aisleriot issueshttps://gitlab.gnome.org/GNOME/aisleriot/-/issues2021-06-02T11:50:41Zhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/271Autoplay stops when the Waste is empty2021-06-02T11:50:41ZBugzillaAutoplay stops when the Waste is empty## Submitted by Xavier Bestel `@bestouff`
**[Link to original bug (#794442)](https://bugzilla.gnome.org/show_bug.cgi?id=794442)**
## Description
Hi,
In Klondike, when double-clicking for autoplaying obvious moves, the autoplay stop...## Submitted by Xavier Bestel `@bestouff`
**[Link to original bug (#794442)](https://bugzilla.gnome.org/show_bug.cgi?id=794442)**
## Description
Hi,
In Klondike, when double-clicking for autoplaying obvious moves, the autoplay stops when the Waste is empty. But in the case the only interesting move would be to take cards from the Stock to the Waste - and in many cases this move finishes the game.
So would it be possible for the autoplay to take cards from the Stock to the Waste when the latter is empty ?
Thanks,
Xav
Version: 3.22.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/270ENHANCEMENT TO AR WITH BROOM PATIENCE2021-06-02T11:50:34ZBugzillaENHANCEMENT TO AR WITH BROOM PATIENCE## Submitted by chris
**[Link to original bug (#791368)](https://bugzilla.gnome.org/show_bug.cgi?id=791368)**
## Description
Created attachment 365218
broom scheme code
This is a contrary version of Bakers game, minimal Foundation,...## Submitted by chris
**[Link to original bug (#791368)](https://bugzilla.gnome.org/show_bug.cgi?id=791368)**
## Description
Created attachment 365218
broom scheme code
This is a contrary version of Bakers game, minimal Foundation, cards in the tableau first arranged as 4 suited columns, then a final auto-extract (Double-Click any F-pile on the left) that moves ALL the columns to the Foundation in an appealing continuous sequence of moves - this is the “SWEEP” - see png.
AR's BakersGame has pro-active Foundation autoplay that prevents assembling the cards in complete suit chains. A distinct game is proposed.
The score starts at 52 and each card moved to the Foundation decrements the score. Success is measured by the score prior to the Sweep. Some deals cannot be solved, however many will cease resisting before 6 cards have moved to Foundation. A sweep of 48+ is considered a win. More details are in help - see xml.
Broom has only 4 reserve slots but there are no restrictions on moving cards to empty columns. Nevertheless success requires both an analytic approach and persistence to assemble a qualifying sweep. In addition to the basic game, options provide a deal-of-the day series of (52 rotations) so solve efforts can continue for 24 hrs across sessions and there are also 13 permanent 'suit-ordered' rotations. Deal-0-Suited was semi-automated to assist Broom development. This is retained but recast as a tutorial to building up the suit chains to a maximum Sweep.
The bakersgame variant Eight-Off, written by R-Y, was used as a template for this development.
Much of that structure remains. The new stuff is supporting deal-of-the-day, deal rotations and the sweep scoring.
Files are submitted with best efforts for notices on copy-write, licensing and acknowledgments.
Dec 2017 CL
attachments:
broom-goal.png
broom.scm
broom.xml
**Attachment 365218**, "broom scheme code":
[broom.scm](/uploads/70b872b0244ea435a8d21636e1513cf0/broom.scm)
Version: 3.18.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/269Prevent accidental starting of a new game2021-06-02T11:50:28ZBugzillaPrevent accidental starting of a new game## Submitted by Mark James
**[Link to original bug (#784711)](https://bugzilla.gnome.org/show_bug.cgi?id=784711)**
## Description
When clicking the top-left card stack, it's easy to instead accidentally press the new game button, ca...## Submitted by Mark James
**[Link to original bug (#784711)](https://bugzilla.gnome.org/show_bug.cgi?id=784711)**
## Description
When clicking the top-left card stack, it's easy to instead accidentally press the new game button, causing any existing game to be lost.
The new game button should bring up a confirmation dialog, at least when a move has been made in the current game.
Version: 3.22.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/267improve Thirteen scoring2021-06-02T11:50:20ZBugzillaimprove Thirteen scoring## Submitted by Christian Persch `@chpe`
**[Link to original bug (#780612)](https://bugzilla.gnome.org/show_bug.cgi?id=780612)**
## Description
Received by email from David Allman `<redacted>`; filing it here so that it can be discu...## Submitted by Christian Persch `@chpe`
**[Link to original bug (#780612)](https://bugzilla.gnome.org/show_bug.cgi?id=780612)**
## Description
Received by email from David Allman `<redacted>`; filing it here so that it can be discussed.
