FreeCell card back: gold Celtic knotwork and Fibonacci spirals on very dark green

FreeCell — strategy guide

FreeCell looks like a card game about luck. It isn't. Almost every deal can be won. You lose by spending your reserves before the board pays them back.

Controls: tap a card to pick it up (with the run beneath it); tap a column, free cell or foundation to place it. Any card that fits a foundation goes home by itself. Undo rewinds one move.

How the board works

The one idea

Your free cells and empty columns are a bank account. A move should either send a card home or buy you a better move. If it does neither, it is a withdrawal you will pay for later.

This is why the player who keeps two free cells empty usually beats the player who makes the cleverest single move.

Rule 1 — Keep free cells empty

A free cell is a loan, not storage. Park a card there only when removing it unlocks the next move immediately. Four full free cells means you have no way to split a run, and the first awkward card you meet ends the game.

8♥K♣
✓ Two spare cells. You can still break a run or unblock a column when the board asks.
8♥K♣ 4♦9♠
✗ All four full. Four cards are safe, but the whole board has stopped being flexible.

Rule 2 — Empty columns are staging space

An empty column can take a whole run, not just one card. That makes it far more valuable than a free cell: it is where a long run goes while you dig underneath it. Emptying a column to park a lone king usually throws that space away for the rest of the game.

A useful test: will this king move again soon? If the answer is no, the empty column is probably worth more empty than occupied.

Rule 3 — Dig toward the cards you need

Do not clear every column at once. Pick the one or two columns holding the cards that matter — an ace, a 2, or the card that completes a long run — and work on those. The rest of the board can wait.

When two moves are equally safe, take the one that exposes a lower card. Low cards are the ones that go home, and they are the ones that unblock other suits.

Moving runs

You can move more than one card at a time, and only the cards matter: any clean descending alternating run moves as one, however long it is and however many free cells or empty columns you have. There is no supermove arithmetic in this game, and filling a free cell never costs you a move.

So keep long runs together. A nine-card run moves as easily as a single card.

Opening checklist

  1. Send any exposed ace or 2 home. It is free progress and uncovers whatever was beneath it.
  2. Look for long, already-ordered runs and leave them intact. A clean run is a move waiting to happen.
  3. Choose one buried low card and dig toward it. Do not start three digs at once.
  4. Only use a free cell when the card you uncover can move again right away.
  5. Keep at least two free cells empty into the middle game. If you cannot, slow down and work on the tableau instead.

Three clean runs, a king that is going nowhere, and an ace at the top of its column. Leave the runs alone, send the ace and 2 home, and keep the free cells for the moment the board actually needs them.

The most common mistakes

Practice

1. All four free cells are full and no columns are empty. Can you move a 9-card run onto an occupied column?

Answer

Yes. Any clean run moves as one here, whatever the free cells and empty columns look like. Only the run itself has to be right: each card one lower and the opposite colour from the one above it.

2. Two free cells are empty and two columns are empty. You want to move a 12-card run onto an occupied column. What do you need to check?

Answer

Nothing. Twelve cards or twenty, the move is legal if the run alternates cleanly. This game has no supermove limit, so spend your reserves on the board, not on counting cards.

3. The free cells are full, one column is empty, and the card you need is under a king. Do you put the king in the empty column?

Answer

Only if that card starts a chain. Moving the king fills your only staging space, and a king accepts nothing but a queen, so the column is dead until you clear it again. If the exposed card sends several cards home or empties another column, it can be worth it. Otherwise, find a way to free a cell first.

When you're stuck

Stop looking for a clever move and look for the card that is closest to home. Then look for the card that is one move away from being exposed. Take that move, even if it seems small.

If neither exists, undo and re-examine the last three moves. Most dead ends were created five moves earlier by a free cell that did not need to be filled.