Playing War online with other people, step by step: the code, the seats, the table rules, and what happens when somebody drops out.
War is played by exactly two, so a multiplayer game is you and one friend. Open a table — the host needs a free account — and send the six-character code or the link from "Copy link". Your friend picks a name and sits down as a guest, with nothing to install.
In the lobby the host chooses how many battles to play, 25, 50 or 100, and the game starts when both of you are seated and the host presses start. It is a good first online card game with a child: there is nothing to explain beyond which card is higher.
At a table both cards go down at once. Here each of you presses "Turn your card", and the battle is settled when the second one does. The table tells you when the other player has turned theirs and is waiting for you.
Neither of you sees your own pile, only how many cards each of you holds. The two cards of each battle are shown side by side, and the table says who took them.
When the cards tie, the war is played out without anybody pressing again: three cards face down each, a fourth face up, and more wars until one of you wins. The table shows each war in turn, with the face-down cards drawn as backs, and how many cards changed hands.
The game ends when the agreed battles have been played, or earlier if one of you has all 52 cards. Whoever holds more cards wins, and a level count is a draw. For a rematch, leave and open a new table.
If a page closes or a connection drops, the table waits twenty-five seconds. After that the site turns the missing player's cards so the game can go on, and gives the seat back as soon as they open the table again. Pressing Leave in the middle of a game hands the seat to a bot for good.
No second player at hand? The host can put a bot in the other chair in the lobby. A table nobody plays at for six hours is cleared away.