FreeCell -- Frequently Asked Questions (FAQ)
written by Michael Keller, Solitaire
Laboratory
This article is the result of more than 20 years of work by me
and
a small group of like-minded FreeCell enthusiasts. You may
freely link to it from your website, but please do not plagiarize its
contents.
Thanks for questions and answers to:
Kate Ackley, Brian Barnhorst, David Bernazzani, Marion W. Berryman,
Bill Borland, Yuri Bortnik, 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, Micah Gorrell, John Hironimus, 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, Charlotte Morrison, 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.
A catalog of selected solutions to the standard FreeCell deals, begun
by Dave
Ring and later maintained by Wilson Callan, is now located on this
site.
It is now a single file. It is retained for historical purposes,
as it contains a number of specialized solutions, including
zero-freecell and flourish solutions. There is at least one
complete catalog available elsewhere for the extended set of 1 million deals.
Table of Contents
1. General Information
* 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?
* How does autoplay work?
2. The Microsoft 32,000
* Can they all be solved?
* Why doesn't Microsoft FreeCell always tell
me when I have lost?
* 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?
* What is Ephemeral FreeCell?
* 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
* Is it cheating to use computers?
* What are the minimum requirements for a good
computer version of FreeCell?
* What is FreeCell Pro? What can it do that most other
programs cannot?
* What are some other programs which allow you to
play FreeCell?
* Are there versions of FreeCell for Macintosh or other systems?
* 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?
1. General Information
* 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 freecells (called depots in some older books) 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 freecells. 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
freecells 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 freecells instead of eight. (An excellent online version of Baker's Game is available under the trademark Brain
Jam; their home page also has a link to an old Windows version.) 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 Demon (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 75 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. Solvitaire has also analyzed ForeCell, running 10 million deals with a win rate of 85.6%.
* 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 and Fortune's Favor, among others, are probably higher), 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, Demon (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 (i.e. Demon)
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.
For some reason, FreeCell seems to have spawned an unusual number of urban legends (look up FreeCell on Yahoo! Answers, e.g.). We will try to dispel these legends here.
* 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 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), was 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.
* How does autoplay work?
All good computer versions of FreeCell (of which there are now
hundreds) have some facility for moving cards automatically to the
foundations (homecells). Some only do so when all of the cards
are in sequence (autofinish), but most play cards to the foundations
whenever it is safe to do so. Aces can always safely be
played, as well as twos of any suits whose aces are already
there. In general, it is completely safe to autoplay
a card when any possible card that could be packed onto it on a tableau
column has already been played to the foundation, or can be played
there as soon as it is uncovered. For example, a
seven of diamonds is safe to autoplay (onto a six of diamonds already
there) when both black fives and the four of hearts are already on the
foundations. The only cards which could still be packed on
the seven of diamonds are the black sixes and the five of hearts (all
of which could be autoplayed), since both black fours are
gone. This rule was implemented at least as early as Marc
L. Allen's 1992 program, and is currently implemented in NetCELL, among
others. This rule applies even when worrying back
(putting cards from the foundation back into play on tableau columns)
is allowed. It applies as well to Klondike and other
similar games with packing in alternate colors.
Microsoft did not fully implement this rule, at least in its
early versions of FreeCell: it does not autoplay the seven of diamonds
in the above situation until both black sixes
have been played to the foundation. However, in that case it
extends the rule and plays the seven of diamonds regardless of how many
hearts have been played to the foundations, since nothing can now be
packed on the seven of diamonds. (If either black six was still
in play, and only (e.g.) the ace of hearts was on the foundation, the
seven of diamonds could conceivably be needed to pack a black six and
the five of hearts). If
worrying back is allowed, the Microsoft extension is not safe: you
might need to move the five of hearts (e.g. to empty a freecell or
unblock a lower card) by worrying back a black six onto the seven of
diamonds.
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, was Dave Ring's Internet
FreeCell Project. In August 1994, Ring solicited volunteers on
rec.puzzles, sci.math, 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 didn't get involved in the project
until November 1994, but still managed to solve 1,970 deals. The
project
was completed in April 1995, 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, and even later by
me. I am no longer doing so, since there are complete catalogs of
solutions available now; the catalog is still available as a kind of
historical record. You
can look in the index to find out whether
a particular solution is included. Probably the first large-scale
computerized statistical study, conducted by Don
Woods in 1994, analyzed a million random deals. In 1995, 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 extended 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, Pretty Good Solitaire, and other
programs. Eight of
those one million are impossible.
