Card Game Rules

Patience (FreeCell family) · Game 215 of 388 ♠

Seahaven Towers

Ten columns built strictly in suit and four towers for temporary parking – the cerebral, unforgiving classic that helped inspire modern FreeCell.

Players
1
Duration
15 min
Age
10+
Difficulty
medium
Cards
52 cards, no jokers
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood focusedlearned in 5 minutes

Collections: Solitaire games

Quick rules

  • Goal: all 52 cards on 4 foundations, by suit, A → K.
  • Setup: 50 cards face up in 10 columns of 5. Remaining 2 cards into 2 of the 4 towers (2 stay empty).
  • Move one card at a time: a column's bottom card or a tower card.
  • Foundations: Ace, then same suit, one higher. Cards stay.
  • Columns: build down in suit (9♥ on 10♥). Empty column: King only.
  • Towers: 1 card per space; move to columns or foundations.
  • Shortcut: move a same-suit run of (empty towers + 1) cards.
  • Towers full, no useful move: lost.

Cheat sheet

Move destinations

Destination Rule
Foundation Ace first, then same suit, ascending (A → K)
Column Same suit, one lower (e.g. 7♠ on 8♠)
Empty column King only (or run led by King)
Tower cell Any single card (4 towers total)

Key tactics

  • Shortcut: k empty towers move a run of up to k + 1 cards.
  • King warning: Never clear a column without a King ready to fill it.
  • Untangle reversals: Prioritise fixing higher cards lying on lower cards of the same suit.
  • Keep towers open: Avoid parking cards unless you have an immediate follow-up plan.
  • Win rate: About 85% of deals are winnable with careful play.

Full rules

  1. Overview
  2. Setup
  3. Playing
  4. Winning
  5. Strategy tips

Overview

Seahaven Towers is a renowned open-information patience card game for one player. Popularised by Art Cabral's 1988 computer implementation, it is closely related to FreeCell and Eight Off, but offers a sharper and more demanding puzzle.

Every card is visible right from the deal. However, building in the tableau must be strictly down in the same suit, and cleared columns may only be claimed by Kings. While demanding, the game rewards deep calculation: around 85% of all deals can be won with precise play.

  • Players: 1
  • You need: one standard 52-card deck without jokers.

Setup

  1. Foundations (top right): Leave room for four foundation piles, one for each suit. They start empty and are built up in suit from Ace to King.
  2. Towers (top left): Four reserve cells (the "towers"), each able to hold a single card.
  3. The tableau: Deal 50 cards face up in ten columns of five cards each, overlapping downwards so every card can be seen.
  4. Initial towers: Place the remaining two cards face up into two of the towers, leaving the other two towers empty.
6♥6♥♥TowerK♠K♠KTowerTowerTowerAFoundationAAAJ♣4♦9♠2♥7♦7♦♦Q♠5♥10♣8♠3♦3♦♦A♥6♦K♦4♠8♥8♥♥10♦7♣2♠J♥5♣5♣♣3♠9♦Q♥6♣A♠A♠♠K♣8♣4♥10♠2♦2♦♦5♦A♣7♥J♦Q♦Q♦Q8♦3♥K♥6♠9♣9♣♣2♣10♥4♣A♦7♠7♠♠Q♣9♥J♠5♠3♣3♣♣
Seahaven Towers – the layout at the start

Playing

Only the bottom (fully uncovered) card of each tableau column and any card currently resting in a tower is free to move.

1. Foundations

Foundations are built up by suit from Ace to King:

  • An Ace moves to an empty foundation space as soon as it is freed.
  • Subsequent cards of that suit must follow in ascending order: 2, 3, 4, up to King.
  • Cards moved to foundations cannot be taken back into the tableau or towers.

2. Tableau building

Within the tableau, cards build strictly down in the same suit:

  • A free card can only be placed on an exposed column card that is of the same suit and exactly one rank higher (for example, the 7♠ may only be played onto the 8♠; the 10♥ only onto the J♥).
  • Unlike FreeCell, cards never pack in alternating colours.

3. The towers (reserve cells)

The four towers serve as temporary holding spots:

  • Any free card from a column (or another tower) may be moved into an empty tower.
  • Each tower can hold only one card at a time.
  • A card in a tower can be played to an open foundation, to a valid card in the tableau, or to an empty column (if it is a King).

4. Empty columns

When a column is completely cleared:

  • Only a King (or a descending in-suit sequence headed by a King) may be placed into an empty column space.
  • No other card may ever enter an empty column.

5. Moving sequences

A built sequence of cards in descending suit order (such as 9♣–8♣–7♣) may be moved as a single unit onto a valid card (10♣) or into an empty column (if headed by a King), provided you have enough free spaces to move them individually.

With k empty towers available, you can move a sequence of up to k + 1 cards at once. If you also have an empty tableau column that is not the destination, the number of cards you can move doubles.

Winning

You win the game when all 52 cards have been transferred to the four foundations, completing all four suits from Ace to King.

Strategy tips

  • Uncover the Aces early: Foundation play starts with the Aces and Twos. Freeing them early clears space and relieves pressure on the towers.
  • Empty columns are precious: Because only Kings can fill empty columns, do not clear a column unless you have a King ready to occupy it. An empty column with no King is wasted potential.
  • Protect the towers: With only four towers (two of which start occupied), free parking disappears fast. Always plan an exit route before placing a card into a tower.
  • Look for natural runs: Try to consolidate split suits within the tableau before using towers. Five-card columns mean cards are rarely buried deeply.

Background & history

  • Family: Patience (FreeCell family)
  • Origin: 1988 – programmed by Art Cabral (California) for Apple Macintosh
  • Also known as: –
  • Related games: FreeCell, Eight Off, Baker's Game, Beleaguered Castle

Seahaven Towers was popularised in 1988 when software engineer Art Cabral released a shareware implementation for the Apple Macintosh. Cabral named the game after Seahaven, a coastal setting he fancied, and trademarked the title. While Cabral created the iconic computer interface and brought the game to global prominence, he always maintained that he had learned the rules from an acquaintance and did not invent the core card mechanics himself.

The game is a direct relative of Baker's Game (described by Martin Gardner in Scientific American in 1968) and Eight Off (documented in 1949 by Albert Morehead and Geoffrey Mott-Smith). While Paul Alfille took Baker's Game in 1978 and relaxed the building rules to alternating colours to create FreeCell, Seahaven Towers preserved the strict requirement to build down in the same suit. To offset this tighter restriction, Seahaven widened the tableau from eight columns to ten, resulting in shorter five-card piles that are easier to dig into.

During the 1990s, Seahaven Towers became an engineering favourite on Unix workstations. Silicon Graphics included it as a bundled game in the IRIX operating system, complete with an automated backtracking solver that proved whether an initial deal was mathematically solvable. Studies have shown that roughly 85% of random deals can be solved, establishing Seahaven Towers as a staple of digital solitaire packages like PySolFC.

Sources