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How to Play FreeCell

The quick answer: Move all 52 cards onto four foundation piles, sorted by suit from Ace to King. Play cards between eight tableau columns and four free cells, building tableau stacks in descending order with alternating colours to create the moves you need.

FreeCell is a single-player card game played with a standard 52-card deck. Unlike many solitaire games, almost every deal is solvable with careful thinking, which makes it uniquely satisfying. All cards are dealt face-up from the start, so the puzzle is entirely one of planning and sequencing rather than luck.

It is played at a table with a physical deck or, just as commonly, on a screen. Its appeal lies in the tension between limited free cells and a board that is always fully visible: you can see exactly what needs to happen, the challenge is working out how to make it happen.

Players1
Ages8+
Time10-30 minutes
EquipmentStandard 52-card deck (no Jokers)

A little history

FreeCell's documented history begins with a two-deck variant called Eight Off, described in the 1960s, and a closer ancestor published by Martin Gardner in his Scientific American column in 1968 under the name Baker's Game. The single-deck version recognisable today as FreeCell was popularised by Paul Alfille, who programmed it for the PLATO computer system in 1978. Its origins before that point are unclear. The game reached a mass audience in the early 1990s when it was included with a widely distributed PC operating system, after which it became one of the most played solitaire variants in the world.

Setting up

  1. Remove any Jokers from the deck so you have exactly 52 cards.
  2. Deal all 52 cards face-up into eight columns across the table. The four leftmost columns receive seven cards each; the four rightmost columns receive six cards each.
  3. Leave space above the columns for four free cells on the left and four foundation piles on the right. Both areas start empty.
  4. Ensure every card in every column is visible. No card should be hidden.

How to play

  1. On your turn you may make one of three types of move: move a card to a free cell, move a card to a foundation pile, or move a card onto another tableau column.
  2. Only the bottom card of each tableau column (the last card dealt, face-up and fully exposed) is available for play.
  3. Free cells: any single available card may be placed into an empty free cell. Each free cell holds exactly one card. Cards in free cells remain available for play on future moves.
  4. Foundation piles: move an Ace to an empty foundation to start it. Thereafter, cards must be added in ascending order (Ace, 2, 3 ... King) and must all be the same suit. Once on a foundation, a card is out of play.
  5. Tableau building: place an available card onto another tableau column only if it is one rank lower than the card it covers and is the opposite colour. For example, a black 7 may be placed on a red 8.
  6. Moving sequences: strictly speaking, only one card moves at a time. However, a common agreed convention (see Fine Points) allows you to move a sequence of correctly built cards as a block, provided you have enough empty free cells and empty columns to support the move.
  7. An empty tableau column may receive any single available card or, under the block-move convention, any valid sequence.
  8. The game continues with no time limit. You may pause at any point. There is no reshuffling or redealing.

Winning and scoring

You win by moving all 52 cards onto the four foundation piles, each pile containing one complete suit built in ascending order from Ace to King. When all four foundations show a King on top the game is complete. There is no points system in the standard game: it is simply won or lost. Analysts have established that approximately 99.999% of the roughly 8 x 10^67 possible deals are solvable, though a small set of deals (including the well-documented Deal 11982 in certain numbered-deal implementations) have been proven unsolvable. If the board reaches a state where no legal move remains and the foundations are incomplete, the game is lost.

The fine points

The most common rules dispute concerns moving sequences of cards as a single block. In strict one-card-at-a-time play, a sequence can only be relocated if you have enough free cells and empty columns to route each card individually. The practical convention, widely accepted in physical and digital play, is to calculate the maximum moveable sequence length as (1 + number of empty free cells) multiplied by 2 to the power of the number of empty tableau columns, and allow the whole sequence to move if it fits within that limit. Both approaches are legitimate; agree on which you are using before you start.

A second dispute arises over whether cards placed on foundations can be moved back to the tableau. The standard ruling is that foundation cards are permanent and cannot be retrieved. Some players allow retrieval as a house rule, but this significantly reduces the difficulty and is not considered standard play.

How to win more often

Variations

Baker's Game

Identical layout to FreeCell but tableau building is by suit rather than by alternating colour. A card may only be placed on another card of the same suit that is one rank higher. This constraint makes the game considerably harder and a meaningful proportion of deals become unsolvable. It is regarded as the direct predecessor of modern FreeCell.

Eight Off

Eight Off uses eight free cells instead of four, and deals the cards into eight columns of six with four cards set aside individually at the start. Tableau building follows suit (same suit, descending), as in Baker's Game. The extra free cells make it more manageable than Baker's Game while still being distinct from standard FreeCell.

Double FreeCell

Played with two standard 52-card decks shuffled together, giving 104 cards. The tableau is expanded to ten columns and the free cells are increased to six. Eight foundation piles must be completed, two per suit. The extra cards and columns extend the play time substantially and require the same logical approach applied to a much larger board.

SuperMove FreeCell

Standard FreeCell rules throughout, but the block-move convention is made explicit and formal rather than optional. Players are required to calculate the maximum moveable sequence length before each move and may not exceed it. This variant is useful for teaching the underlying logic of free cell capacity and is a clean way to resolve the most common rules dispute before it arises.

FreeCell: frequently asked questions

Can I move a card from a foundation pile back to the tableau?

No, not under standard rules. Once a card is placed on a foundation it stays there. Some groups allow retrieval as a house rule, but this is not standard FreeCell and should be agreed before play begins.

How many cards can I move at once?

Strictly, only one card at a time. The widely accepted block-move convention permits moving a built sequence as a group if you have enough empty free cells and empty columns to support it. The maximum sequence length is (1 + empty free cells) multiplied by 2 to the power of the number of empty columns.

Is every deal of FreeCell winnable?

Almost, but not quite. The overwhelming majority of deals are solvable with correct play, but a small number of deals have been mathematically proven to be unwinnable regardless of strategy. If you are using a numbered-deal system, a handful of specific deal numbers are known to be unsolvable.

Can two players play FreeCell?

FreeCell is a single-player game by design. Two people can play cooperatively by taking turns choosing moves on the same deal, or competitively by each playing the same deal simultaneously and comparing outcomes, but neither is a formal variant with established rules.

What age is FreeCell suitable for?

Most children from around age 8 can follow the rules, though the planning required to win consistently suits older players and adults. Younger children may enjoy experimenting with the mechanics even if they do not yet solve deals successfully.

What happens when no moves are left but the game is not won?

The game is lost. Unlike some solitaire games, FreeCell has no reshuffling option. If every available card is blocked and no legal move exists, you accept the loss and start a new deal.

Does the order in which I move cards to the foundations matter?

Only in that each suit must be built in strict ascending order from Ace to King. You are free to build the four suits at different speeds, but you cannot skip a rank or add an out-of-order card to any foundation pile.

Can I place any card in an empty tableau column?

Yes. Any single available card may be moved to an empty column, and under the block-move convention any valid built sequence that fits within your capacity limit may go there too. Empty columns are extremely valuable and should be used thoughtfully.

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