The solitaire you win by thinking, not by luck.
Every card is face up from the start, and four free cells give you room to plan. Play any of the 32,000 classic numbered deals, with undo and hints.
FreeCell is the solitaire you win by thinking. Every card is dealt face up at the start, so there is nothing hidden and no luck in what turns over next: the whole puzzle is in front of you from the first move. Four free cells, each holding one card, give you the room to untangle it.
It was written by Paul Alfille in 1978 for the PLATO computer system, and it became famous when Microsoft included it with Windows. Almost every deal can be won — the skill is in finding the way.
Strictly, FreeCell moves one card at a time. Moving a run of cards in order is shorthand for passing them one by one through the free cells and empty columns, so how many you can move at once depends on how much space you have.
With no empty columns, you can move one card more than you have free cells: three free cells move a run of four. Each empty column doubles that, so three free cells and one empty column move eight. Moving a run into an empty column counts that column as the destination, not as space. If a run is too long for the room you have, the game tells you so rather than refusing silently.
FreeCell rewards a few minutes of looking before the first move more than almost any other solitaire.
Every deal here has a number from 1 to 32,000 — the same numbers, dealing the same cards, as the original Microsoft version. Game #617 is the same game for everyone, so you can play a deal a friend mentions, or come back to one you could not crack. Type a number into the box by the board — under it on a phone, beside it on a computer — to play it.
Of all 32,000, just one cannot be won: game #11982. New games here are picked at random from the rest, so the deal you are given always has a solution. You can still choose #11982 by its number, if you would like to see why.
The hint does not guess. It runs a solver over the position in front of you, searching ahead for a sequence of moves that wins, and shows the first step of that line. Pressing it again follows the same line rather than starting over, so the hints add up to a plan instead of contradicting each other.
The search runs alongside the game, so the board never freezes while it thinks. If it proves that no sequence of moves can win from where you are, it says so plainly. A position can also be hard enough that the search gives up before it is sure either way, and then it says that instead; undoing a few moves and asking again usually finds a way. On game #11982 it simply tells you the deal cannot be won.
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