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Pyramid Solitaire

Pyramid deals twenty-eight cards into a seven-row wall and asks you to take it apart with arithmetic: any two exposed cards adding to thirteen come off together, and Kings leave on their own. Uncovering the row above means clearing both cards below it, so the order you pair in matters far more than the pairs themselves. Short, sharp games — a good one takes a couple of minutes.

Solitaire · one player
Players
1
Playing time
10 min
Ages
8 to adult
Redeals
Two
Read the rules
Rulebook

How it's played

Twenty-eight cards in a wall, and two cards come off together whenever they add up to thirteen. The arithmetic is the easy part.

A card can only be taken when nothing overlaps it — and every card is overlapped by two. So the pyramid comes apart from the bottom, and the order you pair in decides the game.

one card in row threethe 14 cards holding it down

Every position has a number: how many cards have to leave before it can.

RowMust leave first
1the single card at the top27
220
314
49
55
62
7the bottom row — always free0

Which means the card at the top of the pyramid is behind every other card in it, without exception. It always comes off last. Plan backwards from there.

Where the other twenty-four cards live

28 cards

The pyramid

Seven rows, one card at the top and seven along the bottom. This is the only pile you have to clear.

24 cards

The stock

Turned one at a time. Nothing in it is visible until you get there.

1 card live

The waste

Only the card on top can be paired, with a pyramid card or with a King on its own. Bury it and it is gone until the next pass.

The arithmetic

Everything adds to thirteen

Ace is one, the numbers are themselves, Jack is eleven and Queen is twelve. There are only seven ways off the board and this is all of them.

+13
+13
+13
+13
+13
+13
alone13

Suits never matter and colors never matter. A King is thirteen by itself, so it leaves on its own — which makes a King the only card in the deck that can never be stuck for a partner.

The finish

You never have to empty the stock.

The game is won the moment the twenty-eight are gone. What is left in the stock and the waste is not counted, not looked at, and does not matter — a pile of unplayed cards sitting next to a cleared pyramid is a clean win.

The stock comes round

Twenty-four cards, turned one at a time, and two redeals. You see the stock three times and then it is finished — so a card you skipped past is a card you have to come all the way round for.

Lost is quieter than won: no pair available, no King showing, no redeal left, and that is that. Plenty of deals cannot be beaten at all, which is why a game takes two minutes rather than twenty.

Undo goes back as far as you want, so the honest way to play it is to take the pyramid apart, see where it jams, and walk back to the pair that did it.

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