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How to play Pyramid

A full guide to the solitaire: a 28-card layout, pairs adding up to thirteen, removing the king on its own, drawing from the stock and scoring on muta.pro.

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In brief

Goal
Clear the pyramid
Players
1
Game
5–15 min
Difficulty
Easy
Genre
Solitaire

Goal of the game

Pyramid is a single-player solitaire of arithmetic and foresight. The goal is to completely clear the pyramid of 28 cards, removing them in pairs whose sum equals 13. The fewer draws from the stock and the faster you clear the layout, the higher your final score. If no moves remain while cards are still on the table, it is a dead end and the game is not solved.

Setup

28 cards are laid out as a pyramid of seven rows: one card at the top, two beneath it, and so on down to seven at the base. The cards partly overlap, so only the card that nothing covers from below is face up and available. The remaining 24 cards form the stock. Values count like this: ace = 1, face cards — jack 11, queen 12, king 13, the rest at their pip value.

Removal rules

Pairs that make 13

Remove two face-up cards if their values add up to 13: for example, a queen and an ace, a jack and a two, a ten and a three, a nine and a four.

The king goes alone

The king is worth exactly 13, so it is removed on its own, without a pair — just click on it.

Only face-up cards

You may pair only free cards of the pyramid and the top card of the waste. Covered cards must be freed first.

Drawing from the stock

If no pairs form on the table, draw a card from the stock into the waste. Its top card can also be used in a pair.

Redealing the stock

When the stock runs out, it can be reshuffled, but this adds a penalty to your score — spare your draws.

Finishing

Remove all 28 cards of the pyramid — the game is solved. If there are no moves left and cards remain, it is a dead end.

Scoring

Each removed pair making 13 earns +20 points, each removed king — +15. A redeal of the stock costs −10 points. If the pyramid is fully cleared, a speed bonus is added: the faster the game is solved, the bigger it is. The game keeps stats on games, wins, best score and best time, and records go into a leaderboard — there is something to strive for.

Controls on muta.pro

🖱️
Removing a pair
Click one face-up card — it gets highlighted, then the second one: if the sum is 13, the pair leaves the table.
👑
King
One click is enough for the king — it is removed at once, without a pair.
🂠
Deal and hint
The "Deal" button (or a click on the stock) turns a card into the waste; "Hint" highlights a possible move.
🔄
New game
The "New game" button starts a fresh layout; the Esc key clears the selection from a card.

Tips for beginners

Look ahead

Don't grab the first pair you see. Work out which cards will be freed next, and which of them are "hanging" without a partner.

Save your low cards

Aces, twos and threes are needed for various pairs. Don't spend them too early if that leaves you at a dead end.

Spare the stock

Every redeal of the stock penalizes the score. Try to clear as much as possible on the first pass through the deck.

Use the hint

If you're stuck on a choice, highlighting a possible move helps you not miss an obvious pair.

Strategy: count pairs ahead

Pyramid seems random, but most deals have a winning line — you just mustn't destroy it with your very first move. The key is that each card of the pyramid covers two below it, so what matters is not "which pair to remove now" but "which card you need to free to reach the blocked one".

Build an unblocking chain

Before removing a pair, look at which two cards it will reveal below. A good move is one that leads to the next move, not one that simply clears cards off the table.

Keep the values balanced

13 can be made in only five ways before the face cards: A+Q, 2+J, 3+10, 4+9, 5+8, 6+7. If there are three sevens on the table and only one six, two sevens will "hang" without a partner — plan so that a matching value is left for every dangerous card.

Remove kings freely

A king = 13 and goes alone, so it never blocks the value count. Remove it as soon as it appears — it clears two lower rows for free.

Kremoved alone7+6=13

The king leaves on its own; the other cards are removed only in pairs summing to 13.

Working through the stock

Pyramid is lost not on the table but in the stock: there are 24 cards there, and an extra redeal hurts the score. The task is to squeeze the most pairs out of each pass, not to flip through the stock in vain.

