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TriPeaks

TriPeaks is solitaire built for streaks. Three overlapping peaks sit above a waste pile, and any exposed card one rank above or below the waste card plays instantly — so a single well-chosen card can cascade halfway across the board. Draw from the stock when the chain dries up, and try to flatten all three peaks before it runs out.

Solitaire · one player
Players
1
Playing time
10 min
Ages
8 to adult
Redeals
None
Read the rules
Rulebook

How it's played

One card comes off the peaks at a time, and the only thing that decides it is the card sitting on the waste pile: play anything one rank above or below it, and that card becomes the new one to beat.

Suit never matters, and the ranks wrap — a King takes an Ace and an Ace takes a King, so nothing is ever a dead end for want of a higher card.

face down — 18 of themunder two peaks at once

2

cards hold the three peaks together

A card is only playable when both cards lying over it have gone. Most of the board is a private staircase — but the bottom row is shared, and two of those ten sit under a different peak on each side. Clear one and you have opened a door in two places at once.

Which is why TriPeaks is generous where a single pyramid is punishing: your work is rarely spent on one card only.

The eighteen hidden cards turn themselves over the moment they are uncovered, so nothing waits on you to notice. You are never shown what is coming — which is the whole reason a long run feels like luck and a short one feels like your fault.

The score

A run is worth more than its cards

Every card you take without going back to the stock is worth one more than the one before it. First card one point, second two, third three — and it keeps climbing until you break the chain.

+11
+23
+36
+410
+515
+621
+728
+836

Eight cards, each one rank off the last. The running total is underneath.

One unbroken run55

ten cards, no trip to the stock

A draw between each10

the same ten cards, one point apiece

Drawing from the stock sets the streak back to zero. Same cards, 55 against 10 — so the real skill in TriPeaks is not finding a move, it is finding the order that keeps you from needing the stock at all.

The finish

One pass, and no way back

Twenty-three cards in the stock, turned one at a time, and there is no redeal. When they are gone, they are gone.

Won

All twenty-eight cleared

Whatever is left in the stock does not matter. Clear the peaks and it is over, and a board cleared inside one long run is the best score the game has.

Over

Stock empty, nothing adjacent

Not a defeat you can see coming — the last card turns, nothing on the board is one away from it, and that is the game.

No redeal

The stock only goes round once

Twenty-three cards, and none of them come back. A card you burn to break a stall is spent for good.

A card you play is not gone — it becomes the top of the waste, and the next thing you play has to be one away from it. So every card you take changes what you are allowed to take next, and a run is a path you are building one step ahead of yourself.

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