BWS home | BWS How To Play |
In movement, balance may be obtained
The Deal |
The arrangement of the cards at the start of a new game. The "starting 5", or the "starting 9", in reference to the cards seen at the beginning of the game. |
Opening |
An available slot for a slide ("slide opening"), or a column on either walk that is immediately available for declaration. |
Value |
The face value of a card. |
... Up |
The number of values presently showing. The "spread" may be as much as "13 up". |
Safety |
In declaring, setting aside a column for a value that has not yet appeared. |
14 Up |
As the game matures, where a column has been set aside for a value that has not yet appeared. |
Board |
All rows, including the hand, in single player variations, or excluding the hand(s) in multi-player variations. |
Bloom |
(blossom) That which has arisen. Any source card for play. Blooms include any face-up cards on rows 1 and 3, and any cards in a hand. |
Thorn |
A thorn is a card on row 3 that cannot be turned over. Thorns occur when the remaining cards of a particular value stand face down on the same column of which they are declared. They cannot be overturned, because they are the cards required to turn themselves over. When thorns are the only cards remaining face down, one point may be awarded for each of them. |
Garden |
When every column on the board is blocked. |
Lucky Seven for Two |
A variation of Lucky Seven for two players, to cooperatively achieve a win. A lowerwalk column is taken as the second player's hand, leaving a 6-column lowerwalk. Each player plays in turn, or may say "pass" instead. Neither player may reveal the contents of their hand to the other, with exception to what they will see as taken into the hand from the board. The game is ended when both players pass consecutively. |
Vertical |
Cycling through one upperwalk source stack at a time without any other plays in between. Vertical play leans toward the creation of new openings for filing as directly as possible. |
Lateral |
Opposite of vertical - "other plays between". Lateral play leans toward generating more cards played and more visible information, and slide openings. |
Blockade |
Lowerwalk columns that are blocked by each other. |
Elf |
Fortune, in the form of a card. A "turnover" of fortune. |
Good Elf |
Where only one value will do, it flips. |
Nasty Elf |
Where only one value will not do, it flips. |
Tossing Points |
Picking up a point or two when playing for a win is deemed to be infeasible. Milking the deal for as many points as can possibly be obtained, destructively in the face of attempts at a perfect game. |
Tossing the Hand |
The hand is used as a buffer to absorb a motley variety of problematic cards. The purity of the hand is abandoned in the process. |
Tossing the Board |
In Sqatsi or |
Saintly Play |
No tossing of points, no tossing of the hand, and God forbid, no tossing of the board... All plays supporting the perfect end game, regardless of the odds against pulling it off. |
Neti Neti |
An ancient philosophy stating that, "any concept regarding the truth is how far away from the truth one is". In Boardwalk Solitaire, it is arguable that the randomness of the deal will eventually defy any one premeditated approach. |
Vertigo |
In Boardwalk Solitaire, a condition characterized by an inability to practice sound play selection. Conceivably, this is augmented by a lack of consistency in the environment - all elements are transient. Vertigo is arguably prommelgated by a conflict between the player and the deal. |
Stone |
(The family Stone) An upperwalk source stack. For five columns on the upperwalk, named from left as; Annie, Bobby, Chelsea, Dean and Eve. |
Banana |
A prize for achievement not otherwise granted title or reward. Declaring the upperwalk in ascending order in the game of Lucky Seven, for example, is worthy of a banana. |
Lead Stack |
The upperwalk source stack currently being cleared. |
Bullpen |
The upperwalk source stack to follow the current lead stack. |
... Lead |
"Single lead", "double lead", "triple lead". Indicates the number of simultaneous lead stacks. |
Charging |
(lateral charge) "Into the valley of the shadow of death, rode the source cards." Tactically directing oneself towards the creation of openings for slides. In a dedicated charge, row 1 is abandoned in its entirety, and a slide opening is absolutely necessary for a win ("Charge of the Light Brigade"). |
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This is where you land when you play your first point to the 13th column. |
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In the Weeds |
Somewhere
in between where the game begins and ends; usually in the middle. In the
context of |
Bottleneck |
In the middle of the game there is very often a definite bottleneck, where continuing play is most difficult. |
Breaking Through |
Coming out of a bottleneck. The beginning of the "end game". |
Playing Pixies |
Near the end of the game, there is the matter of cleaning up the last few cards, so that each of them ends in just the right place. |
Piffle |
