FreeCell -- Frequently Asked Questions (FAQ)
written by Michael Keller, Solitaire Laboratory
Copyright ©2007 by Michael Keller. All rights reserved.
Revised November 30, 2007
Thanks for questions and answers to:
Kate Ackley, Brian Barnhorst, David Bernazzani, Marion W. Berryman, Bill Borland, Frank
Bunton, Wilson Callan, Gary Campbell, Vickie Caster, Mike Cochran, Dennis Cronin, Jason A.
Crupper, Cheryl Davis, Jason Dyer, Mike Dykstra, George W. Edman, Vince Egry, Adrian
Ettlinger, Karl Ewald, Shlomi Fish, Andy Gefen, Dan Glimne, Kenneth Goldman, Tom Holroyd, Jim Horne, Brian Jaffe, Danny A. Jones, Scott Kladke,
Dave Leonard, Brenda Marriott, Martin E. Martin, Mark Masten, Joe McCauley, Rick Mendosa,
David A. Miller, Ryan L. Miller, Mike Moak, Jonah Neff, Jo Ann Perry, Madeleine Portwood,
Ingemar Ragnemalm, Bill Raymond, P.L. Richart, Dave Ring, John Ross, Ronald P. Ross,
Richard Schiveley, Greg Schmidt, Frankie Seidel, Laurie Shapiro, Lowell Stewart, Judy
Stratton, Terry Thomas, Thomas Warfield, Brent Welling, George West, Don Woods, and
Clinton Yelvington.
Please report any errors (even typos), broken links, omissions, or suggestions for
additional questions to me.
The catalog of solutions to the standard FreeCell deals, begun by Dave Ring and later
maintained by Wilson Callan, is now located on this site. The index is on the main page and it links to the catalog
itself (which is quite large, and broken into five pieces).
Table of Contents
1. History of the Game
* Who invented FreeCell? How did it get started?
* Why is FreeCell so popular?
* What has been written (off-line) about FreeCell?
* What are the rules of FreeCell?
* Why doesn't Microsoft FreeCell always tell me when I have lost?
2. The Microsoft 32,000
* Can they all be solved?
* Which deal is the hardest to solve?
* How are the deals numbered? Are those deals random or were they
selected in some way?
* Does the program automatically turn up deals which have not been won?
* How can I get the solution to a hard deal I can't solve?
* Why am I finding deal number xxxxx difficult when it isn't
on any of the lists?
* Has anyone found a solution for Freecell xxxxx? It seems
awfully difficult because of the remote positions of the aces.
* I have a streak of xxxx wins in a row and have won xx%
of the deals I have played. How does that compare to other players?
* Are all of the solutions in the catalog correct?
* Why won't you post every new solution submitted?
* Why won't you post improved (shorter) solutions in the catalog?
* Which deal is the easiest? Are there any deals in which all of the
cards go automatically home at the start?
3. Variations and Related Games
* I'm getting awfully good at FreeCell. How can I make the game more
challenging?
* Can I play with a different number of columns?
* Is it possible to win without using the freecells?
* Why is it required to use freecells or empty columns to move
sequences?
* Is it possible to get all 52 cards to the homecells at once?
* Can a card be played once it has been placed on a homecell?
* What are some other solitaires closely related to FreeCell?
4. Computer Versions and Features
* What is FCPro? What can it do that most other programs cannot?
* What are some other programs which allow you to play FreeCell?
* What are the minimum requirements for a good computer version of
FreeCell?
* Is it cheating to use computers?
* Is there a version of FreeCell for Macintosh?
* Are there any handheld versions of FreeCell?
* What other computerized solvers exist?
5. More Statistical Facts and Curiosities
* How often can I win?
* How many freecells are needed to solve any possible deal?
* What is a supermove? How does it help in playing?
* How many possible FreeCell deals are there?
* What is the fewest number of cards one can have left remaining and
still lose?
* Is it possible to play an entire suit to the homecells ahead of all
of the other suits?
Note: I have looked at every Windows and Java version I am aware of. There are versions
for Macintosh, OS/2, and other platforms which I cannot run on my system. If anyone has
access to any such machines and would like to try out one of the other versions and make a
brief report, check the URLs given in this FAQ.
1. History of the Game
* Who invented FreeCell? How did it get started?
The idea of a game with temporary storage locations to hold single cards is not new. One
of the oldest games of this type is Eight Off, which provides eight depots (or
freecells) which can each hold one card at a time. The tableau consists of eight columns
of six cards each, with the four remaining cards being dealt initially to four of the
eight depots. Cards may be packed (built on the tableau columns during
play) downward in suit, not in alternate colors as in FreeCell. The
foundations (homecells in FreeCell terminology) are built up in suit just as in FreeCell,
but empty columns can be filled only with kings. In Martin Gardner's June 1968 Mathematical
Games column in Scientific American (reprinted in his 1977 book Mathematical
Magic Show), he describes a game by C.L. Baker which is a variant of Eight Off.
Baker's Game, as it is now called, differs from Eight Off in having only four depots
instead of eight -- the four extra cards are dealt to the first four columns. An empty
column may be filled with any card, not just a king -- this allows them to be used as
temporary storage areas too, and allows large sequences of cards to be moved from one
column to another. This makes a better, more interesting game in my view, though it is
harder because it has only four depots instead of eight. (An excellent freeware version of
Baker's Game is available under the trademark Brain Jam from Brain Jam
Publications' home page). An important
feature of most of the games of this family is that unlike Klondike, only one card
at a time can be moved, although computer versions allow a sequence of cards to
be moved as a unit if they could be moved one by one using empty freecells (and/or
columns).
Paul Alfille had the brilliant idea of changing Baker's Game in one respect, allowing
cards to be packed on the tableau downward in alternate colors, as in familiar games like
Klondike and Canfield, thus producing the game we know as FreeCell. This has the happy
effect of making nearly every deal winnable, though many are still quite difficult.
Alfille wrote the first version of FreeCell for the PLATO educational computer system in
1978. The popularization of the game is also due to Jim
Horne, who wrote a character-based version for DOS and later a full graphical version
for Windows. The latter first appeared in 1992 on Microsoft Entertainment Pack 2 (and
later in the Best of Microsoft Entertainment Packs). Later versions were bundled with
Windows For Workgroups and Win32s (the 32-bit extension to Windows 3), and eventually with
Windows 95 (and 98). Dennis Cronin also wrote a freeware version for UNIX in the mid-80's,
and undoubtedly there were other character-based versions floating around too. Both Horne
and Cronin learned the game from the PLATO system. Thanks to the people at Cyber1, a version of PLATO is available online (thanks to
Mike Cochran for help), and I have been able to try out Alfille's original Free Cell (as
it was spelled there). It does not have numbered deals (though users can save
interesting deals and share them with the PLATO/Cyber1 community), but has options for
4-10 columns and 1-10 freecells, with a statistics page showing the overall win rates of
the community of players. You need to register to get access, but registration
is free.
Two correspondents in Sweden, Dan Glimne and Ingemar Ragnemalm, uncovered a closer
predecessor to FreeCell, which dates back at least to 1945. In his book Världens
bästa patienser och patiensspel (The World's Best Patiences and Patience Games)
Einar Werner (European bridge champion in his day) describes a solitaire called Napoleon
på S:t Helena (Napoleon in St. Helena), which bears an extremely close
resemblance to FreeCell. The differences are that the last four cards of the stock are
dealt to the four freecells rather than the first four columns, and only kings may be
placed in empty columns (called KingOnly by Thomas Warfield). These
two differences make the game much harder than FreeCell, but it can be definitely stated
that a relative of Eight Off with alternate-color packing existed more than 50 years ago.
Thomas Warfield has suggested calling the game ForeCell, since it is a
forerunner of FreeCell, and he has implemented ForeCell in the edition of Pretty Good Solitaire released in March 1999. One of
the books which describes ForeCell is Lägga patiens by Svend Carstensen, a 1971
translation of a Danish book. The book estimates the chance of success for ForeCell at 1
in 10, which is well short of the mark. I played a block of 100 consecutive ForeCell deals
using Pretty Good Solitaire, and I was able to win 36 out of 100 on the first try, and a
total of 71 deals including multiple tries. Some of the deals can be clearly seen to be
hopeless, but I estimated that the overall win rate for ForeCell with perfect play was
probably in the range of 65-75 percent. This also turned out to be rather low; Danny A.
Jones later analyzed the game using his solver, and found that 27,395 of the 32,000 MS
deals could be solved using the rules of ForeCell. This suggests a win rate over 85
percent. In 195 of the deals (much less than 1 percent) no moves at all are
possible. Of the 4605 impossible deals, 3897 are impossible even if the KingOnly
rule is dropped; filling the freecells has a much larger effect than the KingOnly rule.
* Why is FreeCell so popular?
I believe it is primarily because of the puzzle-like nature of the game, and the fact that
nearly every deal can be won. Most solitaires (including the most popular ones like
Klondike, Spider, Pyramid, Forty Thieves, and Miss Milligan) can be won less than half of
the time even with perfect play. Almost every FreeCell deal can be won if played
correctly; it has one of the highest win rates of any solitaire (Accordion, Fortune's
Favor, and Westcliff, among others, may possibly be easier to win), yet individual deals
run the gamut from trivially easy to excruciatingly hard. FreeCell is an open
solitaire, meaning that all of the cards are dealt out face-up at the start, and
the effect of any series of moves can be worked out, without having to rely on judgement
and probability as in games like Klondike. FreeCell also differs from most of its
relatives in using alternate-color packing on the tableau, a feature which has proved its
popularity in Klondike, Canfield, and many other solitaires. Alternate-color packing gives
the player a much wider range of plays than in-suit games like Baker's Game and Seahaven Towers, and also makes the win rate somewhat higher.
FreeCell led the voting in two online popularity polls for solitaire. In David
Bernazzani's poll on his Solitude site, FreeCell won the voting with 824 out of over 4000
responses, well ahead of Klondike at 403, Pyramid at 269, Aces Up at 248, Spider at 176
(Microsoft added a version of this game to Windows ME/2000/XP), Golf at 159, and Canfield
at 128. In Thomas Warfield's poll at the Pretty Good Solitaire site, out of more than 850
votes, FreeCell won with 66 votes, ahead of Aces and Kings (one of Warfield's many
inventions) at 47, Klondike at 41, Demons and Thieves (another Warfield original) at 33,
Forty Thieves at 28, and Yukon at 24.
* What has been written (off-line) about FreeCell?
Despite its popularity in the online world, very little on FreeCell has appeared in print.
