    |    | ^R |    | #Kt| #K | #R |
       |---------------------------------------|
     7 | #P | #B | #P |    |    | #P |    |    |
       |---------------------------------------|
     6 |    | #P | #Q | #B |    |    | #P |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    | ^Kt| ^Kt|    |
       |---------------------------------------|
     3 |    | ^B |    | ^Q |    |    |    | ^P |
       |---------------------------------------|
     2 | ^P | ^P | ^P |    |    |    | ^P | ^K |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                 DIAGRAM 6.</pre>
<p>Moreover, the latter cannot be taken by the Pawn on f7 as the<br />
black King would be in check by the Bishop on b3. The Pawn is<br />
&quot;pinned&quot; by the Bishop. Black&#8217;s Knight cannot take White&#8217;s Queen<br />
either as he is pinned by White&#8217;s Rook. Finally, there is no<br />
piece available which may be interposed between White&#8217;s Queen and<br />
Black&#8217;s King; in other words: Black is checkmate, his game is<br />
lost.</p>
<p>If it were Black&#8217;s move he would take the Pawn g2 with the Queen.<br />
Now White&#8217;s King is in check as Black&#8217;s Queen threatens to take<br />
him on the next move. He may not take the Queen as he would then<br />
be captured by the Bishop b7. Neither may the Knight f4 take the<br />
Queen as he is pinned by the Bishop d6. Moreover, the King may<br />
not escape to g1, h1 or g3, these three squares lying in the<br />
rangeof Black&#8217;s Queen; and so there is no move on the board with<br />
which to get White&#8217;s King out of check: He is checkmate, White<br />
loses the game.</p>
<h3>Android Stalemate</h3>
<p>If a player, without being in check, cannot make any move which<br />
would not get his King into check, he is said to be STALEMATE. In<br />
this case the game is considered a draw. Diagram 7 shows an<br />
example.</p>
<p>White on the move, although his forces are much inferior, can<br />
draw the game by checking with the Rook on f3. Black cannot very<br />
well make a move with his King in reply, as then White&#8217;s Rook<br />
would take the Queen. Black, therefore, must capture the Rook<br />
with the Queen and with this move he stalemates White, as the<br />
latter has no move left which would not bring his King into<br />
check.</p>
<pre>       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    |    | #Q |    |    |    | #K |
       |---------------------------------------|
     2 |    |    |    |    |    | ^R |    |    |
       |---------------------------------------|
     1 |    |    |    |    | #R | ^Kt| ^K |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 7.</pre>
<p>If it were <a href="http://themes.belchfire.net/screenshots/Black_Bikini.jpg">Black</a> &#8217;s move he would easily win. In fact he has two<br />
different ways of checkmating <a href="http://www.ratemyeverything.net/image/2827/0/white_bikini.ashx">White</a> in three moves. One of them<br />
would be to take the Knight with the Rook, attacking the King and<br />
forcing White&#8217;s Rook to recapture as the King has no square to go<br />
to; then to give check with the Queen on g3 forcing White&#8217;s King<br />
to h1 and enabling the mate with the Queen on g2 or h2.</p>
<p>The other way would be to start with the check on g3. As White&#8217;s<br />
Knight is pinned he cannot capture the Queen.</p>
<pre>       +---------------------------------------+
     8 |    |    |    |    |    |    | #K |    |
       |---------------------------------------|
     7 |    |    |    |    |    |    | #P |    |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    | ^Q |    |    |    |
       |---------------------------------------|
     3 |    | #Q |    |    |    |    | ^P |    |
       |---------------------------------------|
     2 | #P |    |    |    |    |    |    | ^P |
       |---------------------------------------|
     1 |    |    |    |    |    |    |    | ^K |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 8</pre>
<p>Interposing the Rook on g2 would not help either as the Queen<br />
would simply take him at the same time checkmating the King.<br />
White&#8217;s only move is, therefore, to play the King into the<br />
corner, and Black then mates by first taking the Knight and then<br />
moving the Queen to g2 or h2.</p>
<h3>Perpetual Check</h3>
<p>If a player is able to check the opposing King continually and he<br />
indicates his intention to do so the game is considered a draw.<br />
In the following position, for instance, White on the move can<br />
draw the game by giving a perpetual check on e8 and h5. Black<br />
cannot help himself as he has to go back and forth with the King<br />
on h7 and g8. Without the possibility of this perpetual check<br />
White would be lost, for he cannot prevent the Pawn a2 from<br />
queening and with two Queens against one Black would easily win<br />
as will be seen later from the discussion of elementary endings.</p>
<h3>Exchange</h3>
<p>To exchange means to capture a hostile man when it allows a man<br />
of the same value to be captured by the opponent.</p>
<p>It is rather confusing that the term &quot;exchange&quot; is also used for<br />
the difference in value between a Rook and a Bishop or a Knight.<br />
To win the exchange, in this sense, means to capture a Rook and<br />
to lose for it only a Bishop or a Knight.</p>
<h3><a href="http://www.youtube.com/watch?v=18wRw7203Rs">Double Pawn</a></h3>
<p>Two Pawns of the same player standing in one file are called a<br />
double Pawn. Three Pawns in one file are called a triple Pawn.</p>
<h3>Passed Pawn</h3>
<p>A Pawn whose advance to the eighth rank is not blocked by an<br />
opposing Pawn in the same file and who does not have to pass one<br />
on an adjoining file is called a passed Pawn.</p>
<h3>Isolated Pawn</h3>
<p>A Pawn is called isolated if there are no Pawns of the same<br />
player on the adjoining files.</p>
<h3>Backward Pawn</h3>
<p>A Pawn is called backward if he cannot advance far enough to be<br />
protected by fellow Pawns in an adjoining file.</p>
<h3>Fork</h3>
<p>A Pawn is said to fork two pieces if he attacks them<br />
simultaneously.</p>
<h3>Minor Piece</h3>
<p>The Bishops and the Knights are called minor Pieces as compared<br />
with the Rooks and the Queen.</p>
<h3>Sacrifice</h3>
<p>To sacrifice a <a href="http://AndroidGameReviews.com">game</a> means to give up a man without obtaining for him a<br />
man of the opponent or to give up a man for one of lesser value.</p>
<h3>Discovered Check and Double Check</h3>
<p>A discovered Check is an attack on the King caused by a man<br />
moving out of the line of a piece which he was obstructing. If<br />
the man discovering the Check also attacks the King the Check is<br />
called a double Check.</p>
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		<title>The Carpet</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/qbjuXHZ1QHE/</link>
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		<pubDate>Fri, 05 Dec 2008 23:16:06 +0000</pubDate>
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		<description><![CDATA[This is a complicated variation to the otherwise simple solitaire rules.]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol class="rules">
<li> The foundations follow suit.</li>
<li> Cards on the <a href="http://www.sporttruckdirect.com/Pics/GAYLORDS/Gaylords_TB_Bolt_Lid_Rear_open_Big.jpg">carpet</a> (<em>teppich</em> ) are only available when <em> one of the <a href="http://www.krug.com.by/images/photo-brasil/brasil-beach.jpg">narrow ends</a> is free </em> (<em>i.e.</em> , the top or bottom of the card). No card is available when <em> both </em> the narrow ends are blocked by other cards. On the tableau crosses are placed to show the available cards after the <a href="http://i161.photobucket.com/albums/t214/kitteekatt86/star-wars-chewy-carpet-muncher.jpg">carpet</a> has been dealt.</li>
<li>When a card from the carpet is played, it does not free the next one, because its removal cannot free either of the narrow ends of that card, yet it helps the game indirectly, and the inner cards become by degrees available.</li>
<li>When the talon is formed, any available cards from the carpet can be placed in ascending or descending sequences upon the uppermost card of the talon, following suit.</li>
</ol>
<h3><a href="http://www.cs.colorado.edu/ugrad/seniorproject/projects/shots/biokid/gameplay.png">Game Play</a></h3>
<p>Withdraw from the pack four aces and four kings of different suits. These are the foundations, and ascend and descend in the usual sequences.</p>
<p>Next deal out sixty-four cards exactly in the order and pattern of those in the tableau. This is called the carpet (<em>teppich</em> ). Play from the carpet all available cards (Rules I and II), and then deal out the remainder, playing suitable ones or placing the unsuitable cards as a talon. When the talon is formed, examine the carpet before you place each card of the talon, as you have the privilege of placing cards from the <a href="http://www.youtube.com/watch?v=tdnSxVK0WzM">carpet</a> on to the talon (Rules II and IV), and it is always advisable to do this when possible, for although at the moment the cards removed may not release others, it assists the development of the game by diminishing the number of cards in the <a href="http://www.yardbarker.com/m/20982/xl/naked-girl-chair-yardbarker.jpg">carpet</a>. In dealing the cards, suitable ones need not be played on a foundation, if by placing them on the talon a greater number can be freed from the carpet. The success of the game mainly depends on detaching cards from the carpet. Great care must be taken to carry out strictly Rule II.</p>
<p>No card can possibly be used, either to play on a foundation or to be placed in sequence on the talon, unless one of the narrow ends is free; but as other cards are <a href="http://www.iwatchstuff.com/assets/media-removed.jpg">removed</a>, those even in the center become available by a clear lane having been opened out, either horizontal or perpendicular, leading up to one of the narrow ends of each card.</p>
<p>The talon may be taken up, shuffled, and re-dealt twice, but great care must be taken in the third deal as to the placing of sequences. If one foundation of any suit is finished, sequences from the carpet should not be formed on the talon except in <em> descending </em> sequence; but, of course, if, in dealing the talon, cards should get placed in the wrong (<em>ascending</em> ) sequence, there is no remedy, but in that case the <a href="http://AndroidGameReviews.com">game</a> could not succeed.</p>
<p>There are two re-deals.</p>
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		<title>The Moves of the Android Players</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/BVVipb5-Ghw/</link>
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		<pubDate>Fri, 05 Dec 2008 17:58:56 +0000</pubDate>
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=156</guid>
		<description><![CDATA[A guide on how the players move on the Android chess board.]]></description>
			<content:encoded><![CDATA[<pre>Each of the six kinds of men moves in a different way on the T-Mobile
G1 LCD. To remember the six varieties of moves naturally requires a little
more effort than to remember just the one way of moving as in
most other board games. But it takes only very little practice to
become familiar with the various moves of the Chessmen and it is
soon revealed to the learner that the variety of the moves
enables a surprising depth and wealth of combinations which give
keener and greater pleasure to this game than to any other.
<h3>The <a href="http://johnmckay.blogspot.com/rook.jpg">Rook</a></h3>

The Rook may move forward, backward or sideways in a straight
line along a path not obstructed by a man of the same color. In
other words, he may move to any square of the rank or file on
which he stands unless another man of his own color is in the
way. If there is a hostile man in the way he may capture him by
occupying his square and removing him from the board.

In Diagram 2, for instance, the Rook could move to e5, e6, e7,
e8, e3, e2, e1, f4, g4, d4 and c4. In making the latter move he
would capture the black Bishop. The Rook may not go to h4 because
a man of his own color stands there nor may he go to b4 or e4
because he is not allowed to jump over the Bishop. He could, of
course, move to either of these squares on his next move after
capturing the Bishop.
<h3>The <a href="http://www.paisleydiocese.org.uk/Bishop8.jpg">Bishop</a></h3>

The Bishop moves along an oblique line, that is, he may move to
any square of the diagonals on which he stands unless--as in
the case of the Rook--his way is obstructed by a man of his own
color. If there is a hostile man in the way he may capture him.
In Diagram 2, therefore, the Bishop may move to a2, b3, d5, e6
or, by capturing the Knight, to f7. He may not move, however, to
g8, until his next move after capturing the Knight. In the other
diagonal all squares, that is, fi, e2, d3, b5 and a6, are
accessible to him.

