One card can clear half a peak

TriPeaks Solitaire

Three overlapping pyramids, twenty-eight cards, and a chain that never breaks. Play anything one rank above or below the waste card — and because aces join kings here, a single good run can sweep across the whole board.

  • Three peaks, 28 cards
  • One rank up or down
  • Aces wrap to kings
  • One stock pass

Play TriPeaks Solitaire

Play exposed cards that are one rank above or below the waste card. Aces connect to both kings and twos. Draw from the stock when no exposed card fits.

GoalClear all 28 peak cards before the stock runs out.

Stock23
Peaks28
Moves0
Waste

Clear exposed cards one rank above or below the waste.

Draw from the stock when no exposed peak card fits the waste.

Three peaks, one waste

TriPeaks Solitaire rules

The complete ruleset. The wrapping line is the one that separates this from Golf.

TriPeaks Solitaire setup and rules
Setup
DeckOne standard 52-card deck.
The peaksThree overlapping pyramids: rows of 3, 6, 9 and a shared base of 10. Twenty-eight cards, all face up.
WasteOne card is turned at the start to open the chain.
StockThe remaining 23 cards.
Playing
Available cardsAny card with nothing covering it. At the start that is the ten cards along the base.
The movePlay an available card one rank above or below the waste card. It becomes the new waste card.
WrappingThe chain is a loop. An ace connects to both a king and a 2.
SuitsIgnored completely.
DrawingWhen nothing fits, turn the next stock card. One pass only, with no recycling.
Ending
WinAll 28 peak cards cleared. Cards left in the stock do not matter.
LossThe stock is empty and no available card fits the waste.

Climbing the peaks

How to play TriPeaks Solitaire

Twenty-eight cards are dealt into three overlapping pyramids — a row of three peak tops, then six, then nine, then a base of ten shared across all three. Everything is face up. One card is turned to start the waste and twenty-three remain in the stock.

A card can be played when nothing covers it, and it can be played when it is exactly one rank above or below the waste card. That card then becomes the new waste, so each move sets up the next. Suits are irrelevant throughout.

Clear all twenty-eight and you win; whatever is left in the stock does not matter. The whole skill is stringing moves together, because every card you clear without drawing is a stock card saved for later.

The three-peak layoutThree overlapping pyramids sharing a base row of ten cards. Rows of three, six and nine sit above. Only the ten base cards are available at the start; every card above is covered by two below it.Green: the ten base cards — everything you can play on move one.Above them: 18 cards, each held down by the two directly beneath it.
Ten available cards is a lot — for a while. TriPeaks starts far more open than Pyramid's seven or Golf's fixed seven, but the number shrinks as you eat into the base and does not recover until a peak actually falls. Clearing evenly across all three pyramids keeps that number high; tunnelling into one drops it fast.

The chain never breaks

The chain is a loop, not a line

In TriPeaks the ranks form a circle. An ace connects to a 2 in one direction and to a king in the other, so every rank on the board has exactly two neighbours and nothing is ever a dead end.

That sounds like a small detail and it changes the entire feel of the game. In Golf, which uses the same one-rank rule without wrapping, a king can only be reached from a queen and leads nowhere afterwards — kings and aces are cards you have to plan around. Here they are the best cards on the board, because an ace can be reached from either end of the deck.

What connects to what
CardPlays ontoNotes
AceKing or 2The wrap point. An ace is the most connected card on the board.
2Ace or 3Ordinary.
76 or 8Ordinary.
QueenJack or KingOrdinary.
KingQueen or AceThe other side of the wrap. Nothing is ever stranded.

Keeping a run alive

What continues a TriPeaks run

Legal and illegal TriPeaks moves
The moveVerdictWhy
The waste shows a 9. You play an uncovered 10.LegalOne rank up. Suit is irrelevant.
The waste shows a king. You play an ace.LegalThe chain wraps here — this is the rule Golf does not have.
The waste shows an ace. You play a king.LegalThe wrap works in both directions.
You play a card from the second row while both cards below it remain.IllegalA card is available only when nothing covers it.
The waste shows a 5. You play a 7.IllegalRanks must be consecutive.
You play a card from the stock straight onto a peak.IllegalStock cards go to the waste, never onto the board.

Where the game is won

Chains are worth more than cards

Twenty-three stock cards and twenty-eight peak cards means you cannot afford to draw for every card you clear. You need runs — and because the chain wraps, long runs are genuinely available in a way they are not in Golf.

A chain of six cards is not six cards of progress. It is five draws you did not spend, which is more than a fifth of your entire stock. Two good chains in a deal is usually the difference between clearing the peaks and stalling with a peak and a half left.

This is why looking ahead pays here more than in most quick games: the difference between the good move and the obvious one is often four or five extra cards.

Chaining moves

TriPeaks Solitaire strategy

Trace chains before you start them. When several cards fit the waste, follow each one forward as far as you can and take the longest — not the one nearest your cursor. This single habit is worth more than everything else on this page.

Work the three peaks in parallel. Availability is the resource, and a board eaten evenly keeps more cards uncovered than one dug straight down. It is tempting to finish a peak because it feels like an achievement; the peak itself is worth nothing extra.

Uncover the peak cards early rather than late. A card at the top of a peak needs the entire small pyramid beneath it gone, so those three cards are the ones most likely to strand you at the end. If you can see a route to one of them, take it while you still have stock in hand.

Save the wrap for when you need it. Knowing that an ace bridges the king-to-2 gap turns a stalled position into a long run surprisingly often, and it is the option most players forget to look for.

Three ways a run dies

Where TriPeaks deals stall

Opening one peak and ignoring the other two

Clearing straight down through a single peak feels like progress and leaves you with one deep hole and two untouched pyramids. Availability is what you are really farming: a board eaten evenly across all three peaks gives you far more candidates per turn than one dug to the bottom.

Taking the short chain when a longer one exists

Two cards that both fit the waste are rarely worth the same. Before playing, follow each option forward — one may run four or five cards and open a peak card, the other may end immediately and cost you a draw.

Forgetting that the wrap works both ways

Players who learned Golf first tend not to see king-to-ace-to-2 as a route. In TriPeaks it is often the longest chain on the board, because aces and kings are as connected as everything else rather than being dead ends.

TriPeaks' odds

Is TriPeaks Solitaire winnable?

More often than most quick clearing games, and considerably more often than Golf on this site, because the wrapping chain means no card is ever unreachable in principle. A careful player who looks ahead before each move will clear the peaks in a healthy share of deals.

It is still not guaranteed. Twenty-three stock cards against twenty-eight peak cards is a real budget, and a deal that scatters the ranks badly across the peaks can run out. We do not publish a figure: many TriPeaks versions add scoring, multiple passes or a wildcard, and a number measured against those would not describe this page.

Peaks and pyramids

TriPeaks against the other board clearers

TriPeaks compared with Golf, Pyramid, and Giza
GameBoardChain wraps?Available at startStock
TriPeaksThree peaks, 28 cardsYes — ace joins king and 2Ten at the start23 cards, one pass
GolfSeven open columns, 35 cardsNo — the chain has two dead endsSeven, every turn16 cards, one pass
PyramidOne triangle, 28 cardsNot applicable — pairs to 13Seven at the start24 cards, one pass
GizaPyramid plus open reservesNot applicable — pairs to 13Everything visibleNone

Pyramid uses the same two-card blocking on a single triangle but asks for exact partners totalling thirteen rather than a run, which is stricter and slower. If you like the peaks but want no luck at all, Giza puts the pairing rule on a fully visible board with no stock.

Explore

More solitaire games

Try the same rule without the wrap, or the same board with a different removal rule.

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