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   One Pass Penny (whose real name is still a mystery), would frequent the
Aurora Saloon in the wee hours of the morning.  It was rumored that she was
Alex McDonald's "kept woman" since her losses were both sizable and steady.

   While more than one Alaskan had become addicted to the sport, none was
more consistant in manner of play that Penny.  Hand after hand would end
prematurely with a shake of her head and a muffled curse.

   When she died in late 1915 in a Skagway poor house, the press reported
that she had made her last pass.
 

   In Fortymile, a few miners were hanging out in McPhee's saloon when in
burst George Carmack, gulped two straight whiskies, turned from the bar and
announced his strike on Bonanza Creek.  That happened August 16, 1896,
probably the most memorable date in the history of the Yukon.

   But "Lying George"s reputation was so bad that no one at first believed
his story.  When he emptied a cartridge of nuggets on the bar, the mood began
to change.  These savvy prospectors knew that THIS gold was different.  By
morning the entire town of Fortymile was emptied as the rush began.

   Bill Farrell was among the drinkers that nite and joined the exodus.  But
his luck at finding a rich strike was incredibly fickle.  He would stake a
claim only to see it pan out at far less value than a neighboring claim. 
This pattern continued over the next two years and by the time Dawson was a
fullblown boom town, his bad luck had become legendary.  And left him
frustrated and barely in control of his senses.

   "Wild Willie", as he became known, was a frequent visitor at Canfield's
saloon and card hall where his play seemed to reflect his irratic luck.  For
no apparent reason, he'd skip a move on a hunch.  Usually he'd lose but
occasionally, it would pay off bigtime.  Wild was his nickname and wild was
his game.
 

   Altho Robert Service immortalized this klondiker in his famous poem, few
will remember the game that Dan was playing that fateful nite when he and the
stranger shot their way into American folklore.

  "A bunch of the boys were whooping it up in the Malamute saloon;
  The kid that handles the music box was hitting a ragtime tune;
  Back of the bar, in a solo game, sat Dangerous Dan McGrew,
  And watching his luck was his light-o-love, the lady that's known as Lou."

   Little else seems known of this (perhaps fictional) character but we can
safely conclude that he was no slouch at our favorite game.
 

   Belinda Mulroney was "The Queen of Grand Forks".  A coal miner's daughter,
she fled the soot of Scranton, PA for the Columbian Exposition in Chicago at
the age of eighteen.  Her flare for business soon had her opening an eatery
clearing eight thousand dollars only to lose it all in a risky California
venture the following year.

   She next shipped aboard the "City of Topeka" as stewardess and soon was in
charge of buying all supplies.  By the spring of 1897, Belinda has amassed
five thousand dollars by charging the captain ten percent for her services. 
She invested it all in supplies to be sold in the booming Klondike.  Clearly,
this lady was nobody's fool.

   After selling her wares in Dawson at a six hundred percent profit, she
opened a roadhouse closer to the mines.  A roaring success from day one, it
was frequented by all the Eldorado kings.  She picked thru all the news and
rumers that filled her saloon and soon owned half a dozen valuable mining
properties.  A few months later, she returned to Dawson to build the opulent
Fairview!  What a woman!

   As to her interest in solitaire, she had little time and when she did
indulge, was only a so-so player.  Cant win 'em all.
 

   Against a backdrop of dozens of saloons, hotels and brothels, throngs
paraded nitely up and down the mud streets of Dawson City as if at a summer
carnival.  By early autumn 1898, upwards of 60,000 persons had reached the
goldfields of the Yukon, most of them crammed into Dawson making it the
largest city north of San Francisco and east of Toronto.

   Among the spring arrivals that year was Sweet Lottie Oakley and her sister
Polly.  Just off Main street, behind Sam Bonnifield's Bank Saloon, the girls
danced and entertained on a rough platform to the wheezing sound of a
portable organ.  The throngs crowding this area kept the revelry high making
for a gala atmosphere.

   After twenty or so lively but brief dances, Lottie and Polly would still
the crowd with their two-part harmony of "A Bird in a Gilded Cage", "Break
the News to Mother" and the like.  Instant fame and adoration was their true
reward.  Of course, the dollar-a-dance they collected was not unwelcome,
either.

   Among Lottie's admirers was Jim Daugherty who built two dance halls for
the singing sisters with $360,000 he had dug out of his claim on the Upper
Bonanza.  Jim (whose nickname will not be mentioned here in the interest of
political correctness), would later marry Sweet Lottie only to lose her in
1900 after going broke.

   After a long nite of dancing and singing, Lottie would stop at one of the
main street saloons for a nitecap or two with an admiring throng.  Avoiding
the roulette wheel and dice, she would display her talents at solitaire where
her shrewd play was widely admired.
 

   "Swiftwater Bill" Gates arrived in Dawson from Circle City where he had
been a dishwasher, determined to find his fortune and live a life of
outlandish extravagence.  He did both.

   He got his nickname from bragging about his exploits on the Coeur d'Alene
River in Idaho.  Like many others, the name stuck long after his first gold
strike launched a lavish lifestyle.  Dispite a diminutive stature and rather
comic appearance, he never failed to attract attention to his exploits.

   His eye for the ladies led to numerous escapades including pursuit by
irate mothers and several marriages.  One famous fried egg episode with
Gussie Lamore earned him the title of Knight of the Golden Omelet, but that's
another story.

   In 1899, gold dust was discovered on the sand beaches of Nome, just across
the Bering Sea from Siberia.  The strike emptied the town of Dawson as every
one headed for the new strike.  By then, Swiftwater Bill had blown most of
his Klondike gold and joined the exodus that summer.

   Another Gates came to Alaska about the same time.

   Today's Microsoft's Bill Gates' great-grandfather, Wm Henry Gates, Sr,
arrived in Seattle in the 1880's.  When gold was discovered in Alaska, he
moved his family to Nome where they lived for the next 9 years.  In 1908,
they returned to the navy shipyard town of Bremerton in the Puget Sound area
where they operated a furniture business for many years.

   Although both these late nineteenth century Bill Gates had their roots in
the northwest, there is no solid evidence of common heritage between the
flamboyant "Swiftwater Bill" and a century's later "Microsoft Bill"s
parentage.
 

   "Soapy Smith" was considered by most to be the baddest man in Skagway.

   Born Jefferson Randolph Smith in rural Georgia, he first became a cowboy
on the Texas range, later hooked up with a passing circus where he learned
the con man's art and soon appeared in the mining town of Leadville, Colorado
where he proceeded to separate the miners from their gold.

