OpenBSD has canfield (solitaire), cribbage, [go]fish, mille [bornes], and even monop[oly] and bcd (format input as punch cards) out of the box (and way more! this is just a fraction of intro(6): http://man.openbsd.org/man6/intro.6). Unfortunately I’m not aware of any GNU distros that do, but you can get them with a simple `sudo apt install bsdgames` on Debian (also emacs has tons of games of course https://www.emacswiki.org/emacs/CategoryGames).
Slackware does: https://mirrors.slackware.com/slackware/slackware64-current/...
Even Debian, if you're not careful, can become a mess. Windows is dumb enough that you don't need to be careful.
Chocolatey was the last thing I missed from Linux/Unix distros.
And I can still code my own card game if I really want to :)
EDIT: seeing a sibling talking about slackware, it seems I missed the joke ^^
* For it's time. I'm sure it wasn't instant on a pentium 1 even if I remember it that way.
Adding things like transparency or rounded corners breaks a lot of that — you need to know what's underneath to update the display — and that wasn't fast enough to use until you had enough RAM to store each object independently so you don't need to ask each application to repaint as things move around. Compositing window managers started early — I believe the Amiga had that — but the first mainstream OS was when Mac OS X shipped Quartz and it had performance drawbacks (i.e. tolerable but not great window dragging performance) until they shipped Quartz Extreme which used OpenGL to do the hard work. Microsoft caught up about 5 years later with Windows Vista, in part because they had more users to support with inadequate hardware.
I agree that roundness wasn’t prohibitive in general. The rectangular nature of the APIs encouraged it but you certainly saw it in applications. What I was thinking about most was complex usage where there was overlap outside of the active context (e.g. dragging a window with the expectation of a lower layer showing around the curve, rather than either not having that or being able to assume a solid fill color) or interfering with hardware accelerated painting or later video decoding which only worked in rectangular regions.