Combine memory and strategy in a war to capture courts.
One standard 52-card deck.
Remove nines and tens from the deck. Collect court cards into a separate pile, then shuffle both piles. Leave room for two discard piles.
Each player draws one card from the court pile, and five cards from the numeral pile. The numerals are knights, which are placed in a row, face down. The court is placed below the knights, face down. These may be looked at by their owner at any time, but cannot be rearranged.
The round begins by both players revealing one of their own knights of choice for a few seconds. Players take turns selecting one of their knights to attack a chosen one of their opponent's knights. Both knights are flipped and victory is determined (refer to the Fight section). The knight that loses the fight is placed face up in the discard pile, and the winning knight returns to the face down position. It is then the next player's turn.
If a player has zero knights after a fight, they lose the round and must give their court to their opponent, to be placed face up in their capture pile. Then, the winner discards all cards and both players draw again to begin the next round.
Discarded knights may be reshuffled as necessary. The first player to capture three courts wins the game.
If the attacking knight's rank (A low, 8 high) is higher and the suit is different, the attacker wins.
If the knights are the same rank or suit, the defending player temporarily reveals their court. If the court and the attacking knight's suits match, the defender wins.
If a player has one knight after losing two fights consecutively, they rally, drawing a knight.
Aces are martyrs; if it attacks and loses the fight, the losing player draws a knight. This can coincide with the rally effect.