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.

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.
Face up or downThe ten base cards start face up. Every other peak card is face down until nothing covers it.
WasteOne card is turned at the start to open the chain.
StockThe remaining 23 cards.
Playing
Available cardsAny face-up 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.
DrawingTurn the next stock card whenever you like. 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. 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 three-peak layoutThree overlapping pyramids sharing a base row of ten cards. Rows of three, six and nine sit above, face down. Only the ten base cards are available at the start; every card above is covered by two below it.Green: the ten face-up base cards — everything you can play on move one.Above them: 18 face-down cards, each held 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 seven, but the number shrinks as you eat into the base, and it only recovers as the cards above are uncovered and turned face up.

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.

What connects to what
CardPlays ontoNotes
AceKing or 2The wrap point: an ace joins a king as well as a 2.
2Ace or 3Ordinary.
76 or 8Ordinary.
QueenJack or KingOrdinary.
KingQueen or AceThe other side of the wrap, so a king is never a dead end.

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 — the rule Golf does not have.
The waste shows an ace. You play a king.LegalThe wrap works in both directions.
A card still fits, but you draw from the stock.LegalDrawing 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.IllegalIt is covered, and face down. Only uncovered cards can be played.
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.

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.

TriPeaks win rate by strategyHorizontal bars for 100,000 deals. Playing the first card that fits wins 29%; the longest run 33%; a random card that fits 39%; turning over the most cards 47%; turning cards over, then the longest run, 50%.First card that fits29%Longest run33%A random card that fits39%Turn over the most cards47%Turn cards over, then run50%Share of 100,000 deals cleared
None of these strategies can see a face-down card. They differ only in which card they play when more than one fits — and the popular longest-run rule sits near the bottom.

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.

Share of deals that can be cleared, seeing every card
RulesWhat changesWinnable
This pageKing and ace join; draw whenever you like.97%
Drawing only when stuckThe same, but no draw while a card fits.91%
No wrapKing and ace do not join; the chain has two ends.74%
Golf, for comparisonSeven 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.

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 at most16 cards, one pass
PyramidOne triangle, 28 cardsNot applicable — pairs to 13Seven at the start24 cards, one pass or three
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