* 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 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 was the first
FreeCell program
I saw which detected many lost situations while a deal is in progress (Faslo FreeCell
Autoplayer, discussed later, can also do this passively; FreeCell
Pro can do so on demand).
* 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.
7D
AH AS TD 6C TC JH AC
2S
4H 2C 3C TH 5H 9C 7H
9H
KH 3H AD 9D 8S JD 7C
5C
4D 8C 6D QS 5D KS 7S
9S
8D JC 6H 4S 3S QH 2D
TS
QD 8H QC 2H 6S JS KC
3D
KD 4C 5S
Deal number 94717719
With solvers now having analyzed the first 100 million deals, a
new candidate for hardest has turned up. Shlomi Fish posted a
solution to deal number 94717719 which was over 200 moves long, in
which 7 spades are played to their homecell before any other aces are
freed, and the entire spade suit is run while only two clubs and no red
cards have been played to the homecells. He later got it to 139
moves. Gary Campbell cleaned it up a bit, down to 119
moves. Danny A. Jones used an older version of his solver
to get it down to 92 moves. Danny notes that it takes 40 moves
just to reach the ace of spades, while many deals are already solved by
that point:
#94717719 Danny A. Jones PRI solver 92 moves
13 6a 56 5b 52 51 57 5c 65 b6
78 7b 72 78 12 4d 74 a7 67 62
37 6a 64 c6 a6 1a 24 1c 12 17
14 a1 64 34 31 46 3a 32 36 36
a3 83 5a 5h 75 7h dh 7d 7h 42
87 d2 37 3d b3 83 8b d3 8d 8h
81 84 b8 38 78 18 4b 4h 1h b1
21 24 2b 2h 7h 27 2h 3h b3 43
47 42 48 4b a4 25 c8 2a 2c 2h
2d 28
* 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 at random. You can also type in any number you choose yourself. There is
a persistent urban legend that the deals are somehow
constructed in reverse to make sure every one is solvable; this is not
so. The deals are also not "preset" in the sense of being
deliberately chosen (except for the deals -1 through -4 added later); 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 deals more random than a computer 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). Horne's
algorithm uses the Micrsoft C random number generator;
implementations of the dealing algorithm (which can generate the correct random numbers using a mathematical calculation) are available in over 50 different programming languages at the website Rosetta Code. This algorithm can deal over 2 billion distinct numbered deals before the algorithm repeats.
* 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 53.62% chance of seeing no repeated numbers (if selecting from
32,000 deals). 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. Gary Campbell's solver, now built
into the Faslo FreeCell
Autoplayer, can often provide reasonable solutions to deals (more
on this below). I acted as a volunteer
solver until July 2, 2003. I am no longer doing so.
There is now a complete set of solutions to the first 1,000,000 deals (except for 11982 of course) on a new site based in Latvia, run by a gentleman named Yuri Bortnik (he replied right away when I asked about the site). The solutions all appear to be quite short, and the interface is very clean -- two clicks get you any solution up to 32000, and higher deal numbers can simply be entered in a search box. Yuri says that the "solutions are generated by computer. But a special human-friendly algorithm makes these solutions very sequential, logical and short of course." His longest solution is 53 moves, for deal 29596. Solutions are available in standard notation, or in a more detailed descriptive form. A very impressive job and a well-designed site. He has also added some stats on the first 64,000 deals, including a list of 0- and 4-freecell deals.
* 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. Difficulty is also 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 (particularly depth of aces and other low cards) 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.
52583 has all four aces available immediately, but requires the average
two freecells to solve.
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 98% of FC deals on the first try to be
considered a top-notch player. 90% is a reasonable level for a good
player. More than 100 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 119
straight made it up to 91st place on the list of longest active streaks
in December of 2012. Note that NetCELL does not allow undos, so
getting long streaks is harder than in standard MS FreeCell, where you
can fix a one-move mistake.
