Every card blocked by two
Pyramid Solitaire
Twenty-eight cards stacked in a triangle, each one pinned down by the two beneath it. Take pairs that add up to thirteen, take kings on their own, and work upward — with a single pass through the stock and no way back.
- Pairs total 13
- Kings leave alone
- 28-card pyramid
- One stock pass
Play Pyramid Solitaire
Select exposed cards that add to thirteen. Kings can be removed by themselves. Draw from the stock when the visible pyramid and waste do not contain a useful move.
Draw one card to the waste. This version has one pass through the stock.
Pairs that make thirteen
Pyramid Solitaire rules
The whole game in one table. If you are dealing a real pyramid on a table, this is the card to print.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| Pyramid | Seven rows of 1 to 7 cards, 28 in total, all face up. |
| Overlap | Each card is partly covered by the two cards below it. |
| Stock | The remaining 24 cards. |
| Values | |
| Number cards | Face value. An ace counts 1. |
| Jack, queen, king | 11, 12 and 13. |
| The target | Any two available cards totalling exactly 13 are removed together. |
| Kings | Already 13 on their own, so a king leaves by itself. |
| Availability | |
| Pyramid cards | Playable only when nothing covers them — both cards below must have gone. |
| The waste | Its top card can pair with an available pyramid card or with the next drawn card. |
| Stock | Draw one at a time to the waste. One pass only, with no recycling. |
| Ending | |
| Win | All 28 pyramid cards removed. Cards left in the stock or waste do not matter. |
| Loss | The stock is exhausted and no available pair totals 13. |
Twenty-eight in a pyramid
How to play Pyramid Solitaire
Twenty-eight cards are dealt face up in seven rows, one card at the apex and seven along the base, each row overlapping the one above. The remaining twenty-four go to the stock.
Every card has a numeric value — ace is 1, jack 11, queen 12, king 13 — and the whole game is the number thirteen. Any two available cards that add to exactly thirteen come off together. Kings are already thirteen, so they leave on their own.
A card is only available when nothing covers it. At the start that means the seven cards along the base, and nothing else. Every removal opens the board a little further, and the deal is won when all twenty-eight are gone. What is left in the stock or waste does not matter.
The only arithmetic
Which cards pair with which
There are only seven combinations to learn, and after a couple of deals you stop counting and start seeing them.
| Card | Pairs with | The sum |
|---|---|---|
| King | Nothing — it leaves alone | 13 |
| Queen | Ace | 12 + 1 |
| Jack | 2 | 11 + 2 |
| 10 | 3 | 10 + 3 |
| 9 | 4 | 9 + 4 |
| 8 | 5 | 8 + 5 |
| 7 | 6 | 7 + 6 |
Pairing rules
Which pairs make thirteen
| The move | Verdict | Why |
|---|---|---|
| Two uncovered pyramid cards, a 9 and a 4, are removed together. | Legal | They total 13 and neither is covered. |
| An uncovered king is removed on its own. | Legal | A king is already 13. |
| The waste card, a 5, pairs with an uncovered 8 in the pyramid. | Legal | The top waste card counts as available. |
| A 7 in row six pairs with a 6 in row seven that sits directly below it. | Illegal | The row-seven card is one of the two covering it, so the 7 is not available yet. |
| A 10 and a 4 are selected together. | Illegal | That is 14. Only exact totals of 13 count. |
| A card already sent to the waste is pulled back into the pyramid. | Illegal | Nothing returns to the pyramid, ever. |
One pass, twenty-four cards
The stock is the clock
There is no recycling on this page. Twenty-four cards go through the waste once, and every draw is a decision you cannot take back — the card you cover may be the exact partner something in the pyramid needs later.
That changes what drawing is for. It is not a way to pass the time until something appears; it is a limited resource you spend to solve a specific blockage. Before each draw, look at the card currently showing and ask whether anything about to become available could use it. If the answer is yes, find another move first.