   Soapy acquired his nickname from an act where he seemed to wrap a twenty
dollar bill around a bar of soap and sell it to the nearest sucker for the
bargain price of one dollar.  He moved on to Denver where he became something
of a dandy heading a band of tricksters.

   By the autumn of 1897 he was on his way to Alaska to turn the Gold Rush
into his own private Bonanza.  Settling in Skagway, he opened a saloon and
gambling parlor (what else?).  There, his gang routinely relieved customers
of their gold before or after a fling at dice, cards or roulette.

   Still, Soapy had a generous nature and was known to give shelter and food
to the penniless.  It seemed that he sought the notoriety more than the money
and his often swashbuckling manner made him an easy target for the reformers
in a town with no law and little order.

   In July of 1898, he died in a shootout with Frank Reid while trying to
single-handedly break up a vigilante meeting bent on shutting down his shady
businesses.  In a time and place of colorful characters, none outshown
Jefferson Randolph "Soapy" Smith.
 

   Sam Bonnifield ran the Bank Saloon and Gambling House, the most celebrated
establishment of its kind in the Klondike.  Every inch the professional
gambler, he had worked his way west from Virginia thru Kansas, Montana and
California before heading north to Juneau, Circle City and finally, Dawson.

   Mostly, when Sam was gambling for himself, his game was poker, although he
would often spend a few minutes and "a bit of dust" at the faro table.  Less
well known was his habit of taking on the solitaire gambit at Canfield's hall
across the 60 foot wide mud stream that served as Dawson"s Front Street.

   He believed that aces held the key to winning the game and would quit
whenever he didn't have at least one ace at the end of the first pass.  Two
or more aces at the end of pass two were required to "keep him in" and so on. 
Soon, the dealers started calling him Aces Up, a nickname that never left the
premises.
 

   Joe LaDue had come prospecting along the Yukon River in 1882 but found no
gold.  He turned to farming but the frosts ruined his barley and cabbages. 
Next, he opened a trading post on the Yukon River one hundred miles upstream
from the frontier town of Fortymile.

   When gold was discovered along Bonanza Creek, he staked out a townsite on
the swamp where the Klondike River and the Bonanza joined the Yukon and named
it Dawson City.  His sawmill provided lumber for both the miner's sluice
boxes and the rickety houses of the town.  His store and saloon supplied grub
stakes and solice for the ever hopeful prospectors who poured into the area
after the news broke in Seattle and San Francisco.

   As a shrewd business man, Joe was known to stake many a prospector down on
his luck.  His honesty and sensitivity won him friends and admirers in the
harsh and unforgiving climate of the last great gold rush.
 

   MatchPlay in Klondike Pro provides nine computer opponents who play each
hand right after you finish.  These "house players" use various tactics to
provide a challenge comparable to playing against a variety of "real"
players.

   Like chess playing programs, your MatchPlay opponents have only the same
basic information that you have, namely the faceup cards and a knowledge of
the rules of play.  They DO NOT know the value or suit of facedown cards. 
They DO NOT remember cards in the deck from pass to pass (although you
might).  But they do know how many cards are in the last flop when they get
there just as you know by looking at the "deckline" (see "Final Flop"
tactic).

   As most players soon discover, the game is not so simple as which card can
play on which stack.  Certainly it is true that one should (almost) always
play an ace to the ace row, but every other play can be questioned including
the option to not make the play at all!

   The tactics listed do not include all possibilities but they do cover all
those that your MatchPlay opponents might use.  As your game improves, you
will discover new tactics to gain an edge here and there.

   Before reading the other files on the subject of tactics, you should
become familiar with the terms used by Klondike Pro such as "pass", "flop",
"deckline", etc.  Read the "Help" files.
 

   Novice players are happy just to locate ANY card that can be played onto
an exposed card.  This is especially true when the play is to the ace row or
flips a card from an "understack".  Beyond this, the game gets more
interesting.

   One soon learns that it is usually better to make plays from the King row
(the lower set of 7 card stacks) before playing from the discard stack.  Some
of your MatchPlay opponents know this and will make King row plays before
playing from the flop.  Others prefer to always play from the discards first.

   Playing to the Ace row when the opportunity arrises is generally sound but
there are occasions when it may pay to hold off.  Some opponents will play a
card from the discards to the King row even when the card will play to the
Ace row.  This apparently risky move sometimes works well, sometimes not so
well.

   These preferences are called the "Order of Play."
 

   When examining exposed cards in the King row, there are often two or more
plays and it CAN make a difference which is played first.  Your opponents
resolve this by simply scanning from left to right or from right to left and
making the first play encountered.  Each opponent has his own "scan
direction" preference which he ALWAYS obeys.  You, obviously, can play in any
order you choose.

   Sometimes, the king row will contain two faceup cards with the same value
(say, two Queens) and the same suit color (that is, both black or both red). 
If one can play onto another king row stack, then its "mate" can as well.

   When these cards are at the base of the faceup strip, this is called "The
Devil's Choice" (unless neither have any undercards).  A simple tactic for
this situation might be to always chose the card from the leftmost (or
rightmost) stack.  Or from the stack with the least (or most) number of
downcards.

   The number and distribution of facedown cards in the king row can be an
important factor in play strategy.  It is often THE decisive factor when
faced with the Devil's Choice.  Playing from the low count stack will improve
chances of opening a "king slot" while playing from the high count stack will
increase the chances for a "run" of downcards.

   You may also wish to consider other factors such as state of the ace
stacks, known cards in the deck and pass number.
 

   A hand is lost when no play can be made during an entire pass of the deck. 
Of course, it may be wise to quit the hand earlier and save some flop costs.

   Most of your opponents will play out a hand through the "no play pass". 
Some may quit early depending on how many ace rows are started and/or how may
passes have taken place.  A minus nugget score is another reason they might
give up before the very end.

Other reasons for quitting early might include:
 - An ace "buried" under the first flop.
 - Too many cards seem 'stuck' in the understacks.
 - One or more 'mated' card pairs (same value + same suit color).

   Traditionally, the object has been to "win" the hand by playing all cards
to the four ace stacks.  Klondike Pro reinforces this by awarding 10 nuggets
for each such play while charging only minimal nuggets for each "flop" (altho
this charge increases with each pass).

   Considering this, quitting early risks the loss of a high score should the
hand turn out to be a "winner".  Still, in a close match, or where the player
is certain that the hand cannot be won, the early quit can be a valuable
tactic.
 

   Whenever the discard stack becomes empty, it is prudent to make a "flop"
from the deck (assuming the deck itself is not empty).  Although one should
generally make other plays before playing from the discards, there are times
when that rule is best ignored.  Obviously, when the discards are empty, one
losses that option.
 

   Normally, any play that CAN be made, SHOULD be made, right?  Not so fast
there, pardner.

