Cellwright - A FreeCell Roguelikeのアートワーク$6.99

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Clearing the board is not enough.

You know FreeCell. Eight columns, four free cells, four foundations, every card face up from the first second. No luck, no hidden information — just you and a solvable problem.

Cellwright keeps all of that and adds the one thing FreeCell never had: a reason to play well rather than merely finish.

Every deal sets a quota. Emptying the board does not clear the deal — banking enough points does. And points come from chains.

The chain is the game

Every card you send to a foundation scores its rank in chips, multiplied by your Mult. Each card banked in an unbroken run of foundation moves pushes Mult higher. Touch the tableau and the chain breaks.

So the real question stops being "can I solve this?" and becomes "how long can I hold off?" Every card you set up but do not bank is a card waiting to join a longer chain. Greed is correct right up until the moment it is catastrophic.

64 relics that multiply each other

Clear a deal and you earn gold. Between antes the shop opens — common, uncommon, rare and legendary relics, a mystery crate, consumables and rerolls.

Additive Mult stacks. ×Mult relics multiply each other. Some grow every deal. Some score cards twice. One copies whatever sits beside it, so the order of your loadout matters.

Prism — ×2 Mult once a chain has banked all four suits.

Metronome — ×1.1 Mult for every four cards in the chain, compounding.

Snowball — grows by ×0.15 every time you finish a chain of twelve or more.

Mirror — copies the scoring effect of the relic to its right.

Counterweight — parking a card in a free cell no longer breaks your chain.

Clockwork Heart — your chain never breaks. Mult builds across the whole deal.

Grand Design — ×0.5 Mult for every other ×Mult relic you own.

Six relic slots. Sell what no longer fits. Nine consumables — Lens doubles your next chain, Clamp forgives one chain-breaking move, Mulligan throws the whole layout away.

Twelve conditions that take things back

From ante three the deals start fighting back, and from ante seven they double up.

Jammed Cell — one free cell is welded shut.

Narrow Bed — one fewer column to work with.

Ceiling — base Mult cannot pass 8. Only ×Mult gets you higher.

Single File — no supermoves; shift sequences one card at a time.

Undertow — chain Mult falls back to the start every thirteen cards.

Glare — no hints.

Win the run. Then keep going.

A run is eight antes, ante one a gentle twenty-four cards and ante eight the full fifty-two. Miss a quota and you burn one of three Fuses.

Beat ante eight and you can retire with the win — or carry on into Endless, where quotas climb faster every ante and the only question is how far your engine reaches before it breaks.

Every run moves you forward

Renown — every run earns it, win or lose. Each level unlocks new relics for the shop.

Feats — fifteen of them. Bank all fifty-two cards in one chain, pass a deal without a single rewind, trade five relics away. Each one unlocks something.

Benches — six starting setups: start rich, take an extra relic slot for fewer rewinds, or open the Abyss with a rare relic and only two Fuses.

Eight Grades — win a run to unlock the next one. Each stacks a new handicap on all the ones below.

A Codex of every relic you have found, and how to unlock the ones you have not.

Five save slots

Every move autosaves. Quit mid-deal, mid-shop, mid-anything, and pick it up exactly where you left it. Keep five runs going at once.

Built to be fair

Every layout is run past a solver before you see it. When a deal beats you, it beat you.

Rewinds — ten per deal. Take a line back and try the other one.

Hints when you want them, never pushed at you.

Collect sweeps every safe card to its foundation in one keystroke, so you are never doing clerical work.

The game tells you when a deal has become unwinnable, instead of letting you shuffle a dead board.

Daily Deal

The same eight antes for everyone on Earth, every day. One shot.

And a board worth looking at

Eight table surfaces — oak, rosewood, two night skies, three storms and the original instrument table — switchable at any moment, mid-deal, with a single key.

Global and friends leaderboards. Seeds you can copy and hand to someone who says they would have played it better.

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