War: High Card
Play solo War: each side reveals one card; the higher rank takes the pile. Ties add three face-down cards per side.
War: High Card
Play solo War: each side reveals one card; the higher rank takes the pile. Ties add three face-down cards per side.
Play solo War: each side reveals one card; the higher rank takes the pile. Ties add three face-down cards per side.
A shuffled 52-card deck is divided equally: 26 cards for you and 26 for the computer. Flip reveals the top card of each deck. The higher rank takes the entire central pile, which is shuffled before being added to the winner’s deck. Suits do not affect the result. This implementation uses A = 1, J = 11, Q = 12 and K = 13, so A is the lowest card.
Equal ranks leave the cards in the central pile. Press the tie action to add three face-down cards per side, then reveal one more card each. Another tie repeats this process. If you have fewer than four cards for this action, you lose; otherwise, if the computer has fewer than four, you win. If both sides are short, the current rule gives the computer the win. This ends the round immediately.
Watch both deck counts and the growing central pile: a tied sequence can transfer many cards at once. You do not choose cards or gain an advantage by flipping faster. Both Restart and New Game shuffle a fresh deal; neither restores the previous order. The design makes rank comparisons and transfers visible, rather than presenting card selection as a strategy.
Completed-game totals, wins, losses and sound preferences can be saved in this browser when local storage is available. Unfinished decks and the central pile are not saved across a reload or language-route change. No account, cloud save or purchase is required. Clearing site data or changing browsers can remove or separate your records.