About FreeCell
Nothing is face down. The whole deal is visible from the opening second, which means a game lost in FreeCell is a game you lost rather than one you were dealt. Almost every arrangement can be solved, and that shifts the activity from hoping to calculating.
The four cells in the corner supply the tension. Each holds exactly one card, and parking something there costs capacity, because the size of the group you can move in one action is tied to how many cells are still empty. Fill all four and you are back to moving a single card at a time, which is usually the quiet moment a deal becomes unwinnable.
How to play
Build descending sequences in alternating colours across the tableau, so a red six goes onto a black seven. Use the cells as temporary parking while you dig for the card you need. The deal is won when all fifty-two cards have reached the foundations in suit order.
Controls
- Drag and drop with the mouse to move a card or a legal group.
- Drop a card into an empty cell to hold it out of the way.
- The layout wants horizontal room, so a computer is the comfortable place to play it.
Tips
- Count your free cells before starting a multi-card move; the game will simply refuse one it cannot legally perform.
- Emptying a column matters more than rushing the aces out, since a spare column multiplies how much you can shift at once.
- If you are down to a single free cell inside the first ten moves, restart instead of grinding.













