No luck left to blame
FreeCell Solitaire
Every card is face up before you move, there is no stock and nothing in reserve, and virtually every deal can be finished. FreeCell is the solitaire game where losing is a mistake rather than a shuffle.
- Nothing hidden
- Four free cells
- Any card fills a space
- Almost always solvable
Play FreeCell Solitaire
Select a card or packed sequence, then choose a free cell, foundation, or tableau column. Tableau cards build down by alternating color. Foundations build up by suit from ace.
Four cells, eight columns
FreeCell Solitaire rules
Short, because FreeCell has no stock, no hidden cards and no special cases. Almost all of the game is in the capacity rule further down.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Eight columns: four of seven cards and four of six. Every card is face up. |
| Free cells | Four, each holding exactly one card. |
| Foundations | Four, one per suit, empty at the start. |
| Stock | None. There is nothing to draw and nothing in reserve. |
| Moving | |
| Tableau | Builds down in alternating colours. A red 8 takes a black 7. |
| Foundations | Build up by exact suit, ace through king. |
| Free cells | Any single exposed card can go into an empty cell, and come back out later. |
| Empty columns | Accept any card or any movable sequence — not kings only. |
| Sequences | A packed run moves as a unit, up to the capacity in the table below. |
| Winning | |
| Win condition | All 52 cards on the four foundations. |
| Losing | Only by running out of legal moves. There is no timer and no stock to exhaust. |
Nothing hidden at all
How to play FreeCell Solitaire
All 52 cards are dealt into eight columns, face up: four columns of seven and four of six. Above them sit four empty cells and four empty foundations. That is the entire game — there is no stock, no waste, no reserve and nothing to turn over.
Columns build down in alternating colours, exactly as in Klondike. Foundations build up by suit from ace to king. A free cell holds one card, any card, and you can take it back out whenever it has somewhere legal to go. An empty column will take anything at all.
What makes FreeCell a different game from every other tableau builder is what it withholds: luck. You can see everything from the first move. If the deal is lost, it was lost by a decision you made, and you can usually point at which one.
A famous result
Almost every FreeCell deal can be won
FreeCell is unusual among classic solitaire games in being very nearly always solvable. The best-known evidence comes from the original Microsoft version, which shipped 32,000 numbered deals: in the mid-1990s a distributed volunteer effort worked through all of them and solved every single one except deal 11,982, which was eventually proved impossible.
For randomly shuffled deals — which is what this page gives you — the unsolvable fraction is vanishingly small. In practice you should assume every deal you are handed can be finished, and treat a loss as a puzzle you got wrong rather than a hand you were dealt.
This page does not use Microsoft's deal numbering, so there is no 11,982 to look for here. It also does not filter deals, because with FreeCell there is almost nothing to filter out.
Cells and columns
What the free cells make possible
| The move | Verdict | Why |
|---|---|---|
| A column ends in the black 9. You move a red 8 onto it. | Legal | One rank down, opposite colour — the only tableau rule. |
| You move a red 8 with a black 7 and red 6 attached. | Legal | Already a valid run, and within capacity if you have cells or spaces free. |
| You drop any single card into an empty cell. | Legal | Cells accept anything. Getting it out again is the hard part. |
| You move a queen into an empty column. | Legal | Unlike Klondike, spaces are not reserved for kings. |
| You move two cards with only one free cell and no spaces. | Illegal | Capacity is (cells + 1) × 2^spaces. One free cell and no spaces allows two — with none free, only one. |
| You move a card out of a foundation back to the tableau. | Illegal | Foundations are one-way on this page. |
| You put two cards in the same free cell. | Illegal | One card per cell, always. |
The rule that is the game
How many cards you can move at once
Strictly, FreeCell only ever moves one card at a time. Dragging a run of five is shorthand for parking four cards somewhere and putting them back — so the number you can move depends entirely on how much empty space you have.
