Each player turns one card face up. The player with the greatest number wins the skirmish, placing his own and all captured cards into his prisoner pile. Whenever there is a tie for greatest card, all the players battle: each player lays three cards face down, then a new card face up. The greatest of these new cards will capture everything on the table. Because all players join in, someone who had a low card in the initial skirmish may ultimately win the battle. If there is no greatest card this time, repeat the 3-down-1-up battle pattern until someone breaks the tie. The player who wins the battle captures all the cards played in that turn.
When the players have fought their way through the entire deck, count the prisoners. Whoever has captured the most cards wins the game. Or shuffle the prisoner piles and play on until someone collects such a huge pile of cards that the others concede.
- Addition War—Players turn up two cards for each skirmish. The highest sum wins.
- Advanced Addition War—Turn up three (or four) cards for each skirmish and add them together.
- Subtraction War—Players turn up two cards and subtract the smaller number from the larger. This time, the greatest difference wins the skirmish.
- Product War—Turn up two cards and multiply.
- Advanced Product War—Turn up three (or four) cards and multiply.
- Fraction War—Players turn up two cards and make a fraction, using the smaller card as the numerator. Greatest fraction wins the skirmish.
- Improper Fraction War—Turn up two cards and make a fraction, using the larger card as the numerator. Greatest fraction wins.
From: Denise Gaskin