Seahaven Towers Solitaire
Seahaven Towers puts ten columns of five cards on the table, every card face up, and gives you four cells to work with. You build down in a single suit, you move one card at a time, and an empty column accepts only a king. The rules are short, the layout is wide, and a good deal asks for patient, careful counting.
Rules step by step
- The deal. Ten columns of five cards are dealt face up, one card at a time from left to right. That is 50 cards. The last two cards of the deck go into the first two cells, so two cells start empty.
- Cells. Four cells hold one card each. A card in a cell can go back to a column or up to a foundation, but never to another cell.
- Foundations. One pile per suit, built from the ace to the king.
- Build down in suit. On a column, a card goes on the card one rank higher of the same suit. The nine of diamonds goes on the ten of diamonds.
- One card at a time. Only the card at the bottom of a column moves, one card per move. There are no run moves in this game, so moving a stack of four takes at least four moves and some free cells.
- Empty columns take kings. When a column is empty, only a king can go into it. Some programs accept any card here. We use the stricter rule, which makes an empty column worth more.
- Win when all four foundations hold thirteen cards.
There is no stock and no redeal, and no card is ever hidden.
Strategy
- Read the whole table first. With ten columns you can see where all four aces sit. Rank them by how many cards cover each one.
- Look for natural pairs. A seven that already sits on its own eight needs no further work. Break a pair only when the card under it is worth more.
- Cells are for passing through. Park a card only when its partner is a move or two away. A cell that stays full for ten moves is probably a mistake.
- Do not rush to empty a column. An empty column is useful only if a king is ready to enter it. Otherwise it is just a gap with no purpose.
- Think about kings early. A king on the bottom of a column is the best possible base, since nothing needs to be built under it. A king buried under other cards is a problem to solve.
- Count the cost of a long stack. To release a card from under four others you need four free spots between cells and columns. If you do not have them, find another way.
- Autoplay is safe. In this game a card needed on a column is only ever the base for the next lower card of its own suit, and that card is already on the foundation by the time the base itself can go up. So sending a card home never traps anything.
Frequently asked questions
Is every Seahaven Towers deal winnable?
Not necessarily. Every deal you get here has a verified winning line, but a random shuffle carries no such promise. Our solver tried 1,705 random shuffles and found a win for 1,500, close to nine in ten. It found none inside its limits for the rest, and we have not shown that any of them cannot be won. Because only shuffles with a win are kept, the pool leans toward friendlier deals than a random shuffle. You still have to find the line yourself.
Why does the game move only one card at a time?
That is the original rule. The cells are your tool for moving a stack, one card at a time.
Can I move any card into an empty column?
Only a king. Some versions of the game allow any card, and we chose the stricter one.
Can I undo a move?
Yes, as many times as you like, and you can redo too. The hint shows a legal move, which may or may not be a good one.
Do I need an account?
No. Your settings, stats and the game in progress stay in your browser. The privacy page lists what is stored.
Related games
- Eight Off has eight cells and a similar suit rule.
- Baker’s Game uses four cells and eight columns.
- FreeCell builds in alternating colors.
- Spider also has ten columns, with a stock to deal.
Deal pool facts
Counted from this game's deal files when the site is built. The about page explains how the pool is made.
- Deals in the pool
- 1,500, each with a stored winning line that the site's tests replay through the game rules
- Shuffles with a win found
- 1,500 of the first 1,705 tried, or 88 percent
- Median winning line
- 87 steps
- Middle half of winning lines
- 81 to 93 steps
A step is one move as the solver counts it, so the move counter on the table can show a lower number for the same line. These are the lines the solver found, and shorter wins may exist. Shuffles without a win inside the solver's limits were left out.