   Some of your MatchPlay opponents will randomly miss a play here or there,
occasionally with astonishing results!  For you, however, the decision to
skip a play is usually more complicated.

   The times when it MAY pay to skip a play are not so rare as one might
think.  But they ARE rather hard to detect.  Only experience will gain the
insight needed to utilize this tactic effectively.
 

   When two or more exposed cards can play to the Ace row, it is just "good
practice" to play the lower value card first.

   However, some opponents ignore this rule and simply take the first card
encountered.  This can result in a block when one or more of their other
tactics interfere.  This may lose a hand that was all but won.

   For real players, this generally won't be a problem since an "Ace Off" can
usually correct a play up.
 

   This late '40s hit tune warns us that "The Dipsy Doodle is a thing to
beware.  It gets you when you're in your underwear."  Well, underwear or not,
it is NOT a thing to beware in Klondike Pro where it refers to a very
effective maneuver.

   When a card that can be played to an ace row appears in one strip of
faceup cards AND its "mate" is at the bottom of another strip, the cards
below the desired card should be lifted and played across and onto the mate
card.  This unblocking move then allows the ace play to be made.

   Silly name.  GREAT idea!

   Some of your MatchPlay opponents have learned this play.  You should, as
well.

p.s.  Near the end of what might be a winning hand, a series of "Doodles" may
be needed to get at the remaining undercards.  These actions, taken together,
are called a "Shilly-Shally."
 

   At the end of any pass, if you have not been able to make a play from the
deck, it is logical to "Done" the hand right there.  Obvious, right?

   So on the NEXT pass, you know that the last card in the deck was not
playable on the PRIOR pass, otherwise you would have played it.

   If you now have just one flop left* in this pass AND haven't made a play,
there is no need to take the final flop since you KNOW it wont provide a
playable card.  You thereby save the cost of the last flop.

* The 'decklines' (above the deck and discards) indicate the number of cards
in each of those stacks.  'Sawtoothing' breaks the lines into 3 card sections
so if you have just one short line over the deck, there are 3 or less cards
left.
 

   Most basic tactics for playing Klondike can be mimicked by a computer and
are utilized by one or another of your "opponents" during MatchPlay.  Some
tactics, however, are rather complex to program while others might let your
computer opponent CHEAT and we can hardly allow that!

   Following, we examine a few of the more interesting techniques.

"Ace-Offs":

   If you learned this game long ago, you might be surprised that Klondike
Pro allows you to "play down" a card from the Ace row to the King row,
assuming value & suit color permit.  This is called an "Ace Off" and is not
only legal but, on the right occasion, very effective.

   The good news about this play is that none of your MatchPlay opponents are
smart enuf to see the potential advantage in it.  The bad news is that if
your plan doesn't work out, you have just lost yourself a 10-nugget ace row
card.

"Deck-Recall":

   Remembering cards as they are exposed when played to the discard stack
(flops) can be useful.  If you know that an Ace was in the deck, you might
not be inclined to quit a hand early.  Similarly, a King that will come up in
the next pass could affect how you shift cards in the King row.

   Using your memory is a powerful tool in any solitaire game.  Lucky for us
that our MatchPlay opponents aren't allowed to remember cards.

   This IS an interesting game, no?
 

   The card layout you see when the hand starts I call the "playground."

   The top row of cards consists of the "deck" (24 cards facedown in
upperleft) and four places for aces to the right (called the "Ace row").

   The card piles below ("stacks") are called the "King row" having from 0 to
6 facedown cards beneath a single faceup card in each stack.

   The objective is to finish with ALL cards piled 13 to each suit from Ace
up thru King in the Ace row.

   You move any aces that appear to any of the four blank spots in the Ace
row.  You can then play any dueces of matching suit onto the aces, threes
onto the dueces, etc.  When you uncover all faceup cards in a King row stack,
click on the facedown card and it will flip to faceup.

   You can move any card or strip of cards on the playground onto a King row
IF it is one value lower AND of opposite color, that is, red on black or
black on red.  For example, play a seven of hearts on an eight of clubs.

   Now click on the deck (upper left) and it will "flop" 3 cards onto the
"discard stack" just to the right.  If you can play the top card either to
the Ace row or the King row according to the rules above, do so.  If not,
click again on the deck and get another 3-card flop.  If you play a card off
the discards, you may be able to play the card beneath, etc.  Also, you can
always make moves according to the rules anywhere on the playground.

   When you exhaust the deck, a special "deck space" symbol will appear and
(after checking the last flop), you can click on it to recycle the discards
back into the deck.  Continue until you either give up or win the hand by
filling all Ace row stacks.

   At hand end (either given up or won), you can click on the "deal" (or
"done") button to start a fresh hand.  Other buttons provide for Options,
Help, Stats, Game variations, etc.
 

There are 5 sections to this help file-

- Definitions (stacks, deck, flops,..)
- Rules & Scoring (gotta know this)
- Practice (relaxed play)
- Pro Matches (improve your "Rank")
- Private 'Duel's (tronce your buddy)

             --- Definitions ---

Table layout definitions:
   A "stack" is any of the places on the table where 1 or more cards may be
played atop one other.
   The "deck" of unplayed cards is in the upper left corner.
   The "discard pile" is just to the right of the deck.
    (the "decklines" appears just above the deck and discard pile)
   The "ace row" (4 stacks) is to the right of the discard pile.
   The "king row" (7 stacks) is just below the deck, discards and ace row.

Dealing and playing definitions:
   A "hand" is started when the "deal" button is pressed.
   A hand is over when it is won, the "Done" button is pressed, or when you
"Quit".
   The "spread" establishes the king row whenever a hand is dealt.
   When you click on the deck, a 3-card "flop" is placed on the discard pile.
   An "ace play" is any card played onto one of the stacks in the ace row.
   A "king row play" (or "table play") is any card placed onto one of the
stacks in the king row.
   A "strip" consists of 1 or more face-up cards on a king row stack.
   A "strip move" is the shift of any strip to another king row stack.
   A "pass" is complete when the deck is exhausted.
   A "playup" is when a card is moved from the king row onto the ace row.
   An "Ace Off" is when a card is moved from the ace row onto the king row.
   A "RunUp" is the automatic series of moves that plays up all possible king
row cards to the ace row when it is clear that you have WON a hand.  It also
becomes available on demand near the end of a winning hand after you have
achieved a certain "rank" (more on this elsewhere).

         --- Rules and Scoring ---

Playing rules are:
   3-card Klondike is the standard game.
   Pay-as-you-Go (PayGo) is the scoring system (see below)
   Partial strip moves and Ace Offs ARE allowed.
   A play may be "undone" when the UnDo button is lit (available in Practice
only).
   Unlimited passes allowed on any hand.
   In general, all plays that are not rejected are legal.

