FreeCell

The solitaire where nothing is hidden and almost every deal can be solved. Pure skill, no luck of the draw.

0 moves 0:00 can move 1

Drag a card, or tap to pick it up and tap again to place it. Double-tap sends a card to its foundation. Safe cards move up on their own. Stuck? Undo as far back as you like — there is no limit, so a wrong turn never costs you the deal.

Free play

Every deal here is randomly generated, and you can play as many as you like. Your game saves itself as you go, so you can close the tab mid-deal and pick it up later.

New to FreeCell? Read the rules — or try today's deal, which is the same for every player in the world.

Getting better at FreeCell

Every card is face up from the moment a deal appears, which makes FreeCell unusual among solitaires — there is no luck of the draw waiting to ambush you, and very nearly every deal has a solution somewhere in it. That also means a little technique goes a long way. These are the ideas that help most.

Take a look around first

Before moving anything, find the four aces and notice how deeply each one is buried. The column with an ace under five or six cards is usually the one that decides the deal, so it is worth thinking about how you would dig it out before you start anywhere else.

Since nothing is hidden, you really can plan the whole thing from the opening position, and a minute spent looking often saves a dozen moves later on.

Empty columns are your best resource

Free cells and empty columns both give you room to manoeuvre, but an empty column gives you considerably more. The number of cards you can move in one go is (free cells + 1) × 2 ^ (empty columns), and that exponent adds up faster than it looks:

So spending a couple of free cells to clear a column usually leaves you better off than you started. An empty column can also hold a whole ordered run, where a free cell holds a single card. If you are weighing up whether to empty a column or keep your cells free, emptying the column is nearly always the stronger play.

Keep your free cells for cards you can get back

A free cell works best as somewhere to put a card briefly, rather than somewhere to tidy one away. Before parking a card, it helps to have a rough idea of what will take it back — a black seven you are about to uncover, say, or a foundation a move or two away.

Kings are the ones to keep an eye on, since a king can only come back to an empty column. If your cells start filling up with cards that have nowhere to go, that is a good moment to pause and look for a different route through.

It is fine to leave cards on the table

Sending cards up to the foundations feels like progress, and most of the time it is. But a five sitting on the tableau can still accept a black four, and once it has gone up it cannot come back down.

The rule of thumb: a card is safe to send up once both opposite-colour cards one rank below it are already home. If both black fours are up, no red five has any work left to do. Autoplay here follows exactly that rule, so anything it sends up is genuinely safe — and anything it leaves behind, it is leaving behind on purpose.

If you get stuck, undo generously

Undo is unlimited, and leaning on it is part of playing well rather than a sign of anything. If all four cells are full and nothing will come out of them, the position usually stopped working a few moves earlier than it feels — so instead of undoing one move and trying again, it is often quicker to go back to the last point where you had a real choice and take the other branch.

Plenty of deals take two or three attempts to crack. That is completely normal, and there is nothing to lose by exploring.

The one deal that cannot be won

Microsoft shipped FreeCell with 32,000 numbered deals, and through the mid-1990s players organised across early internet mailing lists to solve every single one of them by hand. They managed it, with one exception: deal #11982 has no solution. One board out of thirty-two thousand.

It is a cheering number to remember when a deal is going badly. Whatever is in front of you almost certainly has a way through — it just has not shown itself yet.

Common questions

Is every FreeCell game winnable? Very nearly. Unsolvable deals do exist, but they are rare enough that most players will never meet one. That is exactly why FreeCell makes a good daily challenge and Klondike does not — if a shared puzzle turned out to be impossible, everybody’s score that day would mean nothing.

What counts as a good result? Move count is the better measure of skill, since a shorter solution means fewer detours along the way. Time is worth watching too, though it rewards quick fingers as much as careful planning.

Does everyone get the same deal? In the daily, yes — every player in the world gets the same board on the same day, so results compare directly. Free play deals are random, and there is no limit on how many you play.