/* ============================================================
   FreeCell, only what is different.

   Everything generic lives in sol-core.css. This file is short on
   purpose, and if it starts growing rules about piles or drag
   layers, those belong upstairs.
   ============================================================ */

.board{--cols:8}

/* ---------- the top lane ----------
   Four cells then four foundations, and a player has to read which
   is which at a glance because putting a card in the wrong one is
   the difference between a move and a mistake. A hairline between
   the two groups does that without a label taking up a row. */
.pile.cell .hpc-slot{opacity:.7}
.pile.found-first::before{
  content:""; position:absolute; left:calc(var(--gap) * -0.5 - 1px); top:6%; bottom:6%;
  width:1px; background:var(--line);
}

/* A card that is not the head of a movable run cannot be picked up,
   so it does not pretend it can. Nothing is dimmed. In FreeCell every
   card is face up and readable, and greying out two thirds of the
   board to say "not this one" costs far more than it explains. */
.board .hpc.stuckcard{cursor:default}

/* ---------- the arithmetic ----------
   How many cards you can move is the whole game, so it is a counter
   on the bar rather than something to work out in your head. */
.stat.cells b{color:var(--accent)}