PayGo Hand scoring:
   The initial spread costs 20 points.
   You receive 10 points for cards played to the Ace row.
   "UnDo"s cost 1 point (available in Practice ONLY).
   Flops are free in Pass`1, cost 1 in pass`2, etc.

   A winning hand score will usually fall between 400 and 500.  Losing scores
generally range from -100 to +100.

               --- Practice ---

   You will want to play the first hand as Practice.  This should give you
the feel of the table, the layout and card movement.

   To start the hand, click on the Deal button and the deck will get a
(hidden) minimum shuffle and continue shuffling until you click to stop it. 
Play the hand as best you can and when you've "played out", click on the
'Done' button.

   As each opponent plays the hand, the score is displayed and sorted on the
scoreboard.  You can then call up a card-by-card "instant replay" of ANY
player at this time, including yourself.

   All missed or skipped plays are revealed during this mode, a great way to
learn from mistakes, both yours and theirs.  Also, during replay, you can
check on an opponent's tactics and read his or her Bio.

   From the Options menu you can choose "kibitz"ing at any time while in
Practice mode.  When kibitzing is active, you will hear a double beep when
you attempt a flop and there is a play on the board.  To ignore the play,
leave the cursor on the deck and click again.

   While only one Practice hand must be played before starting Pro Matches,
you can always return to Practice between matches.

            -- Pro Matches --

   As with most card games, the luck of the deal plays a role in how well you
score on any given hand.  Most hands simply can't be won no matter how good
you get at the game.  Having opponents who play the SAME hands, however,
removes most of the luck from the game.  And, over many matches, luck plays
almost no role at all.

   After playing your first practice hand, you can elect to play a Pro Match
(click on the "Games" button).  As you finish a hand, the "scoreboard" shows
the hand results AND the match so far.  As you continue playing, the bottom
stripe and the "MatchBox" on the main playground show where you stand at all
times.

   Once you've played all 6 hands of the match, you will gain or lose nuggets
depending on where you finished overall.  You start as a Green Rookie with a
"gold stash" of 90 nuggets (100 are required to earn a promotion).  More
detail about the ranking system can be found in the MatchPlay help file.

             -- private Duels --

   After playing your first Pro Match, you will be eligible for duels.  This
is the third (and most fun) of the Klondike Pro games.  Here's how it works:

   A "Dueling Buddies" screen is accessed by clicking on "Games" and then on
"Duel Screen".  Dueling stats on each of your opponents is kept here.  You
can add new opponents, exchange duel matches, etc.

   Whenever you finish a Pro Match, your score is saved as a "Duel in
waiting" to be played by your dueling opponents (sometimes called "foes"). 
Likewise, matches that >>he's played<< become duels that you (and other foes)
can play.

   Foes can be either "local" or "remote".

   Local foes (limited to 7) are those who share your computer (kinfolk,
housemates, whatever).  When starting Klondike Pro, they must answer "no"
when asked if they are you and "yes" when asked if a new player.  They must
then "sign in" just as you did.  After playing an initial practice hand, they
can play their first Pro match.  All Pro Matches played on your system are
automatically available as duels to all other local players.

   A remote foe must first have installed Klondike Pro on his system.  If he
hasn't done this, give him a copy of your original KLONPRO.ZIP or copy your
directory (but PLEASE be sure to NOT include the subdirectory "YOU" as that
WILL foul up both your stats).

   Once he has installed Klondike Pro and played a practice hand and his
first match, you should both enter the "Duels Screen" (thru "Games").  Each
must click on "Add new opponent", enter a short name and phone number for the
other and you're all set.

   To exchange duels, you contact him and agree on who is to call whom.  One
will wait (click on "Receive call") while the other makes the call (click on
"Call this opponent").  When the connection is made, Klondike Pro will
automatically exchange all unplayed duels between the two of you (up to a
maximum of 6 each way).  This will take 1 minute or less depending on the
number of duels exchanged.  Now you're each ready to play the other's matches
as duels.

   Haven't got any dueling buddies yet?  Well, the "old sole" (at Klondike
Central) will gladly supply a few matches to get you started.  Simply click
on "Call this opponent" while his record is on view.

								Good Luck!
 

-------- MatchPlay in General`-------

   Klondike Pro matches consist of 6 hands to be played in sequence.  They
needn't all be played out at one setting but you'll want to finish each hand
once started.  And you won't be able to practice until the match is over.

   Unlike Practice play, there are no UnDo's and kibitizing is not allowed. 
A hand begins when you click on the 'Deal' button and ends when you click on
the 'Done' button.  Having finished the hand (Done'd), the 9 'House' players
will then have their turn.

   As each opponent plays the hand, the score is displayed and sorted on the
scoreboard.  When all have played, you can do a card-by-card "instant replay"
of ANY player at this time.  During replay, you can check on an opponent's
tactics and read his or her Bio.

-------------- Ranks `-------------

   At the start of each match, your rank plus nugget count appear in the
"MatchBox" (on the lower right side of the screen).  New Players start as
Green Rookies.  When your nuggets hit 100, you will ascend to the rank of
Bronze Rookie.  There are fourteen higher ranks, each requiring the
accumulation of 100 nuggets.

   Placing 1st, 2nd or 3rd in a match will gain nuggets, while 4th thru 10th
will lose nuggets.  Lower ranks receive more for 'placing' than higher ranks
(its tough at the top) but losing always costs 8 nuggets.  The number of
nuggets to be won or lost are always displayed between hands.

   While nuggets can go up or down, your Rank itself, once achieved, is NEVER
reduced.  Still, loss of nuggets can be disheartening (we never said it would
be easy, just fair).  To reach any of the top ranks (Master or Wizard), one
must become a VERY accomplished player.  Gold Wizards are extremely rare in
Klondike Pro.

-------- Matches to Rank`----------

   The number of matches you take to achieve a rank is recorded at each step
of your climb to fame.  The Top`10 players of each rank are displayed in this
"Matches-to-rank" (MTR) order, so the less matches you need to reach a rank,
the higher you'll appear on these lists.
 

   Your computer opponents are modeled on nine of the most colorful
characters of the Klondike goldrush.  The harshness of the arctic climate
allowed only the toughest to survive the rigors of the miners' diggings. 
Equally rough were the ramshackle towns that dotted the area.  Perhaps the
most famous of these were Skagway and Dawson City.

   Here fortunes were found, lost or thrown away and found again over a span
of barely a decade.  Here, too, the contrasts of incredible wealth, stark
poverty and opportunism led to some of the most outlandish behavior ever
witnessed.   Each of these 'house' players occupy a special place in the
history of this bygone era.

