Nothing to build, only to arrange
Gaps Solitaire
The whole deck goes down in four rows of thirteen, then the aces are pulled out and you are left with four holes. Everything you do is slide a card into a hole — and where the holes end up is the entire game.
- Four rows of thirteen
- Aces removed to make gaps
- Sort 2 to king by suit
- Three reshuffles
Play Gaps Solitaire
Select a card, then select a legal gap. A 2 can start a row. Other cards must follow the previous rank of the same suit.
Available only when no gap move remains. Correct left-side runs stay locked.
Gaps in four rows
Gaps Solitaire rules
There is only one kind of move in this game. The four rows in the middle group are all the rules there are.
| Setup | |
|---|---|
| Deck | One standard 52-card deck. |
| The board | Four rows of thirteen positions — the whole deck, laid out face up. |
| The gaps | All four aces are removed before play, leaving four empty positions. |
| Stock | None. There is nothing to draw. |
| Filling a gap | |
| At the start of a row | A gap in the first column accepts a 2 of any suit, and nothing else. |
| Anywhere else | A gap accepts the card one rank higher than the card immediately to its left, in the same suit. |
| After a king | Nothing. A king is the highest rank, so the gap behind it is permanently dead. |
| After another gap | Nothing. With no card to its left, the gap has no rule to satisfy. |
| Reshuffles | |
| How many | Three. |
| When | Only once no legal gap move remains. |
| What survives | Cards already in a correct run from the start of a row stay put. Everything else is collected and dealt again. |
| Winning | |
| Win condition | Each of the four rows holding one suit in order from 2 up to king. |
| The maths | Forty-eight cards in place. The four gaps end up at the right-hand end of each row. |
Sorting two to king
How to play Gaps Solitaire
All fifty-two cards are dealt face up into four rows of thirteen. The four aces are then removed, which leaves four empty positions scattered through the layout. Those gaps are the only thing that ever moves.
You slide a card into a gap, and the rule is always the same: the card must be one rank higher than the card immediately to the gap's left, in the same suit. The only exception is the first column of a row, where a gap accepts any 2.
Nothing is built and nothing is removed — this is a sorting puzzle. You win when each row runs from a 2 up to a king in a single suit, which puts forty-eight cards in order and leaves the four gaps sitting at the right-hand ends.
What each gap wants
Which card each gap will accept
| The move | Verdict | Why |
|---|---|---|
| A gap in column one. You move the 2 of clubs into it. | Legal | Only a 2 can open a row, and any suit will do. |
| A gap in column one. You move the 5 of clubs into it. | Illegal | The first column takes a 2 and nothing else. |
| A gap with the 7 of spades to its left. You move the 8 of spades in. | Legal | One rank up, same suit. |
| A gap with the 7 of spades to its left. You move the 8 of hearts in. | Illegal | The suit has to match as well as the rank. |
| A gap with a king to its left. You move anything in. | Illegal | There is no card above a king, so that gap is dead for good. |
| A gap with another gap to its left. You move a card in. | Illegal | No card to the left means no rule to satisfy, so nothing qualifies. |
| You reshuffle while a legal move still exists. | Illegal | Reshuffles unlock only when the board is genuinely stuck. |
Every move cuts both ways
Filling one gap opens another
Cards never leave the board, so moving one into a gap leaves a fresh gap exactly where it came from. You never have more or fewer than four — you only ever change where they are.
That makes every move a trade. The gap you fill is one you have used up; the gap you create inherits whatever card now sits to its left, which may be a king, may be another gap, or may be exactly the card you needed. Working out which of the four holes will be useful after your move is most of the thinking in Gaps.
Gap discipline
Gaps Solitaire strategy
Get 2s into first columns before anything else. A row without a 2 at its head cannot be built at all, and every card you place elsewhere is provisional until it is anchored to one. Four 2s in four first columns is the real opening of the game.
