Ishido · Game rules

Ishido Scored

Goal

Move all tiles to the playing area, and get the highest score possible.

At a glance

Like Ishido, but with scoring. Scoring works as follows:

  • Each tile placed on the board scores depending on the number of adjacent tiles. Tiles placed on the edge of the play area do not score:
    • One adjacent tile: 1 point
    • Two adjacent tiles: 2 points
    • Three adjacent tiles: 4 points
    • Four adjacent tiles: 8 points
  • A bonus of 25 points is scored each time a tile is placed next to four adjacent tiles, forming a four-way match.
  • After each four-way match is formed, the aforementioned scoring is doubled for the rest of the game.
  • At the end of the game, an additional bonus is given when there are only a few tiles left to place - only the highest of these bonuses is received:
    • Two tiles left: 100 points
    • One tile left: 500 points
    • No tiles left: 1000 points

With this scoring system, it is possible to gain higher scores without successfully placing all the tiles than you can earn by placing the tiles. Try and get the highest score possible.

Base game rules: Ishido

Goal

Move all tiles to the playing area.

How to play

The tiles are played to an grid of eight rows of twelve columns each. At the start of the game, a tile is placed in each corner, and two are placed in two diagonally adjacent spaces in the center. The initially placed tiles include one of each color and one of each symbol.

Tiles are drawn from the talon one at a time, and can be played to the main playing area. A tile can only be played if it is adjacent to another tile, either horizontally or vertically, and if it matches the adjacent tile's color or symbol. If a tile is placed next to at least two other tiles, one must match by color and another by symbol. If it is played next to four other tiles, it must match two by color and two by symbol.

The game is won if all tiles from the talon can be played to the playing area.

New to solitaire? A few useful terms
Tableau
The main playing area, usually arranged in columns or piles.
Foundation
A destination where cards are collected in the order required by the game.
Stock / talon
Cards waiting to be dealt. A game may allow one pass or several.
Waste
A pile receiving cards turned over from the stock.
Reserve / cell
A holding area. Its capacity and movement rules depend on the game.
Redeal
Another pass through the stock or a redistribution of cards, as specified in that game’s rules.

Game-rule reference adapted from PySolFC documentation, licensed under GPL v3 or later. References describe the game’s mechanics.