   After you finish a hand, they will each play that same hand in turn. 
Since each has his or her own unqiue style and tactics, the results are often
surprising and sometimes downright unbelieveable.  As stated, these are rough
characters from a tough era and will provide a formidable challenge.

   A brief biographical sketch of each player is available from this Help
menu (exit here by clicking on "OK", then click on "Player Bios" and select
which player).  Each sketch is based on the literature of the period combined
with a likely card playing style.

   Go get 'em!
 

   The more information you have before making a decision, the better.

   Procrastinate whenever faced with a "toss up" choice.  That is, make any
other available plays before selecting from the toss up.

   Hesitate a second or two before dropping a card to check for any
alternative plays.

   Re-evaluate the overall status of the hand at the start of each pass.

   Juggle your layout occasionally.  It may reveal a play you would otherwise
miss.

   Take a little EXTRA time after a long "run of play."

   The more order you create, the less room for disorder.

   Observed: A shuffled deck is never quite Humpty Dumpty.

   Allow yourself to develop a playing flair.

   A key to winning is in choosing which plays NOT to make.
 

   As you will discover, Klondike Pro maintains gobs of statistics on your
play.  Most of these involve MatchPlay but Dueling stats are also extensive.

   Following the play of each hand, a "scoreboard" shows how well you've done
against your opponents.  During MatchPlay, hand results are available for
reveiw during the match and until you begin another match.

   Clicking on "Stats" from the MenuBar will display your latest MatchPlay
statistics.  Your Rank and current nugget count appear at the top followed by
the number of matches you have played at this Rank (MIR = Matches In Rank).

   Your "gold stash" appears atop your MatchPlay Stats.  One Gold Bag for
each Rank you've earned (100 nuggets each) and a pile of loose nuggets for
the current effort.  Immediately beneath is a bar for displaying Gold Leaves
(which can only be acquired by Gold Wizards).

   Currently, there are two or three "pages" of stats in the bottom area. 
"General Match Stats" shows the hand stats on the left and match stats on the
right, including a count of the number of >>match<< hands played, the number
you've won and the Win Average.  The later is much like a batting average in
that the number of "hits" (hands won) is divided by the "times at bat" (hands
played).  Winning one hand in ten, your Win Average would be 100 while one in
eight would be 125, etc.  Maintaining a Win Average of 180-200 is "Wizard
Class" play and if your not there yet, you soon will be.

   Below your Win Average is the number of hands won where you were the
"Lone" winner; that is, none of your opponents won the hand.

   Next is the number of hands where you achieved a perfect (Magic) score of
500.  This can only be done by winning the hand on the first pass and is
quite rare.

   On the right is a count of matches played so far, followed by the number
of your Gold, Silver and Bronze finishes.  In general:
     Gold = 1st place = Win
     Silver = 2nd place = Place
     Bronze = 3rd place = Show

   Below this is your WPS Rating which is calculated as follows:

 (Golds*4) + (Silvers*2) + (Bronzes*1)
        `------------------------
       Number of matches played * 4

   Maintaining a WPS Rating above 35 is considered very good, above 45 is
excellent and above 55, phenominal.

   At the bottom of Page 1 stats is a simple graph of your Win-Place-Show
history.  This displays the latest 64 matches you've played (oldest on the
left).  A Gold bar indicaters a win, a silver bar denotes a "place" (2nd) and
a short red bar, a "show" (3rd).  Any gaps represent a match where you failed
to place.

   Two buttons (marked "<" and ">") appear in the top corners of the stats
box.  Clicking on either of these will display the next stats page.

   The top line of the "Match Winner Stats" screen shows the number of "Big
Blowouts" and your Best blowout score.  A blowout is simply how badly you
beat the 2nd place opponent; that is, the net difference between your match
score and his.  A "Big" blowout is where this difference is 1000 points or
more.  On the right is shown your best blowout score so far.

   Below this are the number of your "Big Comebacks" and your Best comeback
score.  This is the most ground you have made up "coming from behind" to take
1st place in a match.  A "Big" comeback is considered 500 points or more.  On
the right is shown your best comeback score so far.

   The next line shows the number of "Super" matches you've had, which is a
match where you've managed to win ALL 6 hands!  Quite a fete and only a few
will EVER accomplish this.

   Following is the number of "Red Match Winners".  Occasionally a match will
actually be won with a minus (red) score.  If you are the winner in such a
match then you're a "Red Winner".  In normal play, it takes VERY careful play
to achieve this.

   A third page will show your National Standing by rank and class when
sufficient data becomes available.

   Finally, outside the main display area and along the bottom edge are
several command buttons.  "Match" lets you examine the current (or latest)
match including data on each hand played.  This is the same display available
from the MenuBar under "Match".

   Another button is labeled "Ranks".  Click on it to reveal your current
position on the way to the top.  Also shown is the number of matches you have
taken to gain each rank on your way up.  This "matches to rank" (MTR) figure
determines the order of players with a rank.

   The "Ranks" screen is automatically displayed whenever you earn a New
Rank.  Click on the "Tell Me More" to get a briefing on where you stand and
what fresh tactics your opponents have adopted.

   Finally, a button labeled "Top10" will display the latest Klondike Central
statistics.  These can be updated at most any time by hitting the "Update
Top10" button.  Here is where you discover how you're doing against ALL other
Klondike Pros nationwide.  You'll also receive the latest news about the mind
sport of duplicate solitaire.

   Now all you have to do is knock 'em dead!
 

Windows, DOS, etc....

   If you have little interest in the nitty-gritty of computer stuff,
software or programming, take a pass on what follows.

   Software for Windows is considered the only way to do things these days. 
I don't do windows so Klondike Pro is a DOS application.  Of course, you can
install it to run under Windows, it just doesn't have that "Windows look".

   Windows or DOS, the more complex your computer environment (TSRs, special
hardware, etc), the more likely you will have trouble with ANY program. 
Complexity has its price and my advise is "keep it simple".

   Klondike Pro is written in an obscure language designed in ancient times
(1978-81) for computer art programs running on the Apple ][ computer.  Named
Ceemac, it has been called "the Watts Tower of computer languages" because it
was one man's rather special view of how things might be done and makes
little pretense beyond that.  The PC version is not marketed and is virtually
unused today.  I continue to use it because I wrote it and can easily extend
or modify it as the need arises.

   Its obvious that the graphics take little advantage of the higher screen
resolutions available on your computer.  This is partly because there is
little need for fine resolution in computer card games and partly because
Ceemac has never 'grown up' in that respect.  On the plus side, you dont have
to squint to read the text and the game should display well even on a TV
screen (yes, someday the PC and the TV will marry).

