One game of FreeCell followed from the deal to the finish, move by move, with the reason for each choice.
All 52 cards are dealt face up into eight columns, and there are four empty free cells and four empty foundations. The cards at the bottom of the columns — the ones you can move — are 5♦, A♠, 7♣, 2♠, 6♥, Q♣, 8♦ and A♦.
Because nothing is hidden, the first minute is for looking. Here the black and red aces are free already, and the 2♠ is too, which is a good start.
A♠ from column 2 goes to a foundation, uncovering 9♥. A♦ from column 8 goes up, uncovering 3♣. 2♠ from column 4 follows the ace of spades, uncovering K♦.
Next, 6♥ from column 5 goes on 7♣ in column 3 — red on black, one lower. That uncovers 2♦, which goes up on the ace of diamonds, and column 5 now ends in J♠.
The 3♦ you want next is under 3♣ in column 8. So 3♣ goes into a free cell for a moment, and 3♦ goes up to the foundation. That uncovers 4♠, which fits on 5♦ in column 1, and column 8 now ends in 10♣.
A card in a cell is only worth parking if it opens something up, and it should come out again as soon as it can. This one is waiting for a red four.
Column 3 ends 7♣ 6♥, and column 7 ends with 8♦. The two-card run moves onto 8♦. With three empty free cells and no empty columns you may move up to four cards at once — the empty cells plus one — so two is easily allowed. That uncovers 9♠ in column 3.
Now the whole three-card run 8♦ 7♣ 6♥ can go back onto 9♠ in column 3, which uncovers 3♠ in column 7. It goes up to the spade foundation, and column 7 ends in 4♥.
4♥ is the red four the parked club was waiting for. 3♣ comes out of its cell and onto 4♥, and all four free cells are empty again. Finally, Q♣ from column 6 goes on K♦ in column 4, uncovering 5♣.
Spades are up to the three, diamonds up to the three, no cell is in use, and column 3 holds a run from 9♠ down to 6♥.
Every move freed a card or built a run, and the one card that went into a cell came out again a few moves later. Keeping cells empty is what keeps runs movable: with all four free and no empty column, five cards can move at once; with one empty column as well, ten.
Most FreeCell deals can be won, so a game that gets stuck is usually a cell filled too early or a column filled with the wrong card, not bad luck.