---
Dear Christian,
You may use this information in any way you see fit.
Thanks,
David W. Allman
*The Reasoning behind a New Method of Scoring for the game of Thirteen:*
I have played this game thousands of times (well over 20k). I would like
to recommend using a different type of scoring to maintain interest in
the Thirteen game. Most of us who play seriously were simply dropping
out of the game once we realized we couldn’t win. So, since it is rarely
possible to achieve a perfect score based on a single game, we suggest
this game should be scored based on a succession of games. This makes it
possible to “win” at a much higher rate and motivates interest in
playing repetitively. Moreover, it should not be considered a timed
game, but rather a game of skill. When we play this game, we do not
consider the timer relevant.
Each Thirteen game should be considered one of a succession of games
played while the player increases their overall score and ends when the
player’s score is depleted. We score each game to reflect an
accumulation based on how we, the players, faired over a number of
sequential games.
We use a piece of paper to tally two running scores. The first score is
the Consummate Score. This is an accumulation of scores based on how
well we are playing the games – it can never decrease. The second is the
Accrual Score. The Accrual Score is an accumulation of points that must
be maintained to continue playing. Our scoring method makes it easy to
raise the Accrual Score, but as the games continue, it becomes more
difficult. When the Accrual Score returns to zero, that sequence of
Thirteen games is over and our Consummate Score is our total score for
the series. This dual scoring technique means we can play one group of
games over a period of many days and the final Consummate Score can then
be used in competition with other players. It heightens the challenge
and increases the participation.
*How the New Method of Scoring Works:*
After one game is played, the Consummate Score is increased by the
number of cards over 30 that were matched. The Accrual Score is
increased or decreased by several variables:
**As long as the Consummate Score is below 1000:
If the Thirteen game did not match at least 25 cards, the Consummate
Score remains the same. However, Accrual Score is decreased by the
number of matches less than 25. Example: if 22 cards were matched, 3
points are taken away from Accrual.
If the Thirteen game matched between 25 and 30 cards, the Consummate
Score remains the same but the Accrual Score is effected in the various
ways listed below:
If the Thirteen game matched over 30, the Consummate Score is increased
by the amount over 30 and the Accrual Score is effected in the various
ways listed below:
*Accrual Equivalent Scoring: *(when the game matched 25 or more)
**If the face value of the Waste card matches the number of cards left
to be played in the Stock, add 1 point to Accrual. Example: the 8 of
diamonds is turned over in the Waste stack and it is the 8th card left
in the Stock stack – add 1 point. Example: the 3 of spades is turned
over in the Waste stack and it is the 3rd card left in the Stock – add 1
point. However, (1) there can be only 1 point added to Accrual for
Equivalent scoring during a single game regardless of the number of
Waste cards/Stock stack matches. (2) Face cards cannot be equivalent.
*Accrual Waste Scoring: *(when the game matched 25 or more)
At any point, once the Waste stack has at least 4 cards, if the player
is able to match all of those cards to decrease the Waste stack to zero
– add 3 points. Example: the Waste stack has 4 cards. The top is a 3,
and the player matches it to a 10. The 3^rd card is a jack, and the
player matches it to a 2. The 2^nd card is a 6 and the player matches it
to a 7. The remaining Waste stack card is a 5 and the player can match
it to an 8. At this time, the Waste stack is empty and the player adds 3
points to the Accrual Score. There can be only 3 points added to Accrual
during a single game regardless of the number of times the Waste count
returns to zero.
*Accrual Remainder Scoring:*(when the game matched 25 or more)
At the end of one Thirteen game, if either the Waste stack or the
Tableau has 0-2 cards remaining, the player adds 1-4 points to the
Accrual. The exact scoring is as follows:
Waste stack or Tableau has 2 remaining cards – 1 point.
Waste stack or Tableau has 1 remaining card – 2 points.
Waste stack or Tableau has 0 remaining cards – 4 points.
Count the Waste stack remainder and the Tableau remainder separately. If
the Waste stack has 1 card left and the Tableau has 2 cards left – add 3
to Accrual Score. If the Tableau has no remaining cards and the Waste
stack has 6 cards – add only 4 to Accrual Score.