   Klondike Pro has only a few rather primative sounds so dont expect your
sound card to play the national anthem when you win a hand or cream your
opponents.  Also, you needn't dust off your new 8X CD-Rom drive or set aside
40 megs on your hard drive (less than 800k for the game plus a 1 meg or 2 for
your player files).  RAM?  Well, 1 meg or even 640K is enuf providing it's
not stuffed full of TSRs and device drivers.

   A mouse is (obviously) essential for Klondike Pro and a DOS mouse driver
MUST be installed.  Keyboard use is optional and there are NO key equivalents
for mouse functions.  You either have a working mouse or you dont have a
working game.  Some mouse drivers provide extra features and options which
could lock out my 'mouse speed' adjustment option.  Cant win 'em all.

   To receive TOP10 stats or exchange duels, you MUST have a modem (2400 baud
and up is supported).  Most brands should work just fine and speed matters
very little as duel exchanges are less than 1 minute and calls to Central
will average less than 2 minutes.

                              Enuf, already.
 

   Modems are devices that allow computers to talk to other computers.  They
are attached to a "serial port", whatever the heck THAT is.  Yeah, I know,
and probably most of you know.  But I dont like HAVING to know and I FURTHER
dont like having to ask you to supply information about such technical
trivia.  But if you can't get thru to Klondike Central or exchange duels with
a friend, then we'll have to dig a little deeper.

   Problem #1: If Klondike Pro has NEVER been able to "talk" to your modem,
its likely that we've assigned the wrong serial port and/or IRQ.  Read the
next paragraph, then click on "OK" to exit from here.  At the MenuBar,
click on Options, then Modem Settings.

   Your mouse and your modem EACH require a serial port AND an IRQ.  These
are not "things" but rather, system resources that need to be set correctly
for your computer.

   On the Modem Settings screen (under the Options menu) the muted buttons
indicate which serial port and which IRQ are assigned to your mouse.  Two
other buttons should be marked with an "X" and indicate assignment to your
modem.  With some configurations, it can be risky to simply "mess around"
trying to find a solution.  KNOW what you're doing or GET HELP from someone
who does before resetting these.

   Problem#2: If you've CHANGED your machine's serial port and/or IRQ
assignments, you may have created a situation similar to Problem#1 so proceed
as indicated above.

   Problem#3: If you get transmission errors AND retrying doesn't work, then
there is most likely a modem conflict with Klondike Central (when calling for
Top10 data) or your dueling buddy's device.  Some very old or very new modems
could experience such problems.  Also, a few brands of modems are known to
have difficulty talking to other brands.

   If your modem works fine with most other programs, then it is likely a
problem with Klondike Pro and we've got "Modem Blues".
 

   Beta sites!

   Please tell us what you'd like to see here.
 


   Klondike Pro is classic Klondike solitaire with a unique twist.  In
addition to casual play (practice mode), you can compete with the computer
AND other REAL players thru the magic of "duplicate MatchPlay").

   At the start, you were asked to sign in with a unique "handle" or "alias"
(Texas Slim?) using the Klondike Pro "KeyFace" or your keyboard.  With the
KeyFace, you need never use your keyboard.

   Occasionally, "Signposts" will appear between hands as a guide to the
game.  These are designed to provide timely information as you progress thru
the game.

   Using your mouse with Klondike Pro is simple, simple.  Only your left
button is active and double clicking is never required.  You'll find it easy
to pick up cards (just click down), move them (move the mouse) and drop them
(release the button).  You can't make an illegal move so don't worry about
accidents.

   There are three "modes" of play in Klondike Pro.

   "Practice" mode goes far beyond other solitaire games where your play is
tracked and some kind of score maintained.  Here, your hand score is matched
against 9 computer opponents, each using a unique mix of playing tactics. 
This comparative scoring is the essence of duplicate solitaire.

   "MatchPlay" mode is where you can rise from a Green Rookie to a Gold
Wizard (if you're good enuf).  A match consists of 6 hands played against
your 9 computer foes and summed for a final match score.  Place 1st, 2nd or
3rd and you gain gold nuggets.  Earn 100 nuggets and you win a promotion in
rank.

   Klondike Central, (a remote service operated by AmFADS), collects and
distributes Top`10 statistics thruout the USA.  This service is provided free
for an initial period with no obligation.  Details appear elsewhere.

   The final mode allows you to "duel" members of your household and your
friends thru your modem with short, easy to use phone calls.  More detail on
dueling appears in other help files.

   Kibitzing and "UnDo"s are permitted in practice but, for obvious reasons,
not in MatchPlay or when "dueling" an opponent.

   Klondike Pro is shareware.  You are encouraged to give copies of the .ZIP
file to all your friends.  If, instead, you copy your directory for a friend,
please be sure to NOT include the subdirectory "YOU" as that could mess up
your own stats.

   We KNOW you will enjoy Klondike Pro.

   AmFADS
   Box 831
   Aptos CA - 95001-0831
 

   A Brief History of Solitaire...

   The first playing cards are thought to have arrived in northern Europe
from Italy sometime in the mid 1300s.  Whether multiple player games
preceeded single player (solitaire) games is not clear.  Solitaire card
playing became known as 'patience', a name still in vogue in the British
Isles.

   Variations on card layouts, game objectives and playing rules soon
appeared.  However, no one seems to have summarized and recorded the numerous
forms until the nineteenth century.  According to Morehead's "Complete Book
of Solitaire and Patience Games", Lady Adelaide Cadogan wrote the first
syllabus on the subject around 1870.

   This was a period when much of our planet's surface was being explored and
exploited, often by individuals with little more than the clothes on their
back and a sack of determination.  Finding themselves isolated and in need of
diversion, many turned to the simple distraction offered by solitaire.

   Because of its singular nature, solitaire became known as a game for
shutins, recluses and invalids.  This isolation has tended to obscure its
development over the years and it never acheived the social status accorded
to multi-player games such as gin, pinochle, bridge and poker.  By its very
nature, it has never been socially competative or rewarding.

   Dispite this mundane reputation, solitaire, in all it varieties, is widely
recognized as being the most universally known and played card game on earth.
 

   A Brief History of Klondike....

   Robert Brown Gibson, in his incisive book, "How to Win at Solitaire",
points out that many people think that Klondike is the ONLY solitaire game,
it's that pervasive.  Seems that the game became popular during the Klondike
gold rush circa 1898 or so.  Alaskan winters, being both long and bitter
cold, made panning and digging for gold impractical.  Trips to town and
visitors were rare indeed so there was little to do til spring.  Passing time
with solitaire, many miners became quite good at the game and were eager to
bet on their expertise during a trip to town.

