One card sets the terms
Penguin Solitaire
A FreeCell-shaped game with seven cells instead of four — and a first card, the beak, that decides where every foundation starts and which single rank may ever fill an empty column.
- Seven flipper cells
- The beak sets the rank
- Build down in suit
- Nothing hidden
Play Penguin Solitaire
Select a card or same-suit descending sequence, then choose a flipper cell, foundation, or tableau column. Foundations start from the beak rank and tableau cards build down by suit.
The beak sets the rank
Penguin Solitaire rules
The board shows you the beak rank and the space rank. Everything else follows from them.
| Setup | |
|---|---|
| Deck | One standard 52-card deck, every card face up. |
| The beak | The very first card dealt. Its rank governs the whole game. |
| Head start | The other three cards of the beak's rank are placed at the head of columns, and three foundations open immediately. |
| Tableau | Seven columns of seven cards. |
| Flipper cells | Seven, all empty. Each holds one card. |
| Moving cards | |
| On a column | One rank lower and the same suit. |
| Sequences | A descending same-suit run can travel together, limited by free cells and spaces. |
| A flipper cell | Takes any single card and holds it until you take it out. |
| An empty column | Takes only the rank one below the beak — nothing else may start a column. |
| To a foundation | Start at the beak rank and climb in suit, wrapping past the king. |
| Winning | |
| Each foundation | Thirteen cards, from the beak rank round to the rank just below it. |
| Win condition | All four suits complete. |
| Losing | No legal move remains. There is no stock and no redeal. |
Seven cells, one space rank
How to play Penguin Solitaire
The first card off the deck is the beak. Its three siblings — the other cards of that rank — are pulled to the head of columns as the deal proceeds, so the game opens with three foundations already started and the fourth waiting on the beak itself.
Forty-nine cards fill seven columns of seven, all face up. Seven flipper cells sit above, each able to hold one card. Columns build down in suit, runs travel together as far as your free cells and empty columns allow, and foundations climb in suit from the beak rank, wrapping past the king.
One rule catches everyone: an empty column accepts only the rank one below the beak. Not kings, not anything — one rank, four cards in the deck.
Cells and spaces
What the cells and the space rank allow
| The move | Verdict | Why |
|---|---|---|
| A column shows the 9♥. You move the 8♥ on to it. | Legal | Down by exact suit — the only tableau packing rule. |
| A column shows the 9♥. You move the 8♦ on to it. | Illegal | Red is not enough. Penguin wants the suit. |
| You move a card into an empty flipper cell. | Legal | Any card, any time, one per cell. |
| The beak is a 7. A column empties. You move a 6 into it. | Legal | Empty columns take only the rank below the beak. |
| The beak is a 7. A column empties. You move a king into it. | Illegal | Kings have no privilege here. The space wants a six. |
| A ♠ foundation began on the 7 and shows the K. You play the A♠. | Legal | Foundations wrap past the king and carry on. |
| You move a five-card same-suit run with no free cells. | Illegal | How much you can move at once depends on your empty cells and columns. |
Why seven cells is not as generous as it sounds
Strict suit packing eats the extra room
FreeCell gives you four cells and lets you pack by alternating colour, so any card has two possible landing spots. Penguin gives you seven cells and demands an exact suit match, which leaves one.
Halving the landing spots while adding three cells is close to a wash, and the deals feel it: cells fill quickly because there is so often nowhere on the tableau for a card to go. The extra cells are not spare capacity, they are compensation — which is why treating them as storage rather than as transit space is the fastest way to lose.
Spending the cells
Penguin Solitaire strategy
Free the beak's column first. Until the beak itself reaches a foundation, one suit cannot start at all, and the game opens with three of the four already moving.
Keep at least two cells open. Sequence moves depend on free cells and empty columns, so a full row of cells does not just cost you storage — it cuts how many cards you can move at once down to one.
Note the space rank before your first move. The board displays it. Knowing which four cards can open a column changes which column is worth emptying.
Build long suited runs where you can. Because packing is suit-strict, a properly assembled run moves as a unit and is worth far more than the same cards scattered.
Three cell mistakes
Where Penguin deals are thrown away
Filling all seven cells early
Seven flipper cells feels like an enormous amount of room, and it is — right up until every one holds a card that has nowhere to go. Cells are for cards in transit, not for storage. A card parked in a cell with no route back out has cost you a seventh of your working space for the rest of the deal.
Emptying a column with no space-rank card in reach
Only one rank in the whole deck can start an empty column, and there are four of them. Clear a column while all four are buried and you have made a hole you cannot use — worse than the column you had, because the cards that were in it are now somewhere else.
Reading the foundations as ace to king
The beak sets the base. If it is a 7, every foundation runs 7, 8, 9, 10, J, Q, K, A, 2 and finishes on the 6. Players who hunt for aces early are chasing a middling card, not a key one.
Odds with seven cells
Is Penguin Solitaire winnable?
Often — it is one of the more winnable open games, and considerably kinder than Seahaven Towers, which asks for the same suit packing on four cells rather than seven.
Everything is face up and there is no stock, so a lost deal is a lost decision rather than bad luck. We do not publish a win rate: for the cell games the figure moves sharply with the cell count and the space rule, and Penguin's combination is unusual enough that borrowed numbers would not apply.
This version
Seven cells, beak-set foundations, one space rank
- One deck, all face up: seven columns of seven and seven single-card flipper cells.
- The first card dealt is the beak and fixes the foundation base rank.
- Its three siblings head columns, opening three foundations at the deal.
- Columns build down in suit; runs move as free cells and spaces allow.
- Empty columns accept only the rank one below the beak.
- Foundations climb in suit from the beak, wrapping past the king. No stock, no redeal.
Undo is unlimited and unpenalised, with no timer or score.
Cells elsewhere
Penguin among the cell games
Four open games with free cells and no stock. The two columns that decide how they play are the packing rule and what may enter an empty column.
| Game | Cells | Tableau building | Empty columns | Foundations start at |
|---|---|---|---|---|
| Penguin | 7 | Down in suit | Only the rank below the beak | Set by the first card dealt |
| FreeCell | 4 | Down, alternating colour | Any card | Always the ace |
| Eight Off | 8 | Down in suit | Kings only | Always the ace |
| Seahaven Towers | 4 | Down in suit | Kings only | Always the ace |
Penguin is the only row where the last column says anything other than "the ace" — and the only one whose empty-column rule changes from deal to deal. Eight Off is the closest match on packing, with one more cell and kings for its spaces.
Explore
More solitaire games
The other free-cell games, from four cells to eight.
Eight Off Solitaire
Eight cells and the same strict suit packing, with kings for the spaces instead.
Play nowFreeCell Solitaire
The famous four-cell game, packing by alternating colour with any card in a space.
Play nowSeahaven Towers Solitaire
Four cells, suit packing, and kings-only spaces — the tightest of the cell games.
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