Avoid creating gaps behind kings. It is the single most common way to waste a hole, and it is entirely avoidable — before moving a card, look at what will be to the left of the space it leaves. If it is a king, that hole is gone for good.
Extend runs from the left rather than building fragments. Only cards connected back to the 2 at the head of a row are safe from a reshuffle. A 9-10-J sitting unattached in the middle of a row looks like progress and will be swept away the moment you shuffle.
Hold your reshuffles. Three sounds generous and is not, because each one only keeps what you have anchored. Reshuffling from a board with nothing locked in wastes the chance entirely — build first, then reshuffle to fix what is left.
Where deals get stuck
Where Gaps deals get stuck
Filling a gap without checking what it strands
Moving a card creates a new gap where it came from, and that gap inherits whatever sits to its left. Move a card out from behind a king and you have converted a working gap into a dead one. Always look at what will be left behind.
Chasing a long run before the 2s are placed
Nothing counts until a row starts with a 2, because everything else builds from it. A beautiful 8-9-10 sitting in the middle of a row is not progress — it is three cards in the wrong place that will be collected at the next reshuffle.
Spending reshuffles early
Three is not many, and each one only preserves the runs you have built from the start of a row. Reshuffling with nothing locked in simply gives you a fresh random board and one fewer chance. Build at least one or two rows partway before you use one.
Gaps' real chances
Is Gaps Solitaire winnable?
Sometimes, and the three reshuffles are what make it possible at all. Without them the game would stall almost immediately — a fresh board typically has two live gaps and two dead ones, and it does not take many moves to run out.
Skill matters most in how you spend the reshuffles and how carefully you avoid making dead gaps. Both are learnable, and a player who understands the locking rule will win far more often than one who plays move to move. We do not publish a figure: this family runs under several names with different shuffle allowances, and each one changes the answer.
This version
Three reshuffles, left-anchored locking
- One deck in four rows of thirteen, all face up, with the four aces removed.
- A gap in the first column accepts any 2.
- Any other gap accepts the next rank up in the same suit as the card to its left.
- Gaps after a king, or after another gap, cannot be filled.
- Three reshuffles, unlocked only when no legal move remains.
- A reshuffle preserves cards already in a correct run from the start of a row.
Undo is unlimited and unpenalised, with no timer or score. Related games under the Montana and Addiction names use different shuffle counts and different locking rules, and both have their own pages here.
The three deals
Gaps, Montana and Addiction
This family runs under several names and the core is identical in each: four rows, four holes, one move type. What varies is how forgiving the reshuffle is.
| Game | Board | Move rule | Aces | Resets |
|---|---|---|---|---|
| Gaps | Four rows of thirteen | One rank up, same suit, into a gap | Removed to create the gaps | Three reshuffles, locked runs kept |
| Montana | Four rows of thirteen | One rank up, same suit, into a gap | Removed to create the gaps | A different reshuffle allowance |
| Addiction | Four rows of thirteen | One rank up, same suit, into a gap | Removed to create the gaps | Three shuffles, its own locking rule |
| Clock Patience | Thirteen piles on a dial | Rank chooses the next pile | One o'clock, like any other rank | None — the deal plays itself out |
Clock Patience is in the table as a contrast rather than a relative: another game where position does all the work, but with no decisions in it whatsoever. Gaps looks similarly mechanical and is not — almost every move is a genuine choice about where to put a hole.
Explore
More solitaire games
Try the same puzzle under its other names, or a different kind of position game.
Montana Solitaire
The same gap-sorting idea under its other common name, with its own reshuffle rules.
Play nowAddiction Solitaire
The same four-row board again, with a different take on what a shuffle preserves.
Play nowClock Patience
Another game where position does the work, though there you have no choices at all.
Play nowSolitaire Variations
Every playable game here, compared by layout, reserve, and stock rules.
BrowseTested rules
How this solitaire game is checked
Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.
How we make and test solitaire games