
Pyramid Solitaire is a one-player card game where you remove exposed cards in pairs that add to 13, with kings removed on their own. Win by clearing the pyramid. Lose when the remaining cards cannot be removed under the rules you are playing.
The game is quick to learn because the arithmetic is tiny: ace counts as 1, jack as 11, queen as 12, and king as 13. The difficulty sits elsewhere. You can often see the card you want, but you cannot use it until the cards covering it have gone. A good first move may be the one that opens the most future moves, not the one that removes the most obvious pair.
Start with the deal, then check which cards are actually available. From there, each turn is a choice between removing a legal 13, drawing from the stock, or leaving a tempting move alone because it blocks better access.
What are the pyramid solitaire rules?
Pyramid Solitaire is a one-player game played with a standard deck. The aim is to clear a pyramid of cards by removing exposed pairs whose values add to 13. A king is worth 13, so it is removed alone.
The card values are fixed. Ace is 1. Number cards keep their printed value. Jack is 11, queen is 12, and king is 13. That gives you the useful pairs: ace with queen, 2 with jack, 3 with 10, 4 with 9, 5 with 8, and 6 with 7.
The word exposed matters. A pyramid card can only be used when no card is covering it. You may be able to see a 7 tucked under two cards, but it is not playable until both covering cards have been removed. This is the rule that creates most of the decisions in a small adding game.
The stock and waste help you reach cards the pyramid cannot currently pair with itself. In the common browser version, you draw from the face-down stock to a face-up waste pile, then use the top waste card if it makes 13 with an exposed pyramid card, or remove it alone if it is a king.
If you remember one test before every click, make it this: does this card have anything on top of it? If yes, it is visible only. If no, it can take part in a 13.
How is the pyramid dealt, and what cards are available?
The deal uses 52 cards. The pyramid contains 28 cards in 7 rows: 1 card at the top, then 2, then 3, down to a bottom row of 7. The remaining 24 cards form the stock.
Cards overlap as the pyramid is built. Each card above the bottom row is covered by cards in the row beneath it. A card becomes available only when all cards covering it have been removed. At the start, only the 7 cards in the bottom row of the pyramid are exposed.
- Pyramid cards: available only when uncovered.
- Stock: the face-down cards not dealt into the pyramid.
- Waste: the face-up pile made by drawing from the stock.
- Top waste card: normally the only waste card available for pairing.
- Removed cards: out of the game for that deal.
The board is easy to read once you stop treating visible as the same thing as available. A covered card is information, not a move. If a queen sits under a 5 and an 8, you cannot pair it with an ace until both of those covering cards have gone.
Most decisions in how to play Pyramid Solitaire come from that structure. Removing a bottom-row pair may look equal to removing a bottom-row card with the waste, but the better move is often the one that frees a buried card and gives the next turn more choices.
What do you do on a turn?
- Look for exposed pairs in the pyramid. Check only the cards that are free. If an exposed 6 and an exposed 7 are both available, you may remove them together. The same applies to ace-queen, 2-jack, 3-10, 4-9, and 5-8.
- Remove any exposed king. A king already equals 13, so it does not need a partner. This applies to an exposed king in the pyramid and, in the usual stock-and-waste form, to a king on top of the waste.
- Use the waste card when it helps. If the top waste card can pair with an exposed pyramid card to make 13, remove both. For example, a waste 9 can remove an exposed 4 from the pyramid. Older waste cards are covered by the current top waste card and are not normally available.
- Draw when there is no useful removal. Turn the next stock card face up onto the waste. That changes the card available from the stock side of the game. Drawing is not a failure; it is how the deal reveals the other 24 cards.
- Choose between equal-looking moves. If two removals are legal, prefer the one that uncovers more cards or frees a card that has an obvious partner waiting. Removing a pair from the bottom row may expose nothing; removing a pair that releases two cards can change the whole deal.
- Continue until the pyramid clears or stalls. Each removed card is gone for good. Each draw spends another stock card. The turn rhythm is simple: remove a legal 13 if you can, draw if you need to, and keep watching what each removal opens.
When does the game end, and how is scoring handled?
- You win by clearing the pyramid. The stock and waste do not need to be empty. The win condition is the removal of all 28 pyramid cards.
- You lose when no legal progress remains. If the pyramid still contains cards, the stock cannot produce any further usable card under the current rules, and no exposed pair or king can be removed, the deal is over.
- Redeals are a house rule. Some Pyramid Solitaire versions allow extra passes through the stock; others do not. If a game allows them, the control on the table should make that clear.
- Scoring is not universal. Core Pyramid Solitaire is a win-or-loss solitaire game. Some digital versions award points for removed cards, streaks, speed, or clearing the pyramid, but those scoring systems are added by the version you are playing.
- The clean comparison is deals won. If you are learning the pair 13 card game, treat a cleared pyramid as success before worrying about any optional score counter.
Why does a pair-13 card game stay interesting after the first few deals?
Pyramid Solitaire stays interesting because the sums are easy and the access is hard. You are never doing complicated maths. You are deciding which card to free, which pair to save, and when to spend a stock card.
