The 28 cards form a pyramid. The goal is to remove them all by matching pairs of cards that sum to 13.
Pyramid belongs to the “matching” family of patiences — games where you don’t build sequences but pair cards that add up to a target, here 13. It appears in patience collections since at least the 19th century, and its Egyptian pyramid shape gave it both its name and its lasting visual appeal.
The rule is simple and quick: Ace = 1, Jack = 11, Queen = 12, King = 13. Kings leave on their own; every other card pairs up to 13. That accessibility made it a staple of solitaire collections and, later, of digital solitaire suites.
Unlike Klondike or FreeCell, Pyramid leans heavily on the luck of the deal — many pyramids simply can’t be fully cleared — so it is often played as a light, fast game. Variants like the two-pass version ease that by letting you go through the stock again.