I wrote an article for Games Magazine (Michael Keller, Big Deal, June
1995, pages 10-13) about FreeCell and Baker's Game. Dan Glimne's new book of card games,
in Swedish, published in December 1998 by Frida Forlag AB (Stockholm), 100 Kortspel
& Trick: som roar hela familien (100 Card Games and Tricks to Entertain the Whole
Family, ISBN 91-973473-0-2), is to my knowledge the first book of solitaires or card games
to describe FreeCell (pages 66 and 67). The first English-language book of games to
include FreeCell appeared in December 2001: the third edition of Hoyle's Rules of
Games by Philip Morehead (384 pp., $6.99, ISBN 0451204840, Signet). Martin De Muro
published solutions to the first 1000 MS deals in book form (Free Cell Game Solutions
#1, January 2000, 338 pp., $19.95, ISBN 096763881X, self-published), available from
on-line bookstores such as Barnes & Noble or Amazon. A new (2004) solitaire collection
which includes FreeCell is 100 Best Solitaire Games by Sloane Lee and Gabriel
Packard (188 pp., $9.95, ISBN 1-58042-115-6, Cardoza).
* What are the rules of FreeCell?
I guess it's easy to assume that everyone reading this FAQ or the mailing list knows how
to play, but I have seen this question asked on newsgroups, and apparently not everyone
finds the explanation in the Microsoft help file adequate. It is also not uncommon to see
the rules wrong in computer versions (the most common mistake being to allow only kings to
be placed in empty columns). I have also had questions from people who don't understand
the rules well enough to know why they have (or haven't) lost. The rules are explained
clearly, I hope, in the beginners' tutorial. One important
point is that a sequence of cards can be moved only if it would be possible to transfer
the whole sequence by moving one card at a time, using empty freecells and/or columns.
This is very important in understanding supermoves as well as
when playing with less than four freecells.
* Why doesn't Microsoft FreeCell always tell me when I have lost?
The Microsoft program flashes the blue title bar at the top when you have exactly one
available move. It puts up a text message only you when you are completely out of moves
(this can only happen when all of the freecells are full, there are no empty columns, no
cards can go to the homecells, and no card can be moved from a freecell or the bottom of a
column to the bottom of another column). The same is true of FreeCell Pro and probably
other versions of FC. But it is possible to be hopelessly lost, but always able to make at
least one move. A common situation is to have, for example, a red five on a black six at
the bottom of one column, and the other black six available at the bottom of another
column. The red five can be moved back and forth indefinitely, but if no other moves are
available, the player has lost. It would be possible for a program to be written to detect
this situation, but there would always be slightly more complex situations which would not
be detected. Championship FreeCell is the only program I know which detects many lost
situations while a deal is in progress.
2. The Microsoft 32,000
* Can they all be solved?
All of the 32,000 Microsoft deals except for number 11982 are solvable.
Jim Horne's version for Windows 3.1 contained 32,000 numbered deals (games), so that
selecting a specific number would always produce the same deal. (These are random deals, generated by integer seeds using the random number
generator in the Microsoft C compiler). He numbered the deals so that people could
exchange the numbers of difficult/interesting deals with their friends, and also in the
belief that some people would try to play sequentially through the deals; many people have
in fact done so. Happily, when the game was ported to Windows 95 and later operating
systems, the set of 32,000 deals was the same, so any discussion of deal numbers applies
to all Microsoft versions. The help file for Microsoft FreeCell contains the claim
"It is believed (though not proven) that every game is winnable." When Horne
wrote this, he already knew that unsolvable deals could be constructed (see Hans Bodlaender's example):
as a joke, the Windows 95 version includes two unsolvable deals, numbered -1 and -2. Horne
purposely made his claim ambiguous in order to challenge people to find such impossible
deals, but intending it to mean that all of the 32,000 included deals were winnable. This
comes as close as possible to being true...
Another factor in the popularity of the game, besides Microsoft providing the game free
with Windows 95, is Dave Ring's Internet FreeCell Project. Ring solicited volunteers on
rec.puzzles and elsewhere (eventually getting more than 100 people involved), and
coordinated the volunteers in an effort to solve all 32,000 of the deals in the Microsoft
versions. He assigned each volunteer a set of 100 consecutive deals, and the volunteers
would report back after they had solved (or tried to solve) all 100, when they would be
assigned another set if interested. Ring would reassign any deals reported as unsolved to
his best solvers. I got involved in the project fairly late, but still managed to solve
1,970 deals. Eventually the project was completed, and all but one deal was reported
solved! This is the famous number 11982. I wrote
the article on FreeCell and Baker's Game for Games while the project was still
finishing up. Dave Ring wrote to Games shortly after the article appeared,
reporting that the project was finished. Games printed Ring's letter, along with
a layout of the unsolved number 11982, in the October 1995 issue (page 4). A report that
11982 had been solved turned out to be incorrect when it was discovered that the solver
was playing Baker's Game (by hand) rather than FreeCell. I have since heard from almost
two dozen players (Doug Schmieskors, Laura Ross, Martin E. Martin, Adrian Ettlinger, Freya
Wieneke, John Williams, Dick Belmont, Don Rop, Morrie Hoevel, Ginger Martin, Bob Rankin,
Wolfhart Wünsche, Rich Hook, Sheridan Wilson, Roberta C. Hendrickson, Emilien Fenez,
Milli Stelling, Fred Lamon, Margaret Bannister, Theodore Gregg, Ken Gauvreau, Joyce
DaFonte, and David B. Bowie) who have played the entire set of 32,000;
most have won all but deal number 11982. 11982 has now eluded solution by
probably thousands of human solvers, and at least eight independent computer
programs I am aware of (most of which are designed to search exhaustively for a solution),
and I am confident in calling it impossible:

A large catalog of solutions to (mostly difficult) deals, including all of those reported
as hard during the Ring project, can be accessed from the main
FreeCell page, along with other FreeCell information and links. The solution catalog
was begun by Dave Ring, and was later maintained by Wilson Callan; I am now doing so. You
can look in the index to find out whether a particular
solution is included, and you only need to access the appropriate section of the full
catalog if the solution you want is there. A large-scale computerized statistical study,
conducted by Don Woods, analyzed a million random deals. Woods reported to the Usenet
group rec.games.playing-cards that the program had solved all but 14 of them, making the
win rate for FreeCell almost 99.999% (compared to win rates of 75% for Baker's Game and
89% for Seahaven Towers).
In 2001, Microsoft released a new version of FreeCell for its Windows XP operating
system. This version extends the number of available deals up to 1 million. The first
32,000 are the same as in earlier versions of MS FreeCell. The additional deals are the
same as those in FreeCell Pro and Pretty Good Solitaire. Eight of those one million are impossible.
* Which deal is the hardest to solve?
Difficulty is a rather subjective question, so it is not possible to give a definitive
answer. The difficult deals page contains a number of lists of deals which have been found
difficult. From my own experience and reports from other solvers, I would nominate 1941 as
the hardest solvable deal among the first 32,000. Another possible candidate is 10692 (in
Windows XP or FreeCell Pro, try 80388). Besides the impossible
deal number 11982, the most frequently asked-about deal is number 617. Although there are
many harder deals, I suspect that 617 is the first really difficult deal that many players
encounter when playing the deals in sequence. For some reason, about half the people who
write asking for a solution without checking the catalog
index (and please don't be one of them) are asking for a solution to
617. Worse yet, seven different people have written me to tell me that
Brian Kraft's posted solution is wrong, and all of them were having trouble at the exact
same spot, move 20 (51). The solution is correct; I wish I knew why it
was causing so many problems (possibly because the trouble spot is a supermove?).
The first really hard deal past the first 32,000 deals is probably 35254. I've had seven
people ask for a solution or ask whether it is solvable (it is; the next impossible is
past 100,000). Danny A. Jones suggests 57148 and 739671 as two of the hardest in the first
million.
* How are the deals numbered? Are those deals random or were they selected in some
way?
The way computers create "random" deals is by using a number as a seed
for a random number generator. The Microsoft version of FreeCell uses a number with a
range of 1-32000 as its seed; the New Game (F2) function selects one of these using, I
believe, the "seconds of day" system function. You can also type in any number
you choose yourself. The deals are not "preset" in the sense of being
deliberately chosen; they are the result of the algorithm Jim Horne used, and are as
random as a computer can make them. The only way I know to get more random deals is to
shuffle and deal an actual deck of cards. The actual C code used by Jim Horne is available, with
Jim's kind permission. FreeCell Pro and a number of other programs for various platforms
can produce the same set of 32,000 deals as in Microsoft FreeCell (and the same million as
in Windows XP).
* I have played hundreds of the deals randomly and started keeping a log by game
number. But I notice that I never seem to win one twice. Does the program automatically
turn up deals which have not been won?
No. The Microsoft program does not keep track of deals which have been played (whether won
or lost). The New Game (F2) function picks deals entirely at random. If you have kept
track over 200 deals, there is still a 53.2% chance of seeing no repeated numbers. For
400, the chance drops to 8.2%; for 600, to 0.35%; for 800, to 0.004%. So if you continue
to keep track, you should eventually see a repeat if you play enough.
* How can I get the solution to a hard deal I can't solve?
Check the index of the catalog of over 425 solutions (both the
index and the catalog are in numerical order) to see if the solution you are looking for
is there. It contains nearly all of the hardest deals. I acted as a volunteer solver until
July 2, 2003. I am no longer doing so, but I will provide a solution to any solvable FC
deal for a nominal fee of $5. E-mail me to ask for a solution
to the deal you want.
* Why am I finding deal number xxxxx difficult when it isn't on any of
the lists?
Since a large number of people start at deal number 1 and work their way up in sequence,
most of the lists of "difficult-to-solve" deals are bottom-heavy, with lots of
low-numbered deals. One of the few lists which covers the whole range of 32000 is from
Dave Ring's Internet FreeCell Project, but blocks of 100 were assigned randomly, and a
deal may not have been reported as difficult there because the solver who got that block
was an expert solver, or just didn't bother to report which deals he/she found difficult.
So a deal may be very difficult even if it doesn't appear on any of the usual lists.
Another point is that difficulty is somewhat subjective -- two solvers will not
necessarily find the same deals hard. Most lists are compiled by one person or group, and
most of those people/groups haven't tried every deal. There are some obvious things (depth
of aces) to look for, but the best way I've found so far to objectively measure difficulty
is to determine how many freecells are needed to solve a particular deal (FreeCell Pro is equipped to do this). FC 11982 requires five
freecells to solve (i.e. it is impossible with the standard four freecells); only about
one deal in 150 is difficult enough to require the standard four (most of these appear
quite difficult to human solvers, so it seems like a reasonable measure). Surprisingly,
it's only a little harder to solve many deals with three freecells rather
than four, and FCPro lets you do this. Most deals (about 79%) require two
freecells or fewer; any deal requiring at least three freecells is well above average in
difficulty:
* Has anyone found a solution for Freecell xxxxx?
