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How to Play FreeCell

A complete guide: eight columns, four free cells and four foundations, moving cards in descending order and alternating color. Controls on muta.pro and layout strategy.

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In brief

Goal
Collect all suits into the foundations
Players
1
Game
5–20 min
Difficulty
Medium
Randomness
Minimal

Goal of the game

FreeCell is a solitaire almost without luck: the entire 52-card deck is visible from the very start, and the vast majority of deals are solvable. The goal is to move all cards into the four foundations, each by its own suit, from ace to king. Success depends not on luck but on planning: four free cells give room to maneuver, but they are easy to occupy uselessly.

Setup

The entire deck is open and laid out in eight columns. Above are four free cells (each for one card) and four foundations for collecting suits. On the right you can see how many cards have already been collected to the foundations, the time and the number of moves; below is a rules hint and the game log. The timer starts on the first move.

Rules of movement

Selecting a card

Click a card — it is highlighted together with the matching run beneath it. With a second click, indicate where to move it: to a column, to a free cell, or to a foundation.

Building in columns

In columns cards are placed in descending order and alternating color: a black seven on a red eight, a red six on a black seven, and so on.

Free cells

Any top card can be temporarily set aside in a free cell to open up a move. There are only four cells — spend them wisely.

Moving runs

Several cards move at once if the "descending + alternating color" order is kept. How many cards you can shift depends on the number of free cells and empty columns.

Collecting to foundations

Foundations are filled by suit from the bottom up: first the ace, then the two of the same suit, and so on up to the king. The "⚡ Auto-collect" button will send all cards it can to the foundations by itself.

When the solitaire comes out

The solitaire is solved when all 52 cards are laid out across the four foundations — from ace to king of each suit. The "collected" counter reaches 52, and a screen appears with the number of moves and the game time. The game keeps statistics: games played, wins, best result by moves and best time. Changed your mind — the "↶ Undo" button rolls back moves, so any deal can be played out carefully.

Controls on muta.pro

🖱️
Click-click
The first click selects a card (and the run beneath it), the second sets the target: a column, a cell, or a foundation.
"⚡ Auto-collect"
Automatically sends to the foundations all cards that can be placed there, in a chain of moves.
"↶ Undo"
Rolls back the last move (also Ctrl+Z / Cmd+Z). Escape clears the card selection.
🔄
"🔄 New"
Deals a new layout. On the right you can see "collected", time, moves and the counter of occupied cells.

Tips for beginners

Guard the cells

Free cells are your main resource. The more of them are free, the longer the runs you move.

Free up columns

An empty column sharply expands your maneuvering room — aim to clear at least one.

Pull out the aces

Aces and twos are needed early: free them from the depths of the columns first of all.

Think ahead

The deck is fully open — plan a chain of moves rather than sending everything to the foundations at once.

Reading the deal: how to begin a game

In FreeCell everything is decided in the first half-minute — even before the first move. The whole deck is open, which means the game can be "read": you can see where the aces are buried, which suits are lagging, and where the first long run suggests itself. A good start is a plan, not a move. First with your eyes, then with the mouse.

Find all four aces

Note how many cards lie above each ace. The most buried ace sets the pace of the whole layout: distribute your cells around it.

Assess the column tops

Look at the eight top cards. Often the move you need is already on the surface — a red eight will lie on a black nine without spending a single cell.

Sketch out the first run

Look for two or three cards that immediately form a descending chain of alternating colors. This is the foundation to which you will attach everything else.

8 9

A red 8♥ lies on a black 9♠ right in the column — no need to spend a cell.

The main beginner's mistake at the start is grabbing the first move that comes along. Before occupying a cell, always look for a free move in the columns: a card that already has a receiver by color should go there, not into reserve. A cell spent on a card that already has a home ready in a column is a dead end you've handed yourself. Keep a simple principle in mind: first find the "exit", then make the "entrance". When you put a card into a cell, know in advance which card it will return onto.

Alternating color: the law of building in columns

The only rule within columns is one lower and a different color. The rank descends strictly by one, and the color must alternate: onto any red card goes only a black one, onto a black one — only a red one. The suit doesn't matter here, only the color does. Confusion here is the source of most "silly" losses.

Q J 10 9

A correct chain: the color alternates B-R-B-R, the rank drops Q-J-10-9.

Look at the color, not the suit

7♠ and 7♣ are interchangeable — both are black, both will lie on a red eight. Don't look for "your suit": in columns only color matters.

A typical trap of haste

In a hurry it's easy to put a black card on a black one. The engine won't allow such a move, but you've already lost time and attention. Check the color of the receiver before clicking.

A long correct chain is not decoration but a ready-made "train". A run assembled by the law of alternation will later travel all at once to an empty column or onto the card you need, saving you a whole string of moves. So don't be afraid to build sequences right on the table, even if it's not yet clear where they'll go: an ordered run is almost never superfluous, whereas scattered cards on the column tops block each other and eat up cells.

