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** The Vista and 7 versions are fully compatible with UsefulNotes/Xbox360 controllers, a feature that isn't described anywhere in help files.

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** The Vista and 7 versions are fully compatible with UsefulNotes/Xbox360 Platform/Xbox360 controllers, a feature that isn't described anywhere in help files.
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YMMV


* HouseRules:
** One can change the number of columns and freecells, by hand, or with an option in freecell.net. "Standard" or 8x4 has 8 columns, 4 freecells. The easier "Nine to Five" or 9x5 has 9 columns, 5 freecells.
** The [=FreeCell=] FAQ discusses the "ephemeral freecell". It can hold a card, but it disappears when the card leaves it. One might mix ephemeral and regular freecells in the same game.
** A common mistake is to play "relaxed [=FreeCell=]" by allowing long sequences of cards to be moved between columns. This goes against the nature of Freecell, where you're only allowed to move one card at a time - part of Freecell's strategy is finding ways to move all the cards you need. In standard [=FreeCell=], one can only move sequences if there are enough free cells and empty columns to do the same thing by moving one card at a time.
** Another mistake is to allow only kings in empty columns -- a common restriction in other solitaires such as Klondike, but not in [=FreeCell=], where empty columns act like additional free cells. Finding ways to get empty columns is an important part of the strategy.
** xpat2 allows one to cheat by moving cards from home back to the columns or freecells.



* SelfImposedChallenge: The most obvious one is reducing the number of free cells, sometimes even to zero (69 out of the original Microsoft 32000 can be solved with no freecells). Some software implementations will have this as an option. Another is to make the biggest "flourish" when cards automatically go to the home row at the end of the game. There are a few games where it is possible to set up a 52-card flourish, taking the home row from empty to full in one move flat.
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* There are four "free cells", which the player can use as a temporary holding area for cards.

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* There are four "free cells", each of which can temporarily hold a single card for the player can use as a temporary holding area for cards.player.
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* SchizophrenicDifficulty: While nearly every Freecell game is winnable, that doesn't mean it's going to be straightforward to do so. Games of Freecell tend to land all over the difficulty spectrum with equal probability - one deal could be easy and the next could be brutally hard. It generally depends on how unlucky you are with getting low cards buried under high ones, or how deeply buried the Aces are. Some versions of Freecell can control the difficulty somewhat by stacking the deck (eg. by burying the Aces deeper on purpose).
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** A common mistake is to play "relaxed [=FreeCell=]" by moving long sequences of cards between columns. The correct rule is to move only one card at a time. In standard [=FreeCell=], one can only move sequences if there are enough free cells and empty columns to do the same thing by moving one card at a time.
** Another mistake is to allow only kings in empty columns. That rule is for Klondike or Seahaven Towers, not [=FreeCell=].

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** A common mistake is to play "relaxed [=FreeCell=]" by moving allowing long sequences of cards to be moved between columns. The correct rule is This goes against the nature of Freecell, where you're only allowed to move only one card at a time.time - part of Freecell's strategy is finding ways to move all the cards you need. In standard [=FreeCell=], one can only move sequences if there are enough free cells and empty columns to do the same thing by moving one card at a time.
** Another mistake is to allow only kings in empty columns. That rule is for Klondike or Seahaven Towers, columns -- a common restriction in other solitaires such as Klondike, but not [=FreeCell=].in [=FreeCell=], where empty columns act like additional free cells. Finding ways to get empty columns is an important part of the strategy.
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Have you played Freecell lately? No? You've been [[JustForFun/TVTropesWillRuinYourLife reading TV Tropes]]? Well then, I'll tell you about Freecell.

It's one of those TabletopGame/{{solitaire}} card games. You can play it by hand with real cards, but most folks know it as a computer game. Paul Alfille programmed the original Free Cell in 1978 for the PLATO system. Later, Jim Horne of Microsoft wrote a version for DOS, and then [[UsefulNotes/MicrosoftWindows Windows]]. This got bundled with Windows 95, and soon almost everyone was wasting hours in Microsoft [=FreeCell=] (when not playing VideoGame/{{Minesweeper}}).

