
Limited Move Rounds

When playing SoliDroid, you will need to be efficient in every way. Practice, learn the rules and try to hone your skills. If on a mobile device, try using both hands to maximize your speed.
Once the game starts, study any possible moves that you have available. If you can, move any aces to the Ace Tray at the bottom. To move the cards, tap the one you want to move, then the column you want to move it to. If there are no playable cards in your SuperStax or PlayLater stacks, you can tap the deal tray on the lower left-hand corner to reveal your next card.
Move cards into the Aces Tray in ascending order. For example, if you have an Ace of Hearts, you would place it into the Ace Tray, then the Two of Hearts, etc. Move all cards into these columns to bust the deck!
Above each of the King Trays on the top of the game, you will see a light that can
be either gray, red, green, or yellow.
When you see:
Gray: There are no cards in the column.
Green: The cards in that column can be moved.
Red: A king is at the top of this column. No other moves should be made from
this column.
When cards are dealt from the deck to play, they are dealt out to the SuperStax, in the order of whichever has the fewest amount of cards. A small arrow will be at the top of the SuperStax that will be getting the next card.
Using this feature can change the whole outcome of your game. If you miss a move, move the last dealt card into an available PlayLater stack to complete the missed move. You can also begin moving cards to the PlayLater trays when you have reached the end of your deal cards, and are no longer able to make moves. This may possibly give you more play options, and extend your game.
Playing this card takes careful planning, but don't take too long if you are using it as your last move. If you do, and the timer runs out, you will miss the chance to use it. However, you get points for not using it. You can play this card in place of any unplayed card in the game. Try to make the play in a place that will open you up for even more moves, enabling you to continue farther into the game!
This feature allows you to play a solveable solitaire deck. While you may not bust it 100% of the time, if you play your cards right, you can bust it. You still need to play as fast as you can, because the other players may bust the deck as well, and the competition will be tight!
Some tournaments have the Re Deal feature available. For a few seconds at the beginning of the game, the Redeal will be displayed in the center of the screen. If you are not happy with the deal of the cards, press Re Deal to get a fresh set of cards.
All games feature the Same Deck feature and all the players entering that tournament will always have the same deck of cards dealt in the same order. This is always enabled to ensure that all players that enter into a tournament have the same chances of winning and ensures a fair playing environment for gameplay. This also increases the competitive aspect of each tournament, so play as fast and smart as you can!
In Aim n Aider Pool, your goal is to sink the balls as fast as possible to rack up a high score. There are 9-15 balls in each rack in different patterns, sometimes with obstacles on the table. The bonus ball, indicated by a colored circle, will net bonus points upon sinking. Sinking more than one ball will also give a bonus.
Use the pinpoint navigation system by moving around the table with your cursor, or by using the navigation arrows at the bottom of the screen to aim the cue stick. Then pull by the power indicator on the left of the screen to the desired force and release to make the shot.
Use the camera icon on the right of the screen to toggle your view between a bird’s eye-overhead angle and a table-level realistic type view.
Special highlighted pool balls, called bonus balls, are worth more points when sunk within the time they are highlighted on the table. These bonuses are timed. The highlighted color will change from green to yellow and then from yellow to red as the time expires for the chance to receive extra points. Once the time has expired for a bonus ball, it then becomes worth the regular point value. A new bonus highlight will appear on another ball on the playfield randomly later during the game.
TIMER VALUE + ( ( 100 + (20 x RUN LENGTH) ) x RUN LENGTH )
For the those of us who don't speak algebra, this formula basically makes a run
of 10 worth much more than two runs of 5, even if they are played at about the same
speed: Here's a chart that shows the scoring for plays at different run lengths.
(We used 180 as the timer value on each line for clarity.)
Points are scored on each move based on how quickly each move is made and the number of cards played in a row. The "run" ends when you draw a card from the draw pile or the timer runs out and one is drawn automatically. Using the wildcard does not interrupt your run. A longer run greatly improves your score for each play. Here's the formula for the scoring:
The goal of Mega Stars is to clear each level and advance to the next round. Cards are played from the playfield to the discard pile. A card can be played if it is one less or one greater than the current face-up card on the discard pile. The suit is irrelevant and an ace can be played on a king or a two.
