gamesarefree

How to Play FreeCell

Learn FreeCell from scratch: eight columns dealt face up, four cells, and the rule that decides how many cards you can move at once.

Rules checked against the engine that runs the board on .

Play FreeCell now Free, in this tab, no sign-up

How to play FreeCell, step by step

The FreeCell table, labelled: free cells, foundations, tableau.Free cellsFoundations♠♥♦♣Tableau5♠K♥8♦3♣10♠Q♥2♦9♣
Everything is face up from the deal: four free cells that hold one card each, four foundations, and eight columns. Nothing is hidden, so nothing is luck.
  1. Look at the table

    FreeCell is played with one 52-card pack, and every single card is dealt face up at the start, so there is nothing hidden and nothing to turn over. The eight columns in the middle are the tableau: four of them hold seven cards and four hold six. The four small spaces at the top left are the free cells, and the four at the top right are the foundations. There is no stock and no pile of cards waiting to be dealt.

  2. Know what winning looks like

    You win FreeCell by moving all fifty-two cards onto the four foundations. Each foundation holds one suit and is built upwards from the Ace: Ace, 2, 3 and so on to Queen and King, all in the same suit. An empty foundation accepts nothing but an Ace. Because every card is visible from the first second, whether a deal can be won is a question of finding the right order, not of luck in the draw.

  3. Play any Ace you can reach

    Only the bottom card of a column can be moved, so look along the bottom of the eight columns for an Ace and send it to an empty foundation space. Drag it, or tap the card and then tap the foundation, or double-click it and it will find its own way. That is your first completed move. Aces and twos are almost always worth playing early, because nothing can ever be built on them in the tableau.

  4. Build the columns downward in alternating colours

    Inside the tableau, a card may be placed on the bottom card of another column only if it is one rank lower and the opposite colour: a red six onto a black seven, a black jack onto a red queen. This is the same building rule as Klondike solitaire. Every move you make in the columns is about digging a particular card out from under the cards covering it, because there is no stock to bring you new options.

  5. Park a card in a free cell — but count first

    Each of the four cells at the top left holds exactly one card, of any rank or suit, and a card in a cell can be played back out to a column or to a foundation whenever it fits. A cell is a parking space, not a bin: a card put there occupies it until somewhere else will take it. Filling all four cells with nothing lined up to empty them is how most lost deals are lost.

  6. Understand why long moves are sometimes refused

    FreeCell lets you drag several cards at once, but moving several cards is really several single-card moves that use the free cells and empty columns as workspace. The most you can shift in one go is the number of empty cells plus one, doubled for every empty column — four free cells and no empty column allows five cards. If a move you expected to work is refused, empty a cell or a column and try it again.

  7. Use empty columns, and know what they are worth

    Any card may be moved into an empty column in FreeCell, not just a King, which makes emptying a column both a parking space and a multiplier on how many cards you can move at once. That is why the usual advice is to empty a column before you fill a cell: a cell taken costs you one card of reach, while a column emptied doubles it. Clearing the shortest column is not always cheapest — work out which one actually unblocks something.

Play FreeCell That is enough to start. The rest of this page is the reference.

The rules in full

Everything the FreeCell lesson above skipped: the edge cases, what happens when you run out of moves, how the game ends and how it is scored. 8 sections, written to be looked things up in rather than read straight through — the contents at the top of the page jump to any of them.

The words on the table

Tableau
The eight columns in the middle of the table. All fifty-two cards start here, face up.
Column
One of those eight piles. Only the card at the bottom of a column is free to move.
Free cell
One of the four spaces at the top left. Each holds exactly one card of any kind, and gives it back whenever you have somewhere to put it.
Foundation
One of the four spaces at the top right, built up from Ace to King in a single suit. All four filled is the win.
Build
To place a card on another card legally. You build down in alternating colours in the tableau, and up in suit on the foundations.
Run
Cards already in descending, alternating-colour order at the bottom of a column. A run can be dragged as one piece, up to the limit explained below.
Void
A column with no cards in it. In FreeCell a void takes any card — and it is worth more than a cell.

The deal

One pack, fifty-two cards, no jokers, dealt across eight columns until the pack is gone. That does not divide evenly, so the first four columns get seven cards and the last four get six. Every card is face up from the start. The four cells and the four foundations begin empty.

Nothing is hidden and nothing is held back, which is the whole idea of FreeCell: the information you need to win is on the table before you make your first move.

  • A card onto a foundation. An empty foundation takes an Ace; after that, the next rank up in the same suit.
  • A card onto another column. Legal only if the card is one rank lower than the card it lands on and the opposite colour.
  • A card into an empty cell. Any single card from the bottom of a column, or the card at the bottom of a column onto a cell. One card per cell.
  • A card out of a cell, onto a column that will take it or onto a foundation.
  • A card into an empty column. Any card at all, or any movable run.
  • A run onto another column, within the limit below.
  • A card back off a foundation into the tableau, if it fits there. It is legal, occasionally useful, and it costs 15 points.

