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.

GoalMove all 52 cards to the suit foundations.

Foundations0/52
Free cells0
Moves0
Free cells
Foundations

Build each suit up from ace to king.

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.

FreeCell Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
TableauEight columns: four of seven cards and four of six. Every card is face up.
Free cellsFour, each holding exactly one card.
FoundationsFour, one per suit, empty at the start.
StockNone. There is nothing to draw and nothing in reserve.
Moving
TableauBuilds down in alternating colours. A red 8 takes a black 7.
FoundationsBuild up by exact suit, ace through king.
Free cellsAny single exposed card can go into an empty cell, and come back out later.
Empty columnsAccept any card or any movable sequence — not kings only.
SequencesA packed run moves as a unit, up to the capacity in the table below.
Winning
Win conditionAll 52 cards on the four foundations.
LosingOnly 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. We did rebuild that numbering to test our solver: it searched every position reachable from deal 11,982 and found no win, just as the volunteers concluded. The page also does not filter deals, because with FreeCell there is almost nothing to filter out.

Cells and columns

What the free cells make possible

Legal and illegal FreeCell moves
The moveVerdictWhy
A column ends in the black 9. You move a red 8 onto it.LegalOne rank down, opposite colour — the only tableau rule.
You move a red 8 with a black 7 and red 6 attached.LegalAlready a valid run, and within capacity if you have cells or spaces free.
You drop any single card into an empty cell.LegalCells accept anything. Getting it out again is the hard part.
You move a queen into an empty column.LegalUnlike Klondike, spaces are not reserved for kings.
You move two cards with only one free cell and no spaces.IllegalCapacity 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.IllegalFoundations are one-way on this page.
You put two cards in the same free cell.IllegalOne 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.

Maximum sequence length you can move
Free cells openNo empty columns1 empty column2 empty columns
0124
1248
23612
34816
451020
How move capacity growsA bar chart of maximum movable sequence length. With no cells and no spaces you can move one card. With four cells and no spaces, five. With four cells and one empty column, ten. With four cells and two empty columns, twenty.CARDS YOU CAN MOVE AT ONCE4 cells, no spaces54 cells, 1 space104 cells, 2 spaces202 cells, 2 spaces12No cells, no spaces1
One empty column is worth more than all four cells. Going from no cells to four takes you from moving one card to five. Adding a single empty column on top of that takes you from five to ten, and a second takes you to twenty. Cells add; spaces multiply — which is why "should I use a cell or open a column" almost always answers itself.

Measured on this page's game

How many free cells do you really need?

We dealt 10,000 random games and gave each one to a solver four times: with four free cells, then three, two and one. Nothing in FreeCell is hidden, so the solver plays exactly the game you do, and its result is what each deal allows.

  • 99.1–100.0%winnable with four free cells
  • 96.6–99.5%with three
  • 74–80%with two
  • 17–20%with one

With the standard four cells, every one our solver finished was winnable; it gave up on 92 of 10,000 before finding the line. The best published figure, from far larger runs, is that 99.9989% of deals can be won. On the published figures, taking one cell away changes almost nothing (99.4%), a second makes about one deal in five impossible (79.5%), and with a single cell only about one in five can be won at all (19.3%). Each cell you lose costs more than the last.

FreeCell deals won by number of free cellsHorizontal bars for 10,000 deals: four free cells 99.1%, three 96.6%, two 74%, one 17%. A marker on each bar shows the published figure.4 free cells99%3 free cells97%2 free cells74%1 free cell17%Share of deals won · gold: published
The fourth cell is a luxury; the second is a necessity. The dark part of each bar is the deals our solver won; the pale part is the deals it gave up on before finishing, so the true figure lies somewhere along the bar. The gold marks are the published results from much larger runs, and every one falls inside our range.

Method: 10,000 uniformly shuffled deals solved with this page's own FreeCell engine, a fixed random seed, and a limit of 200,000 positions per search. Every win was replayed move by move through the same engine. Published figures: Blake and Gent (Journal of Artificial Intelligence Research, 2026), citing Shlomi Fish and Michael Keller. Measured 1 October 2026.

The catch is that the solver plans: its winning lines run to about 109 moves, all worked out before the first one is played.

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.

The Hint button asks the same solver for a winning line from your current position and shows its next move. If you have already made the deal impossible, it tells you, so you know to undo rather than keep searching.

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.

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.

FreeCell compared with Klondike, Eight Off, and Seahaven Towers
GameHidden at dealEmpty columns takeStockSolvable?
FreeCellNothingAny cardNoneAlmost every deal
Klondike21 cardsKings onlyDraw one, unlimitedMany deals cannot be won
Eight OffNothingKings onlyNoneMost deals, but tighter
Seahaven TowersNothingKings onlyNoneHarder — 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.

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