Clearing technique
Pyramid Solitaire strategy
Work the pyramid, not the waste. Every pair you can take entirely from the board is free progress, while every pair that uses the waste card costs you part of a finite stock. When both are available, the board move is almost always right.
Keep the rows even. A pyramid that has been eaten away on one side leaves a tall stack of blocked cards on the other, and those cards need a whole triangle cleared beneath them. Taking pairs that flatten the shape uniformly opens far more of the board than chasing one deep column.
Count the cards you still need. If both queens are gone and there are aces buried high in the pyramid, those aces have exactly two partners left in the deck and you should know where they are. Pyramid is short enough that tracking a couple of critical ranks is realistic, and it is the difference between a deal you steer and one you watch.
Three ways to run out
Where Pyramid deals get lost
Clearing the pair that opens nothing
When two pairs are available, they are almost never worth the same. Removing a pair from the far left of row seven uncovers one card; removing one that sits under a shared parent uncovers a card that unlocks two more. Always ask what the removal exposes, not just whether it is legal.
Spending a king too early
A king removes alone, which makes it feel free. It is not — it is the only card that can clear a blocking position without needing a partner, so a king sitting low in the pyramid is worth holding until the card above it actually needs freeing.
Drawing past a card you still need
With one pass and no recycling, the waste is a one-way street. Before drawing, check whether the current waste card pairs with anything that will become available in the next move or two — because once it is buried, it is gone for the rest of the deal.
Pyramid's low odds
Is Pyramid Solitaire winnable?
Often not, and this version is on the strict side. With a single stock pass and no redeals, a deal that buries both partners of a needed rank under the same corner of the pyramid cannot be rescued by any sequence of moves. Skill decides a great many deals; it does not decide all of them.
Versions that allow two or three passes through the stock are dramatically more forgiving, so published win rates for Pyramid vary enormously and none of them describe this page. We do not quote one for that reason. If the one-pass rule is what frustrates you, Giza uses the same thirteen-pairing rule with no stock at all — everything is visible, and it becomes a puzzle rather than a gamble.
This version
The strict one-pass ruleset
- Seven rows, 28 cards, all dealt face up.
- A card is available only when both cards covering it have gone.
- One pass through the 24-card stock, with no recycling and no redeal.
- Kings are removed alone; all other pairs must total exactly 13.
- You win by clearing the pyramid. Cards left in stock or waste do not count against you.
Some versions allow the waste card to pair with the card just drawn, or allow two and three passes. This page allows waste-to-pyramid and waste-to-draw pairings but only one pass. Undo is unlimited and unpenalised.
Other pairing games
Pyramid against the other clearing games
| Game | Board | Removal rule | What blocks a card | Stock |
|---|---|---|---|---|
| Pyramid | 28 cards in a triangle | Pairs totalling 13 | Two cards cover each one | One pass, 24 cards |
| TriPeaks | Three overlapping peaks | One rank up or down | Two cards cover each one | One pass, builds long chains |
| Golf | Seven open columns | One rank up or down | Only the bottom card of a column | One pass |
| Giza | Pyramid with open reserves | Pairs totalling 13 | Two cards cover each one | None — everything visible |
TriPeaks is the closest relative and the better game for a quick session: the same two-card blocking, but building a run one rank at a time means a single good card can clear half a peak. Pyramid asks for exact partners, which is stricter and slower.
Explore
More solitaire games
Try the same pairing rule without a stock, or a faster clearing game.
Giza Solitaire
The same thirteen-pairing rule with no stock at all, so every card is visible from the start.
Play nowTriPeaks Solitaire
Three peaks and the same two-card blocking, but you build runs instead of pairs.
Play nowGolf Solitaire
Another quick one-pass removal game, with nothing blocked and longer chains.
Play nowSolitaire Variations
Every playable game here, compared by layout, reserve, and stock rules.
BrowseTested rules
How this solitaire game is checked
Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.
How we make and test solitaire games