FIFTY STATES. ONE DECK.A game of capture & consequence

THE GAME OF 50 STATES

Play what you capture. Capture to win.

Start with seven cards each, drawn from one deck of fifty states. High cards win.

How a round works

Choose one card and press Confirm to see the computer’s choice. The highest card wins the match–and the winning card is discarded from the game. But the winner captures the losing card–which will be playable in the next round. The round continues until one player has played all their cards.

Use unplayed and captured cards to make the next hand. Game matches continue until either player runs out of playable cards. The last player holding cards wins the game.

Meet your rival: a randomly chosen fictional steward of the cards.

Random makes random choices. Probability considers possible hands. Strategic weighs future captures using public history. These are different playing styles, not a proven difficulty ranking.

Optional and off by default. Both opening seven-card averages stay fixed. Probability and Strategic may use them when shown. Your style and score setting stay locked for this game.

Your cards are dealt when you press Play.

Choose an unlocked appearance. Engraved Heritage: 50 combined wins. Vintage Clubhouse: 50 wins in EACH style. Progress is in Your trophies; game rules and rewards stay the same.

Global Leaderboard coming soon. Stay tuned!

Your trophies

Completed games
0
Wins
0
Win rate
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Rank

Select any badge for details. Outlined, muted badges are not yet earned.

Appearance reward

Engraved Heritage

50 wins across Random, Probability and Strategic in any mix. No per-style minimum. Once unlocked, this appearance stays available.

Vintage Clubhouse

50 wins in each playing style

At least 50 completed-game wins in EACH of Random, Probability and Strategic — 150 minimum. Once unlocked, this appearance stays available. Choose it on Home; your appearance never changes automatically.

Award guide & history coverage

Lower-start wins count completed seven-card games won after starting with a lower total rank than the computer, using exact original totals whether Deal Score was shown or hidden. The percentage includes resolved lower-start games, including forfeited losses under the safeguard. Older untracked unfinished games remain excluded. Equal starting totals are excluded. This is personal progress from recorded history, not a ranking.

Underdog awards: win a completed seven-card game starting at least 14 total rank points behind for I, 35 for II, or 70 for III (average gaps of 2, 5 or 10). Each qualifying win adds one occurrence only to its highest qualifying tier: I for 14–34, II for 35–69, III for 70 or more. Each style and tier tracks repeat occurrences. Higher tiers do not also increment lower tiers; existing awards and first-earned dates stay. Based on exact opening totals, with Deal Score on or off. No awards for losses or unfinished games; reliable deduplicated completion history can contribute once per game, with documented original awards retained in their original tiers. Existing shields keep their original requirement and first-earned date. These are challenge thresholds, not a guarantee that every deal is winnable.

Personal bests: Win streak records the highest known streak of at least 3 consecutive completed wins per style. Win rate records the highest known cumulative recorded rate strictly above 50%, after at least 25 completed games in that style. These are personal best values, not repeat-event counts or fixed milestone tiers. Losses never remove a best. Rates use exact wins/games fractions; compact percentages round down to one decimal, with >50% for a qualifying fraction too close to 50% to display. Zero means no qualifying evidence yet. Older milestones and dates remain preserved: ≥ marks a known minimum when the exact historical peak is unavailable. Complete reliable chronological history can establish exact bests; partial history is disclosed, never treated as complete. Open either badge for its evidence, denominator and coverage. G50 rank and its 50-win checkpoints are separate and unchanged.

Each style has its own trophies: Random bronze, Probability silver and Strategic gold. Existing Strategic awards keep their counts and earned dates as Gold; Probability starts fresh. Every win remains a star. Each 10 wins also earns a medal, each 100 a win shield, and each 1,000 a flag. These cumulative achievements overlap: never add them together to calculate wins. Colors never mix. Earlier Relaxed wins remain Bronze. Lifetime totals and old records are preserved; earlier Expert records remain unassigned.

Blowout: win a complete seven-card game in exactly 1 round. Domination: win in exactly 2 rounds. Repeatable counts per style; each qualifying game adds once. A one-round win does not grant Domination. Reliable completion history can qualify; missing or ambiguous older round evidence is excluded. These celebrate outcomes, including fortunate deals.