The game deals all 52 cards to 8 columns. You can see all the cards. You have to move them into stacks for each suit, in order from Ace to King. There are 4 "free cells" where you may temporarily store up to four cards. You can move cards to other columns, but you must play down in alternating colors, like black 9, red 8, black 7. The puzzle is to use the free cells to reach the Aces, 2s, 3s and so on. If you stick cards in all 4 free cells and can't move them out, you have lost the game.

Why is this so interesting? With these rules, ''almost every game can be won''. The convenient and helpful [[http://www.solitairelaboratory.com/fcfaq.html FreeCell FAQ]] puts the win rate at "almost 99.999%" with perfect play. Yet some deals are super easy, while some are almost impossible.

You can play Freecell right now. Every system from Windows 95 to Windows 7 already has it, unless your admin disabled the game. There are versions for other systems. You don't even need to install anything. Take your web browser to http://www.freecell.net and you can play online.

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Have you played Freecell lately? No? You've been [[JustForFun/TVTropesWillRuinYourLife reading TV Tropes]]? Well then, I'll tell you about Freecell.

It's one
is a variant of those TabletopGame/{{solitaire}} the TabletopGame/{{Solitaire}} card games. You can play it by hand game, played with real cards, but most folks know it as a computer game. Paul Alfille programmed the original Free Cell in 1978 for the PLATO system. Later, Jim Horne of Microsoft wrote a version for DOS, and then [[UsefulNotes/MicrosoftWindows Windows]]. This got bundled with Windows 95, and soon almost everyone was wasting hours in Microsoft [=FreeCell=] (when not playing VideoGame/{{Minesweeper}}).

standard 52-card deck. The game deals plays similarly to the classic Klondike solitaire, but has a few distinct features:

* It is an "open" game - that is,
all 52 cards to 8 columns. You can see all the cards. You have to move them into stacks for each suit, in order are visible from Ace the start and there is no hidden information, allowing players full freedom to King. plan their strategy.
*
There are 4 four "free cells" where you may temporarily store up to four cards. cells", which the player can use as a temporary holding area for cards.
*
You can only move cards to other columns, but you must play down in alternating colors, one card at a time. This may seem like black 9, red 8, black 7. The puzzle is to use it would make the game much harder, but the free cells to reach the Aces, 2s, 3s and so on. If actually allow you stick to transfer a lot more cards in all 4 free cells and can't than seems possible at first, due to the fact that you can temporarily stack cards on the tableau during a move them out, you have lost the game.

Why
operation.

What makes Freecell particularly significant
is this so interesting? With these rules, that ''almost every game can be won''. is winnable'', regardless of how the cards are dealt. While some games are certainly very difficult, it's vanishingly rare for Freecell to produce a game that is outright impossible. The convenient and helpful [[http://www.solitairelaboratory.com/fcfaq.html FreeCell FAQ]] puts the win rate at "almost 99.999%" with perfect play. Yet some deals Few other popular solitaire games are super easy, while some are almost impossible.

You can play
able to come close to this level of winnability.

Much like how Windows 3.0 introduced Klondike solitaire to millions,
Freecell right now. Every system from exploded in popularity when it was bundled with [[UsefulNotes/MicrosoftWindows Windows]] 95. It was so popular, in fact, that some later independent compilations of solitaire games even went so far as to ''emulate the random number generator'' used by the Windows 95 to Windows 7 already has it, unless your admin disabled version, just so that they could provide the game. There are versions for other systems. You don't even need to install anything. Take your web browser to http://www.freecell.net and you can play online.
same seeded games that fans were familiar with.
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* MeaningfulName: The game is named after the four "free cells", each of which can store a single card for the player.
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* UnintentionallyUnwinnable: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable.

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* UnintentionallyUnwinnable: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable. [[note]] #11982, #146692, #186216, #455889, #495505, #512118, #517776, and #781948.
[[/note]]
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Have you played Freecell lately? No? You've been [[TVTropesWillRuinYourLife reading TV Tropes]]? Well then, I'll tell you about Freecell.

to:

Have you played Freecell lately? No? You've been [[TVTropesWillRuinYourLife [[JustForFun/TVTropesWillRuinYourLife reading TV Tropes]]? Well then, I'll tell you about Freecell.
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Have you played Freecell lately? No? You've been [[TVTropesWillRuinYourLife reading TV tropes]]? Well then, I'll tell you about Freecell.

to:

Have you played Freecell lately? No? You've been [[TVTropesWillRuinYourLife reading TV tropes]]? Tropes]]? Well then, I'll tell you about Freecell.