   The boomlets that sprang up amid this gold rush typically sported a hotel
or two, a general store, a few ladies of leisure and several saloons.  In the
gambling halls, a betting version of solitaire became quite popular with
rules much like the current "Vegas" rules (as available with the Windows
version).  Canfield's place at Saratoga offered a close variation on the game
which soon became known as Canfield, causing confusion ever since.  Gibson
says "Canfield is the name with Klondike as an alternative title".  Turns
out, Klondike IS the name and no one these days hears much about Canfield.

   David Parlett, the English authority, in his book entitled simply
"Solitaire", sites Canfield, Chinaman, Demon, Fascination and Small Triangle
among the many alternate names for Klondike.  He flatly states that it is
"the most popular of all ....." and wonders why considering that it "offers
one of the lowest success rates..." with a win ratio of only one in thirty
hands, a figure that assumes the harshest rules.  Finally, he opines that "if
patience means suffering, Klondike is akin to masochism."  Strong words for a
seemingly simple game.

   In today's computer world, there exist MANY shareware (and a few non
shareware) solitaire games, some of which are quite good and some, well, ah,
lets just say, not so good.  The version included with Windows is VERY good,
and the author, Wes Cherry, is to be congratulated as it has awakened renewed
interest in this "solice for the solitary" pastime.

   Almost everyone understands and plays Klondike a bit differently.  Some
will tell you that partial "strip moves" and "Ace offs" are outright
CHEATING!  Others insist that playing multiple passes or 3-card flops will
land you in Hell.  Much depends upon how and from whom the game was learned.

   Playing rules for Klondike Pro are a combination of traditional variations
and the need for a balanced scoring system.  Instead of paying for the deck
in advance, "pay as you go" (PayGo) scoring is introduced.  PayGo forces the
player to decide at each flop whether to continue or end the hand.  When
PayGo scoring is combinded with duplicate MatchPlay, you have challenge
solitaire under Klondike Pro.

   This may not be the final chapter in the history of Klondike solitaire but
it is certainly the latest.
 

   Tournament rules and procedures are currently being developed.  Play and
scoring will be similar to 'dueling' but other details are undecided.

   Suggestions are welcome.
  

               The Jigsaw Analogy

   To "play" a jigsaw puzzle, one begins by hand mixing all the upside down
pieces on a large flat surface.  In other words, we deliberately create chaos
and are challenged to find order.

   Clues to the solution are unearthed by the process of visual trial and
error.  Such clues must be remembered to be useful in solving the puzzle.

   Solitaire card games are similar in that they start with chaos (shuffling
the deck) and require an ordered result.  And revealed clues are lost if
forgotten.

   A jigsaw puzzle can always be "won" (unless a piece is lost) whereas a
solitaire game is most often NOT winnable.

           The Crossword Analogy

   Crossword puzzles (and the like) provide clues and a "fill in the blanks"
type of challenge.  Like the jigsaw puzzle, they carry a finite solution.

   Clues in solitaire games are NOT provided at the start but appear as cards
are revealed and relationships perceived.  And, as stated, must be remembered
to be useful.
 

      The American Federation for the
    Advancement of Duplicate Solitaire

   AmFADS has been established to create, interpret and enforce rules and
regulations governing the mind sport of duplicate solitaire.

   It is the exclusive licensee of Klondike Pro in the USA and operates
Klondike Central, an electronic service which collects and distributes
statistics to players.  Membership status, player rankings, tournament
results and all-time records are maintained online and normally available 24
hours a day, year round.

   AmFADS is sanctioned by WorldFADS, the offical body charged with
coordinating worldwide activities of duplicate solitaire.  Some international
licenses for Klondike Pro are still available.  Interested parties should
contact:

					WorldFADS
					% AmFADS
					Box 831
					Aptos, CA - 95001-0831
					U.S.A.
 

   Klondike Central has been established by AmFADS to collect and distribute
Top 10 player statistics and to operate all electronic (cyberspace)
tournaments.

   'Central' maintains a variety of player statistics such as Top rankings,
widest winning margins, etc.

   An introductory dues-free access period is provided.  To check it out,
exit from the help screen, click on "Stats" and then "Top 10".
 

   As of this Release 1.0 (late-1996), AmFADS has just been formed.  To
oversee the evolution of duplicate solitaire, much needs to be done.

   Depending on when you read this, the AmFADS organization may be well along
or still embryonic.

   If you are enthusiastic about the future of this new mind sport, you may
be interested in becoming a director, employee, associate, etc of AmFADS.  If
so, you should either write to:
         AmFADS
         Box 831
         Aptos CA - 95001-0831

   or phone me at 1-408-662-0422.

                       Brooke W. Boering
 




					        design


					Brooke W. Boering

					   Steve A. Baker









        `card graphics, sound effects

				  `and Old West font


					  Steve A. Baker










						      code


					Brooke W. Boering











					     Produced by


				Vagabondo Enterprises







   Not certain what I really want to say here, so........
 

   Good start!  You're out of the early green foliage and poised to ascend to
who-know's-what level!

   No doubt you have learned quite a bit about the game by now.  Your play
and understanding of hand scoring will continue to improve.  That's the good
news.

   The bad news is that your MatchPlay opponents also discover some of their
mistakes and make adjustments to their play.

   Both Wild Willie and Swiftwater Bill think that when the discard stack is
empty, it is best to play a flop before deciding on the next play.
 

   Welcome to another level!  Silver-anything is nothing to sneeze at and
you're just a step away from the top of your class, GOLD!

   You're smarter now or you wouldn't be here.  Picked up another point or
two in the process of besting your opponents, right?

   One Pass Penny and Joe LaDue now think that uncovering cards in the King
row should be done before playing from the discards.  Penny, however, still
believes in piling up those 10-nugget Ace row plays first.
 

   Ah, the scent of GOLD.  No stopping you now.  Fellow status is the reward
for continued progress so keep giving it your best.

   Soapy Smith has realized that he just HAS to stop missing so many plays. 
From here on he'll miss just half as many as before.

   Aces Up seems to have noticed that Swiftwater Bill always keeps that
discard stack occupied and decides he'll do the same.  So now these early
quitters are more evenly matched.
 

   Now that you're out of the Rookie class, things are going get a bit
tougher.  No more Mr. Nice guys.

   Wild Willie continues his wild ways but now thinks that making King row
plays first is, in fact, a preferred technique.

   That dynamic duo Sweet Lottie and Jack LaDue are also changing tactics in
honor of your new status.

   Sweet Lottie decides that its smart to move the lowest cards to the Ace
row first to avoid getting blocked during the end game.