A strategy that begins and ends in a single play. A nimbly executed play, made presumably for the purpose of gathering information, and which does not contribute to any larger strategy. |
Juggling |
(Sqatsi/Cheshire) Converting a card in the hand from power to trump, or trump to power. |
High Trump |
(Sqatsi/Cheshire) "High Trump" is to play row 1 from the hand, as opposed to "trump", where row 2 is played from the hand. |
Deadwood |
A dead card, or an abundance of dead cards. |
Posse |
An abundance of live cards. |
Loaded for Bear |
(Sqatsi, |
Occam |
The play that anyone would expect next. |
Hat Trick |
The play that no one would expect next. |
Hedging |
In declaring the columns of, primarily, the lowerwalk, starting at the left or right end, and working in, so as to keep the central columns open for declaration by any of the remaining values. |
Displacement |
When one value is declared upon a column, there is the "displacement" of the column in its entirety, such that no other value may go there. Prior to the declaration, there was a home for more than one value, but afterwards, there was only one. Values not declared upon the column have been "pushed" out of it. |
Ordered Declarations |
Declarations
in accordance with blind probability. Where there is a seven column
lowerwalk; Aces, 3s, 5s, 7s, 9s, Jacks, and Kings on the lowerwalk, and 2s,
4s, 6s, 8s, 10s, and |
Bending the Walks |
Electing to declare most of the values in a specific range directly to one walk, also thus "pushing" or "pulling" upon the order of declarations upon the other. |
Blueprinting |
Charting potential values for each column (on paper). |
Vanishing Point |
The point at which further calculations will not alter the strategy that is based upon the calculations performed thus far. |
Lock |
A hand position consumed by a specific card for the remainder of the game, presumably for the purpose of scoring a point. |
Up Cards |
Strategy based upon the cards which have been seen. |
Down Cards |
Strategy based upon the cards which have not been seen. Arguably best reserved for the end game. |
Bundling |
(Sqatsi, |
Par |
(Don Par) The score of a specific deal of the cards as played using a generic programming algorithm. The par algorithm cycles through every potential path of plays starting with each current play possibility, multiplied by every possible arrangement of cards yet to face. The number of paths ending at each possible ending score for each initial play possibility is then tallied. The highest tally indicates the next play. |
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Weight |
("reference")
For a Boardwalk Solitaire game type, the number of cards in the deck minus
the par average. Roughly, the ease of winning. From Hopscotch to Lucky Seven
to Sqatsi to |
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Count |
Akin to
"weight", but in this case a present positional evaluation within a
single game. For example:
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The Unfolding |
In assessing either the goal or the nature of the game, determining the end result as contained within the deal. |
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Kingdom |
A
metaphor for Sqatsi. Two kingdoms are entwined -
that of the deal and that of the player. When the game is won, it is the
kingdom of the player. Inclusive of the following parts:
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Game |
In competition, each player plays the same deals. For each game played, the higher score counts as one win, a tie score counts as nothing, and a lower score counts as one loss. |
Set |
12 games. |
Match |
In competition, one or more sets (not scored separately). A match is decided by total, cummulative highest honors (wins). |
Honor |
In a competition game, the higher score, which is one honor, or one game (one win). |
Breadwinner |
In competition, the player who cummulately scores the most points. It is likely that the honors champion will be the breadwinner, but not necessarily so. For example, by way of one win by 25 points, and two losses by 1 point each, honors and points victories will have diverged. |
PPG's |
For tournament competition prequalification, a series of sets played for the purpose of establishing a tournament-qualifying points-per-game average. |
Ranked Player |
A tournament player who continues to hold a qualified tournament play ranking. |
Procrastination |
It seems that every play further reduces the players options. In procrastination, a play that may greatly reduce the options contends strongly as the next play to be made. ("enjoying the view") An
example of total game assessment comes immediately to mind. There have been
occasions where I have sat up and looked at the board, and where with
vigorous analysis, I would then sit back and see that it was beautiful. If a
single card would move, the perfect balance of the arrangement would be lost.
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Paradox |
Seemingly,
the nature of any approach to these games.
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Beginner |
One who has learned how to play. |
Intermediate |
One who has learned the concepts and terms. |
Advanced |
One who has unlearned all that one has learned. :-) |