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Pack Solitaire A game for 2 piecepacks by David Hassell (DavidLHsl@aol.com) Version
1.0.0, July 13, 2003 Copyright: Developed by David Hassell, but permission granted to
freely distribute and use asone sees fit. 1 player, approximately 15-30 minutes
Object: Assemble as many of your 16 tiles as possible into a 4x4 grid in such a way
as to scorethe most points.  Introduction  I had long considered the idea of using
the combination of coins and tile backs to form theequivalent of dominos. I may
develop a 2-player game utilizing some of the principlesdeveloped for this game.
First, I developed this — a solitaire version. These “dominos” may,in fact, be
considered a game system within a game system. Those of you who have seen the tile
game Zoki (www.zoki.com) will notice that this gamebears a resemblance to that
system. However, the actual inspiration for this was actually aproposal to the
piecepack system called piecepackplus (pp+), where tiles had suits placed inthe
corners.  Equipment
• 16 tiles, to be used face-down
• All of the coins from 2 piecepacks, with each set of 24 coins kept separate from
the other.
• An opaque container or bag for mixing the coins.  Setup  First, arrange the 16
tiles facedown in front of you. Next, place the 24 coins from one piecepack into a
container and mix them. You are going touse these to create the first 8 tiles. Draw a
coin one at a time from the container and place it on the square of a tile. You will
startwith a blank tile, placing the coin in the upper-left square. Your next coin
will be place on theupper-right square of the same tile. The third will be placed on
the lower-left square. You willleave the lower-right square blank.

Continue drawing coins to complete the remaining 7 tiles. Each tile will contain only
3 coins,with the lower-right square blank. When you have completed your set of 8
tiles, take the second set of 24 coins and repeat theprocedure to build your next
group of 8 tiles. In order to keep your coin sets separated, Irecommend building the
first set with the coins’ facing arrows pointed towards the center ofthe tile, and
the second set with the coins’ facing arrows pointed towards the outer corners ofthe
tile. This only purpose of this recommendation is to permit easy separation of the
coinsafterward if you wish to play this again. This doesn’t actually have any effect
on the game, andyou could easily build the tiles without doing this. The only
important thing to keep in mind isthat you should have the sets separate when
building the tiles during setup if you play again. Once you have completed the Setup
procedure, you will have 16 tiles with 3 coins on each tile. If you wish to see an
example of a set of completed tiles, see Example 2 at the very end of thisrules
document. You’ll notice that some of the blank squares in the example are in
differentlocations. Some are in the upper-left, some in the lower-right, etc. This
was simply due to tilerotation during game play. However, all 16 tiles in the example
were created with the emptysquare in the lower-right square.  How to Play  After
completing the Setup procedure, you are ready to place your tiles. You may move,
rotateand mix your tiles as you wish, but be careful to keep the coins on the tiles
in their samesquares. You are now going to place as many of your 16 tiles into a 4 x
4 grid as possible. Tilesconnecting to other tiles orthogonally (diagonals aren’t
checked) must have their coins orempty squares align according to one of three
conditions. Each coin on a tile is checkedagainst each adjacent coin separately. The
three valid conditions are: (#1) Both coins match by rank or both squares must be
empty. You will score 1 point for eachCondition #1 that exists, but don’t score until
after you complete your layout.(#2) The total of both coins must be 5. The null coin
is worth 0, and the ace is worth 1.Therefore, the following combinations are valid
for this condition: 5 + null, 4 + ace, 3 + 2.(#3) One square must be empty. Thus,
empty squares are considered wild and can pair withanything. If it pairs with another
empty square, then that is considered Condition #1. This isimportant, because
Condition #1 is how you score points. Example #1 at the end of this rules document
demonstrates more clearly the three conditions Ihave mentioned. You’ll notice that
the two coins on the side of a tile do not have to match theadjacent tile by the same
condition. For example, the top-left tile in the example (3/5/4/empty)is placed next
to the null/2/empty/4 tile (Conditions #2 and #1), and placed next to the 4/5/empty/3
tile (Conditions #1 and #3).

Now study Example #1 very carefully and make sure you know how tiles must be
aligned.This example just shows a 3 x 3 layout. Once you understand Example #1, study
Example #2. Only Condition #1 is shown in thisexample, but study the other coins as
well to make sure you understand how they alignaccording to the three conditions. You
may notice that the nine tiles in Example #1 arecontained within the completed layout
in Example #2. Example #2 shows a completed layout. Ideally, you will place all of
your tiles. If you cannotplace all of your tiles, then you will simply have to set
aside the unplaced tiles. Once you’ve completed your layout, go over each tile and
carefully check the alignment witheach orthogonally adjacent tile to make sure each
coin matches according to the threeconditions. After confirming you have a valid
layout, you are ready to score. Beginning with the upper-left tile in your layout,
check it against each orthogonally adjacent tile. Score one point foreach coin pair
or empty square pair that matches according to Condition #1. Proceed to thenext tile
and continue until you have checked all tiles. Your total is your score for this
game. For an example of scoring, see Example #2 at the end of this rules document.
You’ll noticethat I scored 60 points in this game. Study this example carefully and
make sure youunderstand scoring.  Version History  1.0.0 (07/13/2003): First draft

Condition #1: Coins or Empty Squares Match.You score +1 for each of these.

Condition #3: Coin aligned with Empty(Wild).

Condition #2: Coins total 5. This can be5+null, 4+ace, or 3+2.