It seems awfully difficult because of the remote positions of the aces.
The depth of aces is a very weak measure of difficulty. 14652 (one of the deals this
question was asked about), despite 16 cards covering the aces, is only a little above
average in difficulty, though it's pretty hard to solve with two freecells. The average
deal has slightly more than 11 cards (576/52 = 11.077) covering the aces (possibly
including other aces). Although the impossible 11982 has 22 cards covering the aces (close
to the maximum 24), probably the hardest of the 31,999 solvable deals, 1941, has only 14,
less than some of the zero-freecell deals. 617, which is nowhere near as hard as its
reputation (and much easier than 1941), has 20, the same number as 164, which is a
zero-freecell deal. The 69 zero-freecell deals average 8.51 cards covering the aces, only
a few positions shallower than average.
Pretty Good Solitaire includes a game called Challenge
FreeCell, in which all of the twos and aces are automatically dealt to the tops
of the columns (twos in the four leftmost columns, aces in the rightmost -- I would have
done it the other way around). This makes the deals slightly harder to solve, but almost
all of them are still solvable. Danny A. Jones ran an analysis in which he modified the
million XP deals in the same manner. Only 14 deals out of a million are impossible (45813,
46589, 54150, 108905, 465251, 479573, 501129, 510749,
514842, 541924, 685515, 798261, 845934, and 855773. His solver found
846878 intractable. When he reversed the positions of the aces and twos (aces in columns
1-4), 19 deals were unsolvable (including some of the same deals as before, indicated in
boldface) and 3 intractable (including 855773 which is impossible the other way).
PGS's Super Challenge FreeCell combines this modified deal with KingOnly rules (only kings may be played in empty columns -- see the question below about variants); most of the deals are still
solvable. Danny ran 40,000 deals, finding 56 impossible and 28 intractable. Even
with two or three freecells, Challenge FreeCell is only slightly harder than regular
deals. With three freecells, Danny A. Jones' solver found only 250 impossible deals (with
3 intractable) with the twos and aces in the first eight positions. With two
freecells, there are at least 24,161 solvable deals. With one freecell,
however, his solver found only 3,785 solvable deals, and there are only four
Challenge-modified deals (7079, 17873, 20393, and 20918) solvable with zero freecells.
* I have a streak of xxxx wins in a row and have won xx% of the deals I
have played. How does that compare to other players?
Since the statistics in Microsoft FreeCell can be easily altered, and you can escape from
lost deals without recording them, there seems little point in collecting records on the
honor system. (Unless you erase statistics and start over, your overall winning percentage
may be a better indication of how quickly you became good at FreeCell rather than how good
you are now. The more deals you play, the more slowly your overall win rate will change.
Once you have played thousands of deals, it takes much longer to push your average up very
much.) If you're really interested in comparing yourself to other players, try NetCELL,
an on-line (Java) version of FC with has lots of features in addition to keeping records
of streaks, win percentage, and average time. A few years ago, NetCELL moved to a new server, and now holds free on-line tournaments
daily (with a prize tournament each weekend). Using NetCELL for comparison, I would say
that you need to be winning 95% of FC deals on the first try to be considered a top-notch
player. 85% is a reasonable level for a good player. At least 50 streaks of over 1000 have
been recorded on NetCELL, but I would consider anything over 100 excellent in any standard
version of FreeCell. My own best streak of 79 straight only made 141st
place on the current list (in June of 2006).
The all-time record on NetCELL is 12,856, set by Bob K., a retired chemist in the Atlanta
area (under the name rgk1). This shattered the old record of 5301 by a player going by the
name Michelangelo. Bob started playing around 1996, and has also had several other streaks
of over 1000 wins. He did not record the deal which ended his record streak, but says that
the loss was due to a simple mistake -- putting a red three on its homecell instead of on
a black four, and having nowhere to put a black 2 which was in a freecell.
The current best streak is 3238. A streak of at least 668
is needed to make the top 100 all-time.
* Are all of the solutions in the catalog correct?
Adrian Ettlinger has run the entire catalog through FCPro's replay function, and all of
the errors it found have been corrected. There should be no incorrect solutions. We
frequently get claims of errors, but none of these has turned out to be correct except for
one report of a solution which was missing a couple of moves at the end.
* Why won't you post every new solution submitted?
Because there isn't room for solutions to all 32,000 deals. Most of them aren't
interesting anyway: with reasonable experience almost anyone can solve about half of the
deals on the first try. Actually we aren't currently soliciting any
submissions of new solutions, and have removed some of the easier deals (like most of
those from 11 to 52, leaving 1-10 for beginners). Mainly the catalog is intended to
contain solutions to very hard deals, although solutions to a few deals using zero and one
freecells are included, as well as curiosities like 52-card flourishes. For quite a while
we didn't add any new solutions, but have just started adding solutions to deals requested
more than once.
* Why won't you post improved (shorter) solutions in the catalog?
There are several reasons. First of all, it would mean extra work for me, and wouldn't do
much for anyone except the person sending in the improved solution, who would get to see
his/her name there. (For some reason, 617 is the champion here too -- I have received
quite a few submissions shorter than the catalog solution, but I have even shorter ones in
my files, with as few as 44 moves, which I never bothered to publish). But the catalog was
never supposed to be a competition; the main purpose is to give solutions to hard deals so
that people who are stumped by a particular deal can look up a solution. For that purpose,
any decent solution will do. Another point is that minimum-length solutions are likely to
be tricky rather than elegant -- solid technique will usually not help you find shorter
solutions; playing around and cutting corners may. One of the reasons I stopped playing Championship FreeCell is that if
someone is the first to post a 2-freecell solution to a particular deal, and someone else
posts a shorter solution, the original poster loses all credit whatsoever for having
posted it -- so there is little incentive (from a competitive point of view) to
investigate and find the minimum number of freecells needed to solve a particular deal for
which no solution has been posted -- it's better to steal deals from someone else,
especially if they are ahead of you in the rankings. Championship FreeCell also counts
every individual card move in determining shortest solutions, which discourages long
sequence moves and further encourages loose play such as moving every possible card to the
foundations.
Until recently, little was known about the shortest solutions for deals. Danny A. Jones
has used his various solvers to look for very short and minimal-length solutions for
deals. With his standard Pri-DFS (prioritized depth-first search) solver, he originally
found that all of the first million deals (except of course for the eight impossible
deals) can be solved in 64 moves or fewer, using autoplay and supermoves
as defined in MS FreeCell and FreeCell Pro. With his BFS (breadth-first search) and
recursive-search Pri-DFS solvers, he later reduced this to only four deals for which he
has not been able to find a solution of 50 moves or less; the longest is 57148 at 54
moves, followed by 739671 at 53 moves, and 255317 and 526267 at 51 moves each. When he
extended his search to 25 million deals, all solvable deals could be solved in 66 moves or
fewer. Solution length does not automatically correlate with difficulty (1941 has a fairly
short solution), but most of the deals with the longest solutions are quite hard. For most
deals, the solutions from his recursive solver are often considerably shorter than this at
the price of memory and execution time. Danny is currently trying to decide if he should
create a web site to post short solutions for FreeCell deals.
His BFS solver can sometimes (but not often, because of memory limitations) find
(probably) shortest solutions for standard four-freecell deals. The caveat 'probably' is
necessary because he uses suit-reduction as a shortcut and can't guarantee a shortest
solution. As a simple example, his shortest solution for 1941 is 35 moves, only one move
shorter than K. H. Rodgers' solution in the catalog, which was found by hand and dates
back at least to 1997. For other deals, his BFS solver prduces more pronounced results.
The shortest solution is not definitely known for many deals: the shortest known solution
to 617 is 41 moves (but can be shortened to 39 using full autoplay and supermoves). Using
a combination of his solvers and with maximal safe autoplay (as in NetCELL) and supermoves
(as in FreeCell Pro), he has found 213 deals which can be solved in under 20 moves. The
two shortest, 15924803 and 17182509, are 13 moves each (even using the more limited
autoplay of MS FreeCell). Searching into the higher-numbered FreeCell Pro deals, he has
found five deals which his solver cannot solve in under 60 moves; the longest solution of
these is 24515390, at 66 moves. His BFS solver also solves zero-freecell deals. He has
found 21,725 probably shortest zero-freecell solutions for deals in the first ten million
FCPro deals, plus an additional 24 deals later found by his Pri-DFS solver.
* Which deal is the easiest? Are there any deals in which all of the cards go
automatically home at the start?
A deal where all of the cards go home at the start is easy to construct, but it is
fantastically unlikely for such a deal to occur at random, since Microsoft FreeCell or
FreeCell Pro only plays an available card to its homecell automatically when all of the
lower-ranked cards of the opposite color are already on the homecells (except that a two
is played if the corresponding ace is on its homecell); aces are always played when
available. This is one version of what can be called safe autoplay.
NetCELL uses a more aggressive rule, making all of the plays that MS FreeCell makes, but
also playing an available card if both homecells of the opposite color are within two
ranks of that card and the homecell of the same color and opposite suit is within three
ranks. For example, in NetCELL 28865-5, the four of diamonds is played as soon as the
three of diamonds, both black twos, and the ace of hearts are on the homecells. The reason
for this is that the four of diamonds is not needed on the tableau to hold either black
three, since both can go to their homecells as soon as they are available, and the black
threes are not needed to hold the two of hearts, since it can also go to its homecell as
soon as it is available. (NetCELL plays as many cards as possible under this rule as soon
as the cards are dealt; MS FC and FCPro don't do anything until the player moves the first
card).
In order for a deal to have all 52 cards go to the homecells at the start (or even after
one play), every column would need to be in (nearly) descending order of rank. There are
no automatic deals even in the 8-billion-plus FCPro deals. The 32,000 Microsoft deals
include 69 deals which can be won using no freecells at
all. The largest number of cards which go to the homecells at the start of any of
these zero-freecell deals is six (including all four aces), in deals 9998 and 11987 (a
zero-freecell solution to 11987, which is in the catalog, is unusually short, at 36
moves). It's possible to get quite a few more cards to the homecells with a minimal amount
of moves in both deals, and these seem the two most likely candidates for the title of
"easiest deal". Mike Dykstra found a one-freecell deal, number 8695, where seven
cards go to the homecells at the start. Bill Raymond found another one-freecell deal,
27245, where eight cards go at the start -- ten cards would go if it used the NetCELL
rule.
