A pure-logic patience, also known as Montana or Addiction Solitaire. The whole deck is dealt into four long rows, then the four aces are pulled out, leaving four gaps. Every gap hungers for one exact card — the one a rank higher and the same suit as whatever sits to its left — and the leftmost gap will take any 2. Slide cards into the gaps that want them and you slowly tidy the chaos, aiming to order each row 2-3-4 all the way to the King in a single suit. When you run dry there are no moves to make, so you spend one of three reshuffles: everything you have already sorted from the left stays put, and the loose cards are dealt again. It is almost all skill and reading ahead, with just enough luck to make a clean win a small triumph.
Fifty-two cards are laid out in four rows of thirteen. The four aces are removed before you start, so the board holds forty-eight cards and four empty gaps. Your goal is to arrange each row into a single suit running 2, 3, 4 … up to the King, with the gap ending up at the far right.
The rule for the gaps is the heart of the game. A gap can only be filled by one specific card: the card that is one rank higher and the same suit as the card immediately to the gap's left. So a gap to the right of the 6♠ wants the 7♠; a gap to the right of the 9♥ wants the 10♥. A gap sitting in the leftmost column has no card to its left, so it can be filled by any 2. A gap to the right of a King, or to the right of another gap, is dead — nothing can fill it until things move around.
To make a move, tap a card that is glowing — those are the cards that have a gap waiting for them right now. The card slides into its gap, and a new gap opens where it came from. When you tap a 2 and more than one left-column gap is open, the eligible gaps are highlighted and you tap the one you want.
When no card is glowing you are stuck, but you have three reshuffles. Reshuffling keeps every run you have already built correctly from the left edge of a row, drops a fresh gap right after each of those runs, and re-deals all the remaining loose cards. Use the Reshuffle button, or take it from the prompt when you run out of moves.
Your score is the highest number of cards you ever have correctly in place — counted from the left of each row, in suit and order. Getting all forty-eight in place solves the board. Even a partial sort scores, so every tidy run counts.
Think about where the gap goes, not just what fills it. Every move you make tears a new gap open exactly where the card you moved used to be. A good move solves your problem AND opens a gap next to a card you can use; a careless one opens a gap to the right of a King, which is dead weight. Before you tap, glance at what your move will leave behind.
The Kings are your jailers. A gap to the right of a King can never be filled, so any card stranded between a King and the right wall is stuck until a reshuffle. Try to drive your rows toward ending in Kings on the right, and be wary of trapping useful low cards behind one.
Build your 2s on the left first. A row only counts from a 2 in the leftmost column, so until a 2 anchors a row, nothing in that row scores. Getting all four 2s home early gives every row a foundation to grow from — but place them thoughtfully, because which suit you put in which row shapes everything after.
Spend reshuffles late, not in a panic. Reshuffling preserves only the runs you have already finished from the left, so the more you have locked in before you shuffle, the more you keep and the fewer loose cards get scrambled. Squeeze every last move out of a position first; a reshuffle with three solid runs banked is worth far more than one thrown early.