The super-move formula: why an empty column is worth more than a cell

You move a run "in a single motion", but by the rules the engine carries the cards one at a time, using cells and empty columns as transfer points. Hence the exact formula for the maximum move: (free cells + 1) × 2 to the power of the number of empty columns. It explains the whole economy of the game and why you shouldn't mindlessly jam the reserve.

Four cells, zero empty columns

(4 + 1) × 2⁰ = 5 cards. The base limit: each free cell adds just one card to the move.

Plus one empty column

(4 + 1) × 2¹ = 10 cards. An empty column has doubled the carrying capacity — that's twice as strong as any cell.

Two empty columns

(4 + 1) × 2² = 20 cards. Each further empty column doubles the limit again. Clearing columns is a strategic priority.

+ = 10

Two free cells plus one empty column carry a run of up to ten cards at once.

A cell is a consumable, a column is capital

Try to return a card from a cell to a column at the first opportunity. An empty column, on the contrary, keep empty until you find what to place in it with maximum benefit.

A nuance of moving into emptiness

If a run travels into the empty column itself, it stops being a transfer point — count the formula without it. With one cell and one empty column, only 2 cards will move into it.

Foundations and aces: what to bring up and what to save

A foundation is filled strictly from the bottom up — ace, two, three and so on up to the king of its suit. This means buried aces and twos are the bottleneck of the whole game. But "bringing up" and "sending to a foundation right away" are different decisions, and confusing them is dangerous: sending to a foundation is irreversible, and a middle card sent up too early leaves its partner card of the opposite color without a place.

A 2 3

The diamonds foundation is built by suit from the bottom up; drive the ace and two up right away, the three — depending on the situation.

Aces and twos — up immediately

Nothing useful builds under them in the columns, and on the table they only get in the way. Send them to the foundation without hesitation.

Hold back middle cards

A five through nine is often more useful in a column as a receiver for alternating color. A 6♣ given to a foundation early may leave a red 5♥ without a place.

Keep the suits balanced

If the black foundations have gone up to sevens while the red ones are stuck at threes, the red low cards have nowhere to lie on top of the black ones. Don't drive one suit ahead of the rest.

Auto-collect — at the very end

The "⚡ Auto-collect" button is convenient, but turn it on when the columns are already ordered. In the middle of the game, manual control over the foundations matters more than speed.

Undo — a legitimate tool

"↶ Undo" (Ctrl+Z) lets you test a move in practice: made it, saw a dead end — rolled it back. With an open deck this is a fair way to calculate variations, not a crutch.

Frequently asked questions

Is every deal solvable?
Almost every one. This is a feature of the game: the whole deck is open, and the vast majority of deals have a solution with correct play.
How many cards can you move at once?
It depends on free cells and empty columns. The more of them you have, the longer a run (in descending order and alternating color) you can carry.
Can you undo a move?
Yes. The "↶ Undo" button or Ctrl+Z roll back your last moves — making a mistake is no big deal.
How do you finish the deal quickly?
When the columns are ordered, press "⚡ Auto-collect" — all the ready cards will travel to the foundations on their own.
How many cards can be moved in a single move?
Exactly (free cells + 1) × 2 to the power of the number of empty columns. Four free cells with no empty columns give 5 cards, one empty column doubles it to 10, two — to 20. An empty column doubles the limit, while a cell adds only one to the base.
Which is more valuable — a free cell or an empty column?
An empty column. By the super-move formula each empty column doubles the number of movable cards, whereas a cell adds just one factor to the base. On top of that, you can place a king in an empty column and build out a long run, so clearing columns is a priority.
Should you immediately send all exposed cards to the foundations?
No. Sending to a foundation is irreversible, and middle cards (fives through nines) are often more useful in a column as a receiver for alternating color. It is safe to push up only aces and twos — nothing useful builds under them in the columns.
Why can't I collect a suit even though I have enough cards?
Most likely the lowest card of that suit is buried deep in a column. A foundation is filled strictly from the bottom up, so while the ace or two lies under a pile, the higher cards of the same suit won't travel to the foundation. Dig out the low ones first.
How do you know a deal has hit a dead end?
The sign is that all cells are occupied, there are no empty columns, and not a single useful move remains in the columns or foundations. Often this is the result of jamming the cells early. Try to undo your last moves (Ctrl+Z) and find a card that unblocks the chain.
Is there any point in building long chains right on the table?
Yes, if it doesn't distract you from the aces. A long descending run of alternating colors is a ready-made "train" that will later travel all at once to an empty column or the card you need. But a chain is useless if, for its sake, you failed to dig out a buried ace that holds a whole suit.
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