WHAT REMAINS: A SOLITAIRE GAME OF FAITH
Version 1.0 | Marcus Draper | Deskatur.com
Based on traditional Aces Up, with our Joker Wild Clear variation.

GOAL
Clear all 48 ordinary non-Ace cards and use both Jokers. Empty the draw pile and finish with exactly one Ace in each of four columns.
The Aces represent Love (hearts), Faith (diamonds), Hope (clubs), and Peace (spades).

SETUP
Enter your name. Shuffle a 52-card deck plus both Jokers (54 total). Deal one face-up card into each column. The remaining 50 cards form the draw pile.

NORMAL DISCARD
Compare ONLY the exposed top cards of the four columns. When two or more share a suit, discard a lower-ranking card of that suit. Aces are highest, then K, Q, J, 10 down to 2. Repeat after each removal. Matching colors alone do not allow a discard.
In the app, green outlines mark removable cards. Click the card or its Discard button. Aces can never be discarded. Jokers are played using their own action.

EMPTY COLUMNS
Use the Move button below any exposed card, then select an empty column. Only that card moves. Moving is optional, and may expose a useful card underneath.
The top of an Ace opens its Scripture; use the separate Move button to move it.

DEAL
After all currently available same-suit discards are cleared, Deal four places one new card on every column, including empty ones. You do not have to fill empty columns first. Unused Jokers may be covered by a new deal.
With 54 cards, the final deal contains only two cards. They go into columns 1 and 2.

JOKER WILD CLEAR
A Joker can be played only when it is exposed at the top of a column. Playing it is optional. Click Use Joker, then choose Hearts, Diamonds, Clubs, or Spades.
The game shows exactly how many cards each choice removes.
Remove EVERY non-Ace card of the chosen suit from ALL table columns, including buried cards. Discard the used Joker too.
All Aces are protected. Cards still in the draw pile are untouched. The other Joker is untouched.
Choosing a suit with no eligible table cards is allowed; it simply discards the Joker itself. This can be necessary when only Aces and Jokers remain.
After the clear, compare the newly exposed cards for normal discards.

EXAMPLE
A buried 3 of Hearts, exposed Queen of Hearts, and buried Ace of Hearts are on the table. Play an exposed Joker and choose Hearts: the 3 and Queen are removed, the Ace stays. Any Hearts still in the draw pile stay there.

ENDING
Win: no draw cards remain, and the four columns each contain one Ace.
The round ends without a win if no draw cards remain, no normal discard or exposed Joker is available, and moving into an empty space cannot uncover another card.
Finish this attempt lets you stop a round early. Its result also reports cards still in the draw pile.
A fresh shuffle starts a new round. Winning is not guaranteed on every deal.

SCORE AND HELP
Ordinary cards cleared: 0-48. Jokers used: 0-2. Table cards remaining: 4 is the winning result once the draw pile is empty.
Undo restores up to 60 previous actions, including deals and Joker clears. It remains available after a round ends.
Hints explain the current table and never read the hidden draw pile. They are not an optimal-play solver.
Click a column's card-count button to inspect its contents from bottom to top.

SCRIPTURE
Love: John 13:34
Faith: Matthew 17:20, labeled excerpt
Hope: Hebrews 6:19
Peace: John 14:27
Read passages and reflections using the four buttons below the table. Reading does not spend a move or change game mechanics. All quotations use the KJV. These symbols invite reflection and do not measure personal faith.

SAVES
Progress saves locally when storage is available. Export save creates a JSON backup. Import save transfers a round between web and Windows, replacing the current round after confirmation. Undo history is included.
Starting a new round replaces the current save. Clearing browser data can remove saved progress.
