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.
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.
| 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, face down. |
| 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 pairs with an available pyramid card. Removing it uncovers the card beneath. |
| Stock | Draw one at a time to the waste. The next stock card stays face down until drawn. |
| Passes | Choose one pass or three. At the end of a pass, the waste is turned over as the new stock. |
| Ending | |
| Win | All 28 pyramid cards removed. Cards left in the stock or waste do not matter. |
| Loss | No 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 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 moves are legal
| 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, and the card beneath it becomes the new top. |
| The waste card, a 5, pairs with the next stock card, an 8. | Illegal | The 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. | Illegal | The 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. | Illegal | That 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.
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.
| Ruleset | The rule | Winnable (our solver) | Published |
|---|---|---|---|
| One pass (hard mode here) | Stock dealt once; only the top waste card plays. | 3.9% | 3.4% |
| One pass, overlap discards | A card may also go with the only card still covering it. | 12.7% | 11.5% |
| One pass, face-up stock card | The next stock card is face up and can pair with the waste card. | 9.3% | 9.0% |
| Two passes | The 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.
This version
One pass or three, no overlap
- Seven rows, 28 cards, all dealt face up.
- A card is available only when both cards covering it have gone.
- Kings are removed alone; all other pairs must total exactly 13.
- The top waste card pairs with the pyramid; the stock card is face down until drawn.
- Three passes through the 24-card stock by default, or one; the waste is dealt again in the order it was drawn.
- You win by clearing the pyramid. Cards left in stock or waste do not count against you.
Undo is unlimited and unpenalised, and your pass setting is remembered on this device. Your record is kept separately for each setting.
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 | 24 cards, one pass or three |
| 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, a faster clearing game, or pairs you have to remember.
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 nowMemory Solitaire
Pairs again, but the whole deck starts face down and cards match by rank.
Play nowTested 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