The all-time record on NetCELL is 20,994 by a player called Ki; the current best is 20012 by PudongPete. The
previous record on NetCELL was 19,793, set by Bob K., a retired
chemist in the Atlanta area (under the name rgk5). He
previously had a record of 12,856 (now fourth-best) under the name
rgk1, which had
shattered the old record of 5301 by a player going by the name
Michelangelo. Bob started
playing around 1996, and has also had ten
other streaks of over 2000 wins. He did not record the deal which ended
his streak of 12,856, 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. A streak of over 1300 is needed to
make the top 100 all-time.
* Are all of the solutions in the catalog correct?
Adrian Ettlinger ran 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, then started adding solutions to deals
requested more than once. Now we are adding no new deals, since
there are complete catalogs of all 32,000 deals (and at least one catalog of the first million,
as described above). The catalog on our site is now basically a
historical artifact.
* 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 (a competitive version no longer available) is that if someone
was the first to post a 2-freecell
solution to a particular deal, and someone else posted a shorter
solution, the original poster lost all credit whatsoever for having
posted it -- so there was 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 had been posted -- it was
better to steal deals from someone else, especially if they were ahead
of you in the rankings. Championship FreeCell also counted every
individual card move in determining shortest solutions, which
discouraged long sequence moves and further encouraged 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 was thinking at one point of
creating 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 produces 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 either the three of diamonds or 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 once managed 119 in a row in the standard 8x4 game; in order to break
into the top 100 all time, you need to win well over 1300 in a row!
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 the
defunct 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. My
copy doesn't run any more under Windows 7 Home Premium.
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 (in other words, it is ForeCell with four extra
freecells). 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%.
I originally thought of this idea when I was playing
13-column FreeCell with no freecells: what if I had one freecell, but I
could only use it
once?
This led to the general idea of playing with freecells that
vanish after you move a card out of them;
I call this version Ephemeral FreeCell. This has not been
investigated much, but should work particularly well with wider
tableaux. There is lots of
scope for experimentation with combinations of permanent and ephemeral
freecells (you could also prefill all or some of the permanent
ones). This feature is available in the FreeCell
Virtuoso program, which is
planned as a replacement for FreeCell Pro. Charlotte
Morrison pointed out to me that the idea of one-use freecells appears
in the Pogo game Rainy
Day Spider
Solitaire; it has also appeared subsequently in other
casual/adventure solitaires, such as Mystery
Solitaire: Secret Island. Not
only does adding ephemeral freecells greatly increase the number of
combination games, it adds some extra strategic thinking to the game --
when should I play a card to a permanent freecell, and when to an
ephemeral one?
But the main reason I hope that ephemeral freecells might be such a useful device is that they could enable deals to be placed into many more categories of difficulty, using computer analysis. At the moment, we can group standard eight-column deals into eight categories, based on the minimum number of freecells each deal can be solved with (0 through 7). We can say that a deal is very hard if it can be solved with four freecells (but not 3), and hard if it can be solved with 3 but not 2. But we don't have an easy way to distinguish between, for example, the difficulty of deals like 1941 or 10692 with run-of-the-mill four-freecell deals. But I imagined that a FreeCell solver with the ability to analyze Ephemeral deals might make it possible to determine that some four-freecell deals can be solved with 3 reals and 1 ephemeral, or even 2 and 2.
I asked Danny A. Jones for help, and he has begun adapting his solver to handle Ephemeral FreeCell. Danny did a run (on August 11, 2012) of the first million MS deals, using three permanent freecells and one ephemeral one. Besides the eight deals known to be impossible with four freecells, there are only four more which cannot be solved if one of the freecells is ephemeral: 255317, 412030, 707659, and 888541. I have done some more runs of a million deals of various scenarios using his solver. In the scenario with two permanent and two ephemeral freecells, there are only 30 additional impossibles. One permanent and three ephemeral is a little harder: 58 of the first 32,000 and 1932 of the first million are impossible.
