The tightest opening here

Seahaven Towers Solitaire

Fifty cards across ten columns, every one visible, and two free tower cells to manage them with. Building is by exact suit, spaces take kings only, and how many cards you can move at once depends entirely on how much room you have kept.

  • Two free cells to start
  • Build down by suit
  • Kings only in spaces
  • Ten columns of five

Play Seahaven Towers Solitaire

Select a card or same-suit sequence, then choose a tower cell, foundation, or tableau column. Tableau cards build down by suit. Empty columns accept kings or king-led sequences.

GoalMove all 52 cards to the suit foundations.

Foundations0/52
Tower cells2/4
Moves0
Tower cells
Foundations

Build down by suit and protect open tower cells.

Ten columns, four towers

Seahaven Towers rules

Nothing is hidden and there is no stock, so this is the whole game. The capacity line is the one that decides most deals.

Seahaven Towers setup and rules
Setup
DeckOne standard 52-card deck.
TableauTen columns of five cards — fifty in all, every one face up.
Tower cellsFour. Two of them hold a card from the deal, so you begin with two free.
FoundationsFour, one per suit, empty at the start.
Moving
TableauBuilds down by exact suit. A 9 of hearts takes only the 8 of hearts.
SequencesA same-suit run moves as a unit, up to the capacity in the table below.
Capacity(free cells + 1) × 2 to the power of empty columns — the same rule FreeCell uses.
CellsOne card each. Any exposed card may go in; it leaves when something legal accepts it.
Empty columnsKings only, or a run led by a king.
Winning
FoundationsBuild up by exact suit from ace to king, and are one-way.
Win conditionAll 52 cards on the foundations.
LosingNo legal move remains. There is no stock and no redeal.

Two towers already full

How to play Seahaven Towers

Fifty cards go into ten columns of five, all face up. The two left over are placed into two of the four tower cells along the top, which means the deal ends with two cells free and nothing concealed anywhere.

Tableau columns build down by exact suit and foundations build up by exact suit, so this is a game in which colour never matters at all. A cell holds one card of any kind. An empty column takes a king, or a same-suit run led by a king.

Runs move as a unit, but only as far as your spare room allows — the same capacity rule FreeCell uses. Free cells add to what you can shift; empty columns double it.

The number to keep in your head

How many cards you can move

Moving a run is shorthand for parking cards somewhere and putting them back, so the size of run you can shift is set by your free space: (free cells + 1) × 2 to the power of empty columns.

Maximum same-suit run you can move
Free cellsNo empty columns1 empty column2 empty columns
0124
1248
23612
34816
451020

Find the row for two free cells: that is where every Seahaven deal begins, and it means three cards. Fill both cells and you are on the top row, moving one card at a time — which in a suit-strict game usually means moving nothing at all.

Why this game is hard

Two cells is not a small difference

FreeCell opens with four free cells and lets any card fill a space, giving a starting capacity of five that climbs quickly. Seahaven opens with two and reserves spaces for kings, giving a starting capacity of three that is difficult to raise.

Add same-suit building — which halves the destinations for every card compared with colour packing — and the opening is genuinely constrained. Most lost Seahaven deals are lost in the first dozen moves, by using both cells before there is anywhere for those cards to go.

Towers and columns

Why so few Seahaven moves are legal

Legal and illegal Seahaven Towers moves
The moveVerdictWhy
A column ends in the 9 of hearts. You play the 8 of hearts.LegalDown by exact suit, the only tableau rule.
A column ends in the 9 of hearts. You play the 8 of spades.IllegalColour is irrelevant. Seahaven wants the suit.
You move an ordered 9-8-7 of clubs with two cells free.LegalThree cards, and two free cells allow three. Just.
You move the same three cards with no cells free and no spaces.IllegalCapacity is one. A single card at a time.
You move a king and its suited run into an empty column.LegalSpaces take a king, or a run led by one.
You move a 10 into an empty column.IllegalKings only, however awkward that is with two cells.
You put two cards into one tower cell.IllegalOne card per cell, always.

Spending two free towers

Seahaven Towers strategy

Place the two dealt cell cards early. They are your capacity, sitting idle. Until they have homes you are playing a harder game than the one you were given, and finding somewhere for them should shape your first several moves.

Go after the kings. An empty column doubles your capacity and only a king can open one, so which kings are near the top of a column is the single most useful thing to know about the board. Plan the route to one before you plan anything else.

Build suited runs downward from where they will stay. Assembling a run is slow when only one suit fits; assembling it in a column you will later have to empty is slower still. Put the run where it covers something you are content to leave buried.

Send aces and twos up as they appear. With suit-strict packing they are nearly useless in the tableau and they clog columns badly. Past the low cards, weigh each foundation move — nothing comes back down.

Three ways a tower deal closes

Where Seahaven deals are lost

Spending both cells in the opening

Two free cells is capacity three. Fill them and capacity drops to one, which in a same-suit game usually means nothing at all moves. The first few moves of a Seahaven deal should be about emptying cells, not filling them.

Building a long suited run in the wrong column

A ten-card run of hearts is only useful if it can eventually travel, and moving ten cards needs capacity ten — four free cells and an empty column. Build long runs where they already sit on top of what you want them to cover, not where you will have to shift them later.

Clearing a column with no king in sight

Columns of five are shallow enough that emptying one looks achievable, and a space doubles your capacity. But it takes a king, and with suit-strict building a buried king may as well not exist. Confirm one is reachable first.

Seahaven's tight odds

Is Seahaven Towers winnable?

A reasonable share of deals, but this is the hardest of the open-cell games on the site. Two free cells, kings-only spaces and same-suit packing compound into an opening with very little slack, and a wrong move in the first ten can end the deal before it has really begun.

Because everything is visible, a lost deal is almost always recoverable in principle if you undo far enough — which makes it a good game for learning. We do not publish a figure, since Seahaven versions differ on cell count and on whether spaces are king-restricted.

Against the other cell games

Seahaven among the open-cell games

Seahaven Towers compared with FreeCell, Eight Off, and Penguin
GameColumnsCellsTableau buildsEmpty columns
Seahaven Towers10 of five4, two free at dealDown by exact suitKings only
FreeCell8 of six or seven4, all freeDown, alternating colourAny card
Eight Off8 of six8, four free at dealDown by exact suitKings only
Penguin77, all freeDown by exact suit, wrappingThe beak rank only

Eight Off is the closest relative — the same suit-strict, kings-only combination — but it hands you four free cells instead of two and then removes sequence moves entirely. Which of the two is harder depends on whether you would rather have room or shortcuts.

Explore

More solitaire games

Try the forgiving version of this idea, or its closest suit-strict cousin.

Tested 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