Origin of the Game Gaps (Montana). Rules and How to Play Explained
Gaps, also known as Montana, is a solitaire card game that originated in the early 20th century as a variation of traditional patience games. It gained popularity because of its simple setup and engaging gameplay, which revolves around arranging cards in sequence by suit.
The game is played by organizing the cards into four suit sequences, from 2 to King, within a limited number of moves to clear gaps left by removed Aces. Players must carefully shift cards to fill empty spaces, making strategic decisions to complete the runs efficiently.
Understanding the rules and flow of Gaps helps players develop logical thinking and planning skills. This blend of chance and strategy explains why the game remains a well-liked pastime among card game enthusiasts.
History and Origin of Gaps
Gaps likely developed in the early 1900s as a variation of classic solitaire games. Its design is based on simple mechanics involving arranging cards in sequence while managing open spaces or "gaps." The exact origin is unclear, but it emerged as a household pastime.
The game was probably invented to add a different type strategy than its predecessors like Klondike. Its use of an entire deck and focus on sequences set it apart. Early card collections and rulebooks from the mid-1900s already listed Gaps under the solitaire family.
Evolution of the Game’s Name
The name "Gaps" derives from the key gameplay mechanic: moving cards into empty spaces, or gaps, to reorder the deck. Alternate names such as "Montana" and "Spaces" reflect regional variations and marketing choices.
"Montana" appears to have become popular in the U.S. during the mid-20th century, possibly named to evoke rugged simplicity. The name "Gaps" remains more common in Europe. These titles often accompany slight rule variations but retain the core gameplay.
Spread and Popularity
The game spread through family gatherings and was often included in collections of card games in books or magazines. Its simple but strategic nature appealed to both casual and serious players. Computer versions in the late 20th century further expanded its reach.
Notable Mentions in Literature
Gaps appears sporadically in card game literature starting in the 1930s. Early references often describe it as a useful form of solitaire for passing time. Some card game compendiums include Gaps alongside more widely known patience games.
Anglo-American and European publications discuss Gaps mainly in manuals for recreational card play. Though not the subject of extensive academic study, its listing in notable card indexes cements its place among classic solitaire variants.
Card Setup and Layout Explained
The game requires a specific arrangement of cards to begin play effectively. Players need to understand the deck composition, the initial tableau configuration, and the concept of gaps to start the game correctly.
Dealing the Initial Tableau
The game layout consists of four rows of twelve cards each, dealt face up. The cards are arranged horizontally, forming a grid that covers the playing surface.
The Aces are removed from the playing surface, creating the starting gaps. These gaps are essential as they serve as the initial spaces where cards can be moved during play. Players then organize moves around filling these gaps.
Definition of Gaps
In Gaps, "gaps" refer to the empty spaces created by removing the Aces. They are the key to manipulating cards on the tableau.
Each gap represents a potential spot where a card can be moved to help order the suits into proper sequences. Managing these gaps is crucial for strategy because only cards that can be placed into gaps can be moved, and this flexibility allows players to rearrange cards in ascending order by suit.
Objective of the Game
The main goal is to arrange cards in four suits, each forming a continuous sequence from 2 to King.
Winning occurs when all suits are completed in the correct sequence with no gaps between any cards.
Legal Moves and Restrictions
Cards can be placed only immediately to the right of a gap, and they must in sequence so to remain in ascending order from left to right (2 at left moving through King on right. Cards cannot jump over multiple gaps or cards.
Players cannot move cards into a gap that breaks suit and sequence. The game forbids rearranging cards beyond these rules, enforcing strict control over moves.
Sequence and Suit Rules
Cards are arranged by suit, and sequences must start from 2, progressing to King without interruption. The 2s act as the starting point in the four rows where they are placed.
Each row contains cards from the same suit ordered low to high without mixing suits across rows. This strict ordering means a 3 can only follow a 2 of the same suit, and so on.
How to Achieve Victory
Victory is achieved by organizing the cards from the 2 up to the King, each arranged by suit, in a continuous sequence without gaps.
Careful planning avoids getting trapped with immovable cards. Each move should bring the layout closer to the fully ordered state to win.
Players should look for moves that free critical cards, enabling them to fill gaps in proper order. Recognizing when to temporarily move cards to open spaces is important.
In some cases, endgame success depends on correctly ordering the sequence so that no cards are stuck behind higher or lower cards out of place.
Cultural Impact and Legacy
Gaps holds a niche position among card games, valued for its clarity and strategic depth. Although not as popular as other solitaire games, it retains a loyal following due to its distinctive mechanics.