TriPeaks Guide: Long Runs, More Points
How to score high in TriPeaks: how runs and bonuses are scored, choosing the run that uncovers most, peaks and stock timing, and the rules by difficulty.
TriPeaks Solitaire lays 28 cards as three overlapping peaks. Play any uncovered card that is one rank higher or lower than the waste card, suits ignored, and keep the run going: every card in a run scores one more point than the one before. When nothing fits, turn a stock card and start a new run. Clearing a peak scores a bonus; clearing all three scores more for every stock card left. It is scored by points, so every deal is played to the end and the best score wins.
How the points add up
- The first card of a run scores 1, the next 2, then 3, and so on. A run of five scores 1 + 2 + 3 + 4 + 5 = 15.
- Turning a stock card ends the run; the next card starts again at 1.
- Clearing the top card of a peak adds 10.
- Clearing all three peaks adds 25, plus 2 for every card still in the stock.
So a run of ten scores 55, more than three runs of three (6 + 6 + 6 = 18) with the same number of cards. The whole strategy follows: long runs are worth far more than many short ones, and every stock card you do not turn is worth two points at the end.
Read the whole layout before the first play
The waste card shows. Before you play, look at every uncovered card and trace the run each would start, remembering that each play uncovers the card or cards beneath (a covered card turns face up when both cards on top of it are gone). On easy days every card is face up, so the whole layout can be read; on medium and hard days the covered cards are hidden, and you read what you can.
The best first play is the one that starts the longest run, counting the cards it uncovers along the way.
Uncover the peaks evenly
A card is freed only when both cards covering it are gone, so clearing one side of the layout while the other stays untouched leaves few free cards and short runs. Try to take cards from the bottom row across all three peaks early, which turns over the most cards and keeps your options wide. Head for a peak's top card only when the run naturally leads there; the 10-point bonus is nice but a longer run is worth more.
Choosing the run
The waste shows a nine. Free cards: an eight (bottom of the left peak), a ten (bottom of the middle peak) and another ten (bottom of the right peak). Behind the left eight, once it goes, a seven is uncovered; behind the middle ten, a jack and then a queen; behind the right ten, nothing useful. Nine, ten, jack, queen is four cards and uncovers two more; nine, eight, seven is three. Start with the middle ten.
Kings and aces
On easy and medium days, kings and aces join: queen, king, ace, two is a legal run, which rescues many runs that would otherwise end. On hard days they do not join, so a king or an ace on the waste is often the end of a run. On hard days, time your plays so that you reach a king or ace when nothing else is available anyway.
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Managing the stock
Turning a stock card costs the current run (it resets to 1) and two points of end bonus if you eventually clear the peaks. Turn one only when no free card fits. When several stock cards in a row turn out useless, do not panic; the layout usually opens up again, and a mid-game run of six or seven is still worth 21 or 28 points. If the stock is nearly empty and the peaks cannot be cleared, concentrate on the longest run you can still make rather than on the peaks.
Common mistakes
- Playing the first legal card. Trace each option's run first.
- Chasing peak bonuses. A 10-point bonus is worth less than extending a run by three cards.
- Clearing one peak completely while the others stay covered. Spread your plays.
- Turning the stock while a play exists. It ends the run and costs end bonus.
- Forgetting the day's king rule. On hard days, a king does not lead to an ace.
Glossary
- Run: consecutive plays, each one rank up or down, scoring 1, 2, 3 and so on.
- Peak: one of the three triangles of cards; its top card scores 10 when removed.
- Uncovered: a card with no cards on top of it; only these can be played.
- End bonus: 25 plus 2 per stock card left, awarded for clearing all three peaks.
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Questions and answers
How is a run scored in TriPeaks?
The first card scores 1, the next 2, then 3 and so on, so a run of five scores 15. Turning a stock card starts the next run back at 1.
What are the bonuses?
Clearing a peak’s top card scores 10. Clearing all three peaks scores 25 plus 2 for every card still in the stock.
Can every deal be cleared?
No, and it does not need to be. TriPeaks is scored by points, so every deal is played to the end and the highest score wins.
What changes with the difficulty?
Easy days show every card face up; medium days hide the covered cards; hard days also stop kings and aces from joining up.
Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.