Watch the top of the waste

The face-up waste card is a partner for the table. Before drawing a new one, check: does the current top form a pair with a face-up card of the pyramid?

Don't rush to draw

Every draw from the stock buries the previous waste card under a new one. First use everything already open on the table, and only then flip the stock.

Plan for one redeal

The first pass almost never clears the pyramid to the end. Treat it as reconnaissance: note where you got stuck so that on the second pass you remove exactly those cards.

9+4=13

A card from the closed stock lands face up in the waste — its top can also be taken into a pair.

Variants of the solitaire

Behind "Pyramid" hides a whole family of solitaires with the same sum-of-13 mechanic but differing strictness of rules. Knowing them makes it easier to understand why some deals have a higher chance of winning.

With and without redeals

The classic lets you reshuffle the stock once, twice or three times with a penalty; the tough variant gives only one pass through the stock with no redeals — there every move counts, and the share of solvable deals is noticeably lower.

Relaxation

In the softened version a card can be removed even if a card lying beside it partly covers it — only a fully covered card is blocked. The number of playable deals grows.

Kin by the sum of 13

"Thirteen", "Joker Pyramid" and layouts targeting 10 or 11 are the same pairs by a fixed sum; only the shape of the layout and the target number change. Master counting to 13 and you can play them all.

J+2vs10+3

Jack+two and ten+three both make 13; the choice between them is the tactics.

Common mistakes

Most losses are not bad luck but haste. Here are the moves that most often drive a layout into a dead end.

  1. Removing the first pair you see. If two moves make 13, compare which of them reveals the more useful cards. A greedy move often buries a card you need later.
  2. Squandering aces and twos. Low cards belong to several pairs at once; remove an ace with the wrong queen and you may leave another queen without a partner.
  3. Flipping the stock blindly. Drawing for the sake of drawing buries the top of the waste. First wring out every pair from the table and the current face-up card.
  4. Forgetting the king. There's no reason to hold an exposed king — it comes off alone and frees two lower rows for free.
  5. Not counting redeals. Every extra pass through the stock is a minus to the score. If a win is already out of reach, clear as many cards as you can rather than spinning the stock in circles.

Frequently asked questions

How many cards are in the pyramid?
Twenty-eight — seven rows from a single card at the top to seven at the base. The rest of the cards sit in the stock.
Why won't a card come off?
Most likely it is covered by cards of the next row, or the sum of the chosen pair is not 13. Only face-up cards are available.
Is it a single-player game?
Yes, Pyramid is a solitaire for one. There are no other players or bots in the layout; you compete only against the score and the clock.
What do I do at a dead end?
If no moves remain, start a new game. Sometimes it pays to hold a card back in advance so the dead end never arises.
Which pairs add up to 13?
Before the face cards these are A+Q, 2+J, 3+10, 4+9, 5+8 and 6+7. The king is worth exactly 13 and comes off alone, while the ace counts as one.
Can every Pyramid deal be cleared?
No. Some deals are mathematically unsolvable because of the order of cards in the pyramid and the stock. Even with perfect play the share of winnable games is far from a hundred percent.
Should I remove every available pair at once?
Not always. Sometimes it is better to hold a pair back so a card stays as a partner for a blocked one. First work out what will be revealed beneath the cards you remove.
Why can't I remove a card from the middle of the pyramid?
A card is available only when nothing covers it from below. As long as two cards of the next row lie under it, it is blocked — free those first.
How does Pyramid differ from Klondike and Spider?
Klondike and Spider are built on moving cards by suit and sequence, while Pyramid is about arithmetic: you don't build columns, you remove pairs adding up to a fixed total of 13.
How do I get a high score rather than just win?
Clear the pyramid on the first pass through the stock and avoid redeals: they penalize the score. A fast finish with few draws earns a speed bonus.
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