Bill Raymond wrote a program to search for FreeCell deals in which large numbers of cards
go to the homecells on the first play (using Microsoft's autoplay rule). His search of the
32,000 Microsoft deals turned up no other eight-card deals, and only one other seven-card
deal (22265) in addition to the deal (8695) previously found by Mike Dykstra. All three of
these are one-freecell deals. Bill extended the search through some of the FreeCell Pro
deals: The first nine-card deal is 270618; this requires two freecells to solve, but is
fairly easy. The first 10-card deal is 2710330, a hard one-freecell deal. The first
11-card deal is 3060287, a very hard zero-freecell deal. If you're looking for an
extremely easy deal, try 22350203, an 11-card deal which is very easy even with zero
freecells (my solution is only 35 moves).
The first 12-card deal is 12172106, a medium-hard one-freecell deal. The first 13-card
deal is 17332733, another hard zero-freecell deal.
The first 14-card deal is 181627041, an easy one-freecell deal. The first 15-card deal is
143973501, a hard zero-freecell deal.
The autoplay rules used by NetCELL sometimes allow many more cards to be played initially.
There are no large increases in the 32,000 Microsoft deals (deal 27245 plays 10 cards, and
2217 and 22265 play 8 each). The most extreme case Bill found is 1195233675, in which the
simple Microsoft rule plays six cards to the homecells, but the NetCELL rule plays
twenty-three! This is a zero-freecell deal, and might be the easiest in the entire
8-billion-plus FCPro deals. Another interesting deal found by Bill is 446806382, another
zero-freecell deal, which plays only four cards using the MS rule but 16 using the NetCELL
rule.
Joe McCauley independently wrote a program to count how many cards were autoplayed, and
extended the search through the entire 8 billion-plus FreeCell Pro deals. He also checked
to see how many cards could be played to the homecells if *every* possible homecell play
was made (Joe calls this AllPlay): three of the 32,000 Microsoft deals
(4196, 5319, and 27245) play 10 cards using AllPlay, with one other (27403) playing 9.
Interestingly, 4196, 5319, and 27245 are all one-freecell deals, but 5319 *cannot* be won
with one freecell if you play all ten cards immediately to the foundations! (Playing nine
works, but the four of hearts is needed for packing.)
Using the Microsoft rule, there are five deals in which 16 cards play to the homecells
(2016704153, 3453036771, 4418013924, 5856288588, and 8110636965). The first deal to break
16 using NetCELL rules is 1000572852, which plays 17 cards (only 5 in MS) -- despite 17
cards played and a whole column emptied, it cannot be solved with zero freecells, though
it's not hard with one. 4418013924 plays 19 using the NetCELL or AllPlay rules. Using the
NetCELL rules, two other deals play 19 cards (2178166022 and 2587385892), well short of
the deal mentioned above which plays 23. Using AllPlay, three other deals play 23 cards
(2587385892, 4931624547, and 7372172513) -- the last two play only four and six
respectively under both MS and NetCELL rules. But two deals play more than 23 using
AllPlay: 8305804964 plays 25 (only 5 under MS and NC), including all of the diamonds;
7841153263 plays 28, the only FCPro deal in which half the deck can be played at the
start. Except for 1000572852, all of the deals mentioned in the last two paragraphs can be
solved with zero freecells.
Some other curious statistics: slightly over half (50.15%) of all deals play no cards
initially to the homecells (remarkably close to the theoretical value 19393/38675 =
0.50144). Another 30 percent (30.38%) play one card; another 14 percent (13.57%) play two
(slightly less, 12.6%, with AllPlay); another four percent (4.38%) play
three. Slightly over one percent play four or more; slightly over one in a million play
ten or more using the MS rule (about four in a million in NetCELL and thirty-six in a
million using AllPlay). It seems likely that the odds against all 52 cards playing
automatically in a random deal are astronomically high; even if five percent of random
columns are sufficently well-ordered, the odds are more than 25 billion to one against a
complete deal playing automatically. Even with AllPlay rules, only 38 FCPro deals play 20
or more cards to the homecells.
Danny A. Jones has analyzed the effect on play if AllPlay is mandatory. If every card
automatically goes to its homecell as soon as it can, most deals can still be solved,
though play can sometimes be tricky. His solver analyzed the first 32,000 deals, and
although the solutions are a little longer on average (52.94 moves, compared to 46.33 with
safe autoplay), almost every deal can still be solved. The only exceptions are 1941
(perhaps the hardest of the 32,000 deals) and 11982 (which is impossible anyway).
Danny later ran 1 million deals in less than an hour. Besides the eight deals which
are impossible anyway, only two deals, 1941 and 98714 (a hard four-freecell deal), cannot
be solved with AllPlay. The average solution length is 50.29 moves, with a
maximum of 79 moves.
3. Variations and Related Games
* I'm getting awfully good at FreeCell. How can I make the game more challenging?
The only drawback to FreeCell is that about half the deals are pretty easy once you're
experienced (of course you can try the lists of difficult deals).
Dennis Cronin's NetCELL, an online
Java version of FreeCell, has an ingenious algorithm to make deals harder or easier, by
dealing more high cards at the tops of columns and low cards at the bottoms of columns
(and vice versa). Originally the difficulty scale ran from 1 to 20, but he found
that the higher numbers paradoxically were less difficult, and the maximum level available
on the server is now level 12. There is a very competitive list (with hundreds of
players), ranked by consecutive wins. The server also keeps track of winning percentage
and average solving time for each player, and offers continuous tournaments (both long and
short) every day with a mixture of variant games. When playing single games, in each
game, you start at level 5 (pretty easy), and go up one level after every 10 consecutive
wins, until you reach level 10 (random deals, with all cards equally likely at each
location) after 50 deals. I've managed 50 in a row in the standard 8x4 game; in order to
break into the current top 100, you need to win over 100 in a row (more than 650 to break
the top 100 all time)!
If solving with four freecells is too easy, why not try two or three? This option is
available in NetCELL, as well as several Windows 95 versions of the game, including FCPro and Championship
FreeCell. The people at Championship FreeCell estimated that nearly all deals (about
99% judging from their first sample of 500 deals) can be solved with only three freecells,
about 80 percent with two freecells, and perhaps 15 percent with one
freecell (see section 5 for more precise statistics). Thomas Warfield's solitaire
compendium package Pretty Good Solitaire, an
excellent Windows shareware program with over 600 solitaire games (including FreeCell),
includes the Solitaire Wizard, a system which lets you define your own games by setting a
handful of parameters. It is simple to use this to set up FreeCell or Baker's Game with
any number of freecells up to 8, and with variable column widths. I first saw these
options in a shareware version of FreeCell for Windows 3.1, written in 1992 by Marc L.
Allen. I expect it must still be available somewhere on the Internet, but I can't give you
a current URL.
Another more challenging way to play is to allow only kings to
be moved to empty columns (as in FreeCell's ancestor Eight Off, and related games such as Seahaven Towers). This means that empty columns cannot be used as
extra freecells, and supermoves are impossible. Pretty Good Solitaire allows you to change the rules to
allow this option, which PGS calls KingOnly. I think that KingOnly loses some of the
flavor of FreeCell, and only slightly reduces the win rate. Danny A. Jones has analyzed
the 32,000 MS deals and found that only thirteen deals cannot be won using KingOnly: 617,
7477, 11982, 16129, 17683, 18192, 20021, 20630, 21491, 26693, 29230, 29377, and 31465.
Nine of these are four-freecell deals (20021, 20630, and 29377 can be won with three);
11982 is impossible even under normal rules, of course. His solver does not reach a
conclusion with 14292 or 23017. Eventually I ran a modified version of Danny's
solver on the first million deals; this took 82 hours of computer time over a period of
several weeks. Danny reprocessed the intractables, getting definite results for a
few. In the first million deals, there are 518 impossible with KingOnly (including
the eight which are impossible anyway) and 25 intractable.
An avid player wrote to me and asked for a solution to a particular deal. When I sent the
solution and explained the notation, she replied that she was surprised to learn that you
were allowed to move cards to the homecells manually. She had solved thousands of MS deals
relying only on autoplay to get cards to the homecells. Danny A. Jones suggests this is
actually an easy way to make the game slightly more challenging (we'll call it AutoplayOnly),
and has analyzed its effect on the win rate. Amazingly, all but five of the 32,000 MS
deals can be solved with autoplay only: in addition to 11982 which is impossible anyway,
the deals which require manual moves to the homecells in order to be solved (even with the
more sophisticated autoplay rules described above, as used in NetCELL) are 617, 1941,
4603, and 31465. Three of these are among the most frequently cited hard deals; 4603 is a
fairly hard deal as well. Danny comments that this scenario makes his computer solver
"act like it was pulling a fat rhino through fifty miles of quicksand."
Later he did a full analysis of the first two million deals, finding 131 deals which can
only be solved with manual moves to the homecells, with seven intractables and sixteen
deals already impossible under standard rules. Of these 131 deals, 96 require four
freecells to solve with standard rules; the other 35 can be solved with three
freecells. None can be solved with two, so it appears that virtually all such
deals are above average in difficulty. With the autoplay rules used by
NetCELL, 50 more deals (48 of the impossibles and 2 of the intractables) can be
solved with AutoplayOnly, leaving only 83 impossible and 5 intractable.
Maybe one reason 1941 is so hard is that it is the only solvable deal found so far which is unsolvable with both AutoplayOnly and AllPlay -- you have to make manual moves to the homecells to win, but you can't make all of them, and must choose the correct ones.
Since some of the deals which are impossible with either KingOnly or AutoplayOnly are
often cited as extremely hard, searching for such deals by computer may be a way to
generate lists of extra-hard deals, or at least candidates for extra difficulty. Since
both KingOnly and AutoplayOnly make the game a bit harder, what happens if you use both
options? Danny's solver says that 164 of the first 32,000 deals are now impossible (with
83 intractable). The list includes many of the deals usually regarded as very difficult.
Pretty Good Solitaire also has games called Challenge
FreeCell, and Super Challenge FreeCell, described above in the
question about ace depth. PGS also has variations of FreeCell for
two and three decks.
100 Best Solitaire Games by Sloane Lee and Gabriel Packard (ISBN 1-58042-115-6),
includes FreeCell and several variants, including Bonus FreeCell, a
version of Eight Off with alternate packing (it bears the same relationship to Eight Off
that standard FreeCell does to Baker's Game). It's hard to see how adding four more
freecells, even initially occupied with cards, makes the game better. The win rate may
actually be 100%. There are also two games with half of the cards dealt face down; they
are no longer what I would even call FreeCell; if the game isn't open, you're playing a
variant of Klondike.
