Cozy Classic

Free FreeCell Solitaire

Snowberry Cabin Solitaire

Classic FreeCell with big, easy-to-read cards, numbered deals, unlimited undo and no timer unless you want one.

Snowberry Cabin Solitaire freecell solitaire cover artwork

What you do

Snowberry Cabin Solitaire is FreeCell, the solitaire where every card is dealt face up and almost every deal can be won, laid out on a plaid wool blanket in a log cabin while snow falls past the window. Deal eight columns, build them down in alternating colors, park cards in the four free cells to dig out the ones you need, and send all 52 cards home to the foundations, Ace to King in each suit. Deals are numbered 1 to 32,000 like the classic Windows FreeCell, so you can replay a deal you know, while Maple the red panda sips her cocoa, cheers each card you send home and leans in to think when you ask for a hint.

  • Deal numbers 1 to 32,000, shuffled like the classic Windows FreeCell, so you can choose any deal by its number, the famous deal 11982 included.
  • Today’s deal: the same numbered deal for everyone each day, with your best try kept.
  • Hints from a solver that looks for a whole way to win from where you are, says when a move is only a best guess, and tells you when no win is left so you know to undo.
  • Cards that can never be needed again go home by themselves, and once every card can go straight home, the rest play home on their own.
  • Unlimited undo, a move counter, an optional timer and statistics with your run of wins, saved on this device with the deal in progress.

How to play

  1. Press Deal the cards. One 52-card deck is dealt face up into eight columns: four columns of seven cards and four of six. Above them sit four free cells and four foundations.
  2. Build the columns down in alternating colors: a red 7 goes on a black 8, and a black Jack on a red Queen. Any card, or any run that fits the room you have, can go into an empty column.
  3. Each free cell holds any one card. Park a card there to reach the card under it, then play it back to a column or home when you can.
  4. Cards move one at a time. A run of cards in order moves together when there would be room to shift it one card at a time: free cells plus one, doubled for each empty column, and half that when the run goes into an empty column.
  5. Build the four foundations up by suit, from Ace to King. A card that nothing could ever be built on goes home by itself. You win when all 52 cards are home.

Controls

  • Touch or mouse: drag a card or a run to where it goes, or tap it and then tap the place; the places it can go glow. Double-tap or double-click a card to send it home, or onto a column, or into a free cell. Undo, Hint and Menu sit on the shelf below the table, or beside it on a wide screen.
  • Keyboard: the arrow keys move between the free cells, the foundations and the columns, and in a column Up and Down choose how many cards of the run at its end to pick up. Enter or Space picks up and puts down, 1 to 8 pick up from or drop onto a column, C parks a card in a free cell, F sends a card home, U undoes, H shows a hint and Escape puts a card back.
  • Restart in the toolbar replays the same deal from the start. Menu starts a new deal, chooses a deal by number, opens today’s deal, turns the timer on or off and shows your statistics. The toolbar also has pause, help, optional sound and fullscreen.

Tips worth knowing

  • Look before you move. Every card is face up, so find the Aces and low cards buried deepest and plan how to dig them out.
  • Keep free cells empty. Each empty cell lets you move a longer run, so park a card only when it frees something you need, and play it back out soon.
  • An empty column is worth more than a free cell, because it doubles the run you can move. Clear a short column early when you can, and do not fill it with a lone card without a reason.
  • Build tidy runs in order. A run in alternating colors moves as a unit later, while a jumble of cards blocks a column.
  • Send low cards home early, but think twice about high ones: a black 6 sent home may be the only place left for a red 5.
  • Ask for a hint when you are stuck. If no way to win is left from where you are, the hint says so, and undo is unlimited.

Accessibility

  • Everything can be played with a keyboard: the arrow keys move a visible focus between the free cells, the foundations and the columns, Up and Down choose how many cards of a column to pick up, and Enter or Space picks up and puts down.
  • Each pile is a button that reads out its cards: a column names every card from the back to the end, so the whole table can be followed with a screen reader.
  • Nothing is timed unless you turn the timer on, and undo is unlimited.
  • Every card shows a large rank and suit, red for hearts and diamonds and black for spades and clubs, and the places a picked-up card can go glow.
  • Reduced motion stops the dealing and sliding cards, the shakes, the falling petals and Maple’s fidgeting. Sound is optional and never needed to play.

Questions

Can every game of FreeCell be won?

Almost. Of the 32,000 classic numbered deals, our own solver won 31,999 and proved that one, deal 11982, cannot be won: it searched all 61,643 positions that deal can reach and none of them wins. With its normal limit of 200,000 positions a deal it won 31,996 deals outright; the other three (2198, 20202 and 21554) needed a longer search, and it won each of them. A new deal here is never 11982 unless you choose it.

What are the deal numbers?

Deals 1 to 32,000 are shuffled the same way as the classic Windows FreeCell, so deal 1 here has the same cards in the same places as deal 1 there. Use Choose a deal in the menu to play a number you know or to share one with a friend. Today’s deal is one of these numbers too.

How many cards can I move at once?

The rules move one card at a time, but the game moves a whole run in order for you when you could have done it one card at a time through the free cells and empty columns. That is the number of empty free cells plus one, doubled for each empty column. With two free cells and one empty column, you can move six cards onto another column, or three into the empty column itself.

Which cards go home by themselves?

Every Ace and 2, and any other card once both cards of the other color one rank lower are already home, because then nothing could ever be built on it. A red 6 goes home by itself once the black 5s are both home. This never turns a winnable game into a lost one and never counts as a move. Other cards wait for you to send them.

What does the game save?

Your timer setting, the deal in progress with every move, today’s deal, and your statistics (deals played and won, your fewest moves, your run of wins and today’s best), all in this browser’s local storage. There is no account.

Guides and roundups

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