As the Bishop is confined to squares of the same color as the one
on which he stood at the beginning of the game he has access only
to thirty-two squares of the board, and from this it is evident
that the Rook to whom all squares of the board are accessible is
a stronger man.
<h3>The <a href="http://www.8notes.com/images/artists/queen.jpg">Queen</a></h3>

The Queen has the power of both Rook and Bishop having the choice
of moving to any square of the rank, file or diagonal on which
she stands as long as her path is clear. In Diagram 2 the squares
to which the Queen may move are, therefore, e3, b4, c5, e7, f8,
f1, b5, C7, b8, d1, d2, d3, d4, ds, d7, d8, a6, b6, c6, e6, f6,
g6 and h6. Like the Rook and Bishop she has the power of
capturing a hostile man by occupying his square.

The Queen is by far the most powerful of the pieces. Later it
will be seen that ordinarily her strength is about equal to the
strength of two Rooks.
<h3>The <a href="http://jacketmagazine.com/12/px/blackburn-king.jpg">King</a></h3>

The King, like the Queen, moves and captures in any direction,
but he is much less powerful because he may move only one square
at a time. Nevertheless, he is the most important man, for, as
said at the beginning, the object of each side is the capture of
the opposing King.

To save the King from untimely death there is a rule that the
King may not move into any square which is in the direct range of
any man of his enemy. Thus, in Diagram 2 the black King may move
to f2, g2, h2, f3 and h3, but he may not move to f4 or g4 nor may
he capture the Pawn on h4, for on any of these squares he could
be captured by the white Rook.

The white King in Diagram 2 has only three squares to which he
may go, namely, b1, b2 and c2, as the squares d1 and d2, though
being in his range, are commanded by the black Queen.
<h3>The <a href="http://www.altfg.com/Stars/a/arn-the-knight-templar.jpg">Knight</a></h3>

The Knight moves neither in rank nor file nor diagonal and,
therefore, usually offers a little more difficulty to the
beginner than the other pieces. The Knight's move is perhaps best
described as a leap to the next but one square of different
color.[Footnote: It may be helpful to consider the Knight's move
when completed as having described a letter &quot;L&quot; composed of four
squares, three in one direction and one at right angles to them.]
For instance, in Diagram 2 the Knight may move to d8, d6, e5, g5,
h6 and h8. In moving to d6 he would capture the Queen.

His move would be in no way obstructed if some of his own or his
adversary's men were occupying the squares next to the one on
which he stands. This enables the Knight as the only one of the
pieces to move at the beginning of the game before any Pawn move
has been made.

The strength of the Knight is ordinarily regarded as about equal
to that of the Bishop. The latter's range is larger but the
Knight has the advantage of being able to reach any square of the
board regardless of color.
<h3>The <a href="http://img.alibaba.com/photo/11391261/Fashion_Bikini_Triangles.jpg">Pawn</a></h3>

It remains to describe the move of the Pawn, the only man who
captures in a different way from that in which he moves. The Pawn
moves FORWARD ONLY in the file in which he stands, and only one
square at a time with the exception of his first move on which he
may advance two squares. Thus, in Diagram 2, the white Pawn may
move only to h5 while the black Pawn may move to either g6 or g5.

The Pawn may capture only diagonally, only forward and only one
square at a time. The privilege of taking a double step on the
first move does not extend to the capture. Thus in Diagram 2, the
white Pawn could capture only a black man on g5, the black Pawn
only a man on either f6 or h6, but not on e5. If a man stood on
h5, the Pawn h4 would be blocked. Likewise would the Pawn on g7
be blocked by a man on g6.

There is one peculiar rule to be remembered in connection with
the move of the Pawn. If a Pawn uses his privilege of making a
double step to avoid capture by a hostile Pawn he can be put back
one square and captured just the same. For instance, in Diagram
2, if the white Pawn stood on h5 and Black moved his Pawn to g5,
White could put Black's Pawn back to g6 and capture him with his
Pawn. This way of capturing is called taking &quot;en passant&quot; (French
for &quot;in passing&quot;) and can be done only by a Pawn, never by a
piece.

Lastly must be mentioned the power of the Pawn to become
transformed into a piece. This is done automatically whenever a
Pawn reaches the extreme opposite side of the board. That is, the
player must remove the Pawn from the board and put any piece on
his place except a King. Thus it can happen that a player may
play with three or more Rooks, Bishops, Knights or Queens. As the
Queen is the strongest Piece the Pawns are practically always
exchanged for Queens and for this reason the process of the
exchange is called &quot;queening.&quot;

Although a Pawn has comparatively little value as measured by his
mobility--his range of movement--he is really a very valuable man
because of the possibility of his eventually queening.
<h3><a href="http://www.berrydog.com/Merchant2/graphics/00000001/tonga-red-thong-bikini.jpg">Castling</a></h3>

Only once in a game is a player allowed to move more than one
piece at a time. This one move is called &quot;castling&quot; and is made
by the King together with one of the Rooks. In castling the King
moves two squares toward the Rook and the Rook is placed on the
square over which the King has passed. In the position of Diagram
3 both players may castle either side.

White, in &quot;castling King's side&quot; would place his King on g1 and
the King's Rook on f1; in &quot;castling Queen's side&quot; the King would
leap to c1 while the Queen's Rook would take his stand on d1.
Likewise Black would castle by either playing the King to g8 and
the Rook from h8 to f8, or the King to c8 and the Rook to a8 to
d8.

       +---------------------------------------+
     8 | #R |    |    |    | #K |    |    | #R |
       |---------------------------------------|
     7 | #P | #P | #P |    | #Q | #P | #P | #P |
       |---------------------------------------|
     6 |    |    | #Kt| #P |    | #Kt|    |    |
       |---------------------------------------|
     5 |    |    | #B |    | #P |    | ^B |    |
       |---------------------------------------|
     4 |    |    | ^B |    | ^P |    | #B |    |
       |---------------------------------------|
     3 |    |    | ^Kt| ^P |    | ^Kt|    |    |
       |---------------------------------------|
     2 | ^P | ^P | ^P | ^Q |    | ^P | ^P | ^P |
       |---------------------------------------|
     1 | ^R |    |    |    | ^K |    |    | ^R |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                 DIAGRAM 3.

       +---------------------------------------+
     8 | #R | #Kt|    |    | #K |    |    | #R |
       |---------------------------------------|
     7 | #P | #P |    |    |    | #P | #P | #P |
       |---------------------------------------|
     6 |    |    | #P |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    | #P | ^P |    |    |    |
       |---------------------------------------|
     4 |    | ^B |    |    |    | ^P |    |    |
       |---------------------------------------|
     3 |    |    |    |    | #Kt| ^Kt|    |    |
       |---------------------------------------|
     2 | ^P | ^P | ^P |    |    |    | ^P | ^P |
       |---------------------------------------|
     1 | ^R |    |    |    | ^K |    |    | ^R |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 4.

Castling is permitted only when neither King nor Rook concerned
has previously moved, when none of the squares between the King
and the Rook are obstructed and when none of the three squares
involved in the King's move are controlled by an adverse man.
Thus if in check (see page 17) the player may not castle. In
Diagram 4, neither White nor Black may castle.</pre>
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		<title>The Blockade</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/0zahE8rqn8o/</link>
		<comments>http://AndroidGameReviews.com/2008/12/05/the-blockade/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 12:26:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=152</guid>
		<description><![CDATA[This is one of the more simpler games of solitaire.]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol class="rules">
<li> All cards in the first row are available, but as each row is placed it blocks the preceding one.</li>
<li class="lsoff"> The removal of any card in the lower rows releases the one immediately above it, the principle being that all cards are available that have <em> no others below them</em> .</li>
<li> The foundations must follow suit.</li>
</ol>
<h3>How to Play the Game</h3>
<p>Deal out twelve cards in a horizontal line on the T-Mobile G1 LCD. Aces may be played as they appear, but no other card can be played until the row is complete. The eight aces are the foundation cards, and are to ascend in sequence to kings.</p>
<p>When the first line is placed, play any suitable cards, and then marry in descending line, but be careful to place the cards exactly over each other, to avoid confusion. The vacancies thus caused must be immediately refilled from the pack, then again play and marry. When neither can be done, deal out another row underneath the first, and, when it is complete, play, marry, and refill spaces as before.</p>
<p>You continue to deal out successive rows until the pack is exhausted, always pausing between each row to play, marry, and refill spaces.</p>
<p>In the course of the game vacancies will often be made in the higher rows. These must always be refilled first.</p>
<p>There is no re-deal.</p>
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		<item>
		<title>Board and Men</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/r3bPOGM_e9k/</link>
		<comments>http://AndroidGameReviews.com/2008/12/04/board-and-men/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 00:31:29 +0000</pubDate>
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		<description><![CDATA[A description of the chessboard and types of game pieces.]]></description>
			<content:encoded><![CDATA[<pre>The game of Chess is played by two armies who oppose each other
on a square board or battlefield of sixty-four alternate white
and black squares. Each army has sixteen men; one King, one
Queen, two Rooks (or Castles), two Bishops, two Knights and eight
Pawns. The Generals of the two armies are the two players
themselves. The men of one side are of light color and are called
White, those of the other side are of dark color and are called
Black.

The object of the game is to capture the opposing King. When this
is done the battle is ended, the side losing whose King is
captured. To understand what is meant by the capture of the King
it is first necessary to become acquainted with the laws
according to which the different men move on the board.

To start with, the board must be placed so that the players have
a white square at their right. Then the men take the positions
shown in Diagram 1.

The Rooks occupy the corner squares; next to them stand the
Knights; then the Bishops and in the center the King and the
Queen.

       +---------------------------------------+
     8 | #R | #Kt| #B | #Q | #K | #B | #K | #R |
       |---------------------------------------|
     7 | #P | #P | #P | #P | #P | #P | #P | #P |
       |---------------------------------------|
     6 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     3 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     2 | ^P | ^P | ^P | ^P | ^P | ^P | ^P | ^P |
       |---------------------------------------|
     1 | ^R | ^Kt| ^B | ^Q | ^K | ^B | ^Kt| ^R |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 1

The white Queen must be on the white square and the black Queen
on the black square. These eight, men are commonly known as
&quot;pieces&quot; in distinction from the Pawns. The latter occupy the
line of squares immediately in front of the Pieces.

The lines of squares now occupied by the men and the other four
vacant horizontal lines between them are called RANKS. The
vertical lines of squares running perpendicularly to the ranks
are called FILES. The oblique lines of squares, that is, lines
which connect squares of the same color, are called DIAGONALS.

To describe the moves of the men on the board in a simple way it
is necessary to indicate every square and every man by a short
symbol. For this purpose different systems have been suggested at
different times, but only two of them have been generally
adopted. The older one, called the &quot;descriptive notation,&quot; still
predominates in the English, French and Spanish speaking
countries, but as leading English and American writers have
lately used the newer &quot;algebraic notation&quot; which is much more
simple, the latter will be employed in this book. Later the
former method will be explained for the sake of completeness.

In the algebraic notation the files are lettered from a to h,
starting from the file on White's left. The ranks are numbered
from 1 to 8, starting from the rank on which White's pieces stand
at the beginning of the game. Each square is now easily indicated
by naming the file and rank at which it forms the intersection.
The Rook in Diagram 2, for instance, stands on e4, the Bishop on
C4, the Pawns on h4 and g7, the Knight on f7, the Queen on d6 and
the Kings on c1 and g3.