What if all of four of the freecells are ephemeral? This
is somewhat harder work for Danny's solver: it took 16 hours to process
the first 32,000 deals, and 272 of them were intractable. 25484
of the deals, just under 80%, were solved, with 6244 definitely
impossible. So four ephemeral freecells is just a hair
easier than two real freecells, but there's surprisingly little
correlation between the impossible lists for 8x2 and 8x0e4: quite a few
deals are solvable one way but not the other. The first
four 8x2 impossibles (1, 6, 21, 25) are all solvable as 8x0e4; the
reverse is true of 4, 9, and 12. 32 is the first deal
impossible both ways.
We can also look at the deals impossible with four freecells. Danny determined that all eight of the 8x4 impossibles in the first million MS deals can be solved as 8x4e1. Below is a screenshot of 11982 about to be played using 3 real (orange) and 2 ephemeral (pink) freecells. A full solution is:
11982 8x3e2
2d 2a 2b 2c 2e 78 28 4h 32 43
23 12 42 a4 1a 14 c4 12 b8 32
1b 17 35 b1 3b 31 35 a1 74 7a
73 71 d3 84 8h 87 82 e2 b2 83
85 8b 86 b8 68 6b 68 b6 38 58
56 51 51 63 61 61 43 42 4b
* 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:
freecells
columns 0 1 2 3 4 5 6 7 8 9 10
13 * * * *
12 * * * * *
11 * * * * * *
10 * * * * * * *
9 * * * * * * * *
8 * * * * * * * * *
7 * * * * * * * * *
6 * * * * *
* * * *
5 *
* * * * * * *
4 * * * * * * *
The 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.
We now have some results for Ephemeral FreeCell.
The thirteen-column game is winnable almost 95% of the time with no
freecells (there are 51,531 impossibles in the first million).
With a single ephemeral freecell, only 29 deals are impossible (none in
the first 32,000: the first one is 35227). If the single
freecell is permanent, there are only five impossibles: 100730, 196724,
340351, 622692, and 680565. All of the first million deals are
winnable with 13x1e1, and even with 13xe2. The
twelve-column game is very
winnable too: there are 148,158 impossibles with no freecells, only 956
with a single ephemeral, and 394 with a single permament
freecell. All of the deals are winnable as 12x1e1.
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.
Adding one ephemeral freecell to the eight-column game makes
902 of the first million deals solvable (a few of these are 58, 104,
105, 116, 150, and 163).
* Why is it required to use freecells or
empty columns to move sequences?
Because the way the game, and most of its relatives (Penguin is
a
notable exception), 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). Here is a solution to 11982 using
relaxed rules; moves followed by asterisks are sequence moves for which
there are not enough freecells in standard rules:
11982 (solved with 4 freecells but relaxed rules)
4a 4b 41 4c a4 54 3a 3d b3 d3
8b 82 83 53 c5 8c 8d 81 31* 31
43* 48 24* 25 ch 7h 72 87 d8 18*
1c 17 15 16 1d 12 b5 25 21 24
2h 72 7a 72 34 d7 37 c3 63 51
5h 56 52 52 65 61 67
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 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.
* 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. Some
FC programs allow
worrying back as part of the standard rules; Solitaire Virtuoso
provides it as an optional rule. Worrying back has a very small
influence on the win
rate, at least in the standard four freecell game: Tom Holroyd did some
computer analysis and found 11 deals (impossible with the standard
rules) that can be won by worrying back at least one card from a
foundation back onto an occupied column (11982 is still impossible,
though). Danny A. Jones extended the analysis up to 100
million, increasing the total to 69 deals winnable only by worrying
back:
(Holroyd) 4266168, 6332629, 7334559, 8381178, 10784666, 11953120,
13380013, 14194581, 15995200, 18739641, 19231830, (Jones) 19617733,
20001314, 24150534, 24795893, 26461140, 26960143, 27437151, 27616230,
30871801, 33293110, 33613814, 33900707, 34640348, 35784277, 40795834,
41445789, 45179955, 47883810, 48820590, 48830158, 49229215, 50279472,
50369429, 50532958, 50589757, 51869627, 53102422, 53126087, 53687601,
58996156, 59619214, 60555498, 61300229, 61830786, 62331953, 62641958,
63379066, 63478203, 64929238, 65924723, 66766350, 68311834, 70306173,
72865887, 74736875, 75265810, 78986182, 80505989, 81912256, 82943794,
85627209, 86265437, 89238318, 89819335, 90320629, 90801896, 95048417,
95464480
Here's a neat solution by Danny's solver, in which diamonds are
worried back three times to solve number 47883810 (D indicates a move
from the diamond foundation pile):
#47883810
49 moves
2a 3b 7c 17 41 34 23 2d 21 2h
a1 7h 7a 72 7h 74 D4 b4 8b 87
a8 D8 D4 74 27 32 dh 82 87 3a
37 c3 8c 27 6d 68 26 38 62 a3
26 43 52 56 45 48 4a 42 14
* 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 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 Masten ran Woods' solver for 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 Seahaven Towers mentions a harder variant (which is not implemented there): eight
columns of six with the four remaining cards dealt to all four freecells;
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. Solvitaire also analyzed this variant,
giving a win rate of 10.56% on a sample of 10 million
deals. It's also the same as Eight Off with four freecells
(all initially filled) instead of eight: Mark Masten analyzed a million deals with similar results.
