Parlor TableLearn FreeCell

How to play FreeCell

FreeCell is the solitaire of skill. Every card is face up from the very first move, so nothing is hidden and almost nothing is left to luck. The goal is to move all 52 cards to the four foundations in the top right corner, one pile per suit, from Ace up to King.

The layout

Moving cards

Moving several cards at once

Strictly speaking, you move one card at a time. But when cards are in order, red and black taking turns, you may move them together, as long as you have room to do it one by one. The rule is simple: you can move one card more than you have empty free cells, and each empty column doubles that. With four empty free cells you can move five cards; with two free cells and one empty column, six. When the run goes into an empty column, that column does not count.

Cards that go home by themselves

When a card can go to its foundation and no other card on the table could still need it, it goes there by itself: Aces and 2s right away, a red 5 once both black 4s are home, and so on. When every column is in order, the rest of the cards go home on their own and the game is won. If you prefer to move every card yourself, turn this off under Settings.

Numbered deals

Every deal has a number. Deals 1 to 32,000 are the classic set that FreeCell players have traded for decades, and our deal #617 is the same as anyone else's #617. You will see the number at the top of the table. To replay a deal or try one a friend talks about, open Settings and type its number.

Tips that win more games

  1. Look before you move. Every card is visible, so find the Aces and 2s first and plan how to reach them.
  2. Keep free cells free. A full set of free cells is the most common way to get stuck. Park a card only when it opens up something useful.
  3. Empty columns are worth more than free cells. One empty column doubles how many cards you can move together.
  4. Build long runs. A column in order, red and black taking turns, is easy to move later and frees the cards beneath it.
  5. Kings first into empty columns. A King can never go on another card, so a column that starts with a King is a good place to build.
  6. Use Undo. There is no penalty. Try a line, and if it goes nowhere, take it back.

Harder: three or two free cells

For a real test, pick 3 free cells or 2 free cells in Settings. With three, most deals can still be won with care. With two, many cannot, and a win is something to be proud of.

Today's deal

Every day there is one Daily Deal, the same for every player, with four free cells. Solve it in as few moves as you can and see how you compare with everyone else who played today. Your first win of the day is the one that counts.

Questions

Can every deal be won? Nearly. Of the classic 32,000 deals, only one has no solution with four free cells: deal #11982. Every other one can be won with good play.

What does Hint do? It looks ahead for a way to win from where you are and lights up the next move along that way. Follow it as long as you like, then play on by yourself.

Why will a run not move? You need room to move it one card at a time. Empty a free cell or a column, or move fewer cards.

Do I need an account? No. Your games, streak and settings stay in this browser. A free account keeps them on every device.