Run Length | Timer Value | Score |
1 | 180 | 300 |
2 | 180 | 460 |
3 | 180 | 660 |
4 | 180 | 900 |
5 | 180 | 1180 |
6 | 180 | 1500 |
7 | 180 | 1860 |
8 | 180 | 2260 |
9 | 180 | 2700 |
10 | 180 | 3180 |
11 | 180 | 3700 |
12 | 180 | 4260 |
Run Length | Timer Value | Score |
13 | 180 | 4860 |
14 | 180 | 5500 |
15 | 180 | 6180 |
16 | 180 | 6900 |
17 | 180 | 7660 |
18 | 180 | 8460 |
19 | 180 | 9300 |
20 | 180 | 10180 |
21 | 180 | 11100 |
22 | 180 | 12060 |
23 | 180 | 13060 |
For the those of us who don't speak algebra, this formula basically makes a run of 10 worth much more than two runs of 5, even if they are played at about the same speed: Here's a chart that shows the scoring for plays at different run lengths. (We used 180 as the timer value on each line for clarity.)
As you can see from the table, a run of 6 will score 300 + 460 + 660 + 900 + 1180 + 1500 = 5000 and Two runs of 3 will score: 300 + 460 + 660 = 1420 x 2 = 2840. In the example above, the same number of cards are played, but the first six were played in one run and scored 2160 points more than two sets of three. It a good idea to keep this in mind and look for the longer runs wherever possible.
Wildcard
The wildcard cycles through each card in a normal deck of 52 cards. To use the wildcard
click on it to stop the cycle. The card that the cycle stops on becomes the current
face-up card on the discard pile.
Bonuses
Bonuses points are scored when you clear a level. Each remaining card in the draw
pile scores 1000 points and 5000 points are scored for an unused wildcard.
"Trick Bowling" by Tournament Games Inc. is one of the most interesting and challenging Bowling Games to date. The game incorporates the Standard Bowling Pins and 10 pin Pattern that everyone is familiar with. However, we have integrated the development of a new timer based scoring system that eliminates the possibility of the traditional restriction that occurs when players tie for first place with scores of 300. The similarity to other bowling games stops there.
During gameplay, there is no limit to how many times a player can roll the bowling ball while attempting to to knock down all the pins or until the generous timer runs out. The faster you knock down pins the higher the score. In addition to the standard 10 pin pattern, there are many unique pin formation patterns also included in the game. For example, a pin pattern may be in the shape of an X, an O, or several other interesting and challenging patterns.
In addition, the number of pins in a pattern may be greater than the standard of 10 pins. Our system can accommodate upwards of 100 pins in the various patterns available."Trick Bowling" also allows the player to adjust the "POWER" of how the ball is rolled to hard or easy or anywhere in between. This POWER adjustment also impacts the amount of curve from a "little curve" to a "lot of curve" or anywhere in between.
Some pin patterns will have the "gutters" replaced by "SIDE RAILS". This creates the ability within the game to roll bank shots as the ball will bounce off the rail back towards the lane.Each roll the ball is placed at a random position on the lane. The player can move the ball left or right the width of the lane.
There is full ability to change the angle of the ball roll incorporated into the game. For example, player can move the ball to one edge of the lane and roll the ball across the lane to the opposite side. All these different controls are required to manipulate the ball and successfully knock down all the pins as some patterns will have one or more posts on the lane. To knock down pins placed behind the post it is sometimes necessary to roll a curve around the posts or roll a bank shot off the side rails. There are also custom pins to allow the player to customize the game graphics to their preferences. These custom pins have different characteristics. For instance, some are easier to knock down and others harder to knock down than standard bowling pins.
While the rules are simple, roll until all the pins are down or until the timer expires. The faster the pins are knocked down the higher the subsequent score. Curve shots and bank shots have a slight scoring bonus over straight shots. Also, some patterns may be impossible to clear without using a curve or bank shot. All patterns have been tested and can be cleared in the allotted time The strategy is up to you to figure out. There are several good standard bowling games available and our goal is to make bowling more interesting, fun to play, difficult to master, and provide many more hours of entertainment than standard bowling.
Each of the Fast Match tile patterns contains four of each tile. The total amount of tiles in each pattern rangs from 52 to 80 tiles, resulting in difficulty levels ranging from easy to expert. With the range of tile patterns, backgrounds, and tile designs, each round of the game is a truly unique and engaging experience.
The game score is calculated based upon how quickly a player selects and removes the matching tiles from the playing field. The timer (on the right of the game screen) counts down, and the faster a match is made the higher the amount of points added to the player's overall game score.
Each tile formation, or layout, requires a slightly different approach, however in general it is always a good tactic to remove tiles that will reveal, or open up, other tiles when possible.
In certain situations, reshuffling the tiles can lead to more harm than good. Choosing to reshuffle the tiles should be a strategic choice where the possibility of locking in needed tiles is not likely with how the tiles are arranged on the playing field.
Balance strategy and speed. Keep in mind strategy is required to clear the board, however scoring is based on how fast the tile matches are removed.