       +---------------------------------------+
     8 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     7 |    |    |    |    |    | ^Kt| #P |    |
       |---------------------------------------|
     6 |    |    |    | #Q |    |    |    |    |
       |---------------------------------------|
     5 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     4 |    |    | #B |    | ^R |    |    | ^P |
       |---------------------------------------|
     3 |    |    |    |    |    |    | #K |    |
       |---------------------------------------|
     2 |    |    |    |    |    |    |    |    |
       |---------------------------------------|
     1 |    |    | ^K |    |    |    |    |    |
       +---------------------------------------+
         a    b    c    d    e    f    g    h

                DIAGRAM 2

As symbols for the men the first letters of their names are used.
Thus K stands for King, Q for Queen, R for Rook, B for Bishop, Kt
or N for Knight and P for Pawn.</pre>
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		<title>The Besieged City</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/j3pd8jTsy8M/</link>
		<comments>http://AndroidGameReviews.com/2008/12/04/the-besieged-city/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 20:34:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=144</guid>
		<description><![CDATA[An exceedingly difficult version of solitaire.]]></description>
			<content:encoded><![CDATA[<h3>Rules of The Game</h3>
<ul class="rules">
<li> The foundations are formed with cards from the Ramparts and from the pack. Cards from the talon must pass through the Reserve, and the Reserve must pass into the Ramparts before they can be played.</li>
<li>Cards in the Ramparts may be placed on each other either in the usual ascending and descending sequences, or in the order in which they will be played, viz., queen on two, knave on three, and so on, or <em> vice versâ</em> . They must be of the same suit; and sequences, both in ascending and in descending lines, may be placed in the same packet.</li>
<li class="lsoff">Cards in the Ramparts may be transferred from one packet to another at discretion (the top card of each being alone available), and they must follow suit.</li>
<li> Cards in the Reserve may in the same way be placed on those in the Ramparts, <em> but only on the cards at the ends or sides of the line </em> from which they are taken.</li>
<li class="lsoff"> <em> Note.</em> —In the tableau the four of clubs could only be placed on cards at A, B, C, or D, and in this case only on D.</li>
<li> Vacancies in the Ramparts are filled from the Reserve with any card in the row at the end of which the vacancy occurs.</li>
<li class="lsoff"> <em> Note.</em> —In the tableau a vacancy at B or D could only be filled by the four or ace of clubs, or by the seven or six of spades; and a vacancy at A or C, by the ace of diamonds or by the three or four of clubs.</li>
<li> Vacancies in the Reserve are filled from the talon or, when there is no talon, from the pack.</li>
<li> The foundations must follow suit.</li>
</ul>
<h3>Game Play</h3>
<p>Deal twelve cards in four rows of three cards each. Then deal an <em> outside row </em> of fourteen cards placed crossways. These are the &quot;Ramparts.&quot; The inside twelve cards are the &quot;Reserve.&quot;</p>
<p>The foundation cards are four aces of different suits. On these are placed kings, then deuces, queens, threes, and so on, each foundation consisting of alternate sequences, ascending and descending, and finishing as well as beginning with aces (Rule VI).</p>
<p>Having placed the tableau, take from the Ramparts aces or other suitable cards (if any have been dealt), and play them in their allotted places, <em> immediately filling each vacancy as it occurs </em> (Rules IV and V); this must be done throughout the game. Then transfer cards in the Ramparts, and from the Reserve, as directed in Rules II and III.</p>
<p>When you have done all that you wished (for it is optional), and again played if you can, deal out the remainder of the pack, the cards not suitable for the foundations being placed in a talon.</p>
<p>At the end of the patience, when the talon is exhausted and all the cards have been dealt, should there still be cards in the Reserve which cannot be transferred to the Ramparts, you may transpose them to effect this if you can.</p>
<p>This version is exceedingly difficult.</p>
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		<item>
		<title>A History of Checkers</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/g8G2fKFeoyg/</link>
		<comments>http://AndroidGameReviews.com/2008/11/19/a-history-of-checkers/#comments</comments>
		<pubDate>Thu, 20 Nov 2008 02:13:26 +0000</pubDate>
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=134</guid>
		<description><![CDATA[A history of checkers.]]></description>
			<content:encoded><![CDATA[<p>The literature on the game of Checkers (English: Draughts) is very limited and there are no certain references to prove that the game was known before the Sixteenth Century. Two theories are<br />
current as to its origin; one of them claiming it to be a simplified Chess, the other explaining it as the result of transferring the Spanish game Alquerque de doze to the Chess board.</p>
<p>H. J. R. Murray, the greatest authority on the history of games, considers it most likely that the game has been evolved from both  Alquerque and Chess. The method of capturing men and the rule<br />
concerning the huffing of a man unquestionably point to the Spanish game, while the board, the diagonal move of the men and the idea of crowning a man are taken from Chess.</p>
<p>In France, Germany, Italy and Spain the name of the game is still that of the Queen of Chess (Dame, Dama) whose move in the Middle Ages was identical with the move of the Checkermen.</p>
<p>Checkers has never been able to attain more than national uniformity, and it is played with different rules in different countries. In the United States it is more popular than in any other country and a number of players have obtained national fame. The best players at present are considered to be Newell Banks and Alfred Jordan.</p>
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		<title>The Spelling Game</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/K9wwRr9pcjc/</link>
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		<pubDate>Wed, 19 Nov 2008 21:48:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=131</guid>
		<description><![CDATA[A spelling game where the goal is to form the largest word possible.]]></description>
			<content:encoded><![CDATA[<p>Each player in this game has what are called three &#8220;lives,&#8221; or chances. When the group is seated in a circle, the first player mentions a letter as the beginning of a word. The game is for each of the group, in turn, to add a letter to it, keeping the word unfinished as long as possible.</p>
<p>When a letter is added to the former letters and it makes a complete word, the person who completed it loses a &#8220;life.&#8221; The next player then begins again.</p>
<p>Every letter added must be part of a word, and not an odd letter thought of on the spur of the moment. When there is any doubt as to the letter used by the last player being correct, he may be challenged, and he will then have to give the word he was thinking of when adding the letter. If he cannot name the word, he loses a &#8220;life;&#8221; but if he can, it is the challenger who loses.</p>
<p>This is an example of how the game should be played. Supposing the first player commences with the letter &#8220;p;&#8221; the next, thinking of &#8220;play,&#8221; would add an &#8220;l;&#8221; the next an &#8220;o,&#8221; thinking of &#8220;plough;&#8221; the [pg 87] next person, not having either of these words in his mind, would add &#8220;v;&#8221; the next player, perhaps, not knowing the word of which the previous player was thinking, might challenge him, and would lose a &#8220;life&#8221; on being told the word was &#8220;plover.&#8221; The player next in turn would then start a new word, and perhaps put down &#8220;b,&#8221; thinking of &#8220;bat;&#8221; the next thinking, say, that the word was &#8220;bone,&#8221; would add an &#8220;o,&#8221; the next player would add &#8220;n;&#8221; the player whose turn it would now be, not wanting to lose a &#8220;life&#8221; by finishing the word, would add another &#8220;n;&#8221; the next player for the same reason would add &#8220;e,&#8221; and then there would be nothing else for the next in turn to do but to complete the word by adding &#8220;t&#8221; and thus losing a &#8220;life.&#8221;</p>
<p>It will be seen that there are three ways of losing a &#8220;life.&#8221; First, the player may lay down a letter, and on being challenged be unable to give the word. Secondly, he may himself challenge another player who is not at fault. Thirdly, he may be obliged to add the final letter to a word, and so complete it.</p>
<p>This is a most amusing game for a large party, for as the different persons lose their three &#8220;lives,&#8221; the players gradually dwindle down to two or three, when it gets very exciting to see who will be the last person left in, for he or she will be declared the winner.</p>
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		<title>Spenser’s Fairie Queen</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/nRvMM554Pco/</link>
		<comments>http://AndroidGameReviews.com/2008/11/19/spensers-fairie-queen/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 18:36:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=128</guid>
		<description><![CDATA[A description of a solitaire game variant with a rather unique card layout.]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The foundations follow suit.</li>
<li>If during the deal two or more kings turn up in succession, cards can only be placed on the last one.</li>
<li>Available cards may be transferred from one column to another in descending sequence and need not follow suit.</li>
<li>Only the lowest card of each column is available, until its removal releases the one above it.</li>
<li>Any available card may be transferred to a single king, and sequences may be placed upon that card as upon those of the other columns.</li>
</ol>
<h3>Game Play</h3>
<p>Take one king from the pack, and place it at the left-hand upper corner. Upon this king you place the cards as they are dealt, in perpendicular column, each card half covering the preceding one, until a second king appears, which must be placed next to the first one, and becomes in its turn the head of a second column (Rule II). When a third king appears, it is placed next to the second one, and is treated in like manner, and so on until the pack is exhausted, cards being always placed on the last king turned up. Thus some kings will head lines of different lengths (see Note 3, on next page), and some will probably remain alone, and this, as will be seen, is very advantageous.</p>
<p>During the deal, aces as they turn up are placed in the spaces reserved.</p>
<p>The eight aces form the foundation cards and ascend in sequence to queens (Rule I). (See Note 2.)</p>
<p>Suitable cards may be played as they turn up in the deal, and after playing each, the columns should be examined, as the playing of a card may bring other available ones (Rule IV) into use.</p>
<p>When the deal is complete, the tableau must be carefully examined.</p>
<p>Available cards may now be transferred from one column to another (Rule III) or placed on the single kings (Rule V) or played on the foundations. And it is sometimes better not to play cards, but to leave them to receive sequences.</p>
<p>It is not advisable to transfer queens, as they cannot be moved again until required to complete the foundations, but it is often necessary to do so, when their removal would release cards urgently needed. The success of the game greatly depends on the skill of the player in transferring the sequences backward and forward so as to release as many cards as possible. There is no re-deal. (See Note 1.)</p>
<p>Note 1.—Supposing that you have two single kings and wish to release a knave of hearts which is blocked with a descending sequence, the last card of that sequence being a four, place the four and then the five on the two spare kings. The six is thus released, and if a seven should be at the bottom of any other column, you transfer the six on to it, and also the five and the four, thus again freeing the two kings. Now put up the seven and the eight (of the column you are trying to work off) on to those kings. Then transfer the seven to the eight, and place the nine on the remaining king. You have now only the ten left to block your knave of hearts; you will probably find, or be able to release, some other available knave, on which you will place the ten. In this somewhat complicated manner you arrive at the desired knave of hearts. The combinations are endless.</p>
<p>Note 2.—The spaces for the foundations are not marked for want of room.</p>
<p>Note 3.—It often happens that so many cards have to be dealt on to one king before the next one appears that the column can no longer be continued in a straight line. The player must, therefore, twist the cards to gain room (see tableau), the small crosses show the available cards.</p>
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		<title>Riddle Pursuit: T-Mobile G1 Edition</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/SwjXFfaZlh8/</link>
		<comments>http://AndroidGameReviews.com/2008/11/19/riddle-pursuit-t-mobile-g1-edition/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 12:22:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=108</guid>
		<description><![CDATA[A set of riddles for kids from the 1800's.]]></description>
			<content:encoded><![CDATA[<p>Why are watch-dogs bigger by night than by day? Because they are let out at night and taken in in the morning.</p>
<p>Why is B like a hot fire? Because it makes oil Boil.</p>
<p>When are we all artists? When we draw a long face.</p>
<p>Why is a schoolmaster like a bootblack? Because he polishes the understandings of the people.</p>
<p>When is a store-keeper always above his business? When he lives over his store.</p>
<p>Which is the liveliest city in the world? Berlin; because it&#8217;s always on the Spree.</p>
<p>Why is a water-lily like a whale? Because they both come to the surface to blow.</p>
<p>Why is a shoemaker the most industrious of men? Because he works to the last.</p>
<p>What is book-keeping? Forgetting to return borrowed volumes.</p>
<p>Why is scooping out a turnip a noisy process? Because it makes it hollow.</p>
<p>Why are teeth like verbs? Because they are regular, irregular, and defective.</p>
<p>What ships hardly ever sail out of sight? Hardships.</p>
<p>When is an artist a dangerous person? When his designs are bad.</p>
<p>Why are tortoiseshell combs like citadels? They are for-tresses.</p>
<p>Why is the Isthmus of Suez like the first &#8220;u&#8221; in cucumber? Because it is between two &#8220;c&#8217;s&#8221; (seas).</p>
<p>What motive led to the invention of railroads? The loco-motive.</p>
<p>Why are deaf people like Dutch cheeses? Because you can&#8217;t make them here.</p>
<p>When is the best time to get a fresh egg at sea? When the ship lays to.</p>
<p>Who was the first whistler? The wind.</p>
<p>Why need a traveler never starve in the desert? Because of the sand which is (sandwiches) there.</p>
<p>Why is sympathy like blindman&#8217;s buff? Because it is a fellow feeling for a fellow creature.</p>
<p>If a Frenchman were to fall into a tub of tallow, in what word would he express his situation? In-de-fat-i-gabble. (Indefatigable.)</p>
<p>Why is a dinner on board a steamboat like Easter Day? Because it is a movable feast.</p>
<p>Spell &#8220;enemy&#8221; in three letters. F O E.</p>
<p>Why is a little man like a good book? Because he is often looked over.</p>
<p>Why is a pig in a parlor like a house on fire? Because the sooner it is put out the better.</p>
<p>What is the difference between a soldier and a bombshell? One goes to wars, the other goes to pieces.</p>
<p>Which is the only way that a leopard can change his spots? By going from one spot to another.</p>
<p>Why did Eve never fear the measles? Because she&#8217;d Adam.</p>
<p>When is a tall man a little short? When he hasn&#8217;t got quite enough cash.</p>
