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.
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.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Tableau | Ten columns of five cards — fifty in all, every one face up. |
| Tower cells | Four. Two of them hold a card from the deal, so you begin with two free. |
| Foundations | Four, one per suit, empty at the start. |
| Moving | |
| Tableau | Builds down by exact suit. A 9 of hearts takes only the 8 of hearts. |
| Sequences | A 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. |
| Cells | One card each. Any exposed card may go in; it leaves when something legal accepts it. |
| Empty columns | Kings only, or a run led by a king. |
| Winning | |
| Foundations | Build up by exact suit from ace to king, and are one-way. |
| Win condition | All 52 cards on the foundations. |
| Losing | No 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.
| Free cells | 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 |
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
| The move | Verdict | Why |
|---|---|---|
| A column ends in the 9 of hearts. You play the 8 of hearts. | Legal | Down by exact suit, the only tableau rule. |
| A column ends in the 9 of hearts. You play the 8 of spades. | Illegal | Colour is irrelevant. Seahaven wants the suit. |
| You move an ordered 9-8-7 of clubs with two cells free. | Legal | Three cards, and two free cells allow three. Just. |
| You move the same three cards with no cells free and no spaces. | Illegal | Capacity is one. A single card at a time. |
| You move a king and its suited run into an empty column. | Legal | Spaces take a king, or a run led by one. |
| You move a 10 into an empty column. | Illegal | Kings only, however awkward that is with two cells. |
| You put two cards into one tower cell. | Illegal | One 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.
This version
Ten columns, four towers, two occupied
- One deck, ten columns of five, all face up.
- Four tower cells, two of which hold a card from the deal.
- Tableau builds down by exact suit; same-suit runs move as a unit.
- Move capacity is (free cells + 1) × 2^empty columns.
- Empty columns accept a king or a king-led run only.
- Foundations build up by exact suit and are one-way.
Undo is unlimited and unpenalised, with no timer or score. No stock and no redeal — the deal in front of you is the entire game.
Against the other cell games
Seahaven among the open-cell games
| Game | Columns | Cells | Tableau builds | Empty columns |
|---|---|---|---|---|
| Seahaven Towers | 10 of five | 4, two free at deal | Down by exact suit | Kings only |
| FreeCell | 8 of six or seven | 4, all free | Down, alternating colour | Any card |
| Eight Off | 8 of six | 8, four free at deal | Down by exact suit | Kings only |
| Penguin | 7 | 7, all free | Down by exact suit, wrapping | The 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
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Try the forgiving version of this idea, or its closest suit-strict cousin.
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The same capacity rule with colour packing and usable spaces — much more forgiving.
Play nowEight Off Solitaire
Suit-strict again, with more cells but no sequence moves at all.
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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