FreeCell with all fifty-two cards face up from the first frame, so there is no luck to blame and a loss is yours. The one number that decides every turn - how many cards you may move at once, which is the free cells plus one, doubled for each empty column - is printed on the board instead of left for you to count, and a multi-card move really is played out one card at a time so you can see what it spent. Deal numbers match the classic ones, so a deal you remember is the deal you get.
Fifty-two cards, every one face up, eight columns and four cells. Almost every deal in the game can be solved, which means a loss is not the deal's fault.
You can only move one card at a time. A run appears to move as a unit because the spare cells and empty columns are being used to carry it, so the most cards you can shift at once is the number of free cells plus one, doubled for every empty column you have.
Most versions leave you to count that yourself, every turn. Here it is printed on the board between the cells and the foundations, along with the larger figure that applies when you are moving into an empty column.
When you move five cards at once, the game plays the actual single-card moves out in front of you - cards into the cells, the parked half into an empty column, then back out in order. It takes a moment longer and it shows you exactly what that move spent, which is the information you need before the next one.
Undo unwinds the whole sequence as a single press.
Deals are generated with the classic numbering, so deal number 1 here is the deal number 1 you remember, and so are the famous hard ones. There are thirty-two thousand of them and you can type in any number you like.
Aces are sent home automatically, but only when the card can no longer be needed to receive a lower card of the other colour - so the game never tidies away something you were still using.