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Play Two Cells Online

Two Cells is FreeCell with only 2 free cells. The rest of the game is unchanged. All 52 cards are dealt face up into 8 columns, the tableau builds down in alternating colors, any card may fill an empty column and the foundations build up by suit from Ace to King.

Half the usual storage changes how you play from the first move. You will spend more time deciding whether a card needs to move at all, and an empty column becomes the thing you are working toward. Players who are comfortable in Three Cells will find Two Cells a real step up.

The Two Cells Table

The table has 8 tableau columns, 4 foundations and 2 single-card cells. The first 4 columns hold 7 cards and the other 4 hold 6. Nothing is hidden, so the whole problem is in front of you before you start. The difficulty is that with 2 cells you can carry only a short run until a column opens up.

Two Cells leaves only 2 places to park a card above the tableau.

How Long a Run Can Move

With both cells empty and no empty column, you can move a run of 3. One empty column doubles that to 6, and 2 empty columns make it 12. Fill one cell and those numbers drop to 2, 4 and 8. When you move a run into an empty column, that column does not count toward the total.

Why Columns Beat Cells

A cell holds a single card. An empty column holds a whole run and doubles every move you make. In Two Cells the first empty column usually decides the deal, so look early for a short column whose cards all have somewhere to go.

Give Every Parked Card a Way Out

A card in a cell should do a job. It should uncover a card you need, let a foundation climb or help a column empty. Before parking it, find the card it will go onto later. If you park a red 6, make sure a black 7 is exposed or about to be. Otherwise that 6 can sit in the cell for the rest of the game and leave you with a single spare cell.

It also pays to move Aces and 2s home as soon as they appear, since they never serve as landing spots. Higher cards can wait on the tableau while they are still useful for building.

A cell is most useful when the card in it has a clear next destination.

A Simple Plan for a Two Cells Deal

  1. Find the Aces and note how many cards cover each one.
  2. Pick the shortest column that can be emptied without using both cells.
  3. Empty it, then use it to move runs that uncover the buried Aces and 2s.
  4. Rebuild long runs on the tableau before you spend the column again.

For a different kind of restriction, ForeCell keeps 4 cells but starts with them full and saves empty columns for Kings. For more room and a stricter build, Eight Off gives you 8 cells but asks you to build in suit. The FreeCell variants guide compares Two Cells with the rest of the family.

Two Cells Questions

How much harder is Two Cells than FreeCell?

Clearly harder. With half the storage, long runs can move only once a column is clear, and a card parked without a way out costs you half of your spare room.

Can I move more than one card at a time?

Yes, as long as there is room to make the same move card by card. With 2 empty cells that is a run of 3, and each empty column doubles it.

Can every Two Cells deal be won?

Every Winnable deal has a known solution, while a Random deal may have none. If you get stuck, Is it winnable? tells you whether your current position can still be finished. Hints and undo are always available, and a win without them while signed in can go on the Two Cells leaderboard.