FreeCell Rules: How to Play FreeCell Solitaire
FreeCell is a solitaire game for one player with a single 52-card deck, all dealt face up. You build four piles, one for each suit, from Ace up to King, and you have four “free cells” to park cards along the way. Nothing is hidden, so it’s a game of planning rather than luck: almost every deal can be won.
FreeCell at a glance
| Players | 1 |
|---|---|
| Cards | One standard 52-card deck, no jokers |
| Layout | 8 columns, all face up: four of 7 cards and four of 6 |
| Spare space | 4 free cells, one card each |
| Goal | Move all 52 cards to the 4 foundations, Ace to King in each suit |
| Can you win? | Almost always, with careful play |
Setting up with a real deck
- Take out the jokers and shuffle the 52 cards.
- Deal every card face up, left to right, into eight columns. Overlap the cards so you can read each one. The first four columns end up with 7 cards, the other four with 6.
- Above the columns, leave room for four free cells on the left and four foundations on the right. With real cards these are just empty spaces on the table.
The card at the bottom of each column (the one you can see all of) is the one you can play. Below, “the top card” of a column means that card.
The rules
- Columns: build down in alternating colors. A red 6 goes on a black 7, a black 6 on a red 7: 6♥︎ on 7♣, then 5♠ on the 6♥︎.
- Free cells: any top card can go into an empty free cell. Each cell holds one card. A card in a cell can come back out to a column or a foundation at any time.
- Empty columns: when a column is empty, any card can go there, not just a King. So can an ordered run, within the limit explained below.
- Foundations: each one starts with an Ace and is built up in the same suit: A♦︎ 2♦︎ 3♦︎ and so on to the King.
- One card at a time: strictly, you move one card per move. Moving a run of cards is a shortcut for moving them one by one through the free space, which is why its length is limited.
In strict FreeCell a card that reaches a foundation stays there. Our game lets you take one back down onto a column if you need it, as some other computer versions do.
How many cards you can move at once
This is the rule people ask about most. An ordered run (alternating colors, each card one lower) can move as a group only if you could have moved it one card at a time, using the empty free cells and empty columns as stepping stones. That gives a simple formula:
cards you can move = (empty free cells + 1) × 2empty columns
| Empty free cells | No empty column | 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 |
Moving into an empty column? Then that column is the destination, not a stepping stone, so count one empty column fewer. With 2 free cells and 1 empty column you can move 6 cards onto another card, but only 3 into the empty column.
Our game does the counting for you: tap a card inside a column and the whole run moves if there’s room. If there isn’t, it simply won’t move, and the fix is to empty a free cell or a column first.
A long move, step by step
Say you have 2 empty free cells and 1 empty column, and you want to move this run of six cards
9♠ 8♥︎ 7♣ 6♦︎ 5♠ 4♥︎
onto the 10♥︎ in another column. The formula says (2 + 1) × 2 = 6, so it fits. Here are the single moves behind it:
- 4♥︎ and 5♠ go into the two free cells; 6♦︎ goes into the empty column.
- 5♠ goes back onto the 6♦︎, then 4♥︎ onto the 5♠. Three cards now sit in the spare column, and both cells are empty again.
- 8♥︎ and 7♣ go into the free cells; 9♠ moves onto the 10♥︎.
- 8♥︎ goes onto the 9♠, then 7♣ onto the 8♥︎.
- Finally, the three cards in the spare column come over the same way: two through the cells, then the 6♦︎, then the other two on top.
Fifteen single moves, and the empty column is empty again at the end. With real cards you do it this way; on a computer one tap does the lot.
Winning and safe moves home
You win when all four foundations are complete, Ace to King. You lose when no move is left that helps, which is rare if you plan ahead.
Don’t send every card home the moment you can. A low card on a foundation can no longer hold a card of the other color in the columns. A card is safe to move home once both foundations of the opposite color have reached one rank below it: the 5♥︎ is safe once the black 4s (4♠ and 4♣) are home. Aces and 2s are always safe. Our game moves safe cards home for you (you can switch that off in the Menu).
Tips for beginners
- Look before you move. Find the four Aces and the 2s first, and see how deep they are buried. That tells you which columns to dig into.
- Keep free cells empty. Every full cell shrinks the runs you can move. Use a cell when it gets you somewhere, and empty it again soon.
- Empty a column early. An empty column doubles how many cards you can move, so it’s worth more than a free cell. Short columns are the quickest to clear.