The move limit, in full

This is the rule that confuses everybody the first time a drag is refused.

A “multi-card move” is not really a rule of the game at all — it is a shortcut. Moving five cards means moving four of them into cells and empty columns one at a time, moving the fifth, and then putting the four back on top of it. The program does it in one gesture, but it can only do it if the workspace is actually there. So:

Cards you can move at once = (empty cells + 1) × 2 to the power of the number of empty columns.

With four cells free and nothing else, that is five cards. Fill one cell and it drops to four. Empty a column and five becomes ten. One detail catches people out: if you are moving cards into an empty column, that column cannot also be used as workspace, so it does not count in the doubling.

How a game ends

You win when all fifty-two cards are on the foundations. Once every cell is empty, every remaining card can simply be run up in order — nothing can go wrong from there — so a Finish button appears and plays the rest out for you.

There is no formal loss in FreeCell. A deal is lost when there is no move left that leads anywhere, which is a judgement rather than a rule, and it is exactly when undo earns its keep. Hint lights the best move it can find right now, which is also the quickest way to see whether a position really is dead.

How the score works

The number under the board is the standard solitaire scoring table: 10 points for each card that reaches a foundation, and minus 15 for a card taken back off one. With no stock and nothing face down, those are the only two entries that can ever apply, so the score tracks how much of the pack you have got home. It never drops below zero. The clock beside it is a plain timer, and three records are kept for each cell count — best score, fastest win and fewest moves — with the time and the move count filed only for a game you won.

Where this game makes a choice

  • Four cells is the standard game, and the three- and two-cell settings are the standard way of making it harder. Each keeps its own record.
  • Any card opens an empty column, as in the standard rules.
  • Multi-card moves are allowed, capped by the formula above. Some implementations make you move every card by hand; the cap is what keeps that honest while letting you drag.
  • Deals are not vetted. Our Klondike can be set to deal only boards a solver has already won. FreeCell has no such setting, so what you get is a shuffle, and we make no claim about how many of them are winnable.
  • Foundation to tableau is allowed, at the standard 15-point cost, rather than locking a card away forever.
  • The cards can be made larger — four sizes up to extra large for big print — and the table surface changed, green felt included.

Where these rules come from

The rules here follow the standard game as recorded on Pagat, John McLeod’s card-game rules archive, and every one was checked against the code that runs the board: the cells, the alternating-colour build and the move limit live in our solitaire engine’s rules.ts and game.ts, where the limit is written as (freeCells + 1) × 2 ^ emptyColumns and applied to every drag. If a rule on this page is not the rule the game plays by, tell us — corrections get a test written for them.

Questions people ask

Why will the game not let me move a long run of cards?
Because there is not enough workspace for it. Moving several cards at once is shorthand for moving them one at a time through the free cells and any empty columns, so the limit is the number of empty cells plus one, doubled for each empty column. With four empty cells and no empty column you can move five cards; with two cells free and one column empty, six. Free a cell or empty a column and the same move becomes legal. The game works the limit out for you and refuses anything larger rather than letting you cheat.
What is the difference between FreeCell and Klondike solitaire?
FreeCell deals every card face up and has no stock to turn, so there is no hidden information and no luck of the draw once the cards are on the table. It gives you four cells to park cards in, and it lets any card start an empty column rather than only a King. Klondike hides most of the tableau and lets you work through the pack. FreeCell is a logic puzzle; Klondike is a game of chance that rewards playing well.
Can every FreeCell deal be won?
Almost all of them can, and FreeCell's reputation for being nearly always winnable comes from a set of numbered deals distributed with an old version of Windows, which enthusiasts solved one by one. We are not going to put a percentage on the deals shuffled here, because we have not measured one — unlike our Klondike, FreeCell deals are not vetted by a solver before they reach you. If a deal will not break open, it is very likely the position and not the shuffle.
Can any card go into an empty column?
Yes. Unlike Klondike, where only a King may open an empty column, FreeCell accepts any card or any movable run. That is what makes an empty column so valuable: it is both somewhere to put a card that has nowhere to go and, because it is workspace, it doubles the number of cards you can move in one gesture.
What do the 3-cell and 2-cell settings change?
They take cells away, which is how FreeCell is made harder. The effect is not a small one, because the cells set how many cards you can move at a time: four cells allow a five-card move, three allow four, and two allow three. Each setting keeps its own record, because a win with two cells is a different achievement from a win with four.
Is there any way to take a move back?
Yes. Undo steps back through the last thousand moves, one at a time, and there is no penalty for using it. When a deal will not break open, the useful habit is to undo back to the first real decision rather than the last move you made — the mistake in FreeCell is usually four or five moves before the position that looks stuck.

Learn another game

Play FreeCell now All the guides More like this