(2) Penguin, invented by David Parlett, and found in
several of his books (Teach Yourself Card Games For One,
published in 1994, is excellent, though now out of print, though
easy to find used at a reasonable price). 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 freecells. 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, so that the last
foundation card is buried at the bottom of the first column at the end
of the initial deal. Sequences in
suit can be moved from pile to pile without requiring freecells (i.e.
Relaxed play); 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%). He also gives
win rates for a number of variants, including games with reduced
numbers of freecells.
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
[The majority of this section is no longer being updated, and is retained for historical purposes.]
* 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).
* 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 (when a move of more than one card from a column
is possible) 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 it 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 alt-click, 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 is FreeCell Pro? 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 eventially extended the range of deal numbers to over 8
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 9 -- 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 all versions of Windows through Windows 11.
Most versions of FreeCell now have at least a million deals with the standard numbering. I 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.
Since Microsoft FreeCell for Vista has now corrected its handing of supermoves, a few of the catalog solutions recorded with FreeCell Pro will no longer play back correctly in Microsoft FreeCell. In particular, when moving a sequence of four cards from a column to an empty column, when there is another empty column and one empty freecell, FCPro breaks it up into three separate two-card moves to match what older versions of MS FC did.
* What are some other programs which allow you to play FreeCell?
FreeCell Pro is now over 20 years old and is essentially
moribund (no new versions appeared after 2002 ears and it is no longer
being developed). A relatively new program is the Faslo Freecell Autoplayer
developed by S.S. Reddi and Gary Campbell, which incorporates Gary's
very strong solver. It has many of the same features
familiar to FCPro users, including deal numbers up to 4294967295 which
are compatible with MS FreeCell and FreeCell Pro. There are
also new features not found in FCPro: its game playing function can detect
losses up to four moves ahead of time, even when there
are moves still available. FFA also has a Hint function which
almost instantly suggests the next move (or two if desired) if the deal
is still solvable; this was one of the most-requested features for
FCPro, which was never implemented there. (Since the suggested
moves come from the solver, they are always going to be good
suggestions, unlike some other programs which merely suggest a legal
move). You can use backspace to undo moves anytime, even after a
loss is signaled. One of the coolest features (another
FCPro suggestion never implemented) is that when the program signals
impossible, you can backspace one move at a time until it signals
solvable (no need to rerun the solver and click OK as in
FCPro). Displayed solutions are much shorter and cleaner
than those of FreeCell Pro, and incorporate multi-card
moves. Solutions can be played through using the right (and
left) arrow keys. Gary also notes that deals (and full
or partial solutions) can be output to the Windows clipboard (and then
to a text file) using the F9 key, and F6 reads a deal from the
clipboard, so you can type a hand-dealt deal (or a deal from a
non-MS-compatible program) into a text file, select, copy, and read
into FFA for play and analysis. (The format is a little
tricky; the best method is to save an F9 template as a text file and
replace the layout text with the deal you want to input). The
program can be downloaded and used for free, though donations to Gary
for its development are gratefully accepted. This
powerful program may become the new standard for FC analysis programs;
at the present its major limitation is that it only handles the
standard four-freecell game. Gary's website
includes a detailed tutorial.
