Hard difficulty
Gaps
Remove all four Aces, then fill the gaps they leave with the next-higher card of the same suit.
Also published as Addiction, Montana, Spaces, Vacancies.
- One-Deck Games
- Four-Suit Games
- Hard Solitaire
- Mobile-Friendly Games
- Tableau Builders
- Foundation-Building Games
- Patience Classics
| Decks | One deck |
|---|---|
| Suits | 4 |
| Typical length | 12 min |
| Difficulty | Hard |
| How much skill matters | High |
| How much the shuffle matters | Medium |
| Family | Standalone |
There is no playable version of Gaps on this site yet — this page covers its rules and strategy. The game suits a touchscreen well, so it is a good candidate once a build exists.
About Gaps
Gaps is a sliding puzzle wearing a card game's clothes. Four rows of thirteen, Aces discarded to leave four holes, and one rule: a hole takes the next card up in the same suit as whatever sits to its left. Fill all of them correctly and you end with four tidy suit runs.
It is also known as Addiction, Montana, Spaces and Vacancies, and the first of those is earned — the mechanic is unusually compulsive for something with so little to it. The cruelty is in the Kings: a gap that lands to the right of one can never be filled, so a careless move can quietly cost you a whole row. Three redeals keep it just about tractable.
How to play
The deck goes down in four rows of thirteen, then the Aces are pulled out and discarded — they take no further part. That leaves four gaps. A gap can only be filled by the card of the same suit ranked one above the card immediately to its left, so the row grows rightward as an ordered suit run. A gap at the start of a row wants a two. A gap sitting after a King can never be filled, because nothing outranks a King. You win when all 48 remaining cards form four complete suit sequences from two up to King. When you run out of moves, you may gather up everything not already in a correct run and redeal — three times.
Strategy
Gaps after Kings are dead space, and creating one is the single worst thing you can do, so check what a move leaves behind before making it. The real currency is the leftmost positions: getting a two into the start of a row opens a run that can then extend all the way up. Since a redeal only gathers cards not already correctly placed, every card you lock into a valid run before redealing is a card you keep — so build correct runs early even if they feel slow. The article puts an experienced player at about 1 in 20 with shuffled redeals, improving to around 1 in 7 if the redeal preserves order.
What works
- A clean sliding-puzzle mechanic unlike anything else here
- Three redeals keep a bad start recoverable
- Progress is very legible — you can see the runs forming
What to know
- A gap left after a King is dead for the rest of the game
- Roughly 1 in 20 win rate with standard shuffled redeals
- Four rows of thirteen is a very wide layout on a phone
Frequently asked questions
- How many decks does Gaps use?
- Gaps is played with a single standard deck.
- Is Gaps good for beginners?
- Gaps is generally better suited to players who already know the basics of solitaire, as it involves more planning than a typical beginner game.
- Is Gaps based more on luck or strategy?
- Gaps rewards careful planning — skilled play meaningfully improves your odds of winning.