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Two piles. Higher card wins. Most cards after 100 battles.

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Practice against the computer

FREE ONLINE CARD GAME

War Card Game

Two piles.
Higher card wins.

Play the classic War card game free against the computer with no download or sign-up. Flip, compare, fight three-down wars and hold the most cards before the 100-battle cap, or switch to Speed War and snap ties before the computer does. This is the children's card game, with no betting or real money.

Classic War · 2 seats · Most cards after 100 battles

Updated

New to War? Learn the rules

HOW TO PLAY

How to play
War, the card game

Two players. Twenty-six cards each, face down. Hold every card, or hold the most after 100 battles.

Every battle follows the same step. There is nothing to decide in Classic War, which is why it is the first card game most people learn.

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01

Flip and compare

Both players turn over the top card of their draw pile. The higher card takes both cards into its owner's won pile. Aces are high, 2 is low, and suits never matter.

You
Wren

The higher card takes both.

02

A tie is a war

When the face-up cards match, each player stakes three cards face down, then turns one more face up. The higher of those takes everything on the table: ten cards. Another tie repeats the war.

You
Wren

Running out: a player with fewer than four cards stakes what they have, with the last card face up. A player whose tying card was their last card loses at once. The Options sheet can shorten wars to one card down.

Three down, one up. The higher face-up card takes the table.

03

Speed War: snap the tie

Switch the mode to Speed War and the cards flip on a beat. When they tie, nobody stakes more cards: the first player to press Space (or tap the pile) takes the table. Pressing when there is no tie, or before a person could have seen the tie, burns one card onto the table.

You
Wren

A tie in Speed War goes to the first press.

Piles, reshuffles and the end of the game
  • Cards you win go face down into your won pile. When your draw pile runs out, the won pile is shuffled and becomes the new draw pile, so the same cycle of cards cannot repeat forever.
  • A battle is one compare of face-up cards. The extra compare in a Classic war counts as another battle; a snap in Speed War adds none, because the tie itself was the compare.
  • By default the game stops after 100 battles and the player holding more cards wins. Choose "Play it out" to continue until one player holds all 52, or "First to 3 wars" for a short game.
  • Jokers are off by default. Turned on, two jokers beat any ace and tie each other.

NO POINTS, ONLY CARDS

How War is scored

There are no points in War. The table counts cards held, battles played and wars won, and the game ends in one of three ways.

In Speed War every snap pot counts as a war, so "First to 3 wars" becomes first to three snaps, and the scorecard adds your fastest snap, your mean snap time and any false snaps.

Play it out
52 cards wins
50 / 100 / 200 battles
Most cards at the cap
First to 3 wars
3 wars or snaps

HONEST ADVICE

War strategy,
such as it is

Classic War has no strategy

Every card you play is forced: the top card of your pile, face down, in the order the shuffle left it. Nothing you decide changes the outcome, which is why the Computer skill control is switched off in Classic and labelled "War is pure luck". The settings that do change the game are the war size, the game length and the speed.

Speed War rewards a steady hand

Ties are rare, about one battle in seventeen with a fresh deck, so the trap is pressing early. A false snap burns a card, but a tie you miss, even by a second, costs nothing: you are told who was first and the game moves on. Watch the two face-up slots, not the counter, and press only when the ranks match. The computers count from the moment the card lands, never from before you could see it: Easy reacts in 0.6 to 0.9 seconds, Standard in 0.33 to 0.48, Expert in 0.24 to 0.32. In 1,000 simulated ties per level, a player who reacts in 250 to 500 milliseconds took every tie from Easy, about six in ten from Standard and about one in eight from Expert.

What the numbers say

Over 200 simulated games per war size, played to the end, a game with the default three-down war lasted about 310 battles on average and the longest ran past 1,500. With one-down wars the average rose to about 440 battles, because fewer cards change hands in each war. A 100-battle game sees about five wars.

QUICK ANSWERS

War card game FAQ

Is the ace high or low in War?

High. An ace beats a king, and 2 is the lowest card. Suits never matter: a 9 of hearts and a 9 of clubs tie and start a war. With the Jokers option on, two jokers rank above the aces and tie each other.

How many cards go face down in a war?

Three, then one card face up, and the higher face-up card takes all ten cards. Open Options and set War size to "1 down" for the shorter version, where each player stakes one card face down and one face up.

What does "I declare war" mean?

It is the chant children use to count out the war: one card face down for each of "I", "de" and "clare", and the fourth card face up on "war". It describes the three-down, one-up war this table plays by default.

What happens if you run out of cards during a war?

You stake what you have, with your last card face up: one card left means that card plays face up, two means one down and one up, three means two down and one up. If the tying card was your last card, you lose the game at once.

How long does a game of War take, and can it go on forever?

By default the game ends after 100 battles and the player holding more cards wins, so a game takes a few minutes at Normal speed. Captured cards are reshuffled before they are reused, so a repeating loop cannot form. Choose "Play it out" to remove the cap: in 200 simulated games per war size the three-down version averaged about 310 battles and the one-down version about 440.

Is there any strategy in War?

Not in Classic War. Every card is the top of your pile, so the result is decided by the shuffle, and the Computer skill control is switched off with the note "War is pure luck". Speed War adds one decision: on a tie, press Space before the computer does. Easy, Standard and Expert set how fast it reacts.

What is Speed War?

Our second mode. The cards flip on a beat, and when the face-up cards tie, the first player to press Space or tap the pile takes every card on the table instead of fighting a three-down war. A press with no tie burns one card. Presses are stamped on a shared clock and the earliest stamp wins, whoever hosts.

What is the difference between War and Casino War?

Casino War is a casino table game played against a dealer for money. This is the children's card game: two piles, higher card wins, no chips, no betting and no real money.

What are the rules of War for 2 players, and can 3 or 4 people play?

Two players is the standard game and the one this table plays: 26 cards each, flip together, higher card takes both, a tie starts a war. For three or four players the deck is dealt out evenly, everyone flips, the highest card takes all and everyone who tied for highest joins the war. This table seats two.

Is War online free here? Do I need to download anything or sign up?

Yes, it is free. The game runs in your browser against a computer opponent with no download and no account. Your options and your record are saved in this browser.

Can I play War online multiplayer with a friend?

The practice game against the computer on this page is complete today, in both Classic and Speed War. To play with friends, open a HopLobby lobby and send one link: our party games run in the browser too.

How good are the computer opponents?

In Classic War the computer makes no decisions, so every level plays the same. In Speed War, Easy snaps a tie 0.6 to 0.9 seconds after the card lands and misses about one tie in five, Standard snaps in 0.33 to 0.48 seconds and misses about one in twelve, and Expert in 0.24 to 0.32 seconds and never snaps at nothing. No level sees your cards or the order of the piles.

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CARD NIGHT WITH FRIENDS?

Bring everyone to HopLobby.

HopLobby is free party games in your browser. Open a lobby, send one link, and your friends join from any phone or computer, with nothing to install.

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War in three lines

  1. Both players flip their top card. The higher card takes both; aces are high and suits never matter.
  2. A tie is a war: three cards face down, one face up, and the higher face-up card takes everything on the table. In Speed War the first player to press Space takes the table instead.
  3. Hold every card, or hold more cards than your opponent after 100 battles.

Classic War is pure luck, so Computer skill is switched off there. In Speed War it sets how fast the computer snaps. A snap with no tie burns one card.

Read the full rules