Try to stay a step ahead in the game. Always try to envision the possible moves available could result from each removed pair of tiles.
The basic object of Make 13 is to remove all cards from the Play Field and Play Stacks by clicking on cards that add up to 13. Cards values are: Ace=1, 2=2, 3=3, etc., Jack=11, Queen=12, King=13. Since a King has a value of 13 it can be removed by just clicking on it. All other cards have to be removed by clicking on two or more cards that add up to 13. (Examples: J+2; 7+6, Q+A, 9+3+A, etc.). You move to the next level once you have removed all cards from the Play Field. It is not necessary to remove all cards from the Play Stacks to move to the next level, but you do receive bonus points for doing so (see Super Bust below).
Scoring
For Limited Entry and Sprint to Score tournaments points are accumulated in three ways:
Move Points - Each time you remove a set of cards, points are added to the score. The number of points added is based on the value on the Move Timer at the time the move is completed. The faster you make a move the more points you get.
Run Bonus - A run consists of two or more card groups removed in a row. A run ends when you either select another card from the Deck or the Move Timer runs out before you make a move. Each time a group is removed the value of the Move Time is added to the Run Bonus Counter. When the run ends the total accumulated points are added to the score and the Run Bonus Counter is reset to zero.
Super Bust - A Super Bust occurs when you remove all cards from the Play Stacks , the Deck, and clear the Play Field with your last play.
The number of points you get for a Super Bust is determined by value remaining on the Level Counter. It continually decreases as the game goes on. When you clear the last card you get the number of points remaining on the counter added to your score. The faster you complete the level, the more points you can get.
For Sprint to Level games the number of points scored does not matter. The only concern is to clear the level and move to the next.
Game Levels
If a tournament is Open Ended, it has no set number of levels. You continue to play until you fail to bust the level. Open ended tournaments have the abbreviation OE in the Details column of the tournament list and also have a question mark (?)in the Games column.
If a tournament has a set number of levels, this will be indicated by a number value in the Games column of the tournament list. For example, if it has 5 in the Games column, then you can play five levels total regardless of whether you bust a level. If you run out of moves on a level and want to move to the next level, simply click on the Next Level Button (Green Arrow located under the Hi Score display) or wait for the Move Timer to expire. Do Not use the Quit button to end a level as this will end the game and you will lose valuable points.
In Sprint to Level (STL)tournament you play until you fail to bust a level or until you have cleared the indicated number of levels thus winning the tournament.
In a Sprint to Score (STS) tournament you play until you fail to bust a level or until you reach the target score thus winning the tournament.
Level Type
Bonus Points
Some levels have glass honeycomb pieces. If you break all the glass pieces in the level, you earn an additional 2,000 points. To break the glass,
Some levels have extra bonus goals. Complete the goals and earn a Goal Bonus worth 2,000 points.
All levels have target score levels that when you reach each star level add 500 bonus points to your final score for that round.
Boosts
Adds 5 moves to the move counter in a level.
Adds 5 seconds to the level timer in a level.
Adds 5 seconds to the level timer in a level.
Drag the bomb onto a honeycomb to destroy it.
Allows you to change the color of two pieces of honeycomb before playing them during the game.
Match 3 or more jewels to remove them from the board.
Match 4 jewels horizontally or vertically to generate a flame jewel.
Flame jewels explode other jewels around them when matched.
Match 5 jewels horizontally or vertically to generate a flare bomb.
This special jewel removes extra jewels from the board when matched.
Match 5 jewels in a crossing pattern to create a color gem.
When switched with a jewel the gem removes all the jewels of that color from the board.
Use the Hawk Hammer by dragging it onto a jewel to remove it from the playing field.
Drag the Color Detonator onto a jewel to remove all the jewels of that color from the playing field.
Use the Bird Blast to create an explosion that will destroy the jewel you drag it on and everything directly around it.
Use the Wing Missile by dragging it onto a column of jewels. It will blast off removing everything from the column and in the top row.
Charge up Super Bird by making matches during the game. When charged, drag Super Bird onto the playing field to remove everything from an entire row.
Both Trivia Shootout and Trivia Town are tournament style game that tests your knowledge and intellect over a broad scheme of topics. You have to think quickly as the questions for that specific round appear on the screen and answer as quickly as possible to gain the highest score.
Gives you the correct answer when used.
Resets the current question giving you more time to decide on your answer.
Shuffles the order of the questions during that round of the game.
Once you have correctly answered 5 consecutive questions, the Mega Bonus Bar will fill to 100%. This will give you extra bonus point for each correct answer after the Bonus Run begins until you incorrectly answer a question.
Bonus Bar Trivia Town
Bonus Bar Trivia Shootout