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Mirage Run

Mirage Run

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A night-desert solitaire: chain cards that sit one step above or below the open card and break down three card peaks across 30 stages.

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What is Mirage Run?

Mirage Run is a three-peak solitaire hosted by Volt, a neon scarab who scuttles across the desert after dark. Up to 28 cards wait in overlapping pyramids, and any uncovered card that is one step away from the open card, in either direction, can jump onto it; Kings link back to Aces. A streak of six without touching the deck pays out a sun card, and from stage 17 padlocks count down as cards of their suit land on the pile.

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How to play Mirage Run

Goal: Strip every card off the three peaks, ideally with no undo and enough of the deck left over to meet the stage target.

  1. Tap any uncovered card one step above or below the open card; it becomes the new open card.
  2. Out of options? Tap the deck to flip a fresh open card, which resets your streak.
  3. Six cards in a row earn a sun card (two at most); any rank can follow it.
  4. Padlocks start at 3 and lose one each time a card of their suit lands on the pile.

Controls

KeyAction
Tap / click a cardJump it onto the open card
Tap / click the deck or DFlip a new open card
Sun button or SLay down a sun card
Arrow keys + EnterChoose and play a card
UZTake back the last move
PEscPause the stage

Tips & tricks

  1. Treat each open card as a fork: a 9 takes an 8 or a 10, so look for both before you flip the deck.
  2. Uncover the peaks evenly; a lone pyramid left at the end often strands its last cards.
  3. Save your sun card for a dead end instead of spending it the moment it arrives.
  4. Flipping a card of a locked suit also counts toward its padlock, so a forced flip is not always wasted.

Frequently asked questions

Can an Ace follow a King in Mirage Run?

Yes. The ranks form a loop, so a King accepts both a Queen and an Ace, and an Ace accepts both a King and a 2. That loop lets long streaks wrap around the top of the deck instead of stopping at the King.

What does the sun card do in Mirage Run?

It acts as a wildcard on the pile: once it is down, the next card may be any rank. You collect one for every six cards played in a row from stage 9 onward, and you can keep two in reserve for the moment nothing else fits.

Why is a card with a padlock not moving in Mirage Run?

The padlock still shows a number above zero. That number drops by one each time a card of the suit painted on the lock lands on the pile, whether you played it or flipped it from the deck. Padlocks appear on stages 17 to 30.

How many deck cards should I keep in Mirage Run?

Each stage sets its own target, shown after you clear it, from none on the opening stages up to 11. Finishing with at least that many deck cards unflipped, and without an undo, earns all three stars.

What happens when Mirage Run says no moves are left?

The open card has no neighbour on the peaks, the deck is spent and no sun card is in reserve. You can take back the last move with Undo and try a different line, or restart the stage from its first deal.

Who is Volt in Mirage Run?

Volt is the neon scarab who guides you through the night desert on ZotaGame. The beetle reacts to your streaks, cheers when a peak falls and frowns when the deck runs low, but it never changes the rules of a stage.

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