*Accrual Size Scoring: *(when the game matched 25 or more)
If the number of matches is 42 or higher, add points to Accrual based on
the following:
42 or 43 – 1 Accrual point
44 or 45 – 2 Accrual points
46 or 47 – 3 Accrual points
48 or 49 – 5 Accrual points
50 or 51 – 7 Accrual points
52 – This is a perfect game because all cards were matched. Score 35
Accrual points. The Accrual Equivalent scoring and Accrual Waste scoring
points are counted (if applicable) in addition to the 35 Accrual Size
score. However, Accrual Remainder Scoring is not added if this was a
perfect game.
**When the Consummate Score is 1000 and over:
If the Thirteen game did not match at least 25 cards, the Consummate
Score remains the same. However, the Accrual Score is decreased by the
number of matches less than 25. (Example: if 19 cards were matched, 6
points are taken away from Accrual.)
If the Thirteen game matched between 25 and 30 cards, the Consummate
Score remains the same but the Accrual Score is effected in the various
ways listed below:
If the Thirteen game matched over 30, the Consummate Score is increased
by the amount over 30 and the Accrual Score is effected in the various
ways listed below:
The *Accrual Equivalent Scoring*is no longer valid.
The *Waste Scoring *is the same.
The *Remainder**Scoring*is the same.
The *Size**Scoring*is the same.
**When the Consummate Score is 2000 and over:
If the Thirteen game did not match at least *28* cards, the Consummate
Score remains the same. However, the Accrual Score is decreased by the
number of matches less than *28*. (Example: if 21 cards were matched,
*7* points are taken away from Accrual.)
If the Thirteen game matched between *28* and *30* cards, the Consummate
Score remains the same but the Accrual Score is effected in the various
ways listed below:
If the Thirteen game matched over *30*, the Consummate Score is
increased by the amount over 30 and the Accrual Score is effected in the
various ways listed below:
The *Accrual Equivalent Scoring*is no longer valid.
The *Accrual Waste Scoring *is no longer valid.
The *Accrual Remainder**Scoring*is no longer valid.
The *Accrual Size**Scoring*is the same.
*The game is over when the Accrual Score falls below zero:*
Here are my 5 highest Consummate Scores:
2855, 2578, 2389, 2306, 2191
Version: git masterhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/263peek often deals obviously unsolvable games2021-06-02T11:49:55ZBugzillapeek often deals obviously unsolvable games## Submitted by Christian Persch `@chpe`
**[Link to original bug (#776455)](https://bugzilla.gnome.org/show_bug.cgi?id=776455)**
## Description
In my tests, it happened rather frequently that an obviously unsolvable game was dealt o...## Submitted by Christian Persch `@chpe`
**[Link to original bug (#776455)](https://bugzilla.gnome.org/show_bug.cgi?id=776455)**
## Description
In my tests, it happened rather frequently that an obviously unsolvable game was dealt out, when the starting rank card of some suit was below another card of that suit on the same stack.
Version: git masterhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/262Peek game does not accept first card of new foundation.2021-06-02T11:49:51ZBugzillaPeek game does not accept first card of new foundation.## Submitted by David Robarts
**[Link to original bug (#776416)](https://bugzilla.gnome.org/show_bug.cgi?id=776416)**
## Description
When playing Peek additional foundations will not accept the starting rank card even though the hin...## Submitted by David Robarts
**[Link to original bug (#776416)](https://bugzilla.gnome.org/show_bug.cgi?id=776416)**
## Description
When playing Peek additional foundations will not accept the starting rank card even though the hint correctly indicates that this is the next step. This game is unplayable.
AisleRiot 3.14.1 on Debian 8.1.0 Jesse.
Version: 3.14.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/256Enhancement to an Aisleriot game (hopscotch)2021-06-02T11:49:28ZBugzillaEnhancement to an Aisleriot game (hopscotch)## Submitted by Andrew
**[Link to original bug (#770981)](https://bugzilla.gnome.org/show_bug.cgi?id=770981)**
## Description
Created attachment 334951
patch file referenced
I provide an enhancement to a game in the Gnome-Games col...## Submitted by Andrew
**[Link to original bug (#770981)](https://bugzilla.gnome.org/show_bug.cgi?id=770981)**
## Description
Created attachment 334951
patch file referenced
I provide an enhancement to a game in the Gnome-Games collection - Aisleriot - specifically to one of the games inside it, namely, Hopscotch. I add options in the menu bar which can make the game both harder and easier at the user's choice. The original game is available as one option.
