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.
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.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| The peaks | Three overlapping pyramids: rows of 3, 6, 9 and a shared base of 10. Twenty-eight cards, all face up. |
| Waste | One card is turned at the start to open the chain. |
| Stock | The remaining 23 cards. |
| Playing | |
| Available cards | Any card with nothing covering it. At the start that is the ten cards along the base. |
| The move | Play an available card one rank above or below the waste card. It becomes the new waste card. |
| Wrapping | The chain is a loop. An ace connects to both a king and a 2. |
| Suits | Ignored completely. |
| Drawing | When nothing fits, turn the next stock card. One pass only, with no recycling. |
| Ending | |
| Win | All 28 peak cards cleared. Cards left in the stock do not matter. |
| Loss | The 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 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.
| Card | Plays onto | Notes |
|---|---|---|
| Ace | King or 2 | The wrap point. An ace is the most connected card on the board. |
| 2 | Ace or 3 | Ordinary. |
| 7 | 6 or 8 | Ordinary. |
| Queen | Jack or King | Ordinary. |
| King | Queen or Ace | The other side of the wrap. Nothing is ever stranded. |
Keeping a run alive
What continues a TriPeaks run
| The move | Verdict | Why |
|---|---|---|
| The waste shows a 9. You play an uncovered 10. | Legal | One rank up. Suit is irrelevant. |
| The waste shows a king. You play an ace. | Legal | The chain wraps here — this is the rule Golf does not have. |
| The waste shows an ace. You play a king. | Legal | The wrap works in both directions. |
| You play a card from the second row while both cards below it remain. | Illegal | A card is available only when nothing covers it. |
| The waste shows a 5. You play a 7. | Illegal | Ranks must be consecutive. |
| You play a card from the stock straight onto a peak. | Illegal | Stock 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.
This version
What this TriPeaks deals
- Three peaks in rows of 3, 6, 9 and a shared base of 10 — 28 cards, all face up.
- Aces wrap: king to ace to 2 is a legal run in both directions.
- A card is available only when both cards covering it have gone.
- One pass through the 23-card stock, with no recycling.
- Suits are ignored entirely.
No scoring, no streak multiplier, no timer and no wildcard. Undo is unlimited and unpenalised. Clearing the peaks is the only win condition; cards left in the stock do not count against you.
Peaks and pyramids
TriPeaks against the other board clearers
| Game | Board | Chain wraps? | Available at start | Stock |
|---|---|---|---|---|
| TriPeaks | Three peaks, 28 cards | Yes — ace joins king and 2 | Ten at the start | 23 cards, one pass |
| Golf | Seven open columns, 35 cards | No — the chain has two dead ends | Seven, every turn | 16 cards, one pass |
| Pyramid | One triangle, 28 cards | Not applicable — pairs to 13 | Seven at the start | 24 cards, one pass |
| Giza | Pyramid plus open reserves | Not applicable — pairs to 13 | Everything visible | None |
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
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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