The layout

All 52 cards are dealt face up into four rows of thirteen. Then the four Aces are removed from wherever they landed, leaving four empty slots — the gaps. The Aces are out of the game for good; the spaces they left are the whole engine of play.

The gap rule

A gap accepts exactly one card in the entire deck: the card of the same suit, one rank higher, than the card immediately to its left. If the 7 of spades sits to the left of a gap, only the 8 of spades fits, and nothing else will ever fit there.

One quiet rule worth knowing: a 2 already sitting at the start of a row is locked there. The game will not let you slide it to another row’s opening gap, because moving it would change nothing.

Shuffling

When you run out of moves, you can shuffle. Any row that starts with a correct run — a 2 followed by its 3, 4, 5 and so on — keeps that run exactly where it is, and everything else is gathered, shuffled and dealt back into the empty positions, with one fresh gap placed right after each locked run. On Deckmio you get three shuffles, which turns a puzzle with a five to ten percent win rate into one you can win close to a third of the time.

How to play it well

Gaps, Montana, Addiction — the same game

Gaps, Montana, Spaces, Blue Moon and Addiction are one game under several names. The versions mostly differ in how many shuffles they allow: with none the game is nearly unwinnable, and with two or three it becomes a genuine puzzle you can finish. Deckmio plays the three-shuffle version.

Try the sliding puzzle yourself on Gaps Solitaire. If you want a card game that scratches the same logic-puzzle itch, Sudoku strategy covers the other great grid of this kind, and How to play solitaire puts Gaps in context with the rest of the family.