The Game of Crunch

This a 2 to 4 player speed game in the spirit of double-solitaire. Each player uses a distinct deck of cards. For each player there will be a foundation pile for each of the four suits, but anybody may play on any foundation. The overall goal is to put as many of your cards on the foundation piles as you can. This results in an occassional scuffle and sometimes a crunched hand.

The Setup

Each player shuffles his own deck thoroughly and then counts off 13 cards in a upside down stack called the crunch-pile. The crunch-pile is placed on the left side of his space. Four cards are turned face up beside the crunch-pile, making the four columns. The remaining cards are left in the turn-over pile which can be held in one hand or laid at the bottom of your space. The players should be facing each other with enough space in the middle to make four foundation piles for each player.

The Use of the Areas

The foundation piles will be started as Aces become available. Cards of the same suit may be added to the foundation piles in ascending order. There is no ownership of foundation piles so the cards of all players will be intermingled in these stacks. When a foundation pile gets to King, no more cards may be put on it. In some cases the foundation area gets a bit messy and a time-out can be called to straighten out the piles or remove the stacks that are at King. The foundation piles are the only place where the players do not keep their cards and hands to themselves.

During play, each player's crunch-pile should always have its top card turned right side up. No cards are put on top of this card. It can be moved to the columns or it can be played on an appropriate foundation pile. When the up-turned card is moved off, another card is immediately turned over. When the last card is moved off of the crunch-pile the player shouts "Crunch!" and all players must stop immediately.

Cards in the column are may be played to the foundation area or moved to another column. Each player's columns are used to collect cards that are not yet playable on the foundations. Cards may be stacked in this area but must alternate in color and be in descending order. In this area, entire stacks or partial stacks may be moved at once. Only the smallest card in a column is available to be played to the foundations. If a column is cleared of cards, it should be filled with the upturned card from the crunch-pile. The turn-over pile is used by counting three cards upside down and then turning them over into a stack. When there are no more cards to turn over, you may pick up the stack and begin again as many times as necessary. The cards inside the stack should not normally be visible but sometimes when you are "stuck" it is useful to offset each stack of three just so that you can tell when something becomes available. If you have done this it is acceptable to jump to the interesting card, straighten the pile and pick up all the following cards, and continue from there. The top turned over card can be moved to the columns or to the foundations.

The Play

When someone says "Go", all players begin at the same time. Typically the first moves are to turn over the top card of the crunch-pile and to count off the first three of the turn-over pile. The main goal is to put as many of your cards on the foundation piles as you can. There is no set order in which cards must be moved or any synchronization with other players, therefore, it can be quite entertaining just to watch the ensuing confusion.

Scoring

When one player exhausts his crunch-pile and yells "Crunch!" all players must stop. Each player should count and remember the number of cards in his crunch-pile including the up-turned card. He should collect all his cards that are not in the foundations and put them aside. The cards from the foundation-piles are then turned over, seperated by player (thus the requirement for different card-backs), and counted.

Each player's score is calculated by subtracting two times the number of cards left in the crunch-pile from the number of his cards that were in the foundation piles. In other words the crunch-pile counts against you twice. In this way, a perfect "skunk" would cause you to go back 26 points. Each hands score are accumulated. Someone who goes below zero can be said to be "in the hole" and is generally indicated on the score sheet by circling the score. You can agree to play to 100 or some other score or you can just play for a set amount of time.


Paul Chamberlain
tif@tifster.com