The complete guide to FreeCell rules, setup, the supermove formula, step-by-step opening strategy, and everything you need to master the world's most popular perfect-information card game.
FreeCell is a solitaire card game where all 52 cards are dealt face-up into 8 columns. Your goal is to move every card to four foundation piles, building each suit from Ace to King. You have four free cells for temporary storage and can build tableau columns in descending rank with alternating colors. Because every card is visible from the start, FreeCell is a pure strategy game with no hidden information — roughly 82% of deals are winnable with perfect play.
A standard game of FreeCell Solitaire uses a single 52-card deck. All cards are dealt face-up into eight columns called cascades. The first four cascades receive 7 cards each, and the remaining four cascades receive 6 cards each, for a total of 28 + 24 = 52 cards. Every card is visible from the moment the deal is complete.
Above the cascades sit two groups of four empty spaces:
Pro tip: Before making any moves, take 30 seconds to scan the entire layout. Locate all four Aces, note which suits have cards buried deep in the cascades, and identify any columns that are already partially ordered. This initial survey sets the stage for your entire game plan.
The goal of FreeCell is straightforward: move all 52 cards to the four foundation piles. Each foundation builds up from Ace to King within a single suit. The game is won when all four foundations are complete — Ace through King of hearts, diamonds, clubs, and spades.
Cards must be placed on foundations in strict ascending order within their suit. You cannot skip ranks or place a card of the wrong suit. For example, the 5 of hearts can only be placed on the 4 of hearts in the hearts foundation. Once a card is on a foundation, it is typically auto-played and does not need to return to the tableau (though some implementations allow it for strategic reasons).
The game is lost when no legal moves remain and not all cards have been moved to the foundations. However, because FreeCell is a perfect-information game, a loss almost always means the player missed a better sequence of moves rather than being dealt an impossible hand.
FreeCell has three sets of rules governing how cards can be moved between the cascades, free cells, and foundations.
Within the cascades, cards are built in descending rank with alternating colors. A black 6 can be placed on a red 7, a red Queen on a black King, and so on. Only the bottommost (fully exposed) card of each cascade can be moved. An empty cascade can receive any single card — this is an extremely valuable resource.
Any exposed card from a cascade can be moved to an empty free cell. Each free cell holds exactly one card. A card in a free cell can be moved to a cascade (following the building rules), to a foundation (if it is the next card in sequence), or swapped with another move. There is no restriction on which cards can occupy free cells — any card of any rank or suit is permitted.
Foundations build up by suit from Ace to King. The Ace of each suit must be placed first, followed by the 2, then 3, and so on through the King. Cards are typically auto-moved to foundations when both cards of the opposite color at the next lower rank are already on their foundations — this is safe because no tableau building would ever need that card again.
Key insight: The alternating-color building rule means you need to think in terms of red-black sequences, not just raw rank order. A common beginner mistake is focusing only on rank and forgetting that a red 5 cannot go on a red 6 — the colors must alternate.
Technically, FreeCell only allows moving one card at a time. However, if you have a properly ordered sequence of cards (descending rank, alternating color), you can move them as a group because the game automatically handles the intermediate steps of temporarily storing cards in free cells and empty cascades. This group move is called a supermove.
The number of cards you can supermove at once is determined by a precise formula:
Max cards = (1 + empty free cells) × 2empty cascades
This formula reflects the number of individual card moves possible using available temporary storage.
Here are practical examples of what this formula means:
| Empty Free Cells | Empty Cascades | Max Cards Moved |
|---|---|---|
| 0 | 0 | 1 |
| 1 | 0 | 2 |
| 2 | 0 | 3 |
| 4 | 0 | 5 |
| 2 | 1 | 6 |
| 4 | 1 | 10 |
| 2 | 2 | 12 |
| 4 | 2 | 20 |
Pro tip: Notice how empty cascades have an exponential effect — each one doubles your move capacity. This is why experienced players guard empty cascades jealously. Two empty cascades with two empty free cells lets you move 12 cards at once, enough to rearrange almost any column. Filling an empty cascade carelessly is one of the most common mistakes in FreeCell.
When you first look at a new FreeCell deal, the board can feel overwhelming. Here is a systematic approach to reading and starting any deal:
Key insight: The first 10 moves of a FreeCell game are the most important. Mistakes made early compound as the game progresses, while strong openings create cascading advantages. Spend more time thinking at the start than in the middle of the game.
While our in-depth strategy guide covers advanced techniques, here are the foundational principles every FreeCell player should internalize:
An empty cascade is the single most powerful asset on the FreeCell board. It functions as a super-sized free cell that can hold a card of any rank, and it exponentially increases your supermove capacity. Prioritize creating and preserving empty cascades above almost everything else. A common strategic mantra: “Never fill an empty column without a very good reason.”
It is tempting to use free cells as a dumping ground for inconvenient cards, but every occupied free cell reduces your supermove capacity by one. Try to keep at least two free cells open whenever possible. If you must use a free cell, have a plan for emptying it within the next few moves. Players who fill all four free cells early almost always paint themselves into a corner.
The tableau building rule requires alternating colors but does not require alternating suits. A sequence of black 8, red 7, black 6 is valid whether the black cards are clubs or spades. However, building in suit (keeping hearts with hearts, clubs with clubs) wherever practical makes it much easier to move completed sequences to the foundations later. When you have a choice between two equally valid moves, prefer the one that keeps suits together.
Foundation progress depends on having Aces and low cards accessible. A deeply buried Ace of spades means the entire spades foundation is blocked until you excavate it. Identify which low cards are most deeply buried and prioritize uncovering them, even if it means using a free cell or two temporarily.
FreeCell rewards lookahead more than any other solitaire game. Because all information is visible, you can theoretically plan the entire game from the opening position. In practice, try to think at least 5-8 moves ahead. Ask yourself: “If I make this move, what does it enable? What does it block?” The best FreeCell players approach each deal like a chess puzzle, exploring multiple lines of play before committing.
How does FreeCell compare to other popular solitaire variants? This table highlights the key differences:
| Feature | FreeCell | Klondike | Spider | Baker's Game |
|---|---|---|---|---|
| Cards visible | All 52 | ~28 visible | ~24 visible | All 52 |
| Cascades | 8 | 7 | 10 | 8 |
| Tableau build | Alternating color | Alternating color | Any (or in suit) | By suit only |
| Free cells | 4 | None | None | 4 |
| Stock/Draw | None | Yes | Yes (50 cards) | None |
| Win rate (skilled) | ~82% | ~30-40% | ~35% (4-suit) | ~75% |
| Luck factor | None | High | Medium | None |
Baker's Game is FreeCell's closest relative — it uses the same layout and free cells but requires building by suit instead of alternating color. This single rule change makes Baker's Game significantly harder, with a lower win rate despite the identical structure. If you master FreeCell and want a tougher challenge, Baker's Game is the natural next step.
Now that you know the rules, put your knowledge to the test. FreeCell is a game where skill determines the outcome — every deal is a puzzle waiting to be solved.
Classic FreeCell with hints, undo, and numbered deals
Advanced techniques for winning more games
Quick practical tips to boost your win rate
Card game terminology explained
A harder variant with only three free cells
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