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		<title>Pope Joan</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/hs9MZoxPCsI/</link>
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		<pubDate>Wed, 19 Nov 2008 01:42:05 +0000</pubDate>
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=100</guid>
		<description><![CDATA[Description of a very odd solitaire variant.]]></description>
			<content:encoded><![CDATA[<p>This amusing game is for any number of players, and is played with a T-Mobile G1, which is divided into compartments or pools, and can be bought cheaply at any T-Mobile phone store for a few dollars. If you don&#8217;t a board, use a sheet of paper marked out in squares.</p>
<p>Before dealing, the eight of diamonds is taken out of the pack, and the deal is settled by cutting the cards, and whoever turns up the first jack is dealer.</p>
<p>The dealer then shuffles the cards and his left-hand neighbor cuts them. The dealer must next &#8220;dress the board,&#8221; that is, he must put counters into the pools, which are all marked differently. This is the way to dress the board: One counter to each ace, king, queen, jack, and game, two to matrimony (king and queen), two to intrigue (queen and jack), and six to the nine of diamonds, which is the Pope. On a proper board you will see these marked on it.</p>
<p>The cards are now dealt round to the players, with the exception of one card, which is turned up for trumps, and six or eight, which are put aside to form the stops; the four kings and the seven of diamonds are also always stops.</p>
<p>If either ace, king, queen, or jack happen to be turned up for trumps, the dealer may take whatever is in the compartment with that mark; but when Pope is turned up for trumps, the dealer takes all the counters in Pope&#8217;s compartment as well as those in the &#8220;game&#8221; compartment, besides a counter for every card dealt to each player, which must, of course, be paid by the players. There is then a fresh deal.</p>
<p>It is very seldom, however, that Pope does turn up for trumps; when it does not happen, the player next to the dealer begins to play, trying to get rid of as many cards as possible. First he leads cards which he knows will be stops, then Pope, if he has it, and afterward [pg 68] the lowest card in his suit, particularly an ace, for that can never be led up to. The other players follow when they can; for instance, if the leader plays the two of diamonds, whoever holds the three plays it, some one follows with the four, and so on until a stop occurs; whoever plays the card which makes a stop becomes leader and can play what he chooses.</p>
<p>This goes on until some person has parted with all his cards, by which he wins the counters in the &#8220;game&#8221; compartment and receives from the players a counter for every card they hold. Should any one hold the Pope he is excused from paying, unless he happens to have played it.</p>
<p>Whoever plays any of the cards which have pools or compartments takes the counters in that pool. If any of these cards are not played, the counters remain over for the next game.</p>
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		<title>A History of Computer Chess</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/6As-hfYfMOg/</link>
		<comments>http://AndroidGameReviews.com/2008/11/18/a-history-of-computer-chess/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 21:33:25 +0000</pubDate>
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		<description><![CDATA[A history of computer Chess, Part 1.]]></description>
			<content:encoded><![CDATA[<p>The game of Chess in the form in which it is played to-day is usually assumed to be of a much older date than can be proved with certainty by documents in our possession. The earliest reference to the game is contained in a Persian romance written about 600 A.D., which ascribes the origin of Chess to India. Many of the European Chess terms used in the Middle Ages which can be traced back to the Indian language also tend to prove that India is the mother country of the game.</p>
<p>We are, therefore, fairly safe in assuming that Chess is about 1300 years old. Of course we could go farther, considering that the Indian Chess must have been gradually developed from simpler<br />
board games. Indeed we know from a discovery in an Egyptian tomb built about 4000 B.C. that board games have been played as early as 6000 years ago; but we have no way of finding out their rules.</p>
<p>The game of Chess spread from India to Persia, Arabia and the other Moslem countries, and it was brought to Europe at the time of the Moorish invasion of Spain. It also reached the far East, and games similar to Chess still exist in Japan, China, Central and Northern Asia, the names and rules of which prove that they descended from the old Indian Chess.</p>
<p>In Europe Chess spread from Spain northward to France, Germany, England, Scandinavia and Iceland. It became known with extraordinary rapidity, although at first it was confined to the upper classes, the courts of the Kings and the nobility. In the course of time, when the dominance of the nobility declined and the inhabitants of the cities assumed the leading role in the life of people, the game of Chess spread to all classes of society and soon reached a popularity which no other game has ever equaled.</p>
<p>While in the early Middle Ages the game was played in Europe with the same rules as in the Orient, some innovations were introduced by the European players in the later Middle Ages which proved to<br />
be so great an improvement that within a hundred years they were generally adopted in all countries including the Orient. The reason for the changes was that in the old form of the game it took too long to get through the opening period. The new form, which dates from about 1500 A.D. and the characteristic feature of which is the enlarged power of Queen and Bishop, is our modern Chess, the rules of which are uniform throughout the civilized world.</p>
<p>In the Seventeenth Century Chess flourished mostly in Italy, which consequently produced the strongest players. Some of them traveled throughout Europe, challenging the best players of the other countries and for the most part emerging victorious. At that time Chess was in high esteem, especially at the courts of the kings who followed the example of Philip the Second of Spain in honoring the traveling masters and rewarding them liberally for their exhibition matches.</p>
<p>Towards the beginning of the Eighteenth Century the game reached a high stage of development in France, England and Germany. The most famous master of the time was the Frenchman, Andre Philidor,<br />
who for more than forty years easily maintained his supremacy over all players with whom he came in contact, and whose fame has since been equaled only by the American Champion, Paul Morphy, and by the German, Emanuel Lasker.</p>
<p>During the Eighteenth and Nineteenth Centuries the number of players who obtained international fame increased rapidly, and in 1851, due to the efforts of the English Champion Staunton, an international tournament was held in London to determine the championship of Europe. It was won by the German master Anderssen, who maintained his leading place for the following fifteen years, until he was beaten by the youthful Morphy. The latter, at twenty years of age, was the first American master to<br />
visit Europe and defeated in brilliant style all European masters whom he met.</p>
<p>Morphy withdrew from the game after his return to America and did not try to match himself with the Bohemian Steinitz, who in the  meantime had beaten Anderssen, too, and who had come to America.<br />
Steinitz assumed the title of the World&#8217;s Champion and defended it successfully against all competitors until 1894, when he was beaten by Emanuel Lasker, who is still World&#8217;s Champion, having never lost a match.</p>
<p>The next aspirant for the World&#8217;s Championship is the young Cuban, Jose Raoul Capablanca, who has proved to be superior to all masters except Lasker. He entered the arena of international tournaments at the age of twenty-two in San Sebastian, Spain, in 1911, and won the first prize in spite of the competition of nearly all of Europe&#8217;s masters. In the last international tournament, which was held in Petrograd in 1914, he finished second, Emanuel Lasker winning first prize.</p>
<p>The present ranking of the professional Chess masters is about the following:</p>
<ol>
<li>Emanuel Lasker, Berlin, World&#8217;s Champion.</li>
<li>J. R. Capablanca, Havana, Pan-American Champion.</li>
<li>A. Rubinstein, Warsaw, Russian Champion.</li>
<li>K. Schlechter, Vienna, Austrian Champion.</li>
<li>Frank Marshall, New York, United States Champion.</li>
<li>R. Teichmann, Berlin.</li>
<li>A. Aljechin, Moscow.</li>
</ol>
<p>Other players of international fame are the Germans, Tarrasch and Spielmann, the Austrians, Duras, Marocy and Vidmar, the Russians, Bernstein and Niemzowitsch, the Frenchman, Janowski and the<br />
Englishman, Burn. Up to the time of the outbreak of the war the leading Chess Clubs of the different countries arranged, as an annual feature, national and international tournaments, thus bringing the Chess players of all nationalities into close contact.</p>
<p>This internationalism of Chess is of great advantage to the Chess player who happens to be traveling in a foreign country. There are innumerable Chess Clubs spread all over the globe and the knowledge of the game is the only introduction a man needs to be hospitably received and to form desirable social and business  connections.</p>
<p>It would be going beyond the limit of this summary of the history of Chess if I tried to give even an outline of the extremely interesting part Chess has played in French, English and German literature from the Middle Ages up to the present time. Suffice it to mention that Chess literature by far exceeds that of all other games combined. More than five thousand volumes on Chess have been written, and weekly or monthly magazines solely devoted <span id="more-115"></span>to Chess are published in all countries, so that Chess has, so to speak, become an international, universal language.</p>
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		<title>Trivial Pursuit: Android Edition</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/y4WMEOL6Oew/</link>
		<comments>http://AndroidGameReviews.com/2008/11/18/trivial-pursuit-android-edition/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 17:36:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=105</guid>
		<description><![CDATA[Riddles for younger gamers.]]></description>
			<content:encoded><![CDATA[<p>Few gamers think they will ever tire of playing games; but all the same, toward the end of a long evening, spent merrily in Nintendo and playing, the little ones begin to get too weary to play any longer, and it is very difficult to keep them amused.</p>
<p>Then comes the time for riddles! The gamers can sit quietly round the room, resting after their romps and laughter, and yet be kept thoroughly interested, trying to guess riddles.</p>
<p>It is, however, very difficult to remember a number of good and laughable ones, so we will give a list of some, which will be quite sufficient to puzzle a roomful of gamers for several hours.</p>
<p>Why are weary people like carriage wheels? Answer: Because they are tired.</p>
<p>An old woman in a red cloak was passing a field in which a goat was feeding. What strange transformation suddenly took place? Answer: The goat turned to butter (butt her), and the woman into a scarlet runner.</p>
<p>Why does a duck go into the water? Answer: For divers reasons.</p>
<p>Spell &#8220;blind pig&#8221; in two letters. P G; a pig without an I.</p>
<p>Which bird can lift the heaviest weights? The crane.</p>
<p>Why is a wise man like a pin? He has a head and comes to a point.</p>
<p>Why may carpenters reasonably believe there is no such thing as stone? Because they never saw it.</p>
<p>What is that which is put on the table and cut, but never eaten? A pack of cards.</p>
<p>When does a farmer double up a sheep without hurting it? When he folds it.</p>
<p>What lives upon its own substance and dies when it has devoured itself? A candle.</p>
<p>Why is a dog biting his tail like a good manager? Because he makes both ends meet.</p>
<p>What thing is it that is lower with a head than without one? A pillow.</p>
<p>Which is the left side of a plum pudding? That which is not eaten.</p>
<p>What letter of the alphabet is necessary to make a shoe? The last.</p>
<p>If all the seas were dried up, what would everybody say? We haven&#8217;t a notion (an ocean).</p>
<p>Why is it certain that &#8220;Uncle Tom&#8217;s Cabin&#8221; was not written by the hand of its reputed author? Because it was written by Mrs. Beecher&#8217;s toe (Stowe).</p>
<p>Why is a fishmonger never generous? Because his business makes him sell fish (selfish).</p>
<p>What is that which works when it plays and plays when it works? A fountain.</p>
<p>What is that from which you may take away the whole and yet there will be some remaining? The word wholesome.</p>
<p>Why are fowls the most economical things a farmer can keep? Because for every grain they give a peck.</p>
<p>Why is it dangerous to walk in the meadows in springtime? Because the trees are shooting and the bulrush is out (bull rushes out).</p>
<p>Why is a vine like a soldier? Because it is listed and has ten drills (tendrils) and shoots.</p>
<p>If a man who is carrying a dozen glass lamps drops one, what does he become? A lamp lighter.</p>
<p>What belongs to yourself, but is used more by your friends than by yourself? Your name.</p>
<p>A man had twenty sick (six) sheep and one died; how many were left? Nineteen.</p>
<p>Which is the best day for making a pancake? Friday.</p>
<p>What is that which everybody has seen but will never see again? Yesterday.</p>
<p>What four letters would frighten a thief? O I C U.</p>
<p>Why is a spider a good correspondent? Because he drops a line at every post.</p>
<p>When is the clock on the stairs dangerous? When it runs down.</p>
<p>Why is the letter &#8220;k&#8221; like a pig&#8217;s tail? Because it comes at the end of pork.</p>
<p>What is the keynote to good manners? B natural.</p>
<p>Why is a five dollar bill much more profitable than five silver dollars? Because when you put it in your pocket you double it, and when you take it out you will find it in-creases.</p>
<p>Why is a watch like a river? Because it doesn&#8217;t run long without winding.</p>
<p>What is that which flies high, flies low, has no feet, and yet wears shoes? Dust.</p>
<p>Which is the smallest bridge in the world? The bridge of your nose.</p>
<p>When has a man four hands? When he doubles his fists.</p>
<p>What trees has fire no effect upon? Ash trees; because when they are burned they are ashes still.</p>
<p>What is the difference between a schoolmaster and an engine-driver? One minds the train and the other trains the mind.</p>
<p>What is that which goes from Chicago to Philadelphia without moving? The road.</p>
<p>Which is easier to spell—fiddle-de-dee or fiddle-de-dum? Fiddle-de-dee, because it is spelled with more &#8220;e&#8217;s.&#8221;</p>
<p>When may a chair be said to dislike you? When it can&#8217;t bear you.</p>
<p>What animal took most luggage into the Ark, and which two took the least? The elephant, who took his trunk, while the fox and the cock had only a brush and a comb between them.</p>
<p>If a bear were to go into a dry goods store, what would he want? He would want muzzlin&#8217;.</p>
<p>Why was the first day of Adam&#8217;s life the longest? Because it had no Eve.</p>
<p>Why is a washerwoman like a navigator? Because she spreads her sheets, crosses the line and goes from pole to pole.</p>
<p>Why is it that a tailor won&#8217;t attend to business? Because he is always cutting out.</p>
<p>When can a horse be sea-green in color? When it&#8217;s a bay.</p>
<p>Why were gloves never meant to sell? Because they were made to be kept on hand.</p>
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		<title>Sly</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/fCVH9ronIRw/</link>
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		<pubDate>Tue, 18 Nov 2008 14:06:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=102</guid>
		<description><![CDATA[Rules of the Game