* TagLine: freecell.net -- "...draining workplace productivity since 1996"

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* TagLine: freecell.net -- "...[[PlayingGamesAtWork draining workplace productivity productivity]] since 1996"
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Renamed per TRS


* UnwinnableByMistake: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable.

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* UnwinnableByMistake: UnintentionallyUnwinnable: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable.
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This example is listed on Unwinnable By Mistake, not Unwinnable By Design.


* UnwinnableByDesign: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable.

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* UnwinnableByDesign: UnwinnableByMistake: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable.

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* EasterEgg: In Windows [=FreeCell=], entering game number -1 or -2 results in an UnwinnableJokeGame, while (in Vista) entering -3 or -4 yields a deal that can be instantly won.

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* EasterEgg: EasterEgg:
**
In Windows [=FreeCell=], entering game number -1 or -2 results in an UnwinnableJokeGame, while (in Vista) Vista and 7) entering -3 or -4 yields a deal that can be instantly won.won.
** The Vista and 7 versions are fully compatible with UsefulNotes/Xbox360 controllers, a feature that isn't described anywhere in help files.
Is there an issue? Send a MessageReason:
None


It's one of those TabletopGame/{{solitaire}} card games. You can play it by hand with real cards, but most folks know it as a computer game. Paul Alfille programmed the original Free Cell in 1978 for the PLATO system. Later, Jim Horne of Microsoft wrote a version for DOS, and then [[MicrosoftWindows Windows]]. This got bundled with Windows 95, and soon almost everyone was wasting hours in Microsoft [=FreeCell=] (when not playing VideoGame/{{Minesweeper}}).

to:

It's one of those TabletopGame/{{solitaire}} card games. You can play it by hand with real cards, but most folks know it as a computer game. Paul Alfille programmed the original Free Cell in 1978 for the PLATO system. Later, Jim Horne of Microsoft wrote a version for DOS, and then [[MicrosoftWindows [[UsefulNotes/MicrosoftWindows Windows]]. This got bundled with Windows 95, and soon almost everyone was wasting hours in Microsoft [=FreeCell=] (when not playing VideoGame/{{Minesweeper}}).



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* TheKeyIsBehindTheLock: In an unwinnable game, the cards you need are locked underneath cards you can't move anywhere.
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Move from Video Game/

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-> ''"At first Freecell appears to be just another solitaire game, a time waster, something to do during coffee breaks. But sadly for many it eventually becomes something more.... The player will often sit at the computer for hours, intensely focused on the game, at the expense of all else in their lives.''"
-->-- "[[http://www.freecell.net/f/c/12step.html 12 Step Program for Freecell-aholics]]"

Have you played Freecell lately? No? You've been [[TVTropesWillRuinYourLife reading TV tropes]]? Well then, I'll tell you about Freecell.

It's one of those TabletopGame/{{solitaire}} card games. You can play it by hand with real cards, but most folks know it as a computer game. Paul Alfille programmed the original Free Cell in 1978 for the PLATO system. Later, Jim Horne of Microsoft wrote a version for DOS, and then [[MicrosoftWindows Windows]]. This got bundled with Windows 95, and soon almost everyone was wasting hours in Microsoft [=FreeCell=] (when not playing VideoGame/{{Minesweeper}}).

The game deals all 52 cards to 8 columns. You can see all the cards. You have to move them into stacks for each suit, in order from Ace to King. There are 4 "free cells" where you may temporarily store up to four cards. You can move cards to other columns, but you must play down in alternating colors, like black 9, red 8, black 7. The puzzle is to use the free cells to reach the Aces, 2s, 3s and so on. If you stick cards in all 4 free cells and can't move them out, you have lost the game.

Why is this so interesting? With these rules, ''almost every game can be won''. The convenient and helpful [[http://www.solitairelaboratory.com/fcfaq.html FreeCell FAQ]] puts the win rate at "almost 99.999%" with perfect play. Yet some deals are super easy, while some are almost impossible.

