Spite and Malice
Spite and Malice, also called Cat and Mouse, is a competitive patience for two.
You race to empty a personal pay-off pile onto shared building piles. Suits
never matter. Kings are wild.
Objective
Play every card of your pay-off pile onto the building piles. The first player
to do that wins the game.
The pack
Two standard 52-card decks, shuffled together (104 cards).
A lobby option adds four Jokers — two black and two red — for a pack of 108.
Jokers are off unless you turn them on. Kings are wild either way. A Joker is
wild only when that option is on.
Setup
Each player receives:
•
a pay-off pile of 20 cards, face down, with only the top card face up
The rest of the pack is the shared face-down stock.
Up to four building piles sit in the middle, all starting empty. Each
player also has up to four personal side piles, all starting empty.
The higher face-up pay-off card leads. Ace is lowest, then 2 through 10, Jack,
and Queen. Kings and Jokers are equal, and they are higher than a Queen. A tie
is broken at random.
Building piles
A building pile is built one rank at a time, from Ace up to Queen. Suit is
ignored.
•
An empty pile accepts an Ace, or a wild card. A wild card on an empty pile
counts as the Ace.
•
Each later card must be the next rank, or a wild card standing in for it. A
King played on a 7 is an 8, so the next card must be a 9. A King played on a
Jack completes the pile as the Queen.
•
When the pile reaches Queen — a real Queen or a wild card — the whole pile is
set aside and the slot is free for a new Ace.
•
There are never more than four building piles.
A turn
1.
Draw one card at a time until your hand holds five. If it already does, you
draw nothing.
2.
Play any number of cards, including none, onto building piles. You may play
the top of your pay-off pile, any card from your hand, or the top card of
one of your side piles.
3.
End the turn by discarding one hand card onto a side pile. You may discard
even when you still have a legal play. The discard is required whenever
your hand still has a card.
If a play empties your hand, you immediately draw back up to five, one card at
a time, and keep playing. Discarding does not refill the hand — that is the
end of the turn.
When the hand is empty and you have nothing left you can play, the turn ends
without a discard.
Playing the last card of your pay-off pile wins at once. You do not discard.
What you may not do
•
You never play from, or onto, the other player's pay-off pile, hand, or side
piles.
•
A pay-off card never moves to a side pile. Only the face-up top of the
pay-off pile can be played, and only onto a building pile. The next card is
turned face up immediately.
•
Side piles are face up. Only the top card of each one can be played. Any
card may be discarded onto any of your side piles, or may start a new one
while you have fewer than four. You cannot reorder a side pile or move a
card from one side pile to another.
The stock
Draw from the shared stock. When a draw is needed and the stock is empty,
shuffle every completed pile that has been set aside — including piles
completed earlier in the same turn — into a new stock, then continue. Wild
cards in those piles are ordinary wild cards again.
If the stock is empty and nothing has been set aside, draw whatever is left
and play on with a shorter hand.
A stall
At the end of a turn, the game is stalled when all of these are true:
•
nothing has been set aside
•
neither player can play the top of their pay-off pile or the top of a side
pile
The player with fewer cards left in their pay-off pile wins. Equal counts are
a draw. A player who still holds cards can always discard, so the game cannot
stall while either hand has a card.
Match scoring
The lobby chooses a single game (the default), a match to 50, or a match to 100.
Only the winner of a game scores: 5 points, plus 1 point for every card left
in the opponent's pay-off pile. A win on a stall scores the same way. A drawn
stall scores nothing.
In a match, a drawn stall is redealt. In a single game, it ends as a draw.
Each new deal is a fresh shuffle, and the face-up pay-off cards are compared
again to see who leads. The match ends when a player's total reaches the
target. Only one player scores from each game, so the totals cannot finish
tied.
Computer opponent
A computer seat plays these same rules. It plans the whole turn — the cards
it builds, then the one card it sets aside. It keeps the line that empties
more of its pay-off pile, treats a pay-off card it can play now — or one
a card in its hand or on a side pile would unlock — as a card already
played, brings a stuck pay-off top closer to a building pile, and buries
fewer cards on its side piles. Opening a pile the other player can use
immediately counts against that line, by the same amount as handing them
the card.
Easy, Medium, Hard, and Expert use that same plan. Each step up searches it
for longer: Easy for half as long as Medium, Hard for three times as long,
and Expert for four times as long.
What stays hidden
Your opponent never sees your hand, the face-down cards of your pay-off pile,
or the order of the stock. The face-up pay-off top, the building piles, and
both players' side piles are public.