
Baker’s Game is a one-player solitaire game using a standard 52-card deck: all cards are dealt face up, you build tableau columns down in suit, and you win by moving every card to the four foundations.
If you know FreeCell, the shape will feel familiar at once. There are eight tableau columns, four free cells for temporary storage, and four foundation piles that climb from Ace to King. The crucial change is in the tableau. FreeCell builds down by alternating colour. Baker’s Game builds down by suit. A black 7 does not go on a red 8. The 7 of clubs goes only on the 8 of clubs.
That one rule changes the whole game. It cuts down the number of useful moves, makes buried low cards more painful, and turns casual shuffling into planning. About three quarters of deals are winnable, so failure is not automatically your fault, but most losses still leave a clear lesson: a free cell was wasted, a suit was blocked, or an empty column was spent too early.
What is Baker’s Game, exactly?
Baker’s Game is the older, stricter cousin of FreeCell. It uses the same broad machinery: one player, one standard 52-card deck, eight face-up tableau columns, four free cells, and four foundations. The foundations are where the game is finished. The tableau is where the work happens.
The key rule is same-suit building. In the tableau, a card may be placed only on the next higher card of the same suit. The 6 of hearts can go on the 7 of hearts. It cannot go on the 7 of spades, clubs, or diamonds. Foundations go the other way, up by suit from Ace to King.
This is why Baker’s Game solitaire feels like FreeCell at first and then tightens. You have full information because every card is visible from the deal. There is no stock pile, no hidden draw, and no luck after the layout appears. The uncertainty is not what card comes next. It is whether you can get the exposed cards into the right order without choking your four free cells.
Baker’s Game rules are clean: move exposed cards, use free cells sparingly, open columns when you can, and build the four suits home. The difficulty comes from the small number of legal tableau moves, not from a long rulebook.
How do you set up the tableau and the four foundations?
Setup is almost identical to FreeCell. Shuffle a standard 52-card deck and deal every card face up into eight tableau columns. Deal across the row from left to right until the deck is gone. The first four columns receive 7 cards each, and the last four columns receive 6 cards each.
Above or beside the tableau sit two kinds of empty spaces: four free cells and four foundations. The free cells hold one card each. The foundations start empty and are built upward by suit, beginning with Aces.
- Players: 1.
- Deck: 52 cards, no jokers.
- Tableau: 8 columns, all cards face up.
- Column sizes: 7, 7, 7, 7, 6, 6, 6, 6.
- Free cells: 4 empty spaces, each holding at most 1 card.
- Foundations: 4 piles, one for each suit, built Ace to King.
The exposed card in a tableau column is the bottom card. Only exposed cards can be moved directly. Cards above them are blocked until the cards below have moved away. This matters because a promising Ace or 2 near the top of a column may still be useless for several moves if the cards below it cannot be cleared.
Empty tableau columns are powerful. An empty column may take any exposed card, and it can also help move a correctly ordered same-suit sequence, provided the move could be broken into legal single-card moves using the available free cells and empty columns.
What does a turn actually look like?
A turn is one legal move. The game has no dice roll, draw phase, or hidden event between turns. You look at the exposed cards, choose one card or one movable same-suit run, and move it to a legal place.
- Move a card to a foundation. An Ace may start its suit foundation. Then the 2 of that suit may go on it, then the 3, and so on up to King.
- Move a tableau card onto another tableau card. The moved card must be one rank lower and the same suit. For example, the 9 of diamonds may go on the 10 of diamonds.
- Move a card into a free cell. Any exposed card may be placed into an empty free cell. A free cell holds exactly one card, so filling all four leaves you with much less room to repair mistakes.
- Move a card out of a free cell. A card in a free cell may go to a foundation or onto a legal tableau card. It can also move into an empty tableau column.
- Move to an empty column. Any exposed card can occupy an empty tableau column. A valid same-suit sequence can be moved as a group only when there is enough temporary space to make the same move one card at a time.
If you are learning how to play Baker’s Game, treat free cells as rented space, not storage. A card sitting there must have a planned exit. The longer it stays, the fewer choices the next turn has.
Why is this harder than FreeCell?
Baker’s Game is harder because it removes many of the rescue moves FreeCell gives you. In FreeCell, tableau cards build down by alternating colour, so each card often has two possible landing suits. In Baker’s Game, it has one.
| Decision point | Baker’s Game | FreeCell |
|---|---|---|
| Tableau building | Down by the same suit only. | Down by alternating colour. |
| Landing options | A card usually has one exact tableau target. | A card often has two colour-compatible targets. |
| Blocked suits | A single buried card can stall a whole suit run. | Colour alternation gives more ways to work round blocks. |
| Use of free cells | Free cells fill quickly because fewer tableau moves are legal. | More tableau moves mean free cells are easier to empty. |
| Deal outlook | About three quarters of deals are winnable. | Most deals are winnable with accurate play. |
The difference is small in wording and large in play. Suppose the 8 of clubs is exposed. In Baker’s Game, the 7 of clubs is the only card that continues that run. If the 7 of clubs is buried under four awkward cards, the 8 of clubs may sit idle for a long time. In FreeCell, either red 7 could help.