You can play Freecell right now. Every system from Windows 95 to Windows 7 already has it, unless your admin disabled the game. There are versions for other systems. You don't even need to install anything. Take your web browser to http://www.freecell.net and you can play online.

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!!Freecell provides examples of:

* ArtifactTitle: Windows [=FreeCell=], starting with Vista, has an artifact icon — originally, a chest-up shot of the King of Hearts was situated between the two sets of card slots at the top, and would face whichever set a card had most recently been added to (or moused over). He was nixed when Vista overhauled the look of all its games, but the icon remains. The king is dead; long live the king?
* DifficultyLevels: Freecell.net has levels from 1 to 12, where 10 is a uniformly random deal. The lower levels bury high cards (like kings) near the tops of columns, and expose low cards (like aces) near the bottoms of columns. The default settings start each player at level 5, and raises the difficulty after every 10 wins, until it reaches level 10. It takes a streak of 50 wins to reach level 10, but a single loss sends the player back to level 5.
* EasterEgg: In Windows [=FreeCell=], entering game number -1 or -2 results in an UnwinnableJokeGame, while (in Vista) entering -3 or -4 yields a deal that can be instantly won.
* GameplayAutomation:
** Many computer versions autoplay cards to the homecells when it is safe. Microsoft autoplays aces and twos, but does not autoplay a red three when a black two is still out, because one might want to move the black two onto the red three. Freecell.net is smarter but still safe; it can autoplay the red three if the black two is out but the black ace of the same suit is already home. This is safe because it can autoplay the black two later.
** The rule is to move one card at a time. As a shortcut, Windows [=FreeCell=] can move sequences of cards if there are enough open freecells to do the same, one card at a time. In Vista, one can move longer sequences if there are empty columns.
* HouseRules:
** One can change the number of columns and freecells, by hand, or with an option in freecell.net. "Standard" or 8x4 has 8 columns, 4 freecells. The easier "Nine to Five" or 9x5 has 9 columns, 5 freecells.
** The [=FreeCell=] FAQ discusses the "ephemeral freecell". It can hold a card, but it disappears when the card leaves it. One might mix ephemeral and regular freecells in the same game.
** A common mistake is to play "relaxed [=FreeCell=]" by moving long sequences of cards between columns. The correct rule is to move only one card at a time. In standard [=FreeCell=], one can only move sequences if there are enough free cells and empty columns to do the same thing by moving one card at a time.
** Another mistake is to allow only kings in empty columns. That rule is for Klondike or Seahaven Towers, not [=FreeCell=].
** xpat2 allows one to cheat by moving cards from home back to the columns or freecells.
* SelfImposedChallenge: The most obvious one is reducing the number of free cells, sometimes even to zero (69 out of the original Microsoft 32000 can be solved with no freecells). Some software implementations will have this as an option. Another is to make the biggest "flourish" when cards automatically go to the home row at the end of the game. There are a few games where it is possible to set up a 52-card flourish, taking the home row from empty to full in one move flat.
* TagLine: freecell.net -- "...draining workplace productivity since 1996"
* UnwinnableByDesign: Almost 99.999% of the possible Freecell deals are solvable. Of the 32,000 standard games from Windows [=FreeCell=], exactly one (#11982) is impossible to solve. XP and onward have 1,000,000 deals. Out of those million, 8 are unsolvable.
* UnwinnableJokeGame: Windows [=FreeCell=] has two EasterEgg selectable games, #-1 and #-2, where it's clearly impossible to move enough cards to move any cards to the home cells. (On the other hand, Vista introduced games #-3 and #-4, where making any move will instantly win the game.)
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!!The "12 Step Program for Freecell-aholics" provides examples of:
* FunWithAcronyms: The document mentions "'''O'''ne '''M'''ore '''G'''ame", and yes, the letters '''OMG''' are bold in the document.
* {{God}}: Described as "The Big Guy".
--> ''Note: even if you don't believe there's a Big Guy, you have to admit that even a non-existent Big Guy couldn't make more of a mess of your life than ''you'' have already.''
* JustOneMoreLevel: The "12 Step Program" is all about addiction to Freecell.
* TropaholicsAnonymous: A recovering Freecell addict shall help other addicts. Where do addicts meet? At the freecell.net website, where you may play [[JustOneMoreLevel just One More Game]].
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