How to Play    Rules    Video    Scoring    Tips & Strategy    FAQ’s & Comments
ALL CARD GAMES
INTRODUCTION
A simple one player game where players connect cards from two decks. Tactics are needed to succeed.
HOW TO PLAY WINDMILL
Take one K from the deck and place it in the center of the table, this creates a foundation. Shuffle all other cards.
Deal a card from the deck to start the pile. Place cards in sequence from highest to lowest onto the K in the central foundation, e.g. Q onto the K.
When A fare revealed they can be placed into the corners as additional foundations. Players create four additional foundations. The corner foundation increase in sequence from A to K e.g. A, 2, 3.
A card can be moved from a corner foundation to the central foundation e.g. 9 to 10. This can only be done one time in a row. The next card must come from the sails or the pile.
Players continue to deal and move cards around to build the five foundations. Once all the cards from the deck have been dealt there is no re-deal.
THE DEAL
Take one K from the deck and place it in the center of the table, this creates a foundation. Shuffle all other cards.
THE PLAY
Build the windmill by taking cards from the top of the deck. Place two cards at each of the four sides of the K to build the sails. e.g. 2 and 4 to the right of the K to form one sail, see image to the right.
HOW TO WIN
Build foundations of cards. Four foundations of thirteen cards from A up to K in the corners. One foundation in the center from K down to A four times in a row.
USING THE PILE
Deal a card from the deck to start the pile. Place cards in sequence from highest to lowest onto the K in the central foundation, e.g. Q onto the K. The suits do not matter in any part of this game. If a card cannot be moved onto a foundation, it must stay on the pile or the sail.
FOUNDATIONS
When A fare revealed they can be placed into the corners as additional foundations. Players create four additional foundations. The corner foundation increase in sequence from A to K e.g. A, 2, 3.
EMPTY SAILS
Cards can be played from the sails onto any of the five foundations as long as they are in sequence e.g. J onto the Q in the center. When a sail is empty the first face up card on the pile must be added into the empty sail.
FROM THE SAIL
A card can be moved from a corner foundation to the central foundation e.g. 9 to 10. This can only be done one time in a row. The next card must come from the sails or the pile.
BUILDING
Players continue to deal and move cards around to build the five foundations. Once all the cards from the deck have been dealt there is no re-deal.
WINNING
The game ends when the corner foundations have thirteen cards from A to K. The central foundation must have fifty two cards from K down to A, four times in a row.
VIDEO OF HOW TO PLAY WINDMILL
TIPS
When there is an option always add cards to the central foundation.
STRATEGY
When a card needs to moved from the pile to a sail think about how useful that card is to be in the empty position.
EXTRAS
Keep as many different cards as possible on the sails.
SIMILAR GAMES
- Solitaire
- Tri Peaks
FAQ
The most common questions will be added here. Scroll to the bottom of the page to add a question or comment about this game.