ONE SCREEN. TWO SIDES.
War for 2 players. One table, two decks.
Share a screen and turn over your cards together. A higher card takes the battle; equal ranks put a bigger pot on the line.
- 52 cardsTwo decks of 26
- Ace highSuits are equal
- One winnerTake the whole deck

The ivory Solitaire deck on green felt.
Two cards open only when both sides are ready.
One screen, a private room or the computer.
Start a face-to-face card battle
Choose Same device. Player 1 uses the left deck and Player 2 the right. Each taps Flip card once; the game opens both cards together, compares the ranks and collects the pot. Neither player needs to hide the screen because all unplayed cards stay face down.
Higher card wins. A tie means war.
A shuffled deck of 52 cards is split into two face-down piles of 26. There are no jokers. Each player taps their deck or Flip card. Both top cards are revealed together after both players commit. The higher rank wins; aces are high, followed by K, Q, J and 10 down to 2. Suits never break a tie.
The winner takes every card in the battle and places them at the bottom of their deck. Cards return in pairs, winner’s card first, preserving each side’s play order. You cannot look through the deck or choose which card to play.
Equal ranks start a war. Tap Fight war: each player puts three cards face down, then one face up. Compare the new face-up cards. If they tie again, repeat with the entire pot still at stake. The next higher card wins all the accumulated cards.
If you have fewer than four cards for a war, put down as many as possible while saving your last card to turn face up. If a tie leaves only one player with no cards to continue, that player loses. If both players run out on the same tie, the game is a draw.
Collect all 52 cards to win. A game still running at 10,000 battles ends in a draw so a repeating deal cannot continue forever. The battle and war counters belong to this deal; there is no accumulated match score.
War is a game of chance, with no strategic card choices. Easy, Medium and Hard change only how quickly the computer responds after you flip: relaxed, steady or quick. They do not change the shuffled deal, card order or odds. Online, hidden cards and deck order are never sent to either player.
Watch the pot, enjoy the suspense
War is about the shuffle, not choosing a clever card. Watch the deck counts and the cards gathering during a war. A single tie can swing a large pot. Pause between battles whenever you like; there is no move timer.
Pick up where you left off
Local and computer games save separately in this browser when storage is available, including a pending war or a card already committed. New round starts a fresh shuffle; changing computer speed keeps the deal. Online, return through the same invitation in the same browser to reclaim your seat. Both players must be connected to play and agree to a new deal. Clearing site data removes local saves and seat credentials; inactive rooms expire after seven days.
GOOD TO KNOW
War 2 Player FAQ
Can we play without passing the device?
Yes. Both decks stay hidden and each player has a separate Flip card button. You can sit together and keep the screen in view.
What happens when the cards have the same rank?
Both players put three cards face down and a fourth face up. Another tie repeats the war. The next higher card takes the whole pot.
What if I do not have four cards left?
Use as many as you can while keeping the final card face up. If you have no cards left after a tie, you lose unless your opponent also has none, in which case the game is a draw.
Can a War game go on forever?
A deal ends when one player wins all the cards, both exhaust their decks on a tie, or the counter reaches 10,000 battles. The last two cases are draws.