Shuffling…
Three peaks, one waste pile, and a card that must sit one rank above or below the last. Long chains score far more than short ones, so patience pays twice.
ObjectiveClear all twenty-eight cards from the three peaks before the stock runs out.
TriPeaks lays twenty-eight cards into three overlapping pyramids and turns one card face up beneath them as the waste. Any uncovered card that is one rank above or below the waste card can be played onto it — an Eight takes a Seven or a Nine — and each play makes that card the new waste. Kings and Aces wrap, so King, Ace, Two is a legal run.
Clear all three peaks and the board is done. The stock waits underneath for the moments when no card fits, but every stock turn breaks your chain, and the chain is where the game lives.

Three peaks of six cards each sit above a shared bottom row of ten, twenty-eight cards in all. Only that bottom row starts playable; the eighteen cards behind it unlock in pairs as the row beneath each one clears. The remaining twenty-three cards are the stock.
So the budget is fixed and small: twenty-three stock turns to clear twenty-eight cards, minus every card you clear on a chain instead. A hand that turns the stock twenty times has almost certainly lost, even if the board still looks alive.
Scoring rewards momentum: every card in an unbroken run is worth more than the one before it, and turning the stock resets the run and costs five points. Two runs of eight score far more than four runs of four built from the same sixteen cards.
So before playing the obvious card, trace where the chain goes afterwards and start from the end that travels furthest. Wrapping is what makes the long chains possible — a sequence can climb to Queen, King, then wrap to Ace and keep going, turning a corner that a plain up-or-down rule would have killed.
The two goals do pull against each other. The highest-scoring line and the line that clears the board are rarely the same, and when they conflict, clearing wins: a spectacular chain that leaves a peak card covered still ends the hand.
Tunnelling into one peak leaves the other two intact when the stock runs dry, and a single covered peak card ends the board. Spread the damage: the goal is three shallow peaks, not one cleared and two standing.
The first card of a run is often playable in two directions. Following each one on paper — up through the Nines or down through the Sevens — usually shows one branch running two cards longer, and that difference is most of the score.
A chain you cannot continue is worth nothing, and the penalty for turning is small. Players lose far more by stalling on a dead chain, hoping a buried card appears, than by resetting and starting a fresh run.
Once all four Sevens are played, every Six and Eight still in the peaks can only be reached from its other side. Noticing that early changes which cards you chase; noticing it late is how a nearly-cleared board stalls.
When two cards would both continue the chain identically, take the one that exposes more of a peak. Score follows the chain, but finishing follows the excavation, and only one of those two things is optional.