The pyramid shape creates pressure. A card near the top may be vital, but it is trapped behind a chain of other removals. If both 7s are buried and the exposed 6s are waiting, you may need to clear sideways before the obvious pair exists. That delay is where the game lives.
The stock adds a second kind of uncertainty. You know the deck has the partners you need unless they are blocked or already gone, but you do not know when they will appear. A waste queen may be perfect now if an ace is exposed, or useless if every ace is still covered.
Good play is mostly restraint. Do not remove a pair just because it is legal. Ask what it opens. Ask whether one of those cards has fewer possible partners left. Ask whether using the waste card now gives you a cleaner pyramid, or merely makes the board look busy for a moment.
A deal can turn on leaving an exposed 6 alone for one turn because the 7 it needs is still trapped. Small choices matter. So does waiting.
Frequently asked questions
Yes. A King is already worth 13, so it does not need a partner. Remove it whenever it is available, because it can free the cards underneath and cannot help any other card. The only time it waits is when the rules or interface have not made it available yet.
13 is the target, so the court cards fit the count cleanly: Jack is 11, Queen is 12, King is 13. An Ace is 1. That means Queen pairs with Ace, Jack pairs with 2, and King goes alone. Number cards keep their printed values.
The common misconception is that every available pair is equally good. The correction is that waste cards are temporary opportunities, while buried pyramid cards decide whether the deal opens up. If a waste pair removes a card covering two others, take it. If it only clears a card that was doing no harm, look for a better move first.
In one deal, an exposed 9 at the bottom pairs with a 4 in the waste, while an exposed Queen pairs with an Ace that is holding back two covered cards. The Queen-Ace move is usually stronger, because it creates more information and more future pairs. Bottom-row cards matter, but covered cards are the real pressure.
It depends on the exact deal and draw rules: some layouts cannot be cleared, and some can be lost by taking pairs in the wrong order. A blocked pair can sit under the card it needs, or a vital waste card can pass before its partner is free. Treat each deal as a puzzle, not a promise.
Compared with TriPeaks Solitaire, Pyramid Solitaire is more arithmetic and less about runs. In TriPeaks Solitaire you play cards one rank higher or lower than the current card. In Pyramid Solitaire every removal must make 13, except for Kings. That makes the choices feel tighter: you are managing pairings, not building a flowing sequence.
Pair any two uncovered cards that total 13; the exception is a King, which is removed by itself. Two pyramid cards can be paired if neither has a card sitting on it. If one of them is still partly covered, it is not available, even if you can see its rank.
Most people go wrong by clearing easy pairs without checking what those cards release. Pyramid Solitaire often punishes a move made 6 turns earlier. If the last card has no possible partner left, the problem was usually not the last move. It was a missed chance to uncover, save, or delay a matching card.
A blocker is a card that prevents another useful card from becoming available. In the pyramid, one covered card can be held down by 2 cards beneath it. If one of those lower cards is hard to remove, everything above it waits. Good play is often about removing blockers before chasing neat-looking pairs.
Check what each card is covering before you remove it. Prefer the pair that uncovers more cards, especially cards near the middle of the pyramid where one move can open 2 positions. Also check whether either card has another possible partner. If one pairing is unique and the other is flexible, save the flexible card.
Nobody knows precisely how many meaningfully different games a human experiences, because two suit-swapped layouts can play the same while stock order still matters. The best available headline figure is 52!, about 8.07 × 10^67 possible card orders before merging lookalike suit patterns.
Patience games were being published in Europe in the nineteenth century, long before browser card games existed. Pyramid Solitaire belongs to that wider patience family, but the evidence for a single inventor is thin. Its staying power is easier to explain than its origin: 28 visible pyramid cards, a simple target, and many awkward choices.
The cost is tempo: one quick pair can leave the important pair buried for the rest of the deal. Pyramid Solitaire gives you limited chances to connect stock, waste, and uncovered pyramid cards. Spend those chances on cards that open the board. If a move clears nothing useful, it may be worse than waiting.
Final thoughts
If you are new, play your first few deals slowly. Not painfully slowly; just pause before each removal and ask what card becomes available next. Pyramid Solitaire punishes automatic tidying. A neat board can still be a dead board if the wrong buried card stays covered.
The best small habit is to learn the pairs until they feel instant: ace-queen, 2-jack, 3-10, 4-9, 5-8, 6-7, and king alone. Once those are automatic, your attention moves to the real question, which is access. A legal move that uncovers nothing is often weaker than a legal move that opens two cards, even when both score the same in a version with points.
Do not treat every lost deal as a mistake. Some deals are blocked by the order of the stock and the shape of the pyramid. The evidence for exact win rates varies by ruleset, especially around redeals, so a precise universal number would be false comfort. What you can measure is whether your losses are becoming more understandable. If you can point to the move where you trapped a needed card, you are already playing better.
Try one deal with a single rule for yourself: before you remove anything, name the card or cards it will uncover. The habit is small. It changes the game.