The rule this page uses is the standard one: (free cells + 1) × 2 to the power of empty columns. Free cells add to the total. Empty columns double it. That asymmetry is the single most important thing to understand about FreeCell, and it is why experienced players will burn several moves to open a column they do not immediately need.
| Free cells open | No empty columns | 1 empty column | 2 empty columns |
|---|---|---|---|
| 0 | 1 | 2 | 4 |
| 1 | 2 | 4 | 8 |
| 2 | 3 | 6 | 12 |
| 3 | 4 | 8 | 16 |
| 4 | 5 | 10 | 20 |
How many can move
FreeCell strategy
Because nothing is hidden, FreeCell rewards looking before moving more than any other game here. The strongest habit is to find the aces first and count what sits on top of them. Those cards are your real objective; everything else is scaffolding to get at them.
Treat the cells as a workspace rather than storage. A card in a cell costs you capacity for as long as it stays there, so before parking anything, know how it comes back out. If the answer is "when a red 7 turns up", and both red 7s are buried at the bottom of long columns, that cell is gone for the rest of the game.
Be slower with foundations than instinct suggests. Sending a card up is irreversible on this page, and a 5 that looked spare is exactly what the tableau needs to unload a 4 three moves later. Aces and twos always go; past that, ask whether the tableau still wants it.
Finally, when a position looks stuck, count your capacity before concluding it is. Players give up on deals that a single well-chosen cell-emptying move would have opened, because they were thinking in cards rather than in the capacity formula.
Three ways to waste a cell
Where FreeCell deals are actually lost
These are not the reverse of the advice above. Each is a position that looks fine when you create it and is unrecoverable two dozen moves later.
Filling all four cells early
A card in a cell is not stored, it is stranded — it can only leave onto a foundation or onto a legal tableau card. Four full cells means capacity one, which means you can move exactly one card at a time, which usually means the deal is over.
Filling an empty column to tidy up
An empty column is worth more than any card you could put in it. Dropping a lone queen into a space to clear a cell trades your most valuable asset for your second-cheapest.
Burying an ace under a long tidy run
Because everything is visible it is easy to build an elegant descending run on top of the exact ace you needed. Nothing is hidden, so this one is always avoidable — check what is underneath before you build.
This version
What this FreeCell does
- Four free cells and eight columns — the standard configuration.
- Empty columns take any card or any movable sequence, not kings only.
- Sequence moves use the (cells + 1) × 2^spaces capacity rule.
- Foundations are one-way; cards do not come back down.
- Deals are randomly shuffled, with no Microsoft-style deal numbers.
Undo is unlimited and unpenalised. There is no timer and no score. We do not publish a win rate for this page, because for FreeCell it would measure the player rather than the game.
Where deals are really lost
FreeCell against its nearest relatives
Two games on this site share FreeCell's open information and change one rule each. Both are harder, and comparing them shows how much of FreeCell's fairness comes from the space rule rather than the visibility.
| Game | Hidden at deal | Empty columns take | Stock | Solvable? |
|---|---|---|---|---|
| FreeCell | Nothing | Any card | None | Almost every deal |
| Klondike | 21 cards | Kings only | Draw one, unlimited | Many deals cannot be won |
| Eight Off | Nothing | Kings only | None | Most deals, but tighter |
| Seahaven Towers | Nothing | Kings only | None | Harder — same-suit packing |
Eight Off gives you twice as many cells and takes away the free use of spaces, and it is noticeably harder — more evidence for the doubling rule above. If you want the same open information with a genuinely punishing ruleset, Seahaven Towers packs by suit rather than by colour, which removes most of the moves you are used to having.
Explore
More solitaire games
Try another open-information game, or something with the luck put back in.
Eight Off Solitaire
Eight cells instead of four, but empty columns take kings only. Tighter than it sounds.
Play nowSeahaven Towers Solitaire
The same open information with same-suit packing, which is a much harder game.
Play nowKlondike Solitaire
The opposite trade: hidden cards, a stock to draw from, and deals that cannot be won.
Play nowSolitaire Variations
Every playable game here, compared by layout, reserve, and stock rules.
BrowseTested rules
How this solitaire game is checked
Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.
How we make and test solitaire games