Kings are free moves — every other pair is a commitment you might regret.
Good Thirteen is deceptively approachable. The ten-card open layout shows all available options at once, and the refill rule keeps new cards coming. The trap is pairing greedily: each pair you make removes one card of each rank from the deck, and some complement pairs are more scarce than others. The game is won by knowing which pairs to defer, not just which pairs are available.
Last updated: June 2026
History and family context
Good Thirteen belongs to the thirteen-pairing family of patience games, which includes Pyramid, Baroness, and Relaxed Pyramid. All three share the core mechanic of removing pairs that sum to thirteen (with Kings removed alone as a special case). What distinguishes them is the layout structure: Pyramid uses a blocking triangle where most cards are inaccessible until cards above them are removed; Baroness uses five stacking columns where only the top card of each column is available; Good Thirteen uses a fully open ten-card layout where every card on the board is always accessible.
The open layout of Good Thirteen removes the blocking and depth-management challenge entirely. No card is ever trapped under another. The skill in Good Thirteen is therefore purely about pair selection order and complement tracking — a different and more arithmetic form of difficulty than Pyramid or Baroness.
Rules in full
One standard 52-card deck. The setup:
- Layout.Ten cards are dealt face-up in two rows of five. All ten are available simultaneously — there is no stacking or blocking.
- Legal pairs. Two cards whose ranks sum to 13 are removed together: Queen+Ace (12+1), Jack+2 (11+2), 10+3, 9+4, 8+5, 7+6.
- Kings. A King is removed alone. Its rank is 13 by itself, so no partner is required.
- Auto-refill. After each removal (whether a pair or a lone King), the vacated positions refill immediately from the stock.
- Win condition. Discard all 52 cards. The game ends when no legal pair exists and no Kings remain, with stock exhausted.
A King visible in the layout should almost always be removed immediately. It has no partner requirement, it frees a layout slot, and it triggers an auto-refill that may produce a card needed for another pair. The only reason to delay a King removal is if you are specifically tracking a situation where removing it now would trigger an auto-fill that buries a card you need — a rare and advanced concern.
Complement pair inventory
The deck contains four cards of each rank. Every pairing type has exactly four pairs available across the whole game: four Q+A pairs, four J+2 pairs, four 10+3 pairs, and so on. There are also four lone Kings. In total, 24 removals clear all 52 cards: 20 pip pairs and 4 lone Kings.
The inventory becomes strategically important in the middle and late game. As pairs are removed, the remaining complement cards become scarcer. If three Q+A pairs have already been made and the last Ace is on the board, that Ace can only pair with the last Queen. Removing any Queen from the board for any other purpose (if Queens had other pairings — they do not) would be catastrophic. Because Aces are the only complement to Queens, Ace-Queen pairs must be planned carefully.
The most constrained pair types (those where both ranks have only one viable complement):
- Queen + Ace: Queens pair only with Aces; Aces pair only with Queens. No other ranks are involved. As pairs are made, the last Queen and last Ace must meet.
- Jack + 2: Same mutual exclusivity. Jacks pair only with 2s.
- 10 + 3, 9 + 4, 8 + 5, 7 + 6: All have the same structure. Each rank in a pair has exactly one complement rank.
Because every rank has exactly one complement, orphaning is straightforward: if you remove more of rank A than rank B (A’s complement), the surplus A-rank cards can never be removed. The rule: for every rank pair, remove them in balanced counts.
When to defer a visible pair
Not every visible pair should be played immediately. Deferring a pair makes sense when:
- Both ranks still have multiple copies remaining. If three 9s and three 4s are in the stock, removing the current 9+4 pair is fine. Plenty of complement cards remain for future pairings.
- One rank is nearly exhausted and the other is not.If the board shows a 7+6 pair but only one 6 remains in the deck while two 7s are still unseen, consider whether the 6 is better saved for when the second 7 arrives. Using it now is fine if the first 7 is the one on the board — but know the count.
- Auto-refill timing matters.Removing a pair triggers two auto-fills. If a specific card is needed urgently and is likely near the top of the stock, triggering a refill now — even from a pair you could defer — might bring it to the layout sooner than waiting.
Late in the game, two Queens and two Aces remain in the deck (not yet on the board). The layout currently shows an 8+5 pair and a lone 10 that needs a 3 (the last 3 in the stock).
Remove the 8+5 pair. The two auto-fills may bring a Queen or Ace — or the needed 3 — to the layout. Since Queens and Aces have equal counts remaining, whichever comes first can pair with whatever arrives next. There is no scarcity asymmetry yet. The 10 is slightly more urgent to resolve because only one 3 remains; watch for that 3 and do not use it for anything else.
Endgame: when the stock runs out
Once the stock is exhausted, no more auto-fills occur. The game becomes a closed puzzle: whatever is in the ten layout positions is everything available. From this point, every pair removal reduces the layout by two cards and produces no replacements.
Before the stock empties, assess the visible complement balance. If the layout at stock-empty has an odd number of cards in any rank pair type (say, three 9s but only one 4), you cannot clear the board — one card of each orphaned rank will remain unplayable. The game is lost from that position.
The endgame is won by reaching stock-empty with a balanced layout: all remaining cards form either a complete pair (one of each complement) or stand as lone Kings. To engineer this, prefer pair removals that bring the board closer to balance as stock depletes, even if other pairs look equally valid.
Stock empties with nine cards in the layout: K♥, 7♠, 6♣, 9♥, 4&diamonds;, Q♣, A♠, J♥, 2&diamonds;. One slot is empty.
Immediately remove K♥ (lone King). That triggers no refill (stock is empty). Now the layout has eight cards: 7+6 is a pair (remove), 9+4 is a pair (remove), Q+A is a pair (remove), J+2 is a pair (remove). All four removals clear the board. The game is won. Note that if the J or 2 had been spent earlier leaving only the J without a 2, the game would have been unwinnable from stock-empty.
Good Thirteen vs. Baroness and Pyramid
All three games use pairs summing to 13 and lone Kings. The differences define which skills they test:
- Good Thirteenhas a fully open layout — all ten cards are always available. Skill is in pair sequencing and complement tracking. No card is ever blocked by another.
- Baroness uses five columns where only the top card of each column is available. Cards are stacked; skill is in deciding which column to unblock first and how to manage the column tops as they change.
- Pyramiduses a face-up triangle where each card is blocked by the two cards below it. Skill is in excavation sequencing — identifying which cards to unblock and in what order.
Pyramid is generally considered the hardest of the three because most cards begin inaccessible. Baroness adds depth management to pair selection. Good Thirteen focuses purely on pair timing with no structural obstacles.
How Good Thirteen games collapse
- Removing Kings last. Kings compete for layout space just like pip cards, but they can always be removed immediately. Letting Kings sit in the layout occupies space that auto-refills would otherwise fill with useful pip cards.
- Pairing without counting complements. The most common endgame loss is orphaned cards caused by uneven pairing of complement ranks. Track how many of each rank have been removed so you know when a complement is getting scarce.
- Triggering auto-fills at bad moments. Every pair removal or King removal triggers an auto-fill. If the current layout has a rare card you want to protect, removing an adjacent pair may bury it under a less useful card. Think ahead about what auto-fills you want to trigger and in what order.
- Treating the open layout as “infinite choice.” The open layout feels permissive, but the real constraint is the stock order and complement balance. Having all ten cards accessible at once does not reduce the mathematical requirement that each rank pair must be balanced by game end.