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By Jaques of London
Est. 1795
Games RulesCard Games › Pyramid Patience

How to Play Pyramid Patience

The quick answer: Remove all 52 cards from a pyramid-shaped layout by pairing cards whose face values add up to 13. Kings are removed alone. Work through the stock pile when no moves remain on the pyramid. Clear the pyramid completely to win.

Pyramid Patience is a single-player card game in which 28 cards are laid out face-up in a seven-row pyramid, and the remaining 24 form a stock. The object is to discard every card by pairing them so that each pair totals 13, with Kings discarded singly. The game is compact, quick to set up, and demands enough thought to stay interesting without becoming laborious.

Players love it because it sits at the satisfying intersection of luck and judgement: the deal determines whether a win is possible, but poor decisions can squander a winnable hand. It needs only a flat surface and a standard deck, making it a perennial choice for kitchen tables, commutes, and quiet evenings at home.

Players1
Ages7+
Time5-15 minutes
EquipmentStandard 52-card deck, no jokers

A little history

Pyramid Patience belongs to the broad family of solitaire card games that became widely popular in Europe during the nineteenth century, when patience games were fashionable parlour pastimes. Its specific origins are unclear, and no definitive first publication has been firmly established by card-game historians. It appears under the name "Pyramid" in several early twentieth-century patience compendiums published in Britain and North America, and has remained in print in game collections ever since.

Setting up

  1. Shuffle the full 52-card deck thoroughly.
  2. Deal one card face-up to start row 1 (the apex).
  3. Deal two cards face-up, overlapping the first card, to form row 2.
  4. Continue dealing rows of 3, 4, 5, 6, and finally 7 cards, each row overlapping the row above. You will have dealt 28 cards in total.
  5. A card is considered "exposed" only when neither card in the row below is still covering it.
  6. Place the remaining 24 cards face-down in a single pile beside the pyramid. This is the stock.
  7. Leave space for a face-up waste pile next to the stock.

How to play

  1. On your turn, scan the pyramid for any two exposed cards whose face values add up to 13. Valid combinations are: Ace (1) + Queen (12); 2 + Jack (11); 3 + 10; 4 + 9; 5 + 8; 6 + 7. A King (13) is removed alone without a partner.
  2. Remove all valid pairs or Kings you can find among the currently exposed cards. Suits are irrelevant; only face value matters.
  3. When no further moves are available among the exposed pyramid cards, turn the top card of the stock face-up onto the waste pile.
  4. The top card of the waste pile is always available. It may be paired with any exposed pyramid card that brings the total to 13, or with the card you just drew from the stock if that also totals 13.
  5. If the newly available card creates a valid pair with an exposed pyramid card, or with itself and another waste card is not in play (only the top waste card is live), remove the pair and check again before drawing further.
  6. Continue drawing from the stock one card at a time when play on the pyramid stalls.
  7. Two cards from the stock or waste pile cannot be paired with each other; at least one card of every pair must come from the pyramid, except that the freshly drawn stock card may be paired with the current top of the waste pile if they total 13.
  8. The game ends either when you clear all cards from both the pyramid and the stock (a win) or when the stock is exhausted and no valid moves remain (a loss).
  9. Standard rules allow only one pass through the stock. Some players allow two or three redeals; agree the rule before play begins.

Winning and scoring

You win by removing every single card: all 28 pyramid cards and all 24 stock cards must be discarded. Because the apex card is the last pyramid card to become exposed, clearing it feels like the decisive moment, but you must also exhaust the stock entirely for a complete win. There is no point-scoring system in the standard game; the result is simply a win or a loss. Some players award themselves a score based on how many cards remain in the pyramid at the end, keeping a running log to track improvement over time.

The fine points

The most common dispute concerns which cards count as exposed. A card is only exposed when both cards overlapping it in the next row have been removed. A card that is only half-covered is still blocked; you must remove both covering cards before the one beneath is live. This matters most in the lower rows where a single remaining card can block a column above it.

A second regular point of confusion is the stock-and-waste interaction. Only the single top card of the waste pile is ever available; you cannot dig into the waste pile to retrieve an earlier card. Additionally, two waste or stock cards cannot be paired with each other in most standard rulings: every pair must involve at least one pyramid card, with the sole exception that a card drawn from the stock may be matched immediately against the top card of the waste pile before it is placed down, if they total 13. If you forget to take that pairing opportunity before placing the drawn card on the waste, the moment has passed under strict rules.

How to win more often

Variations

Relaxed Pyramid (Three Passes)

The most popular relaxed variant allows the player to turn the waste pile over and pass through the stock up to three times in total. This substantially increases the win rate and suits beginners or players who prefer a calmer experience. All other rules remain identical to the standard game.

Double Pyramid

Two full 52-card decks are shuffled together to make a 104-card pack. A larger pyramid of nine rows is dealt (45 cards), with the remaining 59 forming the stock. Pairs still total 13, and Kings are still removed singly. The game is considerably longer and the win rate drops sharply, making it a stiff challenge for experienced players.

Tut's Tomb

In this scored variant, the player counts the number of cards remaining in the pyramid at the end of the game and subtracts it from 28. A perfect score of 28 means a full clear. Players record their scores across a set number of deals and compete against their own personal best, giving Pyramid a quasi-competitive dimension that suits solo sessions over several evenings.

Relaxed Pairing (Waste-to-Waste Allowed)

Some house rules permit the top two cards of the waste pile to be paired with each other if they total 13, in addition to the standard pyramid pairings. This loosens the game considerably and is best used when teaching children or new players, as it removes one of the trickier rule distinctions to remember.

Pyramid Patience: frequently asked questions

Can I pair two cards from the waste pile with each other?

Not under standard rules. Only the top card of the waste pile is available, and it must be paired with an exposed pyramid card. The one exception is that a card just drawn from the stock may be matched against the current top waste card before it is placed down, if the two total 13.

Is a card exposed if only one of the two cards covering it has been removed?

No. A pyramid card is only exposed when both of the cards that were overlapping it in the row below have been fully removed. A card with even a single covering card still in place is not available for play.

Can a King be paired with any other card?

No. A King has a face value of 13 on its own, so it is removed alone without needing a partner. Simply lift it from the pyramid or waste pile and discard it whenever it is exposed or drawn.

How many times can I go through the stock?

Standard rules allow one pass only. When the stock is exhausted and no more pyramid moves are available, the game ends. Many players agree to two or three passes before starting; it is worth settling this before the first card is dealt.

Is Pyramid Patience suitable for children?

Yes, broadly from age 7 upwards. Children need to be comfortable adding numbers to 13 and recognising face card values (Jack = 11, Queen = 12, King = 13). The relaxed three-pass variant and the waste-to-waste pairing house rule both make the game more accessible for younger players.

How often is a deal actually winnable?

Statistically, a standard single-pass Pyramid deal is winnable in roughly one in fifty deals, making it a genuinely difficult game. With three passes through the stock the win rate rises noticeably but is still well below 50 percent, which is part of the game's lasting appeal.

Does the order in which I remove pairs matter?

Yes, it can be decisive. Removing a pair that buries a critical card in the waste pile, or that clears a column you needed to leave intact, can make a winnable deal unwinnable. Thinking one or two moves ahead before committing to a removal is the core skill of the game.

Can I play Pyramid Patience with another person?

It is designed as a solo game. The most natural two-player adaptation is to deal two separate pyramids from one shuffled deck and race to clear them, or to play alternating deals and compare final scores using the Tut's Tomb scoring system.

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