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Emberdorne

18+ onlyFor entertainment onlyNo real money playNo prizes of monetary valueNo in-app purchases

Cover art for Ember Steps

Floor IV · Card wing

Ember Steps

A patience game for one: climb the pile one rank up or down and leave as few cards on the table as you can.

  • Stakes 5 to 200 glints
  • Glints have no cash value
  • 18+ only

Play Ember Steps

16 in the stock

Choose a stake to begin.

Stake

About Ember Steps

Ember Steps is an old patience game with a stake on it. Thirty-five cards are dealt face up in seven columns of five, one card starts the pile and sixteen wait face down in the stock. Only the bottom card of each column is free to move.

A free card can go onto the pile when it is exactly one rank above or below the pile card: a seven on a six or an eight, a queen on a jack or a king. Suits do not matter. Ranks do not wrap round, so nothing goes on a king except a queen, and only a two goes on an ace.

When nothing fits, turn the next card from the stock onto the pile and carry on from it. The round ends when the table is clear, or when the stock is empty and no card fits. What comes back depends on how many cards are left on the table: the fewer, the more.

The cards are dealt at random; after that, the skill is in choosing which run to play first. Show a good move marks the card that starts the longest run of plays from where you are. It cannot see the stock, and neither can you.

How to play

  1. Pick a stake from 5 to 200 glints and press Deal the steps.
  2. Press any glowing card to play it onto the pile: it is one rank above or below the pile card.
  3. When nothing fits, press Turn the stock for a new pile card.
  4. Once the stock is empty and nothing fits, the round settles by the number of cards left on the table.

Pay table

Every figure is what comes back for one glint staked; multiply by your stake. The count is the cards still on the table in the seven columns when the round ends. The numbers come straight from the data file the game itself reads.

Pay table
Cards left on the tableBack for 1 glint
011
1 to 22.8
3 to 41.4
5 to 60.7
7 to 80.4
9 or more–

At a glance

Cards
One 52-card pack: 35 on the table, 1 on the pile, 16 in the stock
Stakes
5 to 200 glints a round
A move
Any bottom card one rank above or below the pile card
Wrap
None: an ace goes only on a two, a king only on a queen
Clearing the table
About 2 deals in 100 with careful play
Round
Two to four minutes

Where to stop

A long patience round can feel like one round when it is really ten minutes. Decide how many deals you will play tonight before the first one, and count deals rather than moves.

Set a reminder, a round limit or quiet hours

Fair play

Your browser's built-in randomness settles each outcome the instant you press the button. Nothing is tuned to your glints, your history, the hour or the length of your session, and the chamber has no idea who you are. Across many rounds every chamber returns somewhat less than it takes in, which is how games of chance are built. Glints are worth nothing in money, so nothing real changes hands either way.

No round is ever bought: every chamber is free, glints cannot be purchased, and a free rekindle to 2,000 glints is there whenever you drop below 40. Playing or success here does not imply future success at real-money gambling.