By entering this patch as a 'bug' I am following directions written in the source tree.
**Patch 334951**, "patch file referenced":
[diffHop.patch](/uploads/72ab473f3a8c476e7acb4be1d633b711/diffHop.patch)gnome-3-24https://gitlab.gnome.org/GNOME/aisleriot/-/issues/254In Diamond Mine, but in no other AisleRiot games, the statistics randomly change2021-06-02T11:49:17ZBugzillaIn Diamond Mine, but in no other AisleRiot games, the statistics randomly change## Submitted by Brewster Gillett
**[Link to original bug (#769246)](https://bugzilla.gnome.org/show_bug.cgi?id=769246)**
## Description
In many AisleRiot games, the app records the players' solution times in a
table. In Diamond Mine...## Submitted by Brewster Gillett
**[Link to original bug (#769246)](https://bugzilla.gnome.org/show_bug.cgi?id=769246)**
## Description
In many AisleRiot games, the app records the players' solution times in a
table. In Diamond Mine, the software will randomly change one or more of the
existing scores, without any user input. For example, say that the shortest
(winningest) time achieved by the player is recorded and displayed as
2 minutes, 12 seconds. On opening the next session of Diamond Mine, that
shortest figure will have been arbitrarily altered to, say, 57 seconds.
The same thing has happened on occasion to the longest (or worst) solving time.
This seems to happen entirely randomly WRT human perceptions.
Version: 3.10.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/252[aisleriot][Klondike] Missing card2021-06-02T11:49:09ZBugzilla[aisleriot][Klondike] Missing card## Submitted by uce..@..il.com
**[Link to original bug (#766958)](https://bugzilla.gnome.org/show_bug.cgi?id=766958)**
## Description
Created attachment 328656
Screenshot
I just played, and almost win, until I realized that the thi...## Submitted by uce..@..il.com
**[Link to original bug (#766958)](https://bugzilla.gnome.org/show_bug.cgi?id=766958)**
## Description
Created attachment 328656
Screenshot
I just played, and almost win, until I realized that the third of spade was completely missing : it is nor in the stack nor a hidden card.
In attachment, you will find a screenshot of my game.
Version : 1:3.18.2-1ubuntu1
So frustrating ! ^^
**Attachment 328656**, "Screenshot":
![KlondikeBug](/uploads/26fb473c1dcafac908f1e08195b07f49/KlondikeBug.png)
Version: 3.18.x
### See also
* https://launchpad.net/bugs/1584962https://gitlab.gnome.org/GNOME/aisleriot/-/issues/247maximum number of points in 'poker' solitaire2021-06-02T11:48:43ZBugzillamaximum number of points in 'poker' solitaire## Submitted by Christian Persch `@chpe`
**[Link to original bug (#761357)](https://bugzilla.gnome.org/show_bug.cgi?id=761357)**
## Description
From a report received by email:
i probably found an error in the documentation of Aisl...## Submitted by Christian Persch `@chpe`
**[Link to original bug (#761357)](https://bugzilla.gnome.org/show_bug.cgi?id=761357)**
## Description
From a report received by email:
i probably found an error in the documentation of Aislriot Game "Poker".
The sentence i was wondering about is the following
/*Maximum possible score: 276*/
After real hard trying and some thinking about the possibilities i came
to the conclusion
that only _254_ points are possible (by forming 5 x "Straight flush"s
[30]=150 + 5 x "Four of a kind" [16]=80 + 2 x "Straight" [12]=24).
You find the result constellation attached on this email.
I'd like to find someone to talk about that issue or see a proof that
i'm wrong ;-) ...
The attached constellation is as follows:
all ♣: 9 K Q J 10
all ♡: 9 8 7 6 5
all ♠: 9 8 7 6 5
all ♣: 4 8 7 6 5
all ♢: 9 8 7 6 5
Version: git masterhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/235solitaire aisleRiot2021-06-02T11:47:46ZBugzillasolitaire aisleRiot## Submitted by jmbarrette
**[Link to original bug (#743312)](https://bugzilla.gnome.org/show_bug.cgi?id=743312)**
## Description
Sometimes, 2 cards will be discarted instead of one at the times. Why?