Filling the four freecells with the last four cards (as in ForeCell but without the
KingOnly rule; empty columns may be filled as usual) is another way of making the standard
game harder. We mentioned results found by Danny A. Jones in the earlier
section on ForeCell; he analyzed the first million deals and found that 878,429 are
solvable (121,566 are impossible, 5 intractable), a win rate of 87.8%.
* Can I play with a different number of columns?
Yes (this can also be done, of course, in a hand-dealt game with real cards). Playing with various numbers of tableau columns goes back to Paul Alfille's original version of FreeCell on PLATO, which allowed for every combination from 4 to 10 columns and 1 to 10 freecells (some of these are either virtually impossible or ridiculously trivial, though many players like the easy games either for relaxation, or as variants to be played very fast). We will use NetCELL's notation MxN to indicate a game played with M columns and N freecells (e.g. 10x2 is ten columns of 5 or 6 cards and two freecells). Several other computer versions allow for changing the number of columns, including Marc L. Allen's 1992 version, which allows between 6 and 10 columns. NetCELL has a large assortment of variant games from 4 to 13 columns wide, with as many as 10 freecells for the extremely narrow games:
freecellsThe game is much easier with nine or more columns; Danny A. Jones has analyzed games
with nine columns or more and found that all 32,000 of the standard Microsoft deals are
solvable with nine columns, even with only three freecells (in the first million deals,
there are 19 impossible deals with three freecells and none with four freecells).
With ten or eleven columns, most games are solvable with one freecell and
almost all with two. With twelve or thirteen columns, most games are solvable
with zero freecells and almost all with one. There are no impossibles in the
first million deals at 10x3, 11x3, 12x2, or 13x2.
Using less than eight columns makes the game more challenging. Danny A. Jones' solver
finds that there are at least 31,641 solvable 7x4 deals (seven columns and four
freecells), so that game is slightly harder than the standard eight-column game with three
freecells (8x3). What about combining the variants, playing with seven columns and three
freecells? Of the 32,000 7x3 deals, at least 25,285 can be won; this is approximately as
difficult as the standard game with two freecells. It is possible to play with six or even
fewer columns, but the games become extremely difficult unless more than four freecells
are allowed. A summary of win rates for all reasonable combinations of columns and
freecells can be found below in the statistics section. You
can scan the NetCELL score page to
see some results from real players; good games which can still be won most of the time are
6x5 or 6x6, 5x7 or 5x8, and 4x10. The NetCELL stats may vary quite a bit from our
calculated win rates, because of the effects of the NetCELL difficulty algorithm,
especially in variants with larger numbers of columns.
* Is it possible to win without using the freecells?
Yes, but very rarely. Remember that cards can only be moved one at a time unless you
have enough freecells or empty columns to move sequences, so a zero-freecell deal
means, among other things, that you can never move more than one card at a time unless you
can clear out an entire column, which will allow you to move two-card sequences, etc. (see
the discussion of supermoves below). Wilson Callan had received
several claims of deals which could be won without using any freecells at all (even
temporarily during sequence moves), but we were unable to verify any of these reports.
When the Don Woods solver used in FreeCell Pro was modified to allow zero freecells, the
solver contradicted every claim received of a win without using freecells. Under the
strict conditions of zero-freecell play, it is surprising that any deals can be solved,
but remarkably, it turns out to be possible to win roughly one out of 500 deals with zero
freecells (my solution, found by hand, to 1150 is posted in the solution catalog). A complete analysis of the 32,000
standard deals using four different solvers shows that 69 are winnable with zero
freecells:
164, 892, 1012, 1081, 1150, 1529, 2508, 2514, 3178, 3225, 3250, 4929, 5055, 5152, 5213,
5300, 5814, 5877, 5907, 6749, 6893, 7018, 7058, 7167, 7807, 8355, 8471, 8961, 9998, 10772,
11863, 11987, 12392, 12411, 12676, 13214, 13464, 13532, 14014, 14624, 14826, 15140, 15196,
17772, 17871, 18026, 18150, 18427, 19951, 20533, 21657, 21900, 22663, 23328, 24176, 24919,
25001, 25904, 26719, 27121, 27853, 28856, 30329, 30418, 30584, 30755, 30849, 31185, and
31316.
Playing with no freecells makes the game a much harder form of the standard solitaire Streets
and Alleys, with packing in alternate colors, instead of packing regardless of
suit. It's actually much more likely, when playing with zero freecells, to have no moves
at all from the initial position. In over 4% of deals it is impossible to make any moves
at all without any freecells (Danny A. Jones found that 1,325 of the first 32,000 and
42,055 of the first million are blocked at the start; the first few are 1, 23, 25, 28, 46,
and 51). Dozens of people have written claiming to have solved other deals without
using the freecells, but invariably they are playing with Microsoft FreeCell and are using
the freecells temporarily for moving sequences. If you really want to play without
freecells, you can do so with FreeCell Pro.
Danny A. Jones says that the hardest deal he has ever encountered is the zero-freecell
FCPro deal 1003256. He says, "It's guaranteed to quickly age manual solvers and turn
computer solvers into memory hogs. It goes against almost every optimization technique
employed in my normal solver. Think of your worst case of reordering cards to align suits
... and then multiply it by 100+ for this deal! None of the solvers in FcPro could find a
solution -- not even after I helped by providing the first 40 moves!" He also
suggests playing 896777 without making any manual moves to homecells (65 of the first
million deals are solvable this way; 8 more if autoplay takes effect before moving any
cards).
With fewer than eight columns, zero-freecell wins become even rarer. Only one
deal, 16110, out of the first 32,000 is winnable with seven columns and zero freecells
(2,780 are blocked at the start, and 87,323 out of the first million). The overall
win rate appears to be about 1 in 100,000; there are 30 winnable 7x0 deals in the first
three million FCPro-numbered deals. With six columns and zero freecells,
no winnable deals have been found in the first ten million FCPro deals.
* Why is it required to use freecells or empty columns to move sequences?
Because the way the game, and most of its relatives, were designed, is that cards can only
be moved one at a time. A variation where a sequence of cards can be moved as a unit,
regardless of the number of freecells available (though freecells can still hold only one
card at a time), is sometimes called Relaxed FreeCell. Danny A. Jones has
analyzed the 320 deals out of the first 25 million FreeCell Pro deals which are impossible
under standard rules. Amazingly, all but four of them can be solved in Relaxed FreeCell,
including 11982. The deals which are still impossible are 2607073, 12421023, 18667482, and
24121426. Since the win rate of the standard game is already extremely high, it does not
seem necessary to make the rules any easier (although solving the impossibles like 11982
using relaxed rules is sometimes quite challenging).
Many people enjoy playing Relaxed FreeCell with zero freecells (most are unaware that they are not following the standard rules, resulting in many false reports to us of additions to the zero-freecell list (previous question)). Danny has also analyzed the first 32,000 deals using zero freecells and relaxed rules. There are 1785 deals solvable under these conditions (the first few are 11, 38, 54, 56, and 58).
* Is it possible to get all 52 cards to the homecells at once?
Yes. While I was participating in Dave Ring's project, I noted that some deals ended with
40 or more cards going to the homecells at the end of the game (called a flourish,
cascade, or sweep -- the latter term coming from peg solitaire). The best I managed was 47
cards. George W. Edman discovered a number of deals on which he could end with a 50-card
flourish: 7329, 7851, 15824, 23600, 26963, 31126 (found by Carol Philo), and 31637.
Edman's solution to 7851, remarkably short at 35 moves, is found in the solution catalog.
Since the standard version of FreeCell plays aces automatically to the homecells as soon
as they are available, these deals depend on having two aces buried at the bottom of the
same column, and arranging the remaining cards into sequence before uncovering the last
two aces. But in March of 1998, Andy Gefen found the ultimate: a 52-card flourish. After
noticing that deal number 18492 had four aces at the bottom of column
six, he realized that if he could get all of the other cards in order without moving the
seven of diamonds which covers the aces, he could achieve the 52-card flourish! He was
able to do so after considerable effort, and his solution is now available in the solution catalog. Dave Leonard later found a second
52-card flourish, 22574 (with a different arrangement of aces), and a 51-card flourish,
765. Brian Barnhorst found a third 52-card flourish, 7239, Dave found a fourth, 23190, and
Kenneth Goldman found a fifth, 16508. All of the solutions to these 52-card flourishes are
found in the catalog. Ben Johannesen found five more, 9993, 10331, 12387, 17502, and
27251. Jason A. Crupper found 18088, and then used Jim Horne's dealing code to write a
program to search the 32,000 standard deals for more candidates. He found six more for
which he was able to find solutions: 7321, 8536, 16371, 28692, 29268, and 29640. This
brings the total to seventeen. Jason found two other possibilities, but writes:
"14150 and 26852 have the right setup of aces, but also present extreme strategical
difficulties, enough that I suspect that they are unsolvable, in the same way that 11982
is unsolvable". Danny A. Jones's solver confirms that those two deals are
impossible as 52-card flourishes.
Deals from other programs have not been examined in detail for 52-card flourishes, but
Scott Kladke found the NetCELL deal 10904-8 which can be solved fairly easily as a 52-card
flourish.
Later, Jason, using a new program he calls Flourish Explorer, extended the analysis
through the first million deals, and found a total of 435 candidates for 52-card
flourishes. Danny's solver has found solutions for 354 of those; 19 are impossible
and 62 are so far unsolved. The search for candidates is very fast (Jason searched
100 million deals in 159 seconds, making a search of the entire 8 billion deals possible
in about 3 hours), but the process of looking for actual solutions is very slow (over 17
hours for the analysis of the 435 candidates). Danny's solver also found
a solution to 7239 using only three freecells.
A related variation, which does not depend on any special arrangements of the cards, is to
play without moving any cards to the homecells (foundations), trying to arrange the cards
in four ace-to king sequences on four of the empty columns. (This idea may have come from
the solitaire Spider; it also can be used in Yukon and other games). This Spider
variant is very difficult, and I do not know what percentage of games can be solved in
this way. FreeCell Pro now allows you to play the Spider variant, but you cannot play the Spider
variant in the Microsoft version, or any other version where autoplay is automatic and
cannot be turned off. The Warfield and Allen programs mentioned above both allow it, as do
some other programs. In a future section of the FAQ we'll look at the various versions of
FreeCell and eventually there will be a table of comparative features.
