How to play triangle peg solitaire
One player, fifteen holes and a simple aim: jump pegs away until just one remains. The last peg may be anywhere on the board.
A jump needs three holes.
- Choose a peg. Its possible landing holes are marked with a light dot.
- Choose an empty hole two spaces away in a straight line. There must be another peg in the hole between them.
- The chosen peg jumps to the empty hole. The peg it jumped over is removed.
A move always removes exactly one peg. You cannot move into an occupied hole, jump over an empty hole, jump over two pegs or turn a corner during a jump.
Follow the triangle’s six directions.
This board has five rows, with one hole at the top and five at the bottom. Jumps follow one of its three straight axes: left–right, upper-left–lower-right, or upper-right–lower-left. Each axis works both ways, giving six directions.
This is triangle peg solitaire. The cross-shaped 33-hole version uses a different board; it is not included here. There is no rule requiring the final peg to sit in the centre.
Learn with seven pegs.
Starter begins with seven pegs and eight empty holes. A successful attempt takes six jumps. Every starting arrangement can be solved.
Start by choosing a peg and looking at the marked landing holes. Before you jump, notice whether the remaining pegs will still have neighbours to jump over. A lone peg far from the others can be difficult to bring back into play.
Classic triangle begins with fourteen pegs and one empty hole. A successful attempt takes thirteen jumps. Practice offers different empty-hole positions; the daily classic cycles through them.
Hints that follow the current board.
Hint checks whether your present arrangement can finish with one peg. If it can, the game selects a peg and outlines a valid landing hole. Choose that hole to make the jump.
If no finishing route remains, the game says so. It will not point to a move that merely looks useful. Undo restores the last jump and its removed peg. Restart restores the same starting board and clears that attempt’s jumps and hints.
A board with no legal jumps is finished only if one peg remains. If two or more remain, undo or restart to try another route.
Daily and practice boards.
Daily is fixed for the UTC date and board type. A new daily date begins at 00:00 UTC. Everyone choosing the same date and type gets the same starting pegs.
If the date changes while you play, you can finish the open board or choose “Play today’s board.” Your saved daily stays available when you reopen. Choose Play today to replace it; an unfinished board asks for confirmation. Classic has fifteen possible one-hole starts, repeating every 15 days.
Practice lets you request another starting position. The game asks before replacing an attempt in progress. Switching modes or board types keeps their separate progress in this browser when saving is available.
Tap, click or use the keyboard.
Click or tap once to select a peg, then choose a legal empty landing hole. Choosing the same peg again deselects it. Choosing a different peg changes your selection.
Use Tab to enter the board, the Arrow keys to move focus between holes, and Space or Enter to choose. Left and right follow a row; up and down move to a neighbouring row. You can reach diagonal landing holes by combining these keys.
Each hole announces its row, position, peg/empty state and whether it is a legal destination. Hints also describe their start and landing positions in words. Reduced-motion preferences remove peg movement effects.
Keep your progress.
Boards save in this browser on this device; there is no account. Private browsing, clearing site data or blocked browser storage may prevent or remove saves.
If a saved record cannot be read, you can continue without saving. It is kept until you confirm replacing it. If previously blocked storage becomes available, any old record is checked before a new save is written. Read the privacy information.
Play peg solitaire