And, the sound is very low, c...## Submitted by jmbarrette
**[Link to original bug (#743312)](https://bugzilla.gnome.org/show_bug.cgi?id=743312)**
## Description
Sometimes, 2 cards will be discarted instead of one at the times. Why?
And, the sound is very low, comparing with other types of documents or music.
Thanks.
JMhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/234Plait game does not automatically fill edge slots.2021-06-02T11:47:42ZBugzillaPlait game does not automatically fill edge slots.## Submitted by Jason Burns
**[Link to original bug (#741850)](https://bugzilla.gnome.org/show_bug.cgi?id=741850)**
## Description
According to the description in help, the edge slots are automatically refilled by the cards in the p...## Submitted by Jason Burns
**[Link to original bug (#741850)](https://bugzilla.gnome.org/show_bug.cgi?id=741850)**
## Description
According to the description in help, the edge slots are automatically refilled by the cards in the plait. This does happen when cards are played from edge slot to foundation, but not when cards are played from edge slot to tableau.
(This allows cards from the stock to be played to the edge slots even before the plait is empty.)
I am unsure whether this is a hole in the documentation and the game should actually play like this, or a bug in the game that should be fixed.
Version: 3.14.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/231Added automove functionality in Spider and derivative games.2021-06-02T11:47:12ZBugzillaAdded automove functionality in Spider and derivative games.## Submitted by Jason Burns
**[Link to original bug (#738909)](https://bugzilla.gnome.org/show_bug.cgi?id=738909)**
## Description
I've added an option, "Enable Automove", to the options menu in the four games that inherit rules fro...## Submitted by Jason Burns
**[Link to original bug (#738909)](https://bugzilla.gnome.org/show_bug.cgi?id=738909)**
## Description
I've added an option, "Enable Automove", to the options menu in the four games that inherit rules from Spider (the other three are Spiderette, Spider Three Decks, and Will O The Wisp). Patches for Scheme code in games/ and documentation in help/C/ are attached.
For Spider etc., automove is equivalent to double-clicking on a stack that can be moved to foundation.
I have tested the game patches, but not the documentation updates. (If you know the secret config switch to make yelp read the correct helpfiles, let me know;
all I've gotten are the ones that come with my distro's version. The doc updates do pass "make check", though.)
I plan to work through some more games and add automove options to them, at my leisure. Currently, to my knowledge, Freecell is the only game with automove.
Version: 3.14.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/226Additional statistics for Triple Peaks2021-06-02T11:46:49ZBugzillaAdditional statistics for Triple Peaks## Submitted by Zeb Ford-Reitz
**[Link to original bug (#730338)](https://bugzilla.gnome.org/show_bug.cgi?id=730338)**
## Description
It would be nice to have some long-running statistics for Triple Peaks. The specific ones that I f...## Submitted by Zeb Ford-Reitz
**[Link to original bug (#730338)](https://bugzilla.gnome.org/show_bug.cgi?id=730338)**
## Description
It would be nice to have some long-running statistics for Triple Peaks. The specific ones that I feel are missing are:
* average (per game) points earned / lost
* average (per game) points earned / lost this session (since starting the program)
Version: 3.10.xhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/222look into guile ELF support2021-06-02T11:46:27ZBugzillalook into guile ELF support## Submitted by Christian Persch `@chpe`
**[Link to original bug (#722597)](https://bugzilla.gnome.org/show_bug.cgi?id=722597)**
## Description
Guile 2.2 uses ELF [1]; should look into whether aisleriot can use that to embed the com...## Submitted by Christian Persch `@chpe`
**[Link to original bug (#722597)](https://bugzilla.gnome.org/show_bug.cgi?id=722597)**
## Description
Guile 2.2 uses ELF [1]; should look into whether aisleriot can use that to embed the compiled games code into the main aisleriot executable.
[1] http://wingolog.org/archives/2014/01/19/elf-in-guilehttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/213Hardcell2021-06-02T11:45:52ZBugzillaHardcell## Submitted by Markus Kitsinger
**[Link to original bug (#702528)](https://bugzilla.gnome.org/show_bug.cgi?id=702528)**
## Description
Created attachment 247090
hardcell game files
So I made a modification to the Frecell files to ...## Submitted by Markus Kitsinger
**[Link to original bug (#702528)](https://bugzilla.gnome.org/show_bug.cgi?id=702528)**
## Description
Created attachment 247090
hardcell game files
So I made a modification to the Frecell files to recreate a variant of the game I saw on a WP7 app a while back, called Hardcell. The first three cards of every stack is face down.
