Tri Peaks solitaire strategy guide

Tri Peaks Solitaire is a fun and popular solitaire game that combines elements of Golf Solitaire and Pyramid Solitaire. It has an interesting scoring system, which can lead to much higher scores when you DON’T play all the moves you can.

There are 2 keys to getting a high score in Tri Peaks Solitaire:

  • Clear each Peak.
  • Form long sequences.

You get quite a few points for clearing a pickaxe. You get 15 points for clearing the first spike, 15 points for clearing the second spike, and then 30 points for clearing the last spike. That’s a total of 60 points, proving that all spikes are definitely worth getting rid of, and unless you can form an insanely long sequence, it’s always worth trying to remove spikes.

The second key to doing well in Tri Peaks Solitaire is to make really long sequences, where you don’t deal a card from the claw.

The Tri Peaks scoring system will give you an additional point for each card you move in a sequence. So the first card you move gives you one point, the next card gives you two points, the next card gives you three points, the next card gives you four points, etc. The sequence ends as soon as he deals from the claw, and the sequence starts again at one point.

This system is interesting because it often makes sense not to move cards as soon as possible.

There are 2 ways to illustrate this.

What do you think would be the difference in score between a sequence of 12 and two sequences of 6? Most people know that the long sequence will outperform the shorter sequences, but not many people realize by how much!

The long sequence of 12 gives us a score of 1+2+3+4+5+6+7+8+9+10+11+12, which is 78.

Surely the two 6-long sequences won’t be left behind? Well, we get 1+2+3+4+5+6 for the first sequence. And then we do 1+2+3+4+5+6 for the second sequence.

The total is only 42! Even though the same number of cards were removed, the difference in scores is 36 points!

Another way to illustrate this is to see what would happen if we extended a long sequence.

What if instead of 12 cards in sequence, we could somehow remove 14 cards in sequence? Well, that would give us 13+14 bonus points, which is 27 bonus points.

Adding two extra cards in the 12-card sequence almost resulted in as many points as two 6-card sequences!

As you can see, it really pays to form a really long sequence. You need to make sure you make a sequence of at least 10 cards before you start getting a reasonable score.

Now, when Tri Peaks Solitaire starts, you usually find that you can put together a reasonably long sequence. But it’s rarely more than 10 cards. Don’t use that sequence until you’ve studied the chart carefully!

Look at the cards on the bottom layer. Look for many cards around the same rank. See if you can see any long sequences. When it does, see what cards are covering that sequence, and then work to remove them. DO NOT remove cards that could make the sequence longer, even if you can play them in shorter sequences before the hand. You want to aim for a sequence, as long as you can do it humanly, to get really good scores in Tri Peaks Solitaire.

However, this must be balanced against the first key, which is discovering the peaks. You don’t want to wait too long to get that perfect sequence, as it may mean you won’t be able to discover the peaks.

Play a few games with the above in mind, and you’re sure to see your Tri Peaks scores rise in no time!

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