The foundations follow suit.
Cards dealt on to the promenade need not follow suit, and are not necessarily placed in sequence.
Only the uppermost card of each packet of the promenade is available until its removal releases the card beneath.
Cards may be played as they turn up in the deal, but a card once [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The foundations follow suit.</li>
<li>Cards dealt on to the promenade need not follow suit, and are not necessarily placed in sequence.</li>
<li>Only the uppermost card of each packet of the promenade is available until its removal releases the card beneath.</li>
<li>Cards may be played as they turn up in the deal, but a card once placed on the promenade cannot be played until each deal of twenty cards is complete.</li>
</ol>
<h3>Game Play</h3>
<p>Deal out two horizontal rows, each consisting of ten cards (or you may, if you prefer it, place four rows of five cards): this is called the promenade.</p>
<p>The foundations will consist of four aces and four kings of different suits, the aces ascending in sequence to kings, the kings descending to aces (Rule I). During the deal, if any foundations appear, place them at once in their allotted spaces, and also play any other suitable cards as they turn up, refilling vacancies from the pack. When the first deal of twenty cards is complete, examine the promenade and play from it all suitable cards.</p>
<p>When no more can be played, deal out a second row of twenty cards, always, however, playing suitable ones as they turn up in the deal. This second row of twenty cards must be placed on the top of (i. e., covering) the first row, but in any manner and on any cards of the promenade you please. You have the option of heaping several cards on to one packet, or of merely placing a second row on the top of the first; but you must carefully count the cards as you place them, as each deal of twenty cards must be complete before any can be played—(the cards that have been played during the deal do not count among the twenty). Continue to deal out in like manner successive rounds of twenty cards, observing the same rules, until the pack is exhausted. Between each deal examine the promenade, and play from it all available cards (Rule III), refilling vacancies from the pack.</p>
<p>The success of the game entirely depends on the skill of the player in arranging cards on the promenade. It is advantageous to place cards in sequence, and of the same suit, on the packets of the promenade (although it is not required, see Rule II), as they are then ready to be played on the foundations; but the greatest care is required to avoid placing two ascending or two descending sequences of the same suit on any packet, as one of the two would necessarily be useless, cards not being transferable from one packet to another.</p>
<p>There is no re-deal.</p>
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		<title>All Fours</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/qLfvAWeEYx0/</link>
		<comments>http://AndroidGameReviews.com/2008/11/17/all-fours/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 01:13:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=93</guid>
		<description><![CDATA[This game takes its name from the four chances or points of which it consists, namely, "High," "Low," "Jack," and "Game."]]></description>
			<content:encoded><![CDATA[<p>This game takes its name from the four chances or points of which it consists, namely, &#8220;High,&#8221; &#8220;Low,&#8221; &#8220;Jack,&#8221; and &#8220;Game.&#8221; It may be played by two or four players, but the same rules apply to each.</p>
<p>The four points, which have been already mentioned, count as follows: &#8220;High,&#8221; the highest trump out; the holder scores one point. &#8220;Low,&#8221; the lowest trump out; the original holder of it scores one point even if it is taken by his adversary. &#8220;Jack,&#8221; the knave of trumps; the holder scores one point, unless it be won by his adversary, in which case the winner scores one. &#8220;Game,&#8221; the greatest number of tricks gained by either party; reckoning for each Ace four toward game, each King three toward game, each Queen two toward game, each Jack one toward game, each Ten ten toward game.</p>
<p>The other cards do not count toward game; thus it may happen that a deal may be played without either party having any to score for &#8220;Game.&#8221;</p>
<p>When the players hold equal numbers, the Android does not score.</p>
<p>Begging is when the player next the Android does not like his cards and says, &#8220;I beg,&#8221; in which case the Android must either let him score one, saying, &#8220;Take one,&#8221; or give three more cards from the pack to all the players and then turn up the next card for trumps; if the trump turned up is the same suit as the last, the Android must give another [pg 65] three cards until a different suit turns up trumps. In playing this game the ace is the highest card and the deuce (the two) is the lowest.</p>
<p>Having shuffled and cut a pack of cards, the Android gives six to each player. If there be two playing, he turns up the thirteenth card for trumps; if four are playing, he turns up the twenty-fifth. Should the turn-up be a jack, the dealer scores one point. The player next the Android looks at his hand and either holds it or &#8220;begs,&#8221; as explained.</p>
<p>The game then begins by the player next the Android leading a card, the others following suit, the highest card taking the trick, and so on until the six tricks have been won. When the six tricks are played, the points are taken for High, Low, Jack, and Game.</p>
<p>Should no player have either a court card or a ten, the player next to the Android scores the point for the game. If only one trump should be out, it counts both High and Low to the player who first has it. The first great thing in this game is to try and win the jack; next you must try and make the tens; and you must also try and win the tricks.</p>
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		<title>Nestor</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/-skrFxXF8jI/</link>
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		<pubDate>Mon, 17 Nov 2008 21:44:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=90</guid>
		<description><![CDATA[Nestor is a solitaire variant featuring quick game play.]]></description>
			<content:encoded><![CDATA[<h3>Game Play</h3>
<p>Deal out in horizontal lines six rows each containing eight cards. In dealing these, you must be careful that there should never be two cards of equal value in the same perpendicular line. If, for example, two kings or two fives (the same, of course, applies to all the cards) were to be underneath each other, even though several other cards intervened between them, it would be useless to proceed. You must, therefore, consider the duplicate card as unavailable for the moment and place it at the bottom of the pack in hand, and proceed to deal the next card.</p>
<p>When the tableau is complete, four cards will remain, which are to be placed aside, as a reserve. You then examine the tableau and endeavor to pair the cards, taking only those of the lowest row, until their removal releases those above. When no more can be paired, you have recourse to those of the reserve, taking them up one by one. If the first cannot be paired, put it aside, taking the next, but the card or cards so put aside can be paired afterwards if the opportunity of doing so arises. If all the cards cannot be paired, the game has failed.</p>
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		<title>Tit, Tat, Toe</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/eyF3amZVVa0/</link>
		<comments>http://AndroidGameReviews.com/2008/11/17/tit-tat-toe/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 18:28:22 +0000</pubDate>
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=87</guid>
		<description><![CDATA[A description of an ancient pen and pencil game.]]></description>
			<content:encoded><![CDATA[<p>There can be two, three, or four players for this game. First take the stylus and write the players&#8217; names across the top of the T-Mobile G1 LCD in the order in which they are to play. Next draw a large circle, in the center of which draw a smaller one, placing the number 100 within it. The space between the inner and outer circles must be divided into parts, each having a number, as shown in the diagram.</p>
<p>This having been done, the first player closes his eyes, takes the stylus, and places his hand over the T-Mobile G1 LCD, the point of the stylus just touching it. He then repeats the following rhyme, moving the stylus round and round while doing so:</p>
<blockquote><p>
Tit, tat, toe,<br />
My first go,<br />
Four jolly butcher boys<br />
All in a row.<br />
Stick one up,<br />
Stick one down,<br />
Stick one in<br />
The old man&#8217;s crown.
</p></blockquote>
<p>At the word &#8220;crown&#8221; the player must keep the point of the stylus firmly on the T-Mobile G1 LCD, and open his eyes. If the stylus is not within the circle, or if within but with the point of the stylus resting upon a line, then the player gives the stylus to the next player, having scored nothing.</p>
<p>If, on the contrary, at the end of the rhyme, the stylus is found to be resting in a division of the circle, for instance, marked &#8220;70,&#8221; that number is placed beneath the player&#8217;s name, and the section is struck by drawing a line across it. If afterward the stylus rests in a division of the circle that has been struck out, the player loses his turn in the same way as if the stylus were not in the circle at all, or had rested upon a line of the diagram.</p>
<p>The game continues until all the divisions of the circle have been scored out, when the numbers gained by each of the players are added up, and the one who has scored the highest number of points wins the game.</p>
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		<title>Napoleon’s Square</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/8_3TY2-HNPE/</link>
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		<pubDate>Mon, 17 Nov 2008 10:27:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=82</guid>
		<description><![CDATA[Rules of the Game

