Tri Peaks Solitaire
Mouse and keyboard
- Click any playable card to move it to the waste. Playable cards are the uncovered ones a rank away from the waste.
- Click the stock to turn the next card. On a keyboard the arrow keys walk the playable cards and the stock, Enter plays the one under the cursor, D turns the stock and U undoes.
- Hint lights the playable cards; Undo takes back the last move.
Touch
- Tap a playable card to take it. Tapping a covered or unplayable card shakes it rather than doing nothing.
- Tap the stock to turn a card.
- Tap Hint to light every card that can be taken right now.
This panel
- F full screen
- M sound on or off
- ? this list
- Esc close, or leave full screen
- The clock stops while the board is off screen
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| Board | Played | Won | Drawn | Win rate | Best | Fastest | Best run |
|---|
Awards for Tri Peaks Solitaire
- Three peaks Take twenty-eight cards in one unbroken run. —
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About Tri Peaks Solitaire
Three peaks, one card at a time, and a streak that pays.
Tri Peaks is the fastest card game on this site. There is no building, no foundations and no sorting — just a card on the waste pile and a wall of cards one rank away from it, and the question of which of them to take first.
It rewards a kind of greed that most solitaires punish. A long chain of cards taken without touching the stock is worth many times the same cards taken one at a time, so the game is really about finding the longest route through the peaks before you commit to the first card of it.
The three peaks sit on green felt unless you choose another table in the settings, and the cards are sized to the screen rather than to a control: the whole wall has to be visible at once for the chain to be worth planning.
Also searched for as
- tri peaks
- three peaks solitaire
- tripeaks
- triple peaks
Whichever name you know it by, it is the same game: it runs in this browser, with no download and no sign-up.
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How to play Tri Peaks Solitaire
- Twenty-eight cards are dealt as three peaks One of the three pyramids of cards dealt across the top of the table. — three cards at the top, then six, then nine, then a base row of ten face-up cards. Twenty-four cards are left over: the first starts the waste pile The face-up pile beside the stock. Only its top card is in play. face up, and the stock The undealt pile. Turn a card from it when nothing on the table will move. takes the rest — all twenty-three on Easy, eighteen on Normal and twenty on Hard.
- Take any uncovered face-up card whose rank is one above or one below the card on the waste. Suit never matters: a 7 takes a 6 or an 8.
- On Easy and Normal, Ace and King are neighbours, so an Ace plays on a King and a King plays on an Ace. Hard turns that wrap Ace and King count as neighbours, so a run can carry on past either of them. off. Normal is the starting setting; each level keeps its own record.
- When nothing will go, turn a card from the stock. There is no redeal, so every turn is one you will not get back.
- A face-down card turns over as soon as both cards resting on it have been played.
- Clear all twenty-eight cards to win. Running the stock out with nothing playable loses the deal.
Strategy that actually helps
- The streak is the whole game. Each card taken is worth one point for the first five in a run, two each for the next five, then four, doubling every five, so a run of ten is worth fifteen while ten cards taken between stock turns are worth ten. Before you take a card, look for the chain it starts.
- Prefer the card that uncovers something. A card in the base row that frees nothing is worth the same ten points as one that turns two cards over, and one of those moves is a move you can still make later.
- Count the ranks you still need. Every rank appears four times; if all four Nines are already gone, an Eight–Ten gap in the peaks can never be crossed and you need a different route in.
- Clearing a peak is worth 15, and the third one is worth 30 on top of 3 for every card left in the stock. That means a fast, greedy run that empties the stock usually scores less than a patient one that keeps cards in hand.
- When two cards would both continue the run, take the one higher up the peaks. Cards near the base stay available; cards near the top block the two under them.
Controls
Mouse and keyboard
- Click any playable card to move it to the waste. Playable cards are the uncovered ones a rank away from the waste.
- Click the stock to turn the next card. On a keyboard the arrow keys walk the playable cards and the stock, Enter plays the one under the cursor, D turns the stock and U undoes.
- Hint lights the playable cards; Undo takes back the last move.
Touch
- Tap a playable card to take it. Tapping a covered or unplayable card shakes it rather than doing nothing.
- Tap the stock to turn a card.
- Tap Hint to light every card that can be taken right now.




