The primary goal in Dark Pyramid Solitaire is to remove all cards from the pyramid by pairing exposed cards whose values sum to 13, using a standard 52-card deck.
Setup & Layout:
Deck: Use a standard 52-card deck (no jokers).
Pyramid Tableau: Deal 28 cards face-up in a pyramid formation:
Row 1: 1 card (top)
Row 2: 2 cards, partially overlapping the card above
Continue this pattern until Row 7 contains 7 cards
All 28 cards are dealt face-up, but only cards not covered by another card are considered "exposed" and playable.
Stock Pile: Place the remaining 24 cards face-down next to the pyramid; this is the stock pile.
Waste Pile: As cards are drawn from the stock and not immediately used, they are placed face-up in a waste pile.
Foundation (optional): Some sources refer to a foundation for removed cards, but in most cases, removed cards are simply discarded from play.
Dark Pyramid Solitaire Rules:
Card Values:
Ace = 1
2–10 = Face value
Jack = 11
Queen = 12
King = 13
Pairing and Removal:
Only exposed cards (not overlapped by any other card) can be paired and removed.
Remove pairs of exposed cards whose values total 13 (e.g., 8 + 5, Jack + 2, Queen + Ace).
Kings (value 13) are removed singly, without needing a pair.
Stock and Waste:
Draw cards one at a time from the stock pile.
If a drawn stock card cannot be paired with an exposed pyramid card or the top card of the waste pile, place it face-up on the waste pile.
The top card of the waste pile is always available to pair with an exposed pyramid card or the next drawn stock card.
Card Movement:
Cards are only moved from the pyramid to the discard/foundation by valid pairing.
No building of sequences or moving stacks; only removal of pairs or single Kings.
Gameplay:
Examine the pyramid for any exposed pairs that sum to 13 and remove them.
Remove any exposed King immediately.
If no pairs are available, draw the top card from the stock pile:
Attempt to pair it with any exposed pyramid card or the top card of the waste pile.
If it cannot be paired, place it on the waste pile.
Continue this process, always checking for available pairs among:
Exposed pyramid cards
The top card of the waste pile
The top card of the stock pile (when drawn)
Only the top card of the waste pile and the drawn stock card are available for pairing at any time.
The game ends when all cards are removed or no more legal moves are possible (stock exhausted and no pairs remain).
Winning & Losing Conditions:
Win Condition: All cards from the pyramid (and, optionally, all cards from the stock) are successfully paired and removed from play.
Loss Condition: The game is lost if the stock is exhausted and no further pairs can be made, leaving any cards remaining in the pyramid.
Special Rules & Edge Cases:
Empty Spaces: There are no refill rules for empty spaces within the pyramid; once a card is removed, the space remains empty.
Waste Pile Recycling: In the standard ruleset, the waste pile is not recycled back into the stock. Some variants allow the waste to be reused once or twice, but this is not typical for Dark Pyramid Solitaire.
Unplayable Cards: If an exposed card cannot be paired and the stock is depleted, it remains until the end of the game.
Multiple Pairing Options: If more than one pair is available, any pair may be chosen; strategic play may improve chances of winning.
No Sequence Building: Unlike Klondike or other solitaire games, there is no building of ascending or descending sequences, nor suit/color restrictions for pairing—only the sum to 13 matters.
Note: If you encounter a variation labeled "Dark Pyramid Solitaire" with additional restrictions (such as a limited number of passes through the stock or special rules for the waste pile), always refer to the specific variant’s official documentation, as the core mechanics above represent the standard ruleset.