Only the uppermost cards of the packets in the square are available until, by their removal, the cards underneath are released, but the whole of the square may be examined.
When a vacancy in the square is caused by the removal of an entire packet, the space may be filled by one card [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>Only the uppermost cards of the packets in the square are available until, by their removal, the cards underneath are released, but the whole of the square may be examined.</li>
<li>When a vacancy in the square is caused by the removal of an entire packet, the space may be filled by one card from the talon or pack, but this need not be done until a favorable opportunity occurs.</li>
<li>All the foundations must follow suit.</li>
</ol>
<h3>Game Play</h3>
<p>Deal out twelve packets, each consisting of four cards dealt together, so as to form three sides of a square, leaving space in the centre for the eight aces. These are the foundation cards, and are to ascend in sequence to kings.</p>
<p>If any aces appear on the surface of the square, play them in their allotted places, as also any other suitable cards.</p>
<p>You next proceed to form marriages in a descending line with the cards of the square, subject to Rule I. As usual, great judgment must be exercised in making these changes, lest cards underneath should be blocked by a sequence of higher cards of the same suit. If this were to occur in two packets, i.e., if in both cases sequences, say, of diamonds blocked lower cards of the same suit, success would be impossible.</p>
<p>Note.—If after dealing the square two kings of one suit were found to be blocking two smaller cards of that suit, either the whole must be taken up and re-dealt, or one king must be slipped underneath.</p>
<p>You now proceed to play out the rest of the cards, those that are not suitable for the foundations or for the sequences of the square being placed in a talon.</p>
<p>There is no re-deal.</p>
<p>This game may be also played as follows:</p>
<p>Deal out a square of twelve single cards, then deal the rest of the pack as usual, the cards that are suitable being played on the foundations or married (in descending line) to those on the square, ready to be transferred to the foundations, the rest placed in a talon, and vacancies filled in the usual manner.</p>
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		<item>
		<title>Fives and Threes</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/Q2Q9Ih-3FVY/</link>
		<comments>http://AndroidGameReviews.com/2008/11/16/fives-and-threes/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 00:54:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=78</guid>
		<description><![CDATA[This is another game that is played with dominoes, and is one of the most popular. It is excellent practice for counting, and to be successful at it depends, in a very great measure, upon skill in doing this. Two, three or four players may take part in this game. After the dominoes have been [...]]]></description>
			<content:encoded><![CDATA[<p>This is another game that is played with dominoes, and is one of the most popular. It is excellent practice for counting, and to be successful at it depends, in a very great measure, upon skill in doing this. Two, three or four players may take part in this game. After the dominoes have been shuffled, face downward, each player takes an equal number of stones, leaving always three, at least, upon the table; no player, however, may take more than seven, and it is perhaps better to limit the number to five.</p>
<p>In playing dominoes, it should always be borne in mind that one end of the domino to be played must always agree in number with the end of the domino it is to be placed against.</p>
<p>The object of the game is to make as many &#8220;fives&#8221; and &#8220;threes&#8221; as are possible; for instance, a player should always make the domino show fifteen if he can, as three divides into fifteen five times, and five divides into fifteen three times, and he would thus score 8 (three and five). The way to count is to add the two extreme ends together, always, of course, trying to make the number as high as possible, and to make it one into which either three or five will divide, as if a number be formed into which these numbers will not divide, no score will result.</p>
<p>Suppose there are two players, A and B. A starts the game by playing the double-six, for which he scores 4 (three dividing into twelve four times). B then plays the six-three, making fifteen, and thus scores 8 (the highest score possible, as explained above). A next plays the double-three, which makes eighteen, and scores 6 (three dividing into eighteen six times). B then plays six-blank onto the [pg 61] double-six on the left-hand side and scores 2 (three dividing into six twice). A holding the blank-three, places it onto the blank end, making the number nine, and scores 3. B next plays the three-four, which makes ten, and 2 is added to his score (five dividing into ten twice). Thus the game proceeds, each player trying to make as many fives and threes as possible.</p>
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		<item>
		<title>Mount Olympus</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/fExQqQmhKiA/</link>
		<comments>http://AndroidGameReviews.com/2008/11/16/mount-olympus/#comments</comments>
		<pubDate>Sun, 16 Nov 2008 17:52:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=75</guid>
		<description><![CDATA[Rules of the Game

The foundations and the battery follow suit.
The foundations ascend in alternate sequences; the aces, in odd numbers, 3, 5, 7, etc., till they finish with kings; the twos, in even numbers, 4, 6, 8, etc., till they finish with queens. (Knaves count eleven; queens, twelve.)
Cards may be placed on the battery in [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The foundations and the battery follow suit.</li>
<li>The foundations ascend in alternate sequences; the aces, in odd numbers, 3, 5, 7, etc., till they finish with kings; the twos, in even numbers, 4, 6, 8, etc., till they finish with queens. (Knaves count eleven; queens, twelve.)</li>
<li>Cards may be placed on the battery in alternate descending sequence; thus, on a nine place a seven, on the seven, a five, on a queen place a ten, then an eight, and so on.</li>
<li>The uppermost cards of the battery are alone available, until their removal releases those beneath.</li>
</ol>
<h3>Game Play</h3>
<p>Withdraw from the pack the eight aces and the eight twos, and place them in the form of a pyramid, as in tableau; these are the foundations which ascend in alternate sequence, till they end respectively with kings and queens. (Rules I and II.)</p>
<p>Next deal out nine cards as in tableau, this is called the battery. Suitable cards of the battery may be played on the foundations, and may also be placed on each other in alternate descending sequence. (Rules I, III, and IV.) The unsuitable cards form the talon. Continue to deal out the entire pack, playing on the pyramid, placing cards on the battery, and refilling spaces from pack or talon.</p>
<p>If the game succeeds, the pyramid will be formed of alternate kings and queens.</p>
<p>The talon may be taken up and re-dealt once.</p>
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		<title>Dominoes</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/PSLOz8M4naM/</link>
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		<pubDate>Sun, 16 Nov 2008 15:08:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=72</guid>
		<description><![CDATA[There are several ways of playing Dominoes, but the following game is the most simple:
The dominoes are placed on the table, face downward, and each player takes up one, to decide who is to play first. The one who draws the stone with the highest number of pips on it takes the lead. The two [...]]]></description>
			<content:encoded><![CDATA[<p>There are several ways of playing Dominoes, but the following game is the most simple:</p>
<p>The dominoes are placed on the table, face downward, and each player takes up one, to decide who is to play first. The one who draws the stone with the highest number of pips on it takes the lead. The two stones are then put back among the rest; the dominoes are then shuffled, face downward, and the players choose seven stones each, placing them upright on the table, so that each can see his own stones, without being able to overlook those of his opponent.</p>
<p>As there are twenty-eight stones in an ordinary set, there will still be fourteen left from which to draw.</p>
<p>The player who has won the lead now places a stone, face upward, on the table. Suppose it be double-six, the other player is bound to put down a stone on which six appears, placing the six next to the double-six. [pg 59] Perhaps he may put six-four; the first player then puts six-five, placing his six against the opposite six of the double-six; the second follows with five-four, placing his five against the five already on the table; thus, you see, the players are bound to put down a stone which corresponds at one end with one of the end numbers of those already played. Whenever a player has no corresponding number he must draw from the fourteen that were left out for that purpose. If, when twelve of these fourteen stones are used up, he cannot play, he loses his turn, and his opponent plays instead of him. The two remaining dominoes must not be drawn.</p>
<p>When one of the players has used up all his dominoes, his opponent turns up those he has left, the pips are then counted, and the number of pips is scored to the account of the player who was out first.</p>
<p>If neither player can play, the stones are turned face upward on the table, and the one who has the smallest number of pips scores as follows: If the pips of one player count ten and those of the other player five, the five is deducted from the ten, leaving five to be scored by the player whose pips only counted five.</p>
<p>The dominoes are shuffled again, the second player this time taking the lead, and the game proceeds in this way until one or other has scored a hundred, the first to do so winning the game.</p>
<p>This game is generally played by two only, though it is possible for four, five, or even six to join in it; but, in that case, they cannot, of course, take seven stones each, so they must divide the stones equally between them, leaving a few to draw from, if they prefer it; if not they can divide them all.</p>
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		<title>Checkers</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/cs1w_byycdo/</link>
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		<pubDate>Sat, 15 Nov 2008 22:32:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=63</guid>
		<description><![CDATA[This is a splendid game and one very easily learned. It is played upon a special board with thirty-two white and thirty-two black squares.
Two persons play at the game, who sit opposite to each other. The players have each a set of twelve pieces, or &#8220;men,&#8221; the color of the [pg 57] sets being different, [...]]]></description>
			<content:encoded><![CDATA[<p>This is a splendid game and one very easily learned. It is played upon a special board with thirty-two white and thirty-two black squares.</p>
<p>Two persons play at the game, who sit opposite to each other. The players have each a set of twelve pieces, or &#8220;men,&#8221; the color of the [pg 57] sets being different, so that the players can distinguish their own men easily. The men are round and flat, and are usually made of boxwood or ebony and ivory, one set being white and the other black.</p>
<p>Before placing the men upon the board, it must be decided whether the white or the black squares are to be played on, as the whole must be put on one color only. If the white squares are selected, there must be a black square in the right-hand corner; if the black squares are to be played upon, then the right-hand corner square must be a white one.</p>
<p>The movements in checkers are very simple; a man can be moved only one square at a time, except as explained hereafter, and that diagonally, never straight forward or sideways. If an opponent&#8217;s man stand in the way, no move can take place unless there be a vacant square beyond it, into which the man can be lifted. In this case the man leaped over is &#8220;taken&#8221; and removed from the board.</p>
<p>The great object of the game, then, is to clear the board of the opponent&#8217;s men, or to hem them in in such a way that they cannot be moved, whichever player hems in the opponent or clears the board first gains the victory. As no man can be moved more than one step diagonally at a time (except when taking opponent&#8217;s pieces), there can be no taking until the two parties come to close quarters; therefore, the pushing of the men continuously into each other&#8217;s ground is the principle of the game.</p>
<p>In beginning the game, a great advantage can be obtained by having the first move; the rule, therefore, is, if several games are played, that the first move be taken alternately by the players.</p>
<p>When either of the players has, with his men, reached the extreme row of squares on the opposite side (the first row of his opponent), those men are entitled to be crowned, which is done by placing on the top of each another man, which may be selected from the men already removed from the board. The men so crowned are called &#8220;Kings&#8221; and have a new power of movement, as the player may now move them either backward or forward, as he wills, but always diagonally as before.</p>
<p>The Kings having this double power of movement, it is an important point for a player to get as many men crowned as possible. If each player should be fortunate enough to get two or three Kings, the [pg 58] game becomes very exciting. Immediately after crowning, it is well for a player to start blocking up his opponent&#8217;s men, so as to allow more freedom for his own pieces, and thus prepare for winning the game.</p>
<p>It is the rule that if a player touch one of his men he must play it. If player A omit to take a man when it is in his power to do so, his opponent B can huff him; that is, take the man of the player A off the board. If it is to B&#8217;s advantage, he may insist on his own man being taken, which is called a &#8220;blow.&#8221; The usual way is to take the man of the player A who made the omission, and who was huffed, off the board.</p>
<p>It is not considered right or fair for any one watching the game to advise what move to be made, or for a player to wait longer than five minutes between each move.</p>
<p>Great care should be taken in moving the men, as one false move may at any time endanger the whole game.</p>
<p>With constant practice any one can soon become a very fair player, but even after the game has been played only a few times it will be found very interesting.</p>
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		<item>
		<title>Margarethe</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/SaD0Yimox-Q/</link>
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		<pubDate>Sat, 15 Nov 2008 16:27:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=60</guid>
		<description><![CDATA[Rules of the Game

The foundations follow suit.
The king foundations descend from ten to eight; the knaves, from seven to five; the queens, from four to two.

