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. Play with three passes through the stock, or with one if you want the hard version.

  • Pairs total 13
  • Kings leave alone
  • 28-card pyramid
  • One pass or three

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 runs out.

Stock24
Pyramid28
Moves0
Waste

Remove exposed pairs that total 13.

Draw one card to the waste.

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, face down.
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 pairs with an available pyramid card. Removing it uncovers the card beneath.
StockDraw one at a time to the waste. The next stock card stays face down until drawn.
PassesChoose one pass or three. At the end of a pass, the waste is turned over as the new stock.
Ending
WinAll 28 pyramid cards removed. Cards left in the stock or waste do not matter.
LossNo king or pair can be removed, the stock is used up, and no pass is left.

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 face down 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. Draw from the stock one card at a time; the top waste card can pair with the pyramid, and when it goes, the card beneath it is back in play. The deal is won when all twenty-eight pyramid cards 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 moves are legal

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, and the card beneath it becomes the new top.
The waste card, a 5, pairs with the next stock card, an 8.IllegalThe stock card is face down until it is drawn, and drawing it covers the 5.
A 7 in row six pairs with a 6 in row seven that sits directly below it.IllegalThe 6 still covers the 7. Some versions allow this when the 6 is the only card covering it; this one does not.
A 10 and a 4 are selected together.IllegalThat is 14. Only exact totals of 13 count.

Nothing that leaves the pyramid ever comes back, and nothing moves between pyramid positions. Every move is a removal.

One pass or three

The passes decide the game

With three passes, a card you draw past is not lost: it comes round again when the waste is turned over. With one pass, the stock is a single run of twenty-four cards, and any card that is still buried in the waste when it runs out stays there.

That one setting changes the odds more than anything you can do at the table. Measured over 100,000 deals, careful play cleared 36% of pyramids with three passes and 0.8% with one — about 1 deal in 125.

Clearing technique

Pyramid Solitaire strategy

We tested the usual advice by playing the same 100,000 deals several ways, none of which could see the order of the stock. The winner: before each draw, find the sequence of removals that clears the most pyramid cards, and make its first move. When two pairs compete for the same card, the right one is the pair that opens the way to more removals, and that is only visible if you look past the first move.

Take every king the moment it is free. A king needs no partner, and removing one only ever uncovers cards, so there is never a reason to wait. Using the waste card does not cost you stock, either: when it goes, the card underneath becomes the new top.

Count the partners you still need. There are four of every rank, so an ace in trouble has at most four queens to rescue it, and a queen the ace is covering, directly or through other cards, cannot help, because the ace is in its way. The Hint button plays the planning strategy above.

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.

Drawing past a card you still need

Each draw covers the waste card. It comes back only when every card drawn on top of it has been removed, or, with passes left, on the next time through. On the last pass, look at what the waste card could pair with in the next move or two before you bury it.

Losing track of the partners

There are four of every rank. If three queens have gone and an ace sits high in the pyramid, one queen is all that ace has left — and if the ace is covering that queen, the deal cannot be won. Counting the partners of the cards you are stuck on tells you early whether to press on or start again.

Measured on this page's game

Is Pyramid Solitaire winnable?

With three passes, usually; with one, almost never. We played 100,000 shuffled deals through the same game code that runs at the top of this page, in both modes, and gave every deal to a solver that knew the order of the stock.

  • 36%careful play, three passes
  • 66%three passes, knowing the stock
  • 0.8%careful play, one pass
  • 3.9%one pass, knowing the stock

With one pass, only 3.9% of deals can be cleared at all — about 1 in 26. That is a little above the 3.4% Solitaire Laboratory reports for the same rules from Mark Masten's million-deal solver run, and his overlap figure sits a similar amount below ours. For the face-up stock card, where solitairewinrates.com has measured 100 million deals, our solver agrees (9.3% against 9.0%), and every win it claims is replayed through this page's engine. Careful play without seeing the stock clears 0.8%.

Three passes turn it into a different game. Knowing the order of the stock, 65.7% of deals can be cleared, and careful play clears 36%. On 30% of all deals the cards were there to win and careful play still lost, so there is plenty of room to play better than our strategy does.

Pyramid win rate with three passes, by strategyHorizontal bars for 100,000 deals with three passes. The first move listed wins 27%; a random legal move 28%; planning the removals 36%; a solver that knows the stock order 66%.First move listed27%A random legal move28%Plan the removals36%Knowing the stock order66%Share of 100,000 deals cleared
The first three bars cannot see the stock order; the last one can. The gap between planning the removals and perfect play is the price of not knowing what is coming.

Method: 100,000 uniformly shuffled deals played through this page's own Pyramid engine with a fixed random seed, so the run can be repeated exactly. Every deal the solver cleared was replayed move by move through the same engine. Measured 1 October 2026.

A lost deal can end anywhere. Of the careful three-pass games that did not clear the pyramid, half finished with 7 or fewer cards left, and 15% of them with just one or two. When a deal is lost, the result screen asks the solver whether it could have been cleared, so you can tell a hopeless deal from a missed chance.

Rules that change the odds

Pyramid's rules, measured side by side

Pyramid is printed with several small rule differences, and each one moves the odds a long way. We ran the same solver on 20,000 of our deals under each ruleset.

Share of deals whose pyramid can be cleared, by ruleset
RulesetThe ruleWinnable (our solver)Published
One pass (hard mode here)Stock dealt once; only the top waste card plays.3.9%3.4%
One pass, overlap discardsA card may also go with the only card still covering it.12.7%11.5%
One pass, face-up stock cardThe next stock card is face up and can pair with the waste card.9.3%9.0%
Two passesThe waste is turned over and dealt once more.48%—
Three passes (the default here)The waste is dealt again twice, as in Par Pyramid.65.7%—

Published figures: Solitaire Laboratory, from Mark Masten's solver over a million deals, for one pass with and without overlap discards; solitairewinrates.com, over 100 million deals, for the face-up stock card. Every figure here counts a deal as won when the pyramid is cleared.

The one- and three-pass rows are the two modes of the game above; the others show how far a single rule can move the odds.

Reading other sources

Why do Pyramid odds disagree so much?

Because they rarely describe the same game. The number of passes moves the ceiling from 3.9% to 66%; with one pass, a face-up stock card lifts it to 9.3% and overlap discards to 12.7%. Some sources also count a win only when all 52 cards are gone, not just the pyramid, which is much harder.

Knowledge matters too. A solver that sees the stock order is not playing the game you play, and its figure is a ceiling, not a target. That is why every number on this page comes with its rules and its player attached.

Other names

Par Pyramid, Giza, and Pyramid's history

Solitaire Laboratory traces the modern game to Dean Bryden's Fun With Cards of 1927, and notes that Johnson and Pope's 30 Games of Solitaire, a year later, may be the first book to call it Pyramid. The three-pass mode here matches the variant known as Par Pyramid, in which the waste is turned over and dealt twice more.

Other relatives keep the thirteen rule and change something else: Relaxed Pyramid, Tut's Tomb, Apophis and Triangle among them. The best known is Giza, which deals every card face up and has no stock at all, so it plays as 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 one24 cards, one pass or three
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, a faster clearing game, or pairs you have to remember.

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