DeNiro Card

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War rules

Learn the War rules used in DeNiro Card: the deal, ties and how to win. House rules vary; these are the rules at DeNiro Card tables.

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How to play War

  1. The deck is split 26 and 26. Each round both players press Flip and the table turns both top cards together. The higher card takes both; Aces are high.
  2. Equal cards start a war: each side lays 3 cards face down and 1 face up, and the higher face-up card takes everything. Another tie repeats the war.
  3. If a side can't supply the 4 cards a war needs, the game ends at once.
  4. The game also ends when a player runs out of cards, or at the 400th flip. Whoever holds more cards then wins. Equal counts are a draw and your stake is returned.
  5. Pure luck, no decisions: Flip is the only action. A missed Flip is played for you at no cost.
  6. Your clock: at a coin table against the computer you get up to 90 seconds for each move, and the table header counts down the exact time left. If it runs out, the table plays that move for you on the merits. You are not forfeited, nothing extra is charged, and your stake and payout are unchanged. Each of your first three missed moves keeps the full clock; miss a third in a row and the rest of the hand runs at computer speed, about two thirds of a second a turn, which in practice finishes it for you. Making one move yourself puts the full clock back. An Online table against real people runs its own, separate clock; watch the same countdown there.

Common questions

How many cards does each player get in War?

The deck is split 26 and 26. Each round both players press Flip and the table turns both top cards together. The higher card takes both; Aces are high.

What happens when cards tie in War?

Equal cards start a war: each side lays 3 cards face down and 1 face up, and the higher face-up card takes everything. Another tie repeats the war.

How do you win War?

If a side can't supply the 4 cards a war needs, the game ends at once. The game also ends when a player runs out of cards, or at the 400th flip. Whoever holds more cards then wins. Equal counts are a draw and your stake is returned.

Playing in DeNiro Card

Practice lets you play any game with no account and no coins. Coin tables use virtual play coins and need a DeNiro account; choose a coin stake before joining one. Leaving an active coin game forfeits the stake and adds a 10% leaving fee. Play coins have no cash value and cannot be cashed out.

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