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Cloudwork Games · Traditional card table

War

Reveal the highest card, survive escalating wars, and command the table in classic, power, wager, tournament, quick, and survival play.

StateTitle
Battle0
Your cards0
Bankroll1,000
Chip pot0
Excluded0
Time
Classic

Card table

No war
Your browser does not support HTML5 Canvas. War requires a current browser; status and controls remain available as accessible HTML.

No cards revealed.

    Table ready

    Choose settings and start a match.

    Speed

    Power loadout

    Energy 5 / 10

    How to play War

    Traditional battle

    Every active player reveals one card. Rank order is 2 through 10, Jack, Queen, King, Ace. Suits never break ties. The highest card takes every committed card, placed at the bottom in visible commitment order.

    Multi-player war

    Only players tied for the highest rank continue. Each commits exactly three face-down cards and one face-up card. Lower cards remain in the pot. A player unable to supply all four cards is eliminated immediately and commits every remaining card.

    Modes

    Classic uses pure rules. Power War adds loadouts. Wager Battle adds fictional chips. Tournament is a four-stage ladder with entry costs and unlocks. Quick Match exposes all options. Survival advances through increasingly difficult tables while retaining progress.

    Powers

    Powers use energy, charges, and battle cooldowns. Resolution order is defense, Counter, rank changes, replacement, battle modifiers, then post-win effects. A canceled power loses its charge, enters cooldown, and refunds half energy rounded down. Counter cannot be countered. Shielded contributions return in commitment order; Recovery returns the two most recently contributed cards in that same order. Scout expires on the next reveal or Swap. In sudden death, Shield, Recovery, and Scout are unavailable.

    Wagering

    Every player antes 10 fictional chips. During each war stage, tied players may check, call, raise, or fold. A player unable to ante is bankrupt and eliminated. There is one matched raise per war stage, capped so every remaining participant can call; Double Stakes doubles its configured raise amount. Bankrolls never go below zero.

    Match length & stalemates

    Choose full elimination, 30/40/45 cards, 3/5/10 minutes, or 25/50/100 points. Timed ties use card count, total rank value, battle wins, then the final reveal. Repeated states first cause one ownership-preserving shuffle; a repeat or 5,000-battle limit starts 20-battle sudden death using the same tie-break order.

    Controls

    Space or Enter reveals or resolves. Number keys 1–5 select powers; E activates. A toggles auto-play. P or Escape pauses. C calls and F folds in a war. Alt+1, Alt+2, and Alt+4 change speed. R confirms a restart. Touch and mouse users can tap the deck and the matching HTML controls.

    Match complete

    Reset all War progress?

    This removes only War settings, statistics, achievements, unlocks, tournament progress, bankroll, and saved matches from this browser.