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, with aces joining kings, and turn the peaks face up as you dig into them.
- 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. |
| Face up or down | The ten base cards start face up. Every other peak card is face down until nothing covers it. |
| Waste | One card is turned at the start to open the chain. |
| Stock | The remaining 23 cards. |
| Playing | |
| Available cards | Any face-up 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 | Turn the next stock card whenever you like. 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. The ten base cards are face up; the eighteen above them are face down until the cards covering them have gone. 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 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. You may draw whenever you like, but 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 game. In Golf, which uses the same one-rank rule without wrapping, the chain stops at both ends: a king connects only to a queen and an ace only to a 2, so kings and aces are cards you have to plan around. Here they are ordinary cards.
| Card | Plays onto | Notes |
|---|---|---|
| Ace | King or 2 | The wrap point: an ace joins a king as well as a 2. |
| 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, so a king is never a dead end. |
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 — the rule Golf does not have. |
| The waste shows an ace. You play a king. | Legal | The wrap works in both directions. |
| A card still fits, but you draw from the stock. | Legal | Drawing is allowed at any time. It is rarely the right choice. |
| You play a card from the second row while both cards below it remain. | Illegal | It is covered, and face down. Only uncovered cards can be played. |
| 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. |
Even a player who could see every card needs to draw while a card still fits in only 6% of deals, so without that knowledge, draw when nothing fits.
Where the game is won
Face-up cards are the real resource
Twenty-three stock cards and twenty-eight peak cards means you cannot afford to draw for every card you clear. You need runs, and a run is only as long as the choices in front of you: every face-up card is a possible next step, and every face-down card is not.
So the move that matters is often not the one that clears the most cards now, but the one that turns another card face up. Each card you turn over is a new option for the rest of the deal.
Chaining moves
TriPeaks Solitaire strategy
We tested the usual advice by playing 100,000 deals several ways, each seeing only the face-up cards, as you do. The winner: of the cards that fit, play the one that starts a run turning over the most face-down cards, and only then worry about length. That won 50% of deals. Simply turning over the most cards with each move won 47%.
Playing the first card that fits won only 29%. The Hint button plays the winning strategy above.
Length still counts when the choices are otherwise equal: of two moves that turn over the same number of cards, take the one that starts the longer run, because every card cleared without drawing saves a stock card for later.
Three ways a run dies
Where TriPeaks deals stall
Chasing the longest run
A long run feels like the whole game, and it is the tip most guides lead with. As the figures above show, it is one of the weakest habits we measured: a long run that turns nothing over spends your face-up cards and leaves you with fewer choices.
Leaving the peaks face down
Every face-down card is an option you cannot use yet. A move that uncovers one gives you a new card to play and tells you something about what is left. When two cards fit the waste, the one that turns another card over is usually the better play, even if the other starts a longer run.
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, aces and kings connect like any other rank, so a run can pass straight through them.
Measured on this page's game
Is TriPeaks Solitaire winnable?
Nearly always, if you could see every card; about half the time if you cannot. We played 100,000 shuffled deals through the same game code that runs at the top of this page, and gave every deal to a solver that could see the face-down cards and the stock.
- 97%seeing every card
- 50%careful play, face-up cards only
- 29%playing the first card that fits
- 74%seeing every card, without the wrap
97% of deals can be cleared, which fits the game's inventor, Robert Hogue, who found that over 90% of deals are solvable. The rest are lost from the deal: no order of play clears them.
The gap is in what you cannot see. Careful play that uses only the face-up cards clears 50%, and on 47% of all deals the cards were there to win and careful play still lost. After a loss, the result screen asks the solver whether that deal could have been cleared.
Method: 100,000 uniformly shuffled deals played through this page's own TriPeaks 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 30 September 2026.
Lost deals end close. Of the careful games that did not clear the peaks, 71% finished just one or two cards short.
Reading other sources
What about "skilled players win 70 to 85%"?
Figures like that appear on several solitaire sites, usually without saying how they were measured. Our best strategy, which checks every card that fits and plans every run, cleared 50% of 100,000 deals using only the cards it could see.
A person can do things a simple rule does not, such as remembering which ranks are still to come, so a strong player may well beat it. But nobody who cannot see the face-down cards is playing the game the 97% solver plays. Treat any win rate without a method as a guess.
Rules that change the odds
TriPeaks' rules, measured side by side
The wrap is worth a lot. We ran the same solver without it on 20,000 of our deals, and forbade drawing while a card fits on all of them.
| Rules | What changes | Winnable |
|---|---|---|
| This page | King and ace join; draw whenever you like. | 97% |
| Drawing only when stuck | The same, but no draw while a card fits. | 91% |
| No wrap | King and ace do not join; the chain has two ends. | 74% |
| Golf, for comparison | Seven open columns, no wrap, a queen may follow a king. | 45% |
Even without the wrap, TriPeaks is far more winnable than Golf's 45%. Part of the reason is simple arithmetic: TriPeaks gives you 23 stock cards for 28 peak cards, where Golf gives 16 for 35. Careful play in Golf clears only 3.5%.
Other names
Tri Towers, Three Peaks, and where TriPeaks came from
Robert Hogue invented TriPeaks in 1989. It first shipped in one of Microsoft's Entertainment Packs for Windows and is part of Microsoft Solitaire Collection today. It is also known as Three Peaks, Tri Towers and Triple Peaks.
Many versions keep a score, and some deal every peak card face up, which turns the game into pure planning. This page keeps the classic face-down peaks and no scoring.
This version
What this TriPeaks deals
- Three peaks in rows of 3, 6, 9 and a shared base of 10 — 28 cards.
- Only uncovered cards are face up; the rest turn over as they are uncovered.
- Aces wrap: king to ace to 2 is a legal run in both directions.
- One pass through the 23-card stock, drawn whenever you like, 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 at most | 16 cards, one pass |
| Pyramid | One triangle, 28 cards | Not applicable — pairs to 13 | Seven at the start | 24 cards, one pass or three |
| 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
More solitaire games
Try the same rule without the wrap, or the same board with a different removal rule.
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The same one-rank rule on open columns, with no wrap — which makes it noticeably harder.
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The same two-card blocking on a single triangle, but you remove pairs totalling thirteen.
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Pyramid pairing with no stock at all, so nothing is left to chance.
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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