The pressure shows up before the board looks stuck. Think in suits early, preserve empty columns longer, and resist tidy-looking moves that do not release anything useful.
What counts as a win, and why keep playing?
You win Baker’s Game when all 52 cards have been moved to the four foundations. Each foundation holds one suit, built in order from Ace through King. When the last King lands on its foundation, the game is over.
There is no traditional point score in the core Baker’s Game rules. Scoring is completion: solved or not solved. If a version shows moves or time, those are performance measures around the rules, not a separate way to win. A fast loss is still a loss. A slow solve is still a solve.
The game is worth playing because every card is visible and the rules are strict enough to make your choices matter. You are not waiting for a better draw. You are deciding whether to spend a free cell, whether an empty column is worth using now, and whether a foundation move helps or traps a card you still need in the tableau.
The best games often turn on one quiet decision. Moving a 5 to its foundation may look automatic, until you realise that 5 was the only parking place for a 4 that would release an Ace. Baker’s Game rewards that kind of attention. There is no draw-pile drama. The exact card and suit matter.
Frequently asked questions
Yes. You already understand the foundations, the free cells, and the aim; the catch is that tableau building is by suit. In FreeCell, 8♣ can sit on 9♦ or 9♥. In Baker’s Game, it needs 9♣. That one change turns familiar-looking positions into much tighter puzzles.
2 empty free cells is a good working minimum for much of the deal. With only one spare cell, you can often move a single blocker but cannot reshape a column. With none, you are usually waiting for the tableau to solve itself. Spend free cells to expose low cards, then clear them again quickly.
The common misconception is that suit only matters once cards reach the foundations. The correction is stricter: suit matters inside the tableau too. A 6♦ can go on 7♦, not on 7♣ or 7♥. If you play by FreeCell instinct, you will make illegal plans before you make illegal moves.
A hand with A♥ buried under 10♣, 9♣, and 8♣ shows the problem. Those clubs look neatly packed, but they also form a lid. Until you can shift the whole run or break it safely, the A♥ cannot start its foundation, and every heart above it stays awkward.
It depends on what that card is still supporting in the tableau. An ace or two is almost always safe. A 7 might be holding a useful same-suit run together, or it might be needed as a landing spot for the 6 of that suit. Foundation moves are good when they increase access, not when they remove your last useful step.
Compared with Eight Off, Baker’s Game gives you fewer parking spaces, so the same-suit rule bites sooner. Compared with FreeCell, it feels harsher because colour no longer gives you two possible landing suits. If you enjoy Eight Off’s suit discipline but want the FreeCell shape, Baker’s Game sits neatly between them.
Any card may fill an empty column. The exception is practical, not legal: filling a column with a low card often wastes the strongest space on the board. Empty columns let you move longer packed runs and reorganise suits. Use them for cards that open buried aces, twos, or whole same-suit sequences.
Most people spend the free cells too early. The board looks open, so they park three awkward cards and make a few satisfying moves. Then the fourth blocker appears and there is nowhere to put it. A strong start in Baker’s Game is not a pile of moves; it is a position with space still available.
A free cell is a holding space for one card. It is not a discard pile and it does not build in sequence. Its value is temporary: it lets you lift one blocker, make a move underneath, then put the card back into play before the board clogs.
Find the aces and twos before moving anything, then ask which cards physically block them. Open a column if you can do it without filling every free cell. Keep same-suit runs together when they are useful, but break them when they are only hiding low cards.
Nobody knows precisely for the full space of shuffled deals in the way people quote for some computer-solitaire sets. The useful figure is about three quarters of Baker’s Game deals are winnable. That means a loss is not proof you missed an obvious move, but most deals still reward careful play.
Paul Alfille created the computer version of FreeCell in 1978 by changing Baker’s Game’s same-suit tableau rule to alternating colours. Baker’s Game itself is older and is named for C. L. Baker. The later change made far more deals solvable, which is why FreeCell became the better-known game.
An empty column spent on the wrong card can cost the whole deal. It is the one space that can turn a jammed position into a movable one. Fill it with a card that opens nothing, and you may lose the only way to shift a same-suit run or reach a buried ace.
Final thoughts
If you are coming from FreeCell, your first Baker’s Game habit should be to slow down before filling the free cells. FreeCell lets you tidy a messy position and often forgive yourself later. Baker’s Game is less forgiving. A free cell used for a card with no exit can turn four open spaces into three, then two, then a locked board.
Look for releases, not prettiness. A neat same-suit pile is useful only if it opens new cards, creates an empty column, or clears a path to the foundations. Moving cards because they fit is the beginner’s trap. In this game, many legal moves are bad moves.
Empty columns are the other thing to respect. Treat them as more than dumping spaces for a King or a random blocker. They are temporary machinery. One empty column can let you rearrange a whole suit run, especially when paired with spare free cells. Spend it when it opens something specific.
A lost deal is still good practice if you can name the mistake. Sometimes the layout is simply not solvable. About three quarters of Baker’s Game deals are winnable, so the rest happen often enough to matter. More often, the game shows you the exact turn where hope was traded for convenience.


