1Single Deck splits one deck. Personal Deck gives every seat a full deck.
2Flip together. The higher card wins every card in the spoils.
3A tie starts war. Each side pays cards, then flips again.
War is a classic traditional card game. Single Deck shuffles and splits one regular 52-card deck across the active seats. Personal Deck gives each seat a separately shuffled 52-card deck. Play continues until one active seat remains.
Aces are high. The face-up card closer to Opponent is the opponent's played card. The face-up card closer to You is your played card.
Spoils are the cards currently at stake in the middle. Each normal flip adds two cards to the spoils. When both face-up cards tie, each side places up to three face-down cards into the spoils, then flips one more card if possible. The next higher face-up card wins all spoils.
If a player does not have enough cards to keep fighting a war, that player loses the deal.
Three- and four-seat deals have a 12,000-round safety limit for extremely long cycles. If it is reached, the largest remaining pile wins; an equal pile count resolves by seat order.
Streak means completed deals won in a row in your local records. It changes only when a full deal ends, not after each flip. Longest war chain means the most ties in one unresolved battle.
Daily Deal uses the same seed for everyone on that date, but only your first completed attempt for that day counts as the daily record. vs CPU uses new local seeds and is marked local/demo.
Records track fair War stats: daily first-attempt result, win rate, win streak, fastest completed win, fewest rounds in a win, and longest war chain. Signed-in daily records use the buzzgames platform when the shared records schema is live. These records do not sell power or better cards.