One same-color star per win. A same-color flag represents 1,000 wins in that mode.

Your rival record

Finish a game to start your rival record.

Recorded completed games by rival and selected style
RivalGamesWinsWin %

Your G50 rank

How ranks work

Full Navy-inspired game ladder

    Forfeit this game?

    Leaving this unfinished full game records one loss against this rival. It breaks your current streak and affects your recorded win rate. Your saved personal bests and earned rewards stay yours.

    Game rules

    Meet your rival: a randomly chosen fictional steward of the cards.

    1. You and the computer each receive seven random cards from the same fifty-card deck. The other thirty-six cards sit this game out.
    2. Choose a card from your hand, then press Confirm to reveal both choices. The computer commits before you choose. It cannot see your hand or selection; it uses its own cards, public results, and initial Deal Scores only when enabled. Random always plays randomly. Probability estimates possible hands. Strategic weighs possible future outcomes; with Deal Score on it also samples possible opening hands. Visible initial scores allow both sides to deduce possible remaining cards. A one-decimal seven-card average identifies the original total, but does not reveal a chosen card.
    3. The higher number wins the match. That winning card is discarded from the game; its owner captures the lower card for the next round.
    4. Keep playing until either current hand is empty. Any unplayed cards stay with their owner—only the winning card spent in each match is discarded.
    5. Combine your retained, unplayed cards with your captures to make your next hand. A player with no captures can still continue if they have retained cards. Only a player with an empty combined hand is out; the other player wins.
    6. Every card has a unique statehood rank, so every match has a winner.
    7. A win adds one star only to the style selected when the game began: bronze for Random, silver for Probability and gold for Strategic. Each 10 wins also earns a medal, each 100 a win shield, and each 1,000 a flag. Lower trophies stay earned. Counts overlap and do not add extra wins. Existing Relaxed wins remain Bronze and existing Strategic wins become Gold.
    Leaving a game and forfeits

    Accountability starts only when seven cards are dealt and the game begins. Finding opponent / Dealing cards can be cancelled without a loss. Home or changing opponent during a game asks for confirmation. Reloading, navigating away or closing the game ends an unfinished game as a forfeited loss. If shutdown cannot save, a durable started-game record is resolved on your next visit. Returning through browser Back does not resume a forfeited game.

    Switching tabs, minimizing, temporary suspension and rules/help do not forfeit. One G50 tab owns recording at a time; close the other tab before using Try again. No inactivity timeout is used. A completed outcome is saved before reveal effects; it takes precedence over abandonment recovery.

    A forfeit counts as a played loss for its style and rival, resets the current streak and enters eligible lower-start denominators. It grants no victory rewards and removes no personal bests or earned rewards. Rank stays at its existing checkpoint until the next 50-win checkpoint. Old untracked abandoned games are not penalized. Records distinguish a forfeit from a played final round.

    Persistent storage and browser cross-tab locks are required. A start is blocked if protection cannot be saved. If saving fails later, keep the page open and retry; no browser can guarantee recovery after storage is cleared, unavailable or exhausted. This is local fairness, not tamper-resistant leaderboard security. Private profiles and different browser origins have separate records.

    G50 rank and checkpoints

    Full Navy-inspired game ladder
      Close Call and preserved Lower-start history

      Close Call is repeatable for a completed seven-card game victory whose final round began with exactly one playable card in each hand. One award per winning game, with Deal Score on or off. A final card match reached from larger hands does not qualify. Only saved final-round starting-hand evidence counts; older round totals cannot prove eligibility. Prior Lower-start wins are preserved separately in each Close Call detail panel and are never converted into Close Call awards.

      Personal-best streak and rate awards

      Each style tracks its highest known streak of 3 or more completed wins. Best win rate is the highest cumulative recorded win rate observed after at least 25 recorded completed games, strictly above 50%. Count all recorded completed games from game 1, in both Deal Score settings, including forfeited losses. After each completion, compare the exact cumulative fraction; later lower rates never remove the best. This is not a rolling window or the rank checkpoint rate. Missing individual outcomes never create invented games or losses. Original award evidence and any historical correction are explained only in badge details.