Moving cards: drag a card, or just tap it and it goes to the best place. Tap again to try the next place. Tap the face-down pile to turn new cards. Undo is unlimited. Hint shows a good move.
The owl deck: four owl families. Barn owl (heart-shaped face) and Tawny owl (feather) are the warm suits; Snowy owl (snowflake) and Eagle owl (tufted head) are the dark suits. Turn on four-colour suits in Settings if that helps.
Build four home piles from Ace up to King, one per owl family. On the table, put cards in descending order, warm on dark or dark on warm. Only a King can go into an empty space. Draw 1 turns one card at a time, Draw 3 turns three.
Ten columns. Put a card on any card one higher. A run of the same suit can move together. Build a full run from King down to Ace in one suit and it flies home. Tap the pile at the top to deal ten more cards (every space must have a card first). Win by sending home all eight runs.
Every card is face up. Use the four free cells to park single cards. Build descending, warm on dark. You can move a run as long as there are enough free cells and spaces to do it one card at a time.
Clear the three peaks. Tap a free card that is one higher or one lower than the open card below (King and Ace join up). Long runs score more. Tap the pile for a new open card when you are stuck.
Clear the pyramid by taking two free cards that add up to 13 (Jack 11, Queen 12). Kings go on their own. A card is free when nothing covers it. Turn cards from the pile as often as you like.
Clear all seven columns. Tap the bottom card of a column if it is one higher or one lower than the open card. No wrapping from King to Ace. Tap the pile for a new open card.
Winnable deals: every new deal you get has been played to a win by our checker before release. Numbered deals show whether they were checked.
Keys: arrows move the brass marker, Enter or Space plays that card, D turns or deals, U undo, H hint, N new deal, P pause, M sound.