   Our man Joe, joins the others in keeping that discard stack occupied.
 

   Up and Up!  As you move thru the ranks of the Fellow class, you will
encounter some stronger competition.  And since the nugget awards continue to
drop, progress may be somewhat slower.  But you can overcome all that with
superior play, right?

   One Pass Penny has dusted off her spectacles and wont be missing any plays
from now on.  Of course, she will stick to her primary tactic of dropping out
at the end of the first pass.  Will she EVER win a match?

   Belinda Mulroney just noticed that Sweet Lottie's switch to "lowest card
to the Ace row" tactic seems to be paying off.  That'll be her game, too,
from now on.
 

   Silver Fellow.  Has a nice ring to it, dont you think?  A well deserved
promotion for a player on the way to the TOP!

   Your opponents continue to refine their play.

   Dan McGrew, having noticed Belinda's improved game (playing low cards to
the Ace row first), decides to do likewise, thank you.

   Determined not to be left in the dust, Swiftwater BIll will slow his play
enuf to absolutely not miss ANY plays.

   And Joe LaDue will start scanning for King row plays from right to left, a
new tactic for your opposition.
 

   Another top-of-class honor for a player with the Midas touch.  However,
this is no place to rest on your laurels.  Past this point lies the promised
land of the Master class!

   Soapy Smith wakes up to the wisdom of uncovering cards in the King row
before making other plays.

   That unpredicable lout, Wild Willie, has concluded that right-to-left King
row scans are the way to go.  Let's see if he's right.
 

   Have you noticed that the trail is getting steeper?  Less nuggets and
smarter opponents insure that only the best can keep up.  Were you ever
promised a Rose Garden?

   Aces Up finally awakens to the idea of playing lowest value cards to the
Ace row before higher cards.  About time!

   Now One Pass Penny, seeing Soapy's improved game, shifts to making King
row shifts (and uncovering down cards) before other plays.

   And so it goes.  As a member of the Master class, you've got your work cut
out for you.
 

   Nice going.  Another rung on the ladder to the top.  Wonder how many
"live" players have acheived this level?

   Joe LaDue's game is improving by leaps and bounds.  Henseforth he will
miss NO moves!

   And Aces Up becomes the first opponent to discover the Dispsy Doodle. 
Better watch out for him from now on.
 

   Good going!  No doubt about it; not very many players are going to make it
this far so you can be justly proud to be here.

   Swiftwater Bill finally tumbles to the obvious, namely, play lowest cards
to the Ace row first.  About time.

   A passing observer, known only as "Baker", comments that when a play can
be made from the discards to EITHER the Ace row or the King row, the odds
just MIGHT favor playing to the King row first.  Seems nuts but Wild Willie
decides to give it a try.

   Meanwhile, Soapy will sharpen the competition by NEVER missing a play.
 

   GOLD, I tell you!!!  Could there be anything beyond a Gold Master???  As a
matter of fact, there is; the exhaulted space where only Wizards reside.  A
sparsely populated zone with the rarefied atmosphere of lofty purpose.  A
goal that few mortals dare seek, along a path littered with the dashed hopes
of most who tread there.

   Well, perhaps that's a bit dramatic but the game is far from won.  For
example;

   Dan McGrew has noticed Aces Up executing the Dipsy Doodle and adds that to
his list of tactics.  About time.

   Joe LaDue, after considerable thought, concludes that (after pass 1) there
is little point in taking the last flop after a non-play pass.  A subtle
point but one that can save some nuggets in a tight match.
 

   As you step into Wizard territory, you are greeted with a brief nod by
those who will be your rivals henseforth.  In this world, challenges are
issued with grim determination and the battles are bloodly, indeed.

   Sweet Lottie tightens her game by (finally) applying the rule of "uncover
first, Dummy."  She can be quite tough from now on.

   Meanwhile, Wild Willie has picked up the Dipsy Doodle.  This is going to
make him VERY dangerous.

   Your quest continues.
 

   Okay, okay, so you've kicked butt again.  So you think that makes you some
kind of superior player?  Think you're better than the vast majority of those
who tinker at the game?  Or have a special aptitude for creating order from
disorder?

   Well, yes, you HAVE earned your way to this level.  NOBODY gets here
without dogged effort and exceptional insight.  You have EVERY RIGHT to be
proud of yourself.

   Ready for the next round?  Better be; your opponents are....

   Aces Up decides to play a bit slower and not miss any plays.

   AND both Swiftwater Bill and Joe LaDue learn the Dipsy Doodle!

   Better tighten your seat belt.
 

   Can you sense that the air is getting thinner?  Will you be able to best
the opposition to reach the pinnacle of success?  Can't you just smell the
sweet oder of Gold Wizard?

   Belinda Mulroney learns the Dipsy.

   Sweet Lottie finally decides that scanning Right-to-Left is best.

   And you had BETTER be at your best....
 

      ...........GOLD WIZARD!!!!...........

   You have achieved the highest rank available in Klondike Pro.  This is a
rare moment and should be savored fully.

   When duplicate solitaire was being developed, there was no way to know
exactly how many might arrive here.  The path to the top was designed to weed
out all but the very best.  Rest assured, you are in the company of the
finest solitaire players in the world.

   Having achieved top rank, you might think there are no more worlds to
conquer.  Not true.  The Gold Leaf Awards provide an extended challenge and
are available ONLY to Gold Wizards.

   Your opponents now make final adjustments to their tactics in preparation
for what lies ahead.....

   Joe LaDue will only play cards to the Ace row after all other moves have
been made.  Soapy Smith, at long last, learns the Dipsy.  All opponents have
now reached their optimal playing limit.  Have you?

   At the rank of Gold Wizard, 6 nuggets are awarded for coming in 1st, a 2nd
will only earn 3, while a 3rd nets a measly 1!  And just to keep things nice
and tight, you continue to lose 8 nuggets should you fail to place.

   Clearly, acquiring one or more Gold Leaves is the ultimate test of
Klondike Pro.  No one is EXPECTED to earn a Gold Leaf; it just isn't humanly
possible!

   Is it?
 
   Is it?
 
 a measly 1!  And just to keep things nice
and tight, you continue to lose 8 nuggets should you fail to place.

   Clearly, acquiring one or more Gold Leaves is the ultimate test of
Klondike Pro.  No one is EXPECTED to earn a Gold Leaf; it just isn't humanly
possible!

   Is it?
 
t?
 

 Is it?
 
s it?
 
 or more Gold Leaves is the ultimate test of
Klondike Pro.  No one is EXPECTED to earn a Gold Leaf; it just isn't humanly
possible!

   Is it?
 
umanly
possible!

   Is it?
 