- Build long ordered runs. A tidy run of alternating colors can be moved as a block later; a jumble can’t.
- Kings need a home. A King can only sit at the top of a column, so plan an empty column for it before it blocks the cards under it.
- Count before a big move. Use the formula above, so you don’t start a long move you can’t finish.
Mistakes to avoid
- Filling all four free cells. With every cell full and no empty column, you can move only one card at a time, and the game often locks up.
- Spending an empty column on one card without a plan for what comes next.
- Breaking up a long run to get at one card, when emptying a cell first would let the whole run move.
- Rushing cards home. See the safe-move rule above.
Numbered deals
Each FreeCell deal has a number, and the same number always gives the same layout. The numbering comes from the Windows version of FreeCell, which first offered deals 1 to 32,000 and later went up to 1,000,000. Of the original 32,000, only deal #11982 is known to be impossible.
Our game uses the same numbers, from 1 to 1,000,000: choose “Play a numbered deal” in the Menu to replay a famous deal or play the same game as a friend. For random deals, “Only deal games that can be won” has the computer check that a deal can be won before you get it, and the Hint button works out a winning line from wherever you are.
FreeCell itself goes back to 1978, when Paul Alfille wrote the first computer version; Windows made it famous in the 1990s.
Games like FreeCell
- Baker’s Game: the older game FreeCell grew out of. Same layout, but you build down in the same suit, which makes it noticeably harder.
- Eight Off: eight free cells, four of them filled at the start. Build in suit; only a King can fill an empty column.
- Seahaven Towers: ten columns of five and four free cells, two filled at the start. Build in suit; only a King can fill an empty column.
- Klondike, the classic solitaire, is the opposite kind of game: most cards start face down and luck matters more.
FreeCell rules on one page
Setup
One 52-card deck, no jokers. Deal every card face up into 8 columns: 7, 7, 7, 7, 6, 6, 6, 6. Leave space for 4 free cells and 4 foundations.
Goal
Build all four suits on the foundations, Ace up to King.
Moves
- Columns: build down in alternating colors (red 6 on black 7).
- Free cells: one card each; a card can leave a cell at any time.
- Empty column: any card, or a run that fits.
- Foundations: up in suit from the Ace.
How many cards can move together
(empty free cells + 1) × 2empty columns. Moving into an empty column: count one empty column fewer.
| Empty free cells | Empty columns: 0 | 1 | 2 |
|---|---|---|---|
| 0 | 1 | 2 | 4 |
| 1 | 2 | 4 | 8 |
| 2 | 3 | 6 | 12 |
| 3 | 4 | 8 | 16 |
| 4 | 5 | 10 | 20 |
Tips
- Free the Aces and 2s first. Keep free cells empty. An empty column is worth more than a cell.
- A card is safe to send home once both foundations of the other color are one rank below it.
Play free with big cards: bigcardgames.com/freecell
Common questions
Can every FreeCell game be won?
Very nearly. Of the original 32,000 numbered deals from Windows, only #11982 is known to be impossible. Most losses come from running out of free space, not from a bad deal.
How many cards can you move at once in FreeCell?
(Empty free cells + 1) × 2 to the power of the number of empty columns. With 4 empty cells and no empty column that’s 5; with 2 cells and 1 empty column it’s 6. If the destination is itself an empty column, count one empty column fewer. See the table above.
Can any card go in an empty column?
Yes. Unlike Klondike, where only a King may fill a space, FreeCell lets any card, or an ordered run that fits the limit, go into an empty column.
How many cards go in each column?
All 52 cards are dealt face up into 8 columns: the first four get 7 cards and the other four get 6.
Can you take a card back off a foundation?
Not in strict FreeCell: once a card is home, it stays. Our game allows it, as some other computer versions do, in case you need that card to hold another one.
Is FreeCell harder than regular solitaire?
It’s different. In Klondike many cards start face down, so luck decides a lot of games. In FreeCell every card is visible from the start, so nearly every deal can be won if you plan well.
What is the difference between FreeCell and Baker’s Game?
One rule: in FreeCell you build down in alternating colors, in Baker’s Game you build down in the same suit. Baker’s Game came first and is harder.
Is there a FreeCell rules PDF I can print?
Yes: use “Print just this sheet” on the one-page rules sheet, or “Print the rules” at the top for the whole page. In the print window, choose “Save as PDF” to keep a PDF copy.