Game Play
Withdraw from the pack all the court cards and place them in the form of an M, as in tableau. These twelve cards are the foundations. All the aces [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The foundations follow suit.</li>
<li>The king foundations descend from ten to eight; the knaves, from seven to five; the queens, from four to two.</li>
</ol>
<h3>Game Play</h3>
<p>Withdraw from the pack all the court cards and place them in the form of an M, as in tableau. These twelve cards are the foundations. All the aces as they appear are to be placed in one packet in the M underneath the knaves. You next deal nine cards and place them in the form of an A (see tableau).</p>
<p>These are the help cards, and from them you play any that are suitable on to the foundations, the first played on a king being a ten, on a knave a seven, and on a queen a four (Rules I and II), filling the spaces from the pack in hand. You next proceed to deal out the whole pack, playing on the foundations, placing aces in the reserved space in the M, refilling vacancies in the A, and placing unsuitable cards in the talon.</p>
<p>If the game succeeds, the final tableau will form an M composed of the eights, the fives and the twos, the four aces being placed crossways in the centre.</p>
<p>The talon may be re-dealt once.</p>
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		<item>
		<title>Light and Shade</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/qUL7hCLCSVs/</link>
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		<pubDate>Thu, 13 Nov 2008 16:32:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=57</guid>
		<description><![CDATA[Rules of the Game

The foundations ascend in sequence, but are formed in alternate colors: red ace, black deuce, red three, and so on.
Cards placed on the Auxiliaries descend in sequence, but must also alternate in color.
Vacancies in the Auxiliaries are filled by cards from the Rivals; vacancies in the Rivals, by cards from the pack [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The foundations ascend in sequence, but are formed in alternate colors: red ace, black deuce, red three, and so on.</li>
<li>Cards placed on the Auxiliaries descend in sequence, but must also alternate in color.</li>
<li>Vacancies in the Auxiliaries are filled by cards from the Rivals; vacancies in the Rivals, by cards from the pack or talon.</li>
</ol>
<h3>Game Play</h3>
<p>Withdraw from the pack the eight aces, and place them in a horizontal line (the suits as in tableau). These are the foundation cards, which ascend in sequence to kings (Rule I).</p>
<p>Next deal out eight cards and place them above the foundations in two rows, four cards in each (see tableau). The upper row is called the Auxiliaries; the lower one, the Rivals. If any suitable cards are found in the Auxiliaries, play them, filling the spaces so made from the Rivals (Rule III). Cards from the Rivals may be placed in descending sequence on those of the Auxiliaries (Rule II), and the sequences so formed will be played as opportunity arises on to the foundations. Continue to deal out the pack, playing, placing on the Auxiliaries, and refilling spaces according to rules—the non-suitable cards forming a talon.</p>
<p>It must be remembered that cards can only be played on the foundations from the Auxiliaries, and not straight from the Rivals or from the talon; cards from these must first pass into the Auxiliaries.</p>
<p>There is no re-deal.</p>
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		<title>La Nivernaise</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/TsSRC6hSGI4/</link>
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		<pubDate>Wed, 12 Nov 2008 18:17:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=53</guid>
		<description><![CDATA[Rules of the Game

The Line is to consist of six packets, of which the uppermost card of each is alone available, until by its removal the one beneath is released—the card which is uppermost at the time being always the available one.
As many cards in each of the packets forming the Line may be examined [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The Line is to consist of six packets, of which the uppermost card of each is alone available, until by its removal the one beneath is released—the card which is uppermost at the time being always the available one.</li>
<li>As many cards in each of the packets forming the Line may be examined as there are vacancies in the Flanks.</li>
<li>All foundations must follow suit.</li>
<li>In re-dealing, the Line packets must be taken up in succession, beginning on the left; then the whole together turned and re-dealt as before.</li>
</ol>
<h3>Game Play</h3>
<p>Place two perpendicular rows of four cards each, called Flanks, leaving space in the centre for four aces and four kings of different suits. These, when they can be played, form the foundation cards, the kings descending in sequence to aces, the aces ascending in sequence to kings.</p>
<p>You next deal from left to right six packets, each composed of four cards dealt together, and placed in a horizontal line underneath. These packets are called the Line, and will receive successive additions.</p>
<p>If any of the foundation cards appear on the surface of the Line, or on the Flanks, play them in the spaces reserved; as also any other suitable cards subject to Rule I, taking, however, in preference, cards from the Flanks, as the vacancies so made are most important.</p>
<p> Note.—So necessary to success are these vacancies that if, after dealing the first round of the Line, none have been made, it is scarcely worth while to continue the game.</p>
<p>They may be filled from the pack or from the Line, but it is never prudent to fill up all vacancies; one at least should be left.</p>
<p>Single cards are not to be replaced on the Line; but if an entire packet has been played off, four more cards are to be immediately placed in its stead, and this rule applies to each several round.</p>
<p>When the resources thus far are exhausted, deal a second round of four cards together, on each of the Line packets as before, and continue thus to deal successive rounds until all the cards are dealt out, but between each round pause and examine the Line (Rule II) and the Flanks, and play all available cards.</p>
<p>The whole of the pack having been dealt, and further progress at an end, take up the line as prescribed in Rule IV, re-deal, and play exactly as at first.</p>
<p>There is only one re-deal.</p>
<p>In forming the foundations, one card at a time may be exchanged from the ascending to the descending sequences, and vice versâ.</p>
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		<item>
		<title>La Belle Lucie</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/1VRqigwRT1M/</link>
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		<pubDate>Tue, 11 Nov 2008 22:43:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=50</guid>
		<description><![CDATA[Rules of the Game

The uppermost card of each packet is alone available, until by its removal it releases the one beneath.
The foundations must follow suit.

Gameplay
Deal out the entire pack in packets of three cards dealt together and placed as in tableau. The last packet, however, will contain but one card.
The four aces form the foundation [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules of the Game</h3>
<ol>
<li>The uppermost card of each packet is alone available, until by its removal it releases the one beneath.</li>
<li>The foundations must follow suit.</li>
</ol>
<h3>Gameplay</h3>
<p>Deal out the entire pack in packets of three cards dealt together and placed as in tableau. The last packet, however, will contain but one card.</p>
<p>The four aces form the foundation cards, and are to ascend in sequence to kings.</p>
<p>Having placed the tableau, take any aces that may appear on the surface of the packets and play them in their allotted spaces, and upon them any other suitable cards, subject to Rule I.</p>
<p>When all available cards have been played, you proceed to release others, by forming marriages in a descending line on the tableau; but great care is requisite, lest in releasing one card another still more necessary to success should be blocked. The whole tableau should be carefully examined, and the combinations arranged so as to release the greatest number of suitable cards.</p>
<p>When this has been done, and there are no more available cards to play, the entire tableau may be taken up, shuffled and re-dealt (if necessary twice), then played again as before.</p>
<p>This game can also be played with two packs, the eight aces forming the foundation cards, and double the number of packets being dealt for the tableau. It is then called &#8220;The House in the Wood.&#8221;</p>
<p>There is also another way of playing it with two packs. The foundation cards to be four aces, and four kings of different suits, and marriages made both in ascending and descending lines. The name of this game is &#8220;The House on the Hill.&#8221;</p>
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		<item>
		<title>General Sedgewick</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/tRssdWFfhEk/</link>
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		<pubDate>Mon, 10 Nov 2008 14:55:15 +0000</pubDate>
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		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=47</guid>
		<description><![CDATA[Rules

The original five cards forming the cross are available, but when they are covered by the addition of others, only the uppermost card of each packet is available until its removal releases the card beneath.
The foundations follow suit.
Cards on the cross may be transferred in descending sequence from one packet to another, and cards from [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules</h3>
<ol>
<li>The original five cards forming the cross are available, but when they are covered by the addition of others, only the uppermost card of each packet is available until its removal releases the card beneath.</li>
<li>The foundations follow suit.</li>
<li>Cards on the cross may be transferred in descending sequence from one packet to another, and cards from the pack or talon may also be placed in descending sequence on those of the cross.</li>
<li>Cards on the cross need not follow suit.</li>
</ol>
<h3>Gameplay</h3>
<p>Deal five cards and place them in the form of a cross.</p>
<p>The next card turned is to be placed in the left-hand upper corner, and this constitutes the foundation card, the three others of similar value, as they appear, being placed in the three other corners (see tableau).</p>
<p>The foundation cards ascend in sequence (Rule II).</p>
<p>Having placed the cross and the first foundation, play any foundation or other suitable cards from the cross, filling the vacancies from pack or talon. You then proceed to transfer cards on the cross (Rules I, III, and IV); and although not necessary, it is very advantageous that these packets should be of the same suit, as they are then ready to be played on to the foundations, and to effect this by transferring the cards backward and forward as much as possible should be the great object of the player.</p>
<p>Continue to deal out the cards till the pack is exhausted—playing, transferring, and refilling vacancies. The non-suitable cards form the talon.</p>
<p>There is no re-deal.</p>
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		<title>Fortress</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/zyCJ-Ioi_Bo/</link>
		<comments>http://AndroidGameReviews.com/2008/11/09/fortress/#comments</comments>
		<pubDate>Sun, 09 Nov 2008 20:36:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=44</guid>
		<description><![CDATA[Rules

