2026-10-18
Middle cards in Higher or Lower: how to call a 6, 7 or 8
Exact Higher or Lower counts for a 6, 7 or 8, why a fresh 7 is an even call, and how the cards already seen tip it one way or the other.
The card notes
Worked examples and practical guides for Klondike, FreeCell, Spider, Pyramid, TriPeaks, Golf, Yukon, Blackjack and more, written for the tables on Card Lounge.
2026-10-18
Exact Higher or Lower counts for a 6, 7 or 8, why a fresh 7 is an even call, and how the cards already seen tip it one way or the other.
2026-10-18
With an Ace showing in Higher or Lower nothing is lower, and with a King nothing is higher. Exact counts, how ties work, and when other cards turn safe.
2026-10-18
Count the Card Lounge blackjack shoe exactly: 24 of every rank, 96 ten-value cards, a reshuffle below 78 cards, and how little one hand shifts the mix.
2026-10-18
How Double works in Card Lounge blackjack: first two cards only, exactly one more card, and the play-chip arithmetic of a doubled win, push or loss.
2026-10-18
What each Card Lounge statistic records, how abandoned rounds lower your win rate, what counts as a move in each game and how to track your progress honestly.
2026-10-18
Card Lounge Memory Pairs matches rank and colour. See why almost every grid hides four cards of some rank, and how naming cards by colour saves turns.
2026-10-18
With no wrap in Card Lounge Golf, an Ace connects only to a 2. Learn to time your twos, clear an Ace in the middle of a run and count the twos still to come.
2026-10-18
Treat the Golf stock as a budget of 17 runs: read the counters, work out which cards are still to come and leave column tops the next draw can reach.
2026-10-18
When the TriPeaks stock runs low, list what each stranded card needs, count the helpers still unseen and sometimes cut a chain short to leave easier cards behind.
2026-10-18
A TriPeaks card turns face up only when both cards beneath it have gone. Learn to clear neighbouring cards, use the shared base cards and keep all three peaks moving.
2026-10-18
In Pyramid a card can never pair with a card that rests on it. Learn to spot these blocked pairs and count how many partners must come from the stock.
2026-10-18
Plan your three Pyramid stock passes: the waste works as a stack, every pass repeats the same order, and the third pass is the last chance for each card.
2026-10-18
Every FreeCell card starts face up, so you can read the whole deal first. A five-point scan of Aces, twos, short columns, Kings and top cards, worked through on deal #1.
2026-10-18
Free cells add one card to a FreeCell run move, empty columns double it, and an empty destination column does not count. Worked counts show when a long run moves in one go.
2026-10-18
Each Spider deal drops one face-up card on all ten columns and needs every column filled first. A pre-deal checklist and a worked two-suit position show when to deal.
2026-10-18
In two-suit and four-suit Spider any card goes on the next rank up, yet only same-suit runs move or leave the table. Learn to count pieces and repair mixed builds.
2026-10-18
Yukon deals all 52 cards and lets any face-up card move with the cards on top of it. Compare the deal, move rules, empty columns, foundations and Finish with Klondike.
2026-10-18
Only a King can fill an empty Yukon column. See which Kings need the space, which can ride along on the card beneath them, and when to keep a column full.
2026-10-18
What a recycle does in Klondike Draw 1 and Draw 3, what each pass costs in moves, why Draw 3 repeats the same cards and how the game decides No moves left.
2026-10-18
When a Klondike card should go to its foundation and when it should stay: a quick safety test, a card stranded too early, a rescue from the foundation and Finish.
2026-10-18
How to use Hint, Auto move and Undo in Card Lounge solitaires without spoiling the game: when to ask, what a hint means, and how to replay a deal.
2026-10-18
A turn-by-turn routine for Memory Pairs: match on rank and colour, explore in a fixed order, never waste your second card, and count your turns.
2026-10-18
With a 5 showing, 16 unseen cards are lower, 3 equal and 32 higher. Learn to count the deck, read the on-screen numbers and build a streak of 10.
2026-10-18
Hard and soft totals, why the dealer stands on soft 17 at Card Lounge, and 3:2 blackjack payouts in play chips, such as 75 chips on a 50-chip bet.
2026-10-18
Yukon lets you move any face-up card with everything on top. A worked example shows how to dig out face-down cards and when to empty a column.
2026-10-18
In Card Lounge Golf nothing goes on a King and there is no wrap. Learn to read all seven columns, play Kings last and keep your score low.
2026-10-18
Plan longer TriPeaks chains on Card Lounge: compare two playable cards, use duplicate ranks and the King–Ace wrap, and draw only when nothing fits.
2026-10-18
Every pair that makes 13 in Pyramid, when a card is available, how the three passes through the stock work, and how to decide which pair to remove first.
2026-10-18
How the number of suits changes Spider: with one suit every descending run moves, with two or four only same-suit runs do. Choose the level that suits you.
2026-10-18
An empty Spider column sorts mixed suits, digs out hidden cards and gives Kings a home. Learn to use it well, and why it must be filled before you deal.
2026-10-18
FreeCell deals 1 to 32000 follow the classic Microsoft numbering, so a number always gives the same layout. How to read deal #1, and how to use numbers to practise.
2026-10-18
How free cells and empty columns set the FreeCell move limit, with worked numbers, and why every card you park in a free cell shrinks the runs you can move.
2026-10-18
In Draw 3 Klondike only every third stock card shows unless you play from the waste. See which cards you can reach, why order matters and how to plan a recycle.
2026-10-18
A simple order of priorities for Klondike openings: free the Aces, turn over hidden cards in the longest columns and know when a card should stay in the tableau.