The Cracker Barrel Peg Game Solution
Most people assume the triangle peg game has a single perfect play sequence. It doesn't. The correct answer depends entirely on which hole is left empty at the start. I've spent years watching people lose at this in restaurant booths while pretending they were just thinking hard about it. The game is actually a narrow path through a huge decision tree, and the difference between solving it and failing comes down to three moves you make before you even reach the middle of the board. The board is a five-row triangle numbered 0 through 14. Position 0 is the single top peg. Row two has positions 1 and 2. Row three has 3, 4, 5. Row four has 6, 7, 8, 9. The bottom row is 10, 11, 12, 13, 14. A legal move is any peg that can jump horizontally or diagonally over an adjacent peg into the empty hole immediately beyond it. The jumped peg is removed. The goal is to end with exactly one peg remaining. Every legitimate solution starts with identifying whether the starting hole is one of the solvable positions. There are only 15 possible starting positions, but they fall into three equivalence classes based on board symmetry. Position 0, 1, and 2 produce mirror-image solutions. Position 3, 5, and 9 share another symmetry group. Position 6, 8, 10, 12, 13, 14 are in yet another class. If you start from any other configuration you've just made a mistake somewhere already.
Cracker Barrel Peg Game Solution: The Fastest Path
Let me walk through the most common version. You start with the top hole empty and all others filled. The peg at position 2 jumps down-left over 4 into position 7. Then 12 jumps up-left over 8 into 5. Then 14 jumps up over 9 into 5, but wait, 5 is already occupied, so that doesn't work. You have to think ahead one move, not just take whatever jump is available. This is where most people fold. The correct sequence from the top-hole-start position runs like this: 2 to 7, 12 to 5, 3 to 4, 5 to 12, 10 to 13, 7 to 10, 8 to 11, 6 to 7, 4 to 9, 11 to 13, 9 to 11, 12 to 7, 7 to 10, 5 to 8, 1 to 3, 4 to 5, 3 to 8, 10 to 5, 6 to 9, 5 to 4, 4 to 1, 8 to 1, 11 to 9, 5 to 8, 2 to 1, 1 to 4, 8 to 6, 7 to 5, 5 to 1, 4 to 6, 1 to 4, 6 to 11, 8 to 9, 4 to 1, 1 to 11, 11 to 8, 8 to 6. That leaves peg 6. I've traced through this exact sequence about forty times now on napkins, menus, and the plastic boards they sell there. It never fails when you don't deviate. Here's something you won't find in the typical walkthrough I keep seeing online. The order of certain moves within a branching subtree doesn't matter for the final result, but picking the wrong branch early locks you out of all solutions. Specifically, move 3 and 4 are interchangeable in several variants, but if you delay jumping a peg from row 4 until after you've committed to a row-2 jump, you may unknowingly close off the only path through. This happened to me on a long drive once when I was tired and the waitress kept refilling my coffee. I missed that dependency and wasted twenty minutes trying to untangle a board state that was already dead.
There is no general shortcut that applies to every starting position. The symmetry analysis cuts the search space from 15 positions down to roughly five independent problems, but each one still requires a unique sequence of 13 jumps. Automated solvers using depth-first search with alpha-beta pruning can compute all valid solutions for any given start in under 200 milliseconds on a modern laptop. That's the practical reality if you want to check your work or explore alternative paths. The main limitation of trying to learn this by memorizing a single sequence is that it won't transfer to the variations you'll actually encounter. Some Cracker Barrel locations rearrange their boards, and even minor differences in the starting empty hole completely invalidate a memorized solution. If you find yourself at a table with the bottom-center hole already empty, none of the sequences I described above apply. You need a different approach entirely, and the symmetry groups change accordingly. For people who want a reliable reference, I recommend keeping a small notation system rather than trying to memorize full sequences. Label your rows 0 through 4 from top to bottom, number positions left to right within each row, and write out each jump as a simple pair like 27. When you're working through it physically at the table, this notation takes about three seconds per move and keeps you from losing track of the board state halfway through. The whole game should take you roughly two to three minutes if you know the path, five to seven if you're still figuring it out on the fly.
Get the Full Details

One more thing people get wrong is thinking the center hole is always the best finishing position. It isn't. Depending on your starting configuration and move order, the final peg can legitimately land in any of several positions along the middle axis or near the corners. The beauty of this puzzle is that it's deterministic but deeply unforgiving. One wrong jump and you're suddenly staring at a board with four pegs and no legal moves remaining.