About FreeCell
FreeCell at an Orenvalt warden's table. Nothing is hidden: all fifty-two cards are face up before you move, so a deal cannot be rescued by luck and cannot be lost to it. Everything that happens is something you chose.
The deal numbers are the real ones. Jim Horne numbered the deals in the Windows game so players could trade the hard ones, and deal 617 here lays out exactly the cards deal 617 lays out anywhere else — checked against the published listings rather than asserted. A thousand of them are here, and every single one has been solved by our own solver, its winning line stored and replayed by the build, before it was allowed to ship.
Four tiers sort them by how much searching the position actually demands, measured rather than guessed, and a new Day's Deal arrives each day. Best time and fewest moves are kept per deal, so beating a number means beating somebody on the same board.
Four cells hold what will not fit yet. An ordered run travels as one — as many cards as the free cells and empty columns could have carried one at a time — and safe cards go home by themselves, which is bookkeeping rather than help. Undo is unlimited and a hint is always there; either keeps the deal and drops the record.
How to play
- Build the four foundations from ace to king, one suit each.
- Columns pack downward in alternating colours, and an empty column takes any card.
- The four cells each hold a single card — the whole game is deciding what goes in them.
Controls
| Tap, tap | Lift a card or an ordered run, then choose where it goes |
|---|---|
| Drag | Carry a card or a run to a column, a cell or a foundation |
| Double tap | Send a card home |
| 1–8 / A–D / Space | Place on a column, a cell, or send home |
| U / H / Esc | Undo, ask for a hint, put the card down |
Each deal keeps a fastest time and a fewest-moves record. Undo, a hint, or picking a deal up again keeps the deal but not the record. Progress and settings are saved in this browser.







