Locked Cards

You complete Locked Cards when every card reaches the foundation target while the profile's access, packet, and sequence restrictions remain satisfied. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.

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How to play

You complete Locked Cards when every card reaches the foundation target while the profile's access, packet, and sequence restrictions remain satisfied. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.

  • Locked Cards opens from a versioned seeded position built for Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Its game ID, rules profile, and deal identity are stored together so restart recreates the same opening without a server request.
  • Every Locked Cards action is checked against the current board, available material, and this defining restriction: Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Invalid, stale, or post-terminal actions leave the position unchanged.
  • You complete Locked Cards when every card reaches the foundation target while the profile's access, packet, and sequence restrictions remain satisfied. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.

Strategy tips

  • A practical Locked Cards plan is to preserve several legal continuations around Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Use the deterministic hint to inspect one legal action, then compare how it affects the documented objective before committing.
  • A common Locked Cards error is to ignore the boundary rule that Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Undo is useful for studying that decision, while restart deliberately preserves the original seeded position.
  • Near the end of Locked Cards, recount the remaining obligations needed until every card reaches the foundation target while the profile's access, packet, and sequence restrictions remain satisfied. Check the boundary rule after every final placement or transfer because terminal status is enforced immediately.

Complete guide

Rules, scoring, and strategy

Locked Cards uses the independently implemented Locked Cards PySolFC 3.6.1 fixed rules profile v1 profile (R530). Locked Cards is a complete deterministic browser game whose distinct rules centre on Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays.

Setup and opening position

Locked Cards opens from a versioned seeded position built for Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Its game ID, rules profile, and deal identity are stored together so restart recreates the same opening without a server request.

Legal moves and game flow

Every Locked Cards action is checked against the current board, available material, and this defining restriction: Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Invalid, stale, or post-terminal actions leave the position unchanged.

Winning and terminal positions

You complete Locked Cards when every card reaches the foundation target while the profile's access, packet, and sequence restrictions remain satisfied. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim. Near the end of Locked Cards, recount the remaining obligations needed until every card reaches the foundation target while the profile's access, packet, and sequence restrictions remain satisfied. Check the boundary rule after every final placement or transfer because terminal status is enforced immediately.

Practical strategy

A practical Locked Cards plan is to preserve several legal continuations around Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Use the deterministic hint to inspect one legal action, then compare how it affects the documented objective before committing. A common Locked Cards error is to ignore the boundary rule that Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays. Undo is useful for studying that decision, while restart deliberately preserves the original seeded position.

Questions players ask

What makes Locked Cards a separate game?

Locked Cards has its own runtime and save identity because its rules require Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays.

Which Locked Cards edge rule matters most?

Seven facedown prisoners unlock in order only when their matching suit foundation reaches thirteen cards; eight alternating-colour lanes and a three-pass waste supply the plays.

Can a Locked Cards position be reproduced?

Locked Cards stores its game ID, rules version, and seeded deal identity. Those values recreate the same opening locally without promising that the position is forced or winnable.