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.

GoalRemove all 28 pyramid cards before the stock pass runs out.

Stock24
Pyramid28
Moves0
Waste

Remove exposed pairs that total 13.

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.

Pyramid Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
PyramidSeven rows of 1 to 7 cards, 28 in total, all face up.
OverlapEach card is partly covered by the two cards below it.
StockThe remaining 24 cards.
Values
Number cardsFace value. An ace counts 1.
Jack, queen, king11, 12 and 13.
The targetAny two available cards totalling exactly 13 are removed together.
KingsAlready 13 on their own, so a king leaves by itself.
Availability
Pyramid cardsPlayable only when nothing covers them — both cards below must have gone.
The wasteIts top card can pair with an available pyramid card or with the next drawn card.
StockDraw one at a time to the waste. One pass only, with no recycling.
Ending
WinAll 28 pyramid cards removed. Cards left in the stock or waste do not matter.
LossThe 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 Pyramid layout and what blocks whatTwenty-eight cards in seven overlapping rows. Only the seven cards along the bottom row are available at the start; every card above is held down by the two cards beneath it.Green: the seven base cards — the only ones you can play at the start.Dashed: blocked. Both cards beneath it must go before it can be touched.
Twenty-one of the twenty-eight cards start unavailable. Because every card is held by two, freeing one card usually means clearing a small triangle beneath it, and the two cards at the ends of each row are the cheapest to reach. The apex needs the entire pyramid below it gone, which is why Pyramid is won from the outside in rather than the top down.

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.

Pairs that total thirteen
CardPairs withThe sum
KingNothing — it leaves alone13
QueenAce12 + 1
Jack211 + 2
10310 + 3
949 + 4
858 + 5
767 + 6

Pairing rules

Which pairs make thirteen

Legal and illegal Pyramid moves
The moveVerdictWhy
Two uncovered pyramid cards, a 9 and a 4, are removed together.LegalThey total 13 and neither is covered.
An uncovered king is removed on its own.LegalA king is already 13.
The waste card, a 5, pairs with an uncovered 8 in the pyramid.LegalThe top waste card counts as available.
A 7 in row six pairs with a 6 in row seven that sits directly below it.IllegalThe 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.IllegalThat is 14. Only exact totals of 13 count.
A card already sent to the waste is pulled back into the pyramid.IllegalNothing 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.

Other pairing games

Pyramid against the other clearing games

Pyramid compared with TriPeaks, Golf, and Giza
GameBoardRemoval ruleWhat blocks a cardStock
Pyramid28 cards in a trianglePairs totalling 13Two cards cover each oneOne pass, 24 cards
TriPeaksThree overlapping peaksOne rank up or downTwo cards cover each oneOne pass, builds long chains
GolfSeven open columnsOne rank up or downOnly the bottom card of a columnOne pass
GizaPyramid with open reservesPairs totalling 13Two cards cover each oneNone — 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.

Tested 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