Two other new programs with solvers are being developed in Java. Junyang Gu is developing a solver. A group of students at Vrije Universiteit (Amsterdam, The Netherlands), led by their professor Daan van den Berg, are trying to use the results of human-played FreeCell deals to develop a solver.
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 435 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.
* Are there versions of FreeCell for Macintosh or other systems?
[This section was written many years ago and is obsolete.]
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. 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 [apparently no longer available],
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?
[This section was written in the pre-smartphone era: probably few if any of the devices below are
still available.
Nowadays there are hundreds of versions for both Apple and Android
phones, too many to even attempt to evaluate, or even list.]
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 were also a number of FreeCell packages available for handheld
and
palmtop PC's including the HP, Psion and Palm Pilot. In fact there were at least three versions of
FreeCell for Palm Pilots (all of them appear to have vanished): one from Electron Hut
(this had the same deal numbers as Microsoft FC), another called Acid
FreeCell from Red Mercury, and a portable
version of NetCELL.
Microsoft made a version of the Windows Entertainment Pack (including
FreeCell) for the Windows CE operating system, for $34.95. This ran on
various handheld PCs (H/PC) such as the Hewlett Packard HP360/620 LX
and Sharp Mobilon, but no longer seems to be available. Micah Gorrell
wrote a free version of FreeCell
for the Palm Pre; I'm not sure if this is still available. Gorrell
later
wrote an omnibus program called Solitaire Universe
for HP Touchpads. This has free versions of FreeCell, TriPeaks, and
Klondike (deal 3), and can be expanded to include more than 50 other
games and variants.
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
originally ran as
a command file under DOS, has recently been integrated into the Faslo
program mentioned above.
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. XCell also
had a built-in solver (the links for these have all
disappeared).
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, 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.
In 2018, Theodore Pringle and Shlomi Fish
completed analysis of all 8-1/2 billion FreeCell Pro deals, finding
102075 deals which were impossible, with no intractables.
Six of the deals are impossible with five freecells, but solvable with
six.
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 list of difficult deals page.
Based on analysis of the first 32,000 deals, we can also give some
results for smaller numbers of freecells. With two freecells, the win
rate is about 79-1/2% . It has been found, as a result of recent work
by
Shlomi Fish (following earlier work by Danny A. Jones), that 25,381
of the first 32,000 deals are
solvable and 6,619 are impossible. The last of these to fall was
number 982, which was intractable for quite a while but eventually
proved impossible. Shlomi Fish and his colleague Jonathan
Ringstad (who provided computing resources and support at the
University of Oslo) have
extended their analysis through the first 400,000 deals, finding
317,873 solvable and 82,126 impossible. Only deal number 384243
has still proved intractable. More details are available in the
September 2, 2012 posting on Fish's
blog.
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 Shlomi Fish and their solvers for these results. The
win rate for zero freecells (discussed in section 3)
is about
0.22%.
The approximate win rates (per 1000 deals) for variant games with
different numbers of freecells (across top) and columns (down left) are:
White
boxes with zeros indicate variants where no winnable random deals are
known. Red boxes with asterisks have win rates less than 1 in
1,000. Blue boxes with At Signs have win rates greater than
99.95%. The lavender box with a double At Sign has a win rate
greater than 99.9999999% (there are now six known random 8x5 deals which are
impossible). Violet boxes with exclamation points indicate that
no impossibles have been found.
* 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 was the first known random deal to
be impossible with five freecells (it is solvable with six). Theodore Pringle and Shlomi Fish later found five more deals which require six freecells.
Note that 14720822 has only 7 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 23 moves if played
correctly.
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. The versions
of Microsoft FreeCell, up through Windows XP, used
supermoves correctly when there is one empty column and at least
one empty freecell, but failed 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
works correctly in all supermove situations, but when recording moves,
converts complex supermoves into a series of individual moves
compatible with the original versions of MS FC (the most common is a
four-card sequence moved from a column to an empty column, when there
is another empty column and one empty freecell.
* 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, but the algorithm used by Microsoft and compatible
programs repeats halfway through (FCPro uses a programming trick to get
around this, and 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 Hardwood's
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 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