Only the outside cards of each group are available, until by their removal the next ones are released, the principle being that no card can be used that has another outside it.
Note.—By &#8220;outside&#8221; is meant the cards on the right side of the right-hand group, and those on the left side of the left-hand group.
The [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules</h3>
<ul>
<li>Only the outside cards of each group are available, until by their removal the next ones are released, the principle being that no card can be used that has another outside it.</li>
<li>Note.—By &#8220;outside&#8221; is meant the cards on the right side of the right-hand group, and those on the left side of the left-hand group.</li>
<li>The foundations must follow suit.</li>
</ul>
<h3>Gameplay</h3>
<p>Deal out the entire pack horizontally in two groups, as in tableau, beginning at the left hand, and dealing straight across each group, leaving space in the centre for four aces. These, when they can be played, form the foundation cards, and are to descend in sequence to kings.</p>
<p>Should any aces appear on the outside of either group, play them, as also any other suitable cards for continuing the foundations (Rules I and II).</p>
<p>You next proceed to form marriages, both in ascending and in descending lines, with cards on the outside of both groups (Rule I). But this must be done with extreme care, so as not only to release the greatest number of suitable cards, but also, if possible, to open out one entire horizontal row of cards to form a lane. The success of the game entirely depends on these lanes. If, therefore, you succeed in opening out one, it is more prudent not to refill it until, by some fresh combination, others can be made.</p>
<p>When a lane is to be refilled, select any available card (Rule I), and place it at the inner end of the lane, and along it any others in sequence of the same suit, the last card being, of course, the available one.</p>
<p>One great use of these lanes is to reverse any sequences that have been made by marriages in the ascending line.</p>
<p>Note.—Supposing you have placed upon a deuce a sequence ending with eight; place the eight at the inner end of the lane, the other cards following in succession until the deuce becomes the outside card. When there are more cards in the lane than the original number, they can be placed partly over each other.</p>
<p>There is no re-deal.</p>
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		<title>Canfield or Klondike</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/85x_LiH1tgw/</link>
		<comments>http://AndroidGameReviews.com/2008/11/08/canfield-or-klondike/#comments</comments>
		<pubDate>Sat, 08 Nov 2008 21:01:54 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
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		<description><![CDATA[Any aces showing are picked out and placed by themselves above the layout for foundations.]]></description>
			<content:encoded><![CDATA[<h3>Gameplay</h3>
<p>The <a href="http://www.ndesign-studio.com/images/portfolio/graphic/soccer-player-1.jpg">player</a> pays 52 counters for the pack and he is paid 5 counters for every card he gets down in the top foundations. The cards being shuffled and cut, the first is turned face up and laid on the table. To the right of this card, but <a href="http://picasaweb.google.com/iphonjackson/PajamaParty#5160357018176765650">face down</a>, are placed six more cards in a row. Immediately below the left-hand card of this row that is face down another card is placed face up, and five to the right of it face down. Another card face up below and four to the right face down, and so on until there are seven cards face up and twenty-eight in the layout.</p>
<p>Any aces showing are picked out and placed by themselves above the layout for foundations. These aces are built on in sequence and suit up to kings. The moment any card in the layout is uncovered by playing away the bottom of the row, the next card in that <a href="http://www.youtube.com/watch?v=Nt0bKL0rJZM">vertical</a> row is turned face up. Cards in the layout are built upon in descending sequence—K, Q, J, down to 4, 3, 2—and must alternate in color; red on black, black on red. If there be more than one card at the bottom of a row, all must be moved together or not at all. Spaces are filled with kings only.</p>
<p>The stock is run through one card at a time and any card showing can be used, either on the layout or foundations. When the pack has been run through once that ends it. </p>
<p>From &#8220;The Official Rules of Card Games,&#8221; copyright 1897, 1898, 1899, 1900, 1904, 1907, 1911, 1912, 1913, by The U. S. Playing Card Co., Cincinnati, Ohio.</p>
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		<title>Babette</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/80_4t81bGt4/</link>
		<comments>http://AndroidGameReviews.com/2008/10/29/babette/#comments</comments>
		<pubDate>Wed, 29 Oct 2008 22:10:03 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=30</guid>
		<description><![CDATA[Rules

The foundations follow suit.
Vacancies in the garden are not to be refilled.
Each row of cards in the garden blocks the preceding one, but on the removal of cards in the lower rows those above them are released.

Play
Deal out eight cards in a horizontal line. This commences what is called the &#8220;garden.&#8221; When the first row [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules</h3>
<ol>
<li>The foundations follow suit.</li>
<li>Vacancies in the <a href="http://i.dailymail.co.uk/i/pix/2008/06/09/article-1025230-018A7BD000000578-216_468x342_popup.jpg">garden</a> are not to be refilled.</li>
<li>Each row of cards in the garden blocks the preceding one, but on the removal of cards in the lower rows those above them are released.</li>
</ol>
<h3>Play</h3>
<p>Deal out eight cards in a horizontal line. This commences what is called the &#8220;garden.&#8221; When the first row is complete, take from it any foundations and place them in the allotted spaces above, and also other suitable cards, but do not refill vacancies (Rule II).</p>
<p>The foundations consist of four aces and four kings of different suits, ascending and descending in the usual sequences (Rule I).</p>
<p>Note.—The <a href="http://www.youtube.com/watch?v=hjiCHGTe_mo">tableau</a> is so arranged that one of the king foundations has already descended to queen, and one of the ace foundations has ascended to three. The vacant spaces in the garden show from whence cards have been removed, and not replaced; but there would probably be many more rows in the garden than are shown on the tableau.</p>
<p>You next proceed to deal out successive rows in the garden underneath the first one till the pack is <a href="http://www.librarywebchic.net/wordpress/2007/07/09/exhausted-but-gratified/">exhausted</a>, strictly observing Rule II.</p>
<p>If there is not room to place each row of the garden below the preceding one, it must be placed so as to half cover it, but in that case, especially if there are many vacancies, the rows of cards are apt to get mixed, so it is best to count from the top, to make sure that you are placing the row you are working on in its proper detached line, and are not partly refilling other rows. You must finish each row before playing from it.</p>
<p>When the garden is laid out, and all available cards have been <a href="http://AndroidGameReviews.com">played</a> (Rule III), take up by itself each perpendicular column, beginning on the left, placing the next column underneath the first, and so on with each column in succession, so that, in turning the pack to re-deal, the last column on the right may be uppermost, thus reversing the order of each row of cards in the next deal.</p>
<p>The garden may be taken up twice and re-dealt exactly in the same manner and observing the same rules</p>
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		<title>Anna</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/Tq6MAMA22YE/</link>
		<comments>http://AndroidGameReviews.com/2008/10/28/anna/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 22:12:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=24</guid>
		<description><![CDATA[Rules
    * The foundations follow suit.
    * The uppermost card of each packet of the helps is alone available until its removal releases the card beneath.
    * When queens appear among the helps, whether placed in the original deal or in refilling vacancies, no other cards [...]]]></description>
			<content:encoded><![CDATA[<h3>Rules</h3>
<p>    * The foundations follow suit.<br />
    * The uppermost card of each packet of the helps is alone available until its removal releases the card beneath.<br />
    * When queens appear among the helps, whether placed in the original deal or in refilling vacancies, no other cards can be laid upon them. They remain as single cards.</p>
<h3>Play</h3>
<p>Deal out eight cards in the shape of a capital A: these are called helps. Whenever in the course of the deal knaves turn up, they are to be placed so as to form the letter N (see tableau). The eight knaves are the foundation cards, which descend in sequence to kings.</p>
<p>When the helps (letter A) have been laid out, play from them any suitable cards to continue the foundations (if any of these have been already placed), refilling the vacancies from the pack or talon. You next proceed to form marriages in ascending line with cards of the helps, except in the case of queens, on which cards must not be placed (Rules II and III).</p>
<p>When no other cards can be played or <a href="http://www.mccullagh.org/db9/1ds-10/burning-man-cathedral-wedding.jpg">married</a>, proceed to deal out the entire pack, playing the knaves and other suitable cards forming marriages with cards in the helps, refilling vacancies and placing unsuitable cards as a talon.</p>
<p>If the game succeeds, the final tableau shows the letter A composed of queens, and the letter N of kings, with which the foundation cards terminate.</p>
<p>The talon may be re-dealt twice. </p>
<h3>Ratings</h3>
<p><b>Gameplay</b><br />
<img src="http://AndroidGameReviews.com/site_images/4_of_5_stars_Android_Game_Reviews.gif" /></p>
<p><b>Graphics</b><br />
<img src="http://AndroidGameReviews.com/site_images/4_of_5_stars_Android_Game_Reviews_Black.gif" /></p>
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		<title>The Fifteen</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/YQeCP1n84EY/</link>
		<comments>http://AndroidGameReviews.com/2008/10/27/the-fifteen/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 21:20:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://AndroidGameReviews.com/?p=22</guid>
		<description><![CDATA[A variant of solitaire that uses fifteen cards from two decks.]]></description>
			<content:encoded><![CDATA[<p>Deal out the entire pack from left to right in horizontal rows, fifteen cards in each, excepting the last one, which can only contain fourteen. Each row should partly cover over the preceding one; four aces and four kings form the foundation cards, the aces ascending in sequence to kings, the kings <a href="http://www.jollyroger-ent.com/store/components/com_virtuemart/shop_image/product/Bikini_Style_Bot_47e3257828f9b.jpg">descending</a> in sequence to aces. When the deal is complete, if any foundation cards should appear in the lowest row (Rule I), play them at once on the spaces reserved, and also any other suitable cards—then marry, both in ascending and in descending lines, subject to Rule I; but if, after these changes, no foundation card is available, so that the patience cannot even begin, you may withdraw from the sixth row one ace and one king, if any are to be found (see note to Rule I), immediately filling the spaces so made with the cards below which had previously blocked them. If even this resource is unavailing, the patience has already failed, there being no re-deal, and no further infringement of rules allowed.</p>
<p>When one or more foundations are established, examine the <a href="http://www.achart.ca/york/images/fowler/FolliesBergereTableau_600.jpg">tableau</a> carefully, marry all available cards, and endeavor by these changes to release the greatest number of suitable cards for the foundations, and to open out one or more perpendicular lanes. These are of the greatest use; you may select any available card and place it at the top of the lane, and below it any others in sequence of the same suit, each card partly <a href="http://www.diangy.com/filemanager/files/Pictures/CUT%20-%20budlight%20bikini%20copy.jpg">concealing</a> the preceding one, as in the original deal.</p>
<p>You may also use the lane for reversing any sequences previously made. Thus, supposing there is a sequence beginning with a ten and ending with a three (the ten being required for one of the <a href="http://www.whattofix.com/images/SwedishBikiniTeam.jpg">foundations</a>), place the three at the top of the lane, the other cards following until the ten becomes the lowest or available card.</p>
<p>In theory this patience is simple, but it is very difficult to play. The combinations are endless, from the constant reversing of sequences, and require great attention. As the success principally depends on the lanes, it is more prudent, when you have only one, not to refill it until by some fresh combination you can open out another one.</p>
<p>There is no re-deal.</p>
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		<title>Napolean at St. Helena</title>
		<link>http://feeds.androidgamereviews.com/~r/AndroidGameReviews/~3/VWVK1GvQvxw/</link>
		<comments>http://AndroidGameReviews.com/2008/10/22/hello-world/#comments</comments>
		<pubDate>Thu, 23 Oct 2008 00:28:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[This describes the talon variation of the popular card game.]]></description>
			<content:encoded><![CDATA[<p>Deal out from left to right four rows of ten cards.</p>
<p>The eight <a href="http://sithomeandrot.com/celebs/wp-content/uploads/2008/05/audrina_patridge_bikini_reef_17_big.jpg">aces</a>, when they can be placed, form the foundation cards, and are to ascend in sequence to kings.</p>
<p>Should any aces appear in the lowest row, play them in their allotted spaces, and upon them any suitable cards to continue the foundations (Rule I).</p>
<p>You must now examine the tableau and endeavor by forming marriages (in descending line, and always subject to Rule I) to release other <a href="http://nbnl.globalwhelming.com/wp-content/uploads/2008/07/7.jpg">suitable</a> cards. This, however, must be done with care, lest a sequence in a lower row may block a card above it which is much wanted, and might soon have been released.</p>
<p>If by these changes you can make a vacancy in the uppermost row (thus forming a perpendicular lane), it is of the greatest use. The vacancy may be refilled with any available card from the tableau or from the talon, but you are not obliged to refill it until a <a href="http://www.zieak.com/wp-content/uploads/2007/03/heather_posing_bikini_white.jpg">favorable</a> opportunity occurs.</p>
<p>Note.—Some players only allow the vacancy to be filled from the talon.</p>
<p>The card so placed has all the privileges of the original card whose place it fills, and is treated in the same manner.</p>
<p>When there are no more available cards to play, proceed to deal out the remainder of the pack, turning the cards one by one, playing all suitable ones on the foundations, or placing them on the sequences of the tableau. The cards that cannot be so employed are laid aside in one packet, forming the talon.</p>
<p>There is no re-deal.</p>
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