Plan around visible cards
Every card is visible in the tableau at the start. There is no stock to draw and no face-down card to uncover. Trace the cards covering the next needed foundation rank, then check where those blockers can go before moving them.
An early move can consume a cell or an empty column that a later transfer needs. Compare the working space after a move with the access it creates.
Full rules
FreeCell uses a single 52-card deck. All cards are dealt face-up into eight tableau columns — four columns of seven cards and four of six. Above the tableau sit four free cells (each holds one card) and four foundation piles (one per suit, built Ace through King).
Tableau columns build downward in alternating colors. You may move one card at a time, but any sequence of cards that could legally be moved one by one — using free cells and empty columns as staging — can be treated as a single move. The maximum group size is (open cells + 1) × 2 raised to the power of usable empty columns. When moving into an empty column, that destination does not count as a usable staging column.
How FreeCell differs from Klondike
Klondike hides most of the deck in face-down cards and a stock pile, so every draw introduces new information and uncertainty. FreeCell removes both of these elements entirely: all 52 cards are visible from deal one, and there is no stock.
In FreeCell, you can inspect every blocking card before committing to a sequence. The main constraint is where those cards can be parked. Compare the space a transfer needs with the cells and columns actually open.
Key strategic concepts
The most important skill in FreeCell is space management. Free cells and empty columns are both temporary storage, but an empty column is worth more — it can hold multiple cards staged through it in sequence, where a free cell holds only one. Filling all four cells removes cell-based staging, although an empty tableau column can still increase group-move capacity.
Before making any sequence of moves, check the supermove formula. A plan that requires moving eight cards but only grants four cards of effective mobility is not executable. Preparing the space first — then executing — is the hallmark of strong FreeCell play.
Read the full FreeCell strategy guide →
FreeCell variants
- Penguin— Seven cells replace FreeCell’s four. Three cards matching the opening card’s rank start on foundations; the remaining cards form seven tableau columns. The opening rank changes foundation and empty-column rules.
- Beleaguered Castle — A pure open-packer with no free cells at all. Aces start on foundations; the 48 remaining cards fill eight columns. Every card is visible, but there are no cells to use as temporary storage.
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FreeCell is part of The Observatory · FreeCell & open packers.
More FreeCell & open packers games
- Penguin — FreeCell-style play with seven flipper cells.
- Seahaven Towers — FreeCell cousin: ten columns, same-suit builds, two cells.
- Baker’s Dozen — Thirteen columns with kings sunk to bottom.
- Bisley — Build by suit in either direction toward eight foundations.
- Castles in Spain — Partly covered columns with alternating-color sequence moves.
- Good Measure — Ten columns of five with two Aces already on foundations.
Also try
- Beleaguered Castle (Castle games) — Eight columns flanking four aces.
- Bristol (Fans (La Belle Lucie)) — Eight fans, three reserves, one stock deal.
- Calculation (Waste-pile builders) — Race four foundations built by fixed increments.
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