* Can a card be played once it has been placed on a homecell?
No. In the standard form of the game, cards which are played to the homecells must
remain there. Some variations of solitaire (e.g. Giant, a variant of Miss Milligan),
specifically allow cards to be played from the foundations back to tableau columns (in
English solitaire parlance, this is called worrying back). It doesn't
make sense in games such as Baker's Game which pack in suit, but there's no reason why it
couldn't be allowed as a variant in FreeCell. Pretty Good Solitaire is the only major FC
program I'm aware of which allows worrying back. Worrying back has a very small influence
on the win rate, at least in the standard four freecell game: Tom Holroyd has done some
computer analysis and found that worrying back a card onto an occupied column allows 11 of
the 130 impossible deals up to 10 million to be solved. 11982 is still impossible, though.
* What are some other solitaires closely related to FreeCell?
In the brief section on history, we mentioned Baker's Game, the in-suit relative of
FreeCell, as well as much older predecessors like Eight Off. Baker's Game and FreeCell are
the two most interesting games, in my view, since they allow any card to be moved to an
empty column, so that the emphasis is on building sequences on the tableau, rather than
moving cards to foundations as quickly as possible. But two other modern variants of Eight
Off are also worth mentioning:
(1) Seahaven Towers, invented by Art Cabral, which
resembles Eight Off, except that there are ten columns of five cards each, with the two
remaining cards dealt into two of the four available depots (freecells).
This first appeared as a Macintosh game, but versions for Windows (and probably other
platforms) are easy to find. Don Woods' solver estimates the win rate to be slightly over
89%. Mark E. Masten has confirmed this with a run of 15 million deals, with
13,397,816 wins (89.32%) out of 15 million. Much of the game's difficulty
comes from only being allowed to move kings to empty columns; if the KingOnly rule is
waived, the win rate jumps to over 98%. Using Tom Holroyd's Patsolve solver, the
first 32,000 MS deals (dealing cards in the same order to ten columns instead of eight)
were analyzed with both rules. Under standard KingOnly rules 28,564 deals are
winnable (89.26%); with any card playable to an empty column 31,502 deals are winnable
(98.44%). The help file for the original version mentions a harder variant
(which is not implemented there): eight columns of six with the four remaining cards dealt
to all four depots; this is identical to ForeCell except that the tableau columns are
packed in suit. Danny A. Jones has analyzed this variant and found that only 3,382
deals are winnable out of the first 32,000 MS deals; in 1,276 deals no moves at all are
possible.
(2) Penguin, invented by David Parlett, and found in several of his books
(Teach Yourself Card Games For One, published in 1994 is excellent and is in
print). It also appears in a number of compendium programs, including Pretty Good Solitaire and Solitude. Penguin is an
interesting variant of Eight Off, with seven columns of seven cards, and seven depots. The
first card dealt to the first column is the foundation base, and the other cards of the
same rank are played immediately to the foundations as they are dealt. Sequences in
suit can be moved from pile to pile without requiring depots; this is an exception to the
usual rule in games of the Eight Off family. Mark Masten modified the Woods solver and ran
fifty million random deals, estimating the win rate at 99.94%, slightly harder
than FreeCell but slightly easier than Eight Off (99.88%).
Thomas Warfield, author of Pretty Good Solitaire as well as other solitaire packages, has
started a FC page which includes links to various
sites, including ours, and a few of the computer versions of FC, including Warfield's
packages FreeCell Plus (a Windows 3.1 package with FC and seven other related solitaires)
and FreeCell Wizard (a Windows 95 package with 13 games and a modified version of the
Solitaire Wizard, which allows players to set up games with a variety of rules variants).
Both FreeCell Plus and FreeCell Wizard include Eight Off, Baker's Game, Penguin, and
Seahaven Towers.
4. Computer Versions and Features
* What is FCPro? What can it do that most other programs cannot?
FreeCell Pro is a Windows version of FreeCell written by Wilson Callan and Adrian
Ettlinger (available free at our site). FCPro was originally
written in 1997 for the purpose of automatically recording solutions to
interesting deals as they are solved by the user. The first version was a
"tracking" program which ran while the user was playing the standard Microsoft
FreeCell. It read mouse clicks, interpreted them, and correctly recorded solutions
according to the standard FC notation devised by Andrey Tsouladze. In correspondence with Jim Horne, I asked about his algorithm for generating
random deals, and he sent me the full C code for the dealing routine. There's nothing
particularly tricky about it; a clever programmer could probably work it out by trial and
error. But Jim kindly allowed us to incorporate the code into FCPro, and this allowed us
to recreate the entire set of 32,000 deals of the Microsoft version (e.g. 11982 is
unsolvable in FCPro too). Adrian later realized he could create a larger range of deals
using a different storage type for the deal number, and extended the range of deal numbers
to over 4 billion. The first 32,000 are the same as those in Microsoft's standard version,
and the first million are the same as in the Microsoft XP version released in 2001. Having
Jim's dealing code and the FCPro solution-recording function
allowed us to save (and later check) solutions to the standard deals. I used FCPro to
record and send to Wilson dozens of my solutions to difficult or interesting deals.
The next big leap forward for FCPro occurred when Don Woods sent us the C code for his
automatic solving program. He had used this to analyze one million random deals, and found
that all but 14 were solvable. Adrian incorporated the code into FCPro, and added a
function to allow a range of deals to be automatically processed. He also added some
sorting routines to rearrange the eight starting columns according to various schemes;
this frequently allowed the program to quickly solve a deal which otherwise proved
difficult. Another feature in the program allows the user to select any number of
freecells from 0 to 7 -- this works with both the manual play function and the automated
solver. FCPro also includes a Next Game function (F5) which allows the deals to be easily
played in sequence, a new Options menu which allows player preferences to be saved in the
program registry, and a Custom Game function which allows any possible deal to be entered
through a simple text file. FCPro runs under Windows NT/2000 and Windows 95/98/ME/XP.
If you play FC using FreeCell Pro or Windows XP FreeCell, let me offer the following deal
as a challenge: 80388. It is solvable, but it is the most difficult deal I have yet found
outside the first 32,000.
* What are the minimum requirements for a good computer version of FreeCell?
The biggest flaw in Microsoft FreeCell is its dialog box which pops up every time
you want to move to an empty column, asking if you want to move a single card or a
sequence of cards. Moves of single cards to empty columns are very rare (the standard
notation allows for this, but there is not a single instance of it in the catalog of over
400 solutions; I do not remember ever doing so when playing MS FreeCell), and can always
be done anyway in two steps by moving the single card to a freecell first, then to the
empty column. This dialog box was eliminated very early in the development of FreeCell
Pro, and most good versions of FreeCell either automatically move the maximum number of
cards to an empty column, or use a drag-and-drop interface (though this is not as good an
interface for FreeCell; NetCELL, strangely, allows drag-and-drop for single card movement
only). Yahoo's version of FreeCell makes a different mistake -- it uses the selection
method, but requires the player to select the top of the sequence to be moved, rather than
simply choosing the column to be moved from (the rare cases where it is desirable to move
part of a sequence to an empty column can also be handled by individual moves to
freecells; a well-designed program would use shift-click or control-click to select an
exact partial sequence -- I have never seen this implemented). A first-rate program would
allow the user to customize the selection method to behave exactly as preferred (FreeCell
Pro allows the user to choose what action, if any, is taken on double clicks).
Every program should have autoplay of all cards which are safe to move to the homecells
(preferably using the strong NetCELL autoplay rules described at the end of section 2);
this speeds up play, especially at the finish. Being able to turn off autoplay completely
is a nice optional feature. Poorly designed programs often make one of two errors: either
not having autoplay at all, or playing every possible card to the homecells (as discussed
earlier under AllPlay, this makes many deals much harder and on rare occasions
impossible).
Every program should have selectable, numbered deals; part of the culture of FreeCell
is the discussion of hard or unusual deals. Many versions of FreeCell, even non-Windows
versions, have adopted the Microsoft deal numbers, at least for the first million deals.
FreeCell is an open solitaire -- the identity of every card is supposed to be visible at
the start; this can be a problem with aces in particular if the cards are tightly packed
together. Spreading the cards in each column far enough apart is the easiest way to do
this (a large enough screen, as in FreeCell Pro, can easily hold the maximum possible 18
cards in a column). Microsoft FreeCell, which uses a very small screen, allows any card to
be identified by a right-click, which momentarily displays the entire card (this is an
easy feature to program and is quite useful in other games where there are often many
cards in a column, where the spacing between cards in a column is automatically adjusted
when it contains more cards than normal). Some programs use specially designed cards with
extra suit indices on the upper right corner, visible even with minimal spacing between
the cards. Some very bad versions of FreeCell give the player no way of identifying an ace
which is covered by another card; this perverts the nature of the game, which is strategic
planning without guesswork.
* What are some other programs which allow you to play FreeCell?
There are quite a few packages for Windows which include FreeCell (and sometimes variants)
among their many games. BVS Solitaire
Collection is a large package of 401 solitaire games, with many powerful
features, including an autoend function which tells you when you are
stuck. Their version of FreeCell allows some of the rules to be changed, but
does not appear to allow variable numbers of columns and freecells. The deals
are numbered, but are not compatible with MS deal numbers. The program allows
either drag-and-drop or select-source-and-destination movement interfaces.
Solitaire City is a program
recently expanded to 13 games (53 including variants), including FreeCell, Klondike, and
Spider. Their version of FreeCell includes seven game variations, six of which
can be played against the clock to score points and compete against others (tables of the
highest scores in each game are published on the website). The variants are
standard, easy (similar to low levels of NetCELL where low-ranking cards tend to be dealt
later), hard (the reverse, like high levels of NetCELL), and one, two, and three
freecells. Because the competition is speed-based, the designer, Peter Wiseman,
chose not to implement autoplay, and numbered deals are only available as a seventh
variant. The deal numbers go up to 4294967295, and are compatible with MS deal
numbers (higher numbers also match those of FreeCell Pro). Solitaire City
includes a number of features, including autoend, a tutorial for each game, and a move
hint feature which seems to give intelligent suggestions.
* Is it cheating to use computers?
Well, most of us are using a computer to deal and keep track of the deals, and FCPro can
record solutions automatically. I think it is quite reasonable to use a computer to do
things which would be impossible, tedious, or time-consuming to do otherwise. The Internet
FreeCell Project took 110 people to finish; Adrian Ettlinger did more than 300 times as
many deals alone using FCPro and his computer. The variable-freecell solver makes it
possible to categorize random deals into six groups based on a rough difficulty rating,
while leaving the more interesting task of actually solving individual deals to humans
(all of the solutions in the catalog were found by humans without computer assistance).