I'm still new to the whole GPL thing, having never distributed any code I've modified, and having always used the Mozilla Public License v2 on all my work, so if I screwed something up in that aspect, feel free to fix it for me. I've attached the xml file for help and the scm game file. They're 7z'd up since it appears that I can only attach a single file. I'd love to see this added to Aisleriot in the future.
I might be uploading more game files soon!
~~**Attachment 247090**~~, "hardcell game files":
[hardcell.7z](/uploads/d5bd9bbd1e9db534bb4c4b61b4ca1840/hardcell.7z)https://gitlab.gnome.org/GNOME/aisleriot/-/issues/210Crescent solitaire2021-06-02T11:45:32ZBugzillaCrescent solitaire## Submitted by Giuseppe Passino
**[Link to original bug (#698522)](https://bugzilla.gnome.org/show_bug.cgi?id=698522)**
## Description
Created attachment 242091
rules file
Hi, it'd be great to have crescent solitaire on aisleriot ...## Submitted by Giuseppe Passino
**[Link to original bug (#698522)](https://bugzilla.gnome.org/show_bug.cgi?id=698522)**
## Description
Created attachment 242091
rules file
Hi, it'd be great to have crescent solitaire on aisleriot (http://en.wikipedia.org/wiki/Crescent_%28solitaire%29).
I've written a simple rules file, maybe if nobody can do it I can give it a go.
Thanks,
Zeppe
**Attachment 242091**, "rules file":
[crescent.xml](/uploads/f4b01d1f78265102cff93a2a1c97605b/crescent.xml)https://gitlab.gnome.org/GNOME/aisleriot/-/issues/209design pattern update2022-06-05T15:49:00ZBugzilladesign pattern update## Submitted by William Jon McCann `@william.jon.mccann`
**[Link to original bug (#697135)](https://bugzilla.gnome.org/show_bug.cgi?id=697135)**
## Description
Created attachment 240425
mockup
One thing we haven't tried to do yet i...## Submitted by William Jon McCann `@william.jon.mccann`
**[Link to original bug (#697135)](https://bugzilla.gnome.org/show_bug.cgi?id=697135)**
## Description
Created attachment 240425
mockup
One thing we haven't tried to do yet is apply some of the new GNOME 3 app design patterns to our well known games. Here's an attempt.
**Attachment 240425**, "mockup":
![Solitaire](/uploads/701813a0569d6d7f4d7a21503b9c7a5c/Solitaire.png)https://gitlab.gnome.org/GNOME/aisleriot/-/issues/206add a preferences/options dialog2021-06-02T11:45:05ZBugzillaadd a preferences/options dialog## Submitted by William Jon McCann `@william.jon.mccann`
**[Link to original bug (#695103)](https://bugzilla.gnome.org/show_bug.cgi?id=695103)**
## Description
I think it would be useful to have a preferences/options dialog in order...## Submitted by William Jon McCann `@william.jon.mccann`
**[Link to original bug (#695103)](https://bugzilla.gnome.org/show_bug.cgi?id=695103)**
## Description
I think it would be useful to have a preferences/options dialog in order to:
* View and Change card style
* set Click to move option
* set Sound on/off
* Change game specific options that are now in eg. Klondike menuhttps://gitlab.gnome.org/GNOME/aisleriot/-/issues/198Impossible games in backbone2021-06-02T11:44:08ZBugzillaImpossible games in backbone## Submitted by ilias iliadis (Ηλίας Ηλιάδης) `@xoristzatziki`
**[Link to original bug (#685645)](https://bugzilla.gnome.org/show_bug.cgi?id=685645)**
## Description
If 2 same cards from the same suit (except King) are in one column...## Submitted by ilias iliadis (Ηλίας Ηλιάδης) `@xoristzatziki`
**[Link to original bug (#685645)](https://bugzilla.gnome.org/show_bug.cgi?id=685645)**
## Description
If 2 same cards from the same suit (except King) are in one column in the Reserve below their King or in two columns and in each column there is above them their King, game is impossible. That means there is no way to remove them since there is no way to play the smaller cards to a Foundation. This must be cleared in help file. (In addition it will be a good idea to exclude such games and/or inform the player for that).
Also help says: Empty slots can be filled with any card except from the reserve.
It should say: except from the reserve and foundation.