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RUSSIAN BANK
This is a game for two players, based on the principles of solitaire.
Cards: Each player has a regular deck of 52. The two decks must have different backs. The Layout: Each deals from his own deck a pile of 12 cards face down, at his right. This is his reserve. Above the reserve he deals a line of 4 cards, face up, extending toward his opponent. These 8 cards (4 from each player) start the building piles and they are common property. The undealt remainder of the deck is put face down at the owner's left; this is his stock. Bases: All Aces are base cards. Whenever an Ace becomes available, it must at once be moved into the center, between the building piles. The Aces are placed in two columns parallel to these piles, and they are collectively called the center. Cards may be built on the Aces, in the same suit and in upward sequence 2,3 ... J, Q, K. Building Piles: On these piles build downward and in alternate colors, as in Klondike and Canfield. The 4 of clubs, for example, may be moved upon the 5 of hearts or on the 5 of diamonds; the Jack of hearts upon any black Queen; and so on. A King cannot be built on another card in the building piles, but of course can go on a Queen of the same suit in the center. Cards must be moved one at a time from and to the building piles. (This is different from Klondike and Canfield, where you move the whole pile as a unit.) The Play: The turn to play alternates—you do not play simultaneously, as in Pounce. At the very first turn of the play, the player must move into the center, from the building piles, any Aces there, also any 2's etc., that can be built on them. Having done so, he may turn the top card of his reserve face up. With exception of this very first turn, a player begins his turn with at least one card face up on his reserve. This point must be mentioned in explaining the rules. A player must be very careful to observe the following rules in the order of play, else he may lose his turn. Rules of Order: An available card is one that is free to be moved elsewhere. The term covers: the top card of each building pile; the top card of the player's reserve; a card turned up from the player's stock but not yet put on his wastepile. The cards in the wastepile are never available. A card covered by another in a building pile is not available, though it becomes so if the covering card is moved away. The point of this remark is that a player cannot be charged with an error because he could have made a lower card available but did not do so.
1. Whenever an available card can be moved to the center, this move must be made before any other. If the reserve card can be played to the center, this play must be made ahead of a move from a building pile to the center.
2. On clearing face-up cards off his reserve, the player must turn up the top face-down card before making any other move.
3. Available cards on building piles that can be played to the center may be moved there in any order.
4. Having made all possible moves to the center, the player is free to manipulate the building piles as he pleases to make additional cards available, create spaces, etc. In the course of such manipulation, it is allowed to move any available card from a building pile into a space. A space is created whenever all of one building pile is removed. (Suppose that one pile comprises * 9 and 0 8, there is a ^ 10 on another pile, and that there is a space. By moving the 0 8 into the space, you can uncover the * 9 and move it upon the ^ 10. Then when you put the 0 8 back on the * 9 you have two spaces instead of one. Look for such opportunities to create spaces, for they help you get rid of your own cards.)
5. A player must move the top card of his reserve—so long as it lasts—into a space, before he may play from his stock into spaces. He must fill all spaces in the building piles before turning up a card from his stock.
6. Having satisfied all of the foregoing rules, a player may turn up the top card of his stock. He must play it to the center if possible; if not, he may put it on a building pile if possible. (See also Loading, below.) If he cannot find place for it anywhere, he must put it face up on his wastepile, and this act ends his turn. The turn continues so long as the player can find place for the cards he turns up from his stock. The wastepile is a single pile placed between the player's reserve and stock. Notice that if you put a card on your wastepile your turn ends, even if there was actually a place to play it.
Loading: You may build available cards not only upon the base cards (center) and the building piles, but also upon your opponent's reserve card and his wastepile: this is called loading him. On his cards, you must build in suit and sequence, but the sequence may go up or down or both ways, as you please. For example, if his reserve card is a 0 J you may move an available 0 10 upon it. Should you then turn your own 0 J from your stock, you can put it on the 0 10. There is no use in loading your opponent from the building piles alone, for he can build the cards right back when his turn comes. But if you can cover such cards with one from your stock or reserve, splendid!—for you. You have got rid of some cards and have loaded him with some more to get rid of. Stopping: If a player violates any of the foregoing rules of order, his opponent may call "Stop!" If the error is proved, the offender's turn ends. In very strict play, you can be stopped if you so much as touch a card when you should move another one first. But you know how it is—we often touch cards merely intending to arrange them but forgetting to say "I arrange." A fairer rule is that a stop may not be called until a player has actually picked up a wrong card.
End of Play: When a player's stock is exhausted, he must immediately turn his wastepile over to form a new stock. When his reserve is exhausted, he continues without a reserve, playing from his stock.
The first to get rid of his entire reserve and stock wins the game. He scores 30 points for winning, plus 2 points for each card left in his opponent's reserve and 1 point for each card in his stock and wastepile.
Related terms include pokemon card game and card game nexon.
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