* Is there a version of FreeCell for Macintosh or other systems?
While there are probably at least a dozen in Windows, I know of a few versions for
Macintosh: the first freestanding version was David Bolen's Super Mac Freecell (the old
home page seems to be gone and the program may no longer be supported). Two newer versions
I have not seen are a Dashboard Widget
version by Daniel Erdahl, and an OS X version
by Alisdair McDiarmid, which includes support for the first million MS deals (modified by
Lowell Stewart). Several large packages for Macintosh also include FreeCell: Rick
Holzgrafe's Solitaire Till Dawn (which
includes FreeCell among its 40 games), Eric's
Ultimate Solitaire (which includes FreeCell among its 23 -- also available for Windows
95), and Ingemar Ragnemalm's Solitaire House
(which includes FreeCell among its 32). I have no access to a Macintosh, and have only
seen Solitaire House and Super Mac FreeCell, both of which run on experimental Macintosh
emulation programs. I have also not seen The
Ace of Penguins, a Linux version by D. J. Delorie (Karl Ewald, who mentioned this
version, says that it does not even support selectable deal numbers -- this is so easy to
do, and so desirable a feature, that its absence in any version of computer solitaire is
in my view inexcusable), nor versions of FreeCell available for Amiga, OS/2 (both of these
links have unfortunately disappeared), and Clipper. If anyone has
played these and can comment further on their features, or knows of other versions of
FreeCell, please let me know. Among the other Windows versions are the Windows 95 version Xcell. There used to be a
version of FreeCell (and other solitaires) for Web TV, from Epsylon Games; this did not
work well on an ordinary browser, and I received conflicting reports on how well it worked
on Web TV. The site vanished entirely in 2001. A package which runs on a wide variety of
platforms is a new edition of the Solitaire Antics package, called Solitaire Antics
Ultimate, by Masque Publishing. The new edition, on
CD-ROM, has over 200 games, including FreeCell, plus a very powerful game editor, and runs
under Windows (95 through XP), Macintosh, Windows CE, and Palm OS (the latter two allow it
to run on many handheld PCs).Other packages available for both Windows and Macintosh are Burning Monkey Solitaire, which has 30 games
including FreeCell, Solitaire Plus!, which also
has 30 different games including FreeCell, and dogMelon's Classic Solitaire, available for Windows, Palm,
and Macintosh (all including FreeCell, with varying numbers of games).
* Are there any handheld versions of FreeCell?
MGA Entertainment has released a handheld FreeCell, selling for $15-16 retail. I wish I
could say it was well done. The screen is tiny (about 49x42 mm), and is in color (but the
suits are red and white and it is easy to mistake hearts for diamonds and clubs for
spades). There are apparently only about 1000 different deals (the reason for this
limitation is not clear), and they are not numbered. The interface is somewhat clumsy,
requiring multiple buttons to be pushed for many simple operations such as moving
sequences (the whole sequence must be selected with a roll up button) and moves
from freecells other than the lefthand one (similar to keyboard notation). Only six cards
per column can be displayed, and the roll up button must be pushed to view deeper cards.
Another handheld version has appeared from Radica (about $20 retail), but this version is
even worse than MGA's; it displays only four cards per column and uses a thumbwheel to
scroll deeper in the columns.
There are also a number of FreeCell packages available for handheld and palmtop PC's
including the HP, Psion and Palm Pilot. In
fact there are now at least three versions of FreeCell for Palm Pilots: one from Electron Hut (this has the same deal
numbers as Microsoft FC), another called Acid
FreeCell from Red Mercury, and a new portable
version of NetCELL. Microsoft makes a version of the Windows Entertainment Pack
(including FreeCell) for the Windows CE operating system, for $34.95. This runs on various
handheld PCs (H/PC) such as the Hewlett Packard HP360/620 LX and Sharp Mobilon (I don't
have a current link -- MS keeps moving the page -- but it should not be hard to find in
retail stores or online vendors).
I have also seen a countertop version of FreeCell (this is a touchscreen unit, similar to
a video game, which can be found in restaurants and bars). The version I saw was called
QuickCell, and is one of the games offered by Merit Industries' Megatouch XL unit (a bit
pricey for home use, at $3195). Another touchscreen version of FC is found in the JVL
Concorde 2 by J.V. Levitan Enterprises, Ltd.
ElectroSource International has published a version of the Microsoft Entertainment Pack
(including FreeCell) for the Color GameBoy. Jeffery K. Hughes, the programmer for ESI's
version, notes that the deal numbers in this version match those of the standard Microsoft
Windows version exactly. Interplay published a package (written by Beam Software),
Solitaire FunPak (about $20), for GameBoy and GameGear, with 12 solitaires, including
FreeCell, but this now appears to be out of print. If anyone knows of other versions of
FreeCell for video games (Nintendo N64, Sony Playstation, etc.), please let us know. It's
been years since I played any video games (Intellivision and the original Nintendo), and I
have no idea whether there are any other solitaire card games for them.
* What other computerized solvers exist?
Don Woods also wrote versions of his solver to analyze the related solitaires Seahaven
Towers and Baker's Game; Mark Masten has modified these to analyze Eight Off and Penguin.
Shlomi Fish has a solver available at his home page (it is written in C and
runs on various platforms, including DOS). It has many features and can solve deals from
FreeCell and a variety of solitaires related to FreeCell. A new solver by Gary Campbell, which runs as a command file
under DOS, has recently been released.
There are a number of other FreeCell solving programs; none of those I have seen appear
to be as fast or powerful as the programs mentioned above. Lingyun Tuo wrote a solver as
part of his Autofree program.
Luc Barthelet wrote a solving application (notebook) for the analysis package Mathematica
(the link for this has disappeared). XCell also has a built-in solver.
There are a number of unpublished solvers I know about. Danny A. Jones has a very powerful
one, which he has used extensively to find solutions and win rates for this FAQ. His
standard solver, running under Windows XP on a 1.8 GHz Pentium 4, can solve the first
million deals in under an hour.
5. More Statistical Facts and Curiosities
* How often can I win?
Adrian Ettlinger, using Don Woods' solver with some extensions of his own, has analyzed 20
million deals, starting with the standard 32,000 of the Microsoft version, and continuing
on through deals numbered up to 20,000,000 (using the same random number scheme as
Microsoft FreeCell, thanks to Jim Horne). This analysis was primarily carried out with the
program FCPro, written by Ettlinger and Wilson Callan. Of the first 10 million deals, 130
are unsolvable in the standard four-freecell game:
11982, 146692, 186216, 455889, 495505, 512118, 517776, 781948, 1155215, 1254900, 1387739,
1495908, 1573069, 1631319, 1633509, 1662054, 2022676, 2070322, 2166989, 2167029, 2501890,
2607073, 2681284, 2712622, 2843443, 2852003, 2855691, 2923820, 3163790, 3172889, 3194539,
3217820, 3225183, 3366617, 3376982, 3402716, 3576395, 3595299, 3878212, 3946538, 4055965,
4207758, 4266168, 4269635, 4324282, 4334954, 4440758, 4446355, 4765843, 4863685, 4910222,
5046726, 5050537, 5086829, 5225172, 5244797, 5260342, 5401675, 5478410, 5611185, 5672090,
5817697, 6020049, 6099064, 6100919, 6234527, 6314799, 6332629, 6416342, 6749792, 6761220,
6768658, 6844210, 6895558, 6898316, 7035805, 7261039, 7334559, 7360592, 7400819, 7484159,
7497878, 7530003, 7536454, 7705172, 7748399, 7777900, 7795097, 7801943, 7814345, 7825750,
7863486, 7887312, 7923001, 7965413, 8000527, 8046431, 8076134, 8104908, 8105324, 8114984,
8119415, 8121228, 8237732, 8267373, 8354257, 8381178, 8527378, 8608154, 8712426, 8719444,
8736337, 9093368, 9110337, 9190487, 9222830, 9262134, 9414989, 9415104, 9435589, 9452398,
9626317, 9647001, 9660366, 9747437, 9771903, 9830419, 9855268, 9861848, 9917279.
Most notably, we verified the result of the Ring project: all but one deal (11982) of the
32,000 standard deals is solvable! No more unsolvables turned up for more than 100,000
more deals. Eight of the one million deals in FreeCell for Windows XP are
unsolvable. Danny A. Jones has extended the analysis to 20 million using his
own solver (of the first 25 million, 320 are impossible), and Ryan L. Miller (running Tom
Holroyd's Patsolve solver in FreeCell Pro for more than 22 days of computing time, with
some assistance from me, Danny A. Jones, and Gary Campbell) has extended it to 100
million. Of the first 100 million, 1282 are impossible, a win rate of nearly 99.999%, or
about 1 loss in 78,000 deals.
A more difficult variant of FreeCell, as mentioned above, is to play with fewer than four
freecells. Even with three freecells, approximately 99-1/3% of deals can be won (199 of
the first 32,000 cannot be won with three freecells; Ettlinger also ran another segment of
some 67,000 deals with a similar win rate). The deals below 1000 which require four
freecells to win are: 169, 178, 285, 454, 575, 598, 617, 657, 775, 829, and 988. A full
list is in the lists page.
Based on analysis of the first 32,000 deals, we can also give tentative results for
smaller numbers of freecells. With two freecells, the win rate is about 79% (at least
25,381 of the first 32,000 deals are solvable), and with one freecell, the win rate is
slightly less than 20% (at least 6289 of the first 32,000 are solvable) -- thanks again to
Danny A. Jones and his solver for these results. The win rate for zero
freecells (discussed in section 3) is about 0.2%.
The approximate win rates (as percentages) for variant games with different numbers of
columns (across top) and freecells (down left) are:
| 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |
| 0 | 0.001 | 0.22 | 6 | 30 | 64 | 85 | 95 | |||
| 1 | 0.01 | 0.88 | 19 | 65 | 93 | 99 | 99+ | 99+ | ||
| 2 | 0.003 | 0.88 | 25 | 79 | 99 | 99+ | 99+ | 100 | 100 | |
| 3 | 0.23 | 16 | 79 | 99 | 99+ | 100 | 100 | 100 | 100 | |
| 4 | 0.02 | 4 | 62 | 99 | 99+ | 100 | ||||
| 5 | 0.25 | 25 | 94 | 99+ | 99+++ | |||||
| 6 | 2 | 65 | 99+ | 100 | ||||||
| 7 | 12 | 93 | 99+ | |||||||
| 8 | 38 | 99 | ||||||||
| 9 | 71 | 99+ | ||||||||
| 10 | 92 | |||||||||
| 11 | 99 | |||||||||
| 12 | 99+ | |||||||||
| 13 | 99+ | |||||||||
| 14 | 100 |
* How many freecells are needed to solve any possible deal?
