Twenty-eight cards form three overlapping peaks, with a row of ten face up along the bottom. One card starts the waste pile, and twenty-three wait in the stock. Clear every card in the peaks and you've won.
Any uncovered card that sits one rank above or below the waste top plays straight onto it. Suits are irrelevant, and the ranks wrap — a king takes an ace, an ace takes a king. The card you just played becomes the new top, so a chain runs as long as you can keep stepping up or down.
When the chain dies, flip a card from the stock. There are twenty-three of them and you get one pass — no recycling. That single constraint is the whole game: every stock card you burn to restart a chain is one you can't spend later.
Undo is unlimited and stacks all the way back to the deal, so a chain you built in the wrong order is recoverable. If nothing is left to play, the game says so outright — take moves back and find the better line, or end it there.
Double Tri Peaks deals both players the identical board and starts you together. Nobody waits for a turn — you're both working the same three peaks at once, and the first to clear all twenty-eight wins immediately.
You can watch your opponent's cleared count climb while you play, and you'll see it the moment they run out of moves. If you both stall out — or the match clock expires — the higher count takes it, and a true tie is a draw.
Same cards, same stock, same single pass. What separates you is which chain you commit to first.
Play it quietly on your own, or race a real opponent. Quick Match seats you in seconds; private lobbies let you pick who's across the table.
Races deal both players identical peaks. Nobody draws the easier board — the only difference is how you play it.
Run a lobby untimed or on a match clock, with reconnect handling that doesn't cost you the game. Solo play whenever you just want a quiet one.