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GAME GUIDE

FreeCell

Use four free cells to organize the tableau.

01 · UNDERSTAND THE PRINCIPLE

Essential rules

Objective

Move all cards to the foundations using the free cells as temporary storage.

Variant played: Four cells · grouped moves limited by free spaces

Players
1
Duration
5–20 min
Deck
52 cards

Setup

  1. Deal all 52 cards face up into 8 columns: four columns of 7 cards and four of 6.
  2. Four free cells and four foundations start empty.
  3. No draw or redeal.

Turn or round flow

  1. Move a card to a free cell, a foundation, or another column.
  2. Move an alternating descending sequence if the number of cards can be carried with the available free spaces.
  3. An empty column accepts any movable card or sequence.
Detailed rules

Detailed rules

Variant played: Four cells · grouped moves limited by free spaces · Version 1.0.0

Objective

Move all cards to the foundations using the free cells as temporary storage.

Setup

  1. Deal all 52 cards face up into 8 columns: four columns of 7 cards and four of 6.
  2. Four free cells and four foundations start empty.
  3. No draw or redeal.

Turn or round flow

  1. Move a card to a free cell, a foundation, or another column.
  2. Move an alternating descending sequence if the number of cards can be carried with the available free spaces.
  3. An empty column accepts any movable card or sequence.

Legal actions and obligations

  • Tableau: descending rank, alternating colors.
  • Foundations: same suit, Ace to King.
  • Each cell holds one card maximum.
  • Supermove capacity: (free cells + 1) × 2^(usable empty columns), subtracting the destination column if it is empty.

Score

  • Win when all 52 cards are on the foundations.
  • Optional score based on time and number of moves, with no currency.

End of game

  • The game ends with a win or a forfeit; a detector can announce that no useful move remains without blocking the player.

Locked special cases and variants

  • Auto-foundation is used only if it does not make a needed card inaccessible under a safety rule.
  • Deal number kept to reproduce a game exactly.

Artificial intelligence

The AI uses only its hand, public cards, the allowed history, and the legal actions sent by the server.

Easy

Chooses only among legal actions, with some randomness and no deep lookahead.

Normal

Uses a stable heuristic strategy, taking into account the score, the turn, and the visible cards.

Hard

Evaluates multiple action sequences, remembers public information, and limits tactical mistakes.

  • Hint AI frees Aces and low cards, avoids filling every cell, and creates empty columns.
  • Hard uses transposition search and recognizes equivalent moves.

02 · Cards to inspect

Cards to inspect

Look at the ranks and suits of these cards.

VIDEO ACTIONSView every type of move

Play down in alternating colors

1 / 6
Play a card one rank lower and of the opposite color. A red 8 goes on a black 9; a black 8 is not valid.

Cards to inspect

01 · Situation

Spot the leading card in the move.

Play a card one rank lower and of the opposite color. A red 8 goes on a black 9; a black 8 is not valid.

Teaching example · playable table cards
0.0 / 9.0 s

Preparing cards…

Read the steps in this demo
  1. Spot the leading card in the move.
  2. Move the 8♥, 7♣, 6♦ run under the 9♠.
  3. The column remains descending and alternates red and black.

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