At least seven, it appears. All of the 130 impossible deals in the first 10 million can be
solved with five freecells, including of course 11982. I looked at a number of other
constructed deals, including Hans Bodlaender's, the Microsoft joke deals -1 and -2, and
others which have been posted at various websites and on Usenet newsgroups. All of
them are solvable with five freecells. I was beginning to wonder if all
deals were solvable with five freecells, when Adrian Ettlinger sent me a deal he
constructed, which appears to be impossible with six freecells as well as five
(confirmed with two different solvers). The arrangement of suits and colors is
particularly fiendish. You can play this deal in FreeCell Pro by copying the lines below
into a file and using the Custom Game option:
AE-Imp6
AC AD AS AH TD JD QD KD
6D 7D 8D 9D TH JH QH KH
6H 7H 8H 9H 2D 3D 4D 5D
2C 3C 4C 5C 2H 3H 4H 5H
2S 3S 4S 5S 6C 7C 8C 9C
TC JC QC KC 6S 7S 8S 9S
TS JS QS KS
Making extremely hard deals seems to require such effort that I suspected that every one
of the 8,589,934,592 deals in FreeCell Pro could be solved with five freecells. This
turned out to be wrong too: Tom Holroyd ran the FCPro deals known to be impossible (with
four freecells) through his solver, and number 14720822 turned out to be impossible with
five freecells! This is the first known random deal to be impossible with five freecells
(it is solvable with six). No other such deals have been found in searches through 100
million deals. Note that 14720822 has only 13 cards covering the aces. Why is it so hard?
Look at how many odd-numbered cards are at the bottoms of the columns, and how many of the
even-numbered cards are clumped at the top.

David A. Miller has worked on making even harder deals than Adrian Ettlinger's, and has constructed some deals which appear to be impossible even with seven freecells. Here is one of his deals; Tom Holroyd's solver Patsolve says it is impossible, FreeCell Pro does not reach a conclusion:
Magic8
AS AD AC AH QS QD TS TD
5S 5D 3S 3D QC QH TC TH
5C 5H 3C 3H 8S 8D 6S 6D
9S 9D 7S 7D 8C 8H 6C 6H
9C 9H 7C 7H 4S 4D 2S 2D
KS KD JS JD 4C 4H 2C 2H
KC KH JC JH
Ryan L. Miller points out that a position can be reached, without filling any
freecells, that requires ten freecells to solve. From the starting position
below, move all 26 red cards to the homecells. The resulting position, with 26 black
cards, needs ten freecells to win.
AC AS KS QS JS TS 9S 8S
2S 2C KC QC JC TC 9C 8C
3C 3S KH KD QH QD JH JD
4C 4S TH TD 9H 9D 8H 8D
5C 5S 7H 7D 6H 6D 5H 5D
6C 6S 4H 4D 3H 3D 2H 2D
7C 7S AH AD
He also says that it appears that at least 37 freecells are needed so that no
unsolvable position can ever be reached. With 36 freecells, a blocked position can be
reached in which the bottom row consists of all of the aces and queens, and the second row
all kings and twos (each king covering an ace and each two a queen), and the other 36
cards are in freecells. Here's his example; this is actually a zero-freecell deal which
can be trivially solved in 24 moves.
AS AC AH AD QD QH QC QS
2D 2H 2S 2C KH KD KS KC
3S 3C 3H 3D JS JC JH JD
4H 4D 4S 4C TH TD TS TC
5S 5C 5H 5D 9S 9C 9H 9D
6H 6D 6S 6C 8H 8D 8S 8C
7S 7C 7H 7D
* What is a supermove? How does it help in
playing?
Every good computer version of FreeCell allows the player to move a sequence of cards all
at once using vacant freecells as momentary storage locations. This can also be done in
related games of the Eight Off family. But in FreeCell (and Baker's Game), where any card
may be placed in an empty column, even longer sequences can be moved using a combination
of empty columns and empty freecells. Normally a sequence one card longer than the number
of empty freecells can be moved from one column to another, but this is doubled for every
empty column (except for the destination column -- if you are moving *to* an empty column,
that column does not count). For example, a four-card sequence can be moved with three
empty freecells, but if there is also a vacant column, an eight-card sequence can be
moved, putting the first four cards temporarily in the empty column (using the freecells),
then moving the other four cards to the destination (using the freecells again), and
finally moving the first four cards from the formerly-empty column to the destination
(using the freecells a third time). Long sequence moves using empty columns as well as
freecells have been called supermoves.
The most common and useful supermove situation is moving a four-card sequence from one
column to another when there is an empty column but only one empty freecell. For example,
if you want to move four cards from column 1 to column 2, with column 3 and freecell a
empty, the sequence of moves one card at a time would be: 1a 13 a3 1a 12 a2 3a 32 a2. A
move of this kind occurs at move 20 of the catalog solution to FC 617, and Richard
Schiveley suggests that this is why so many people think the solution doesn't work -- if
you are unfamiliar with supermoves, the move may look impossible, although Microsoft
FreeCell carries it out with no difficulty.
FreeCell programs vary in their ability to use supermoves. Microsoft FreeCell uses it
correctly when there is one empty column and at least one empty freecell, but fails to
make the maximum use of more than one empty column. When there are no empty freecells, but
multiple empty columns, it treats the empty columns as freecells (e.g. three empty columns
can be used to move an eight-card sequence even without any freecells, but MS FC only
allows four to be moved). FreeCell Pro now works correctly in all supermove situations.
* How many possible FreeCell deals are there?
Strictly speaking there are 52! different deals, about 8x10^67. However, deals can be
transformed in several ways which make no mathematical difference, which cuts down the
number a bit. The four left-hand (7 card) columns can be interchanged in 4! (24) ways, as
can the four right-hand (6 card) columns. Also, suits can be interchanged in certain ways.
If you swap suits so that all the black cards become red and vice versa (there are 4 ways
to do this: SHCD can become HCDS, HSDC, DCHS, or DSHC respectively), the mathematical
properties of the deal do not change; you can also maintain colors, but swap spades for
clubs, diamonds for hearts, or both (3 more ways). So there are 576 permutations of
columns (including no swaps) and 8 permutations of suits (including no swaps), which
reduces the number of essentially different FreeCell deals to roughly 1.75x10^64 (a few
rare deals will be identical under one of the 4608 transformations). The 32-bit integers
used in FreeCell Pro and other programs can in theory generate 4294967296 deals (FCPro
uses another trick to double this to 8589934592; it appears that these are all different).
The solitaire package Hardwood Solitaire III,
which includes FreeCell among its 100 games, actually allows in theory for any possible
deal to be generated, but at the cost of having to enter a deal number of up to 68 digits.
I do not know if the New Deal function can actually select every single possible deal.
* What is the fewest number of cards one can have left remaining and
still lose?
Since there are 12 places to put cards (eight columns and four freecells), *any* position
with 12 cards or fewer is winnable. With plausible but careless play, it's possible
(though fantastically unlikely) to have 13 cards left and lose. Here is an example worked
out by David A. Miller, which finishes with only spades left (another example can be seen
in deal number 2582 in the next question, if you play 32 instead of 42 on move 99!):
#15196 David A. Miller
5h 5h 8h 67 23 2a 27 27 27 2b
12 82 52 47 8c 83 48 c8 b8 63
6b 6c 67 a6 16 1a 12 b2 a2 5a
5h 7h 78 7b 75 65 76 1d 16 c6
b6 4h 7b 7h 3h 3h dh 4h 3c 3d
3h 8h 2h 37 31 1h ch 8c 8h 4h
6h 5h 21 2h 8h 2h 2h 62 6h 5h
85 8h 38
Madeleine Portwood writes that it seems to be possible to block all 13 cards of one suit
in about 1 in 10 deals. There must be an ace in the bottom (deepest) row with a card of
the same suit directly above it, and either another card of the same suit (or a king of
another suit) directly above that, or two cards of the suit to be blocked at the bottom of
another column -- this allows all of the other cards to be cleared.
Here's a different pattern, with 14 cards left, all hearts or diamonds:
#187 David A. Miller
3a 54 5b 35 35 3c 3d 61 71 71
7h c3 73 a7 27 8a d8 58 6h 5c
56 5d a5 65 25 d6 2a 24 2d 15
16 c2 82 81 a8 21 2a 43 d2 4c
4d 42 47 6h dh 5d 5h 3h c3 6h
67 64 62 86 82 a8 48 5h 3a 3h
14 12 4h 8h 2h 7a 7h 7c 4d 4h
7h 6h 83 87 7h bh 2b 2h 48 47
7h 27 2h 12
From a practical standpoint, I don't know of any magic number of cards left which makes
victory certain (or even nearly certain). I've seen separate claims for 40 cards left and
36 cards left being sure wins, but I doubt either of these is true even as a general rule
of thumb.
* Is it possible to play an entire suit to the homecells ahead of all of the other
suits?
Yes. In fact, here is a solution in which all of the diamonds are played first, then all
of the clubs:
#36 Michael Keller
81 8d 8c 8b 8a 52 a5 8a b8 d8
18 6b 1h 64 6d 67 c7 6c d6 c6
56 56 b6 a4 26 2a 2b 2h ah bh
57 1a 1h 71 7b 7c 7d 75 7h a7
d7 2a 27 26 c5 85 b2 68 6h a2
48 1a 1h 67 6h 1b 1h 6c 6h 16
26 12 54 5h 31 83 8h 45 4d 4h
d4 81 8h 18 38 31 3h 13 36 84
8h ah 7h bh ch 2h 56 41 45
Jason A. Crupper bettered this with a solution in which all four suits are played in order
(32 instead of 42 on the next-to-last move blocks all 13 remaining spades):
#2582 Jason A. Crupper
8a 8b 83 8c 8d 83 b3 7b 78 a7
c7 d7 5a 25 25 1c 18 1d ch b1
4b 4h 4c 45 d5 b4 85 72 78 c8
71 27 2b 82 6c 68 68 b8 67 26
2b 2h 7h ah 7a 7h ch bh 1h 8b
8h 2h 12 1c b1 18 a1 61 32 3a
3b 32 56 3d 41 4h 5h bh ch dh
2h 7h 23 2h 78 7h 2b 2h 84 8h
53 6h 1c 1h 3h 1d 1h 38 3h 57
5h 35 3h 4h bh 4b 4h 2h 42 3c