How to play
Complete Lucky Piles when all cards have reached foundations in the profile's required rank, suit, colour, direction, source and capacity order. The runtime checks the entire position rather than a visual approximation or an unsupported solvability claim.
- Lucky Piles reconstructs its published opening from the route ID, rules version and local seed. Fixed clues, hidden cards and editable decisions remain separate, and restart reproduces the same position without a network request.
- A transfer is legal only under all 52 cards are dealt face up into thirteen four-card piles; single cards build up or down by suit, only kings may fill a vacancy, no stock remains, and four suit foundations rise from ace. Invalid, stale, non-finite and post-terminal actions leave the state and undo history unchanged.
- Complete Lucky Piles when all cards have reached foundations in the profile's required rank, suit, colour, direction, source and capacity order. The runtime checks the entire position rather than a visual approximation or an unsupported solvability claim.
Strategy tips
- Solve Lucky Piles from fixed information outward, revisiting distant effects whenever the defining interaction changes. All 52 cards are dealt face up into thirteen four-card piles; single cards build up or down by suit, only Kings may fill a vacancy, no stock remains, and four suit foundations rise from Ace.
- A partial pattern in Lucky Piles may look complete while a remote pile, cell, edge, room or clue still contradicts the profile.
- Near the end of Lucky Piles, count every unresolved destination or constraint before committing a narrow move. Use undo to compare legal branches, then recheck that all cards have reached foundations in the profile's required rank, suit, colour, direction, source and capacity order.