Egyptian War Card Game
What is Egyptian War?
Egyptian War is the fast, slap-driven cousin of classic War. You may also hear it called Egyptian Ratscrew, Egyptian Rat Slap, or simply ERS — the same game travels under several names. Players take turns flipping cards onto a shared center pile, and two things win cards: face-card challenges and slapping.
Face cards and aces act as demands for payment. When one appears, the next player must answer with a face card of their own within a set number of flips or surrender the whole pile. Slapping is the equalizer: certain combinations — doubles above all — let any player slap the pile and claim everything in it, even a player who has already run out of cards. Quick eyes and quicker hands matter far more than the shuffle, which is exactly why so many people graduate to Egyptian War once classic War starts feeling automatic.
Dealing and play
Deal the entire 52-card deck one at a time, face down, until every player has a stack. Players may not look at their cards — as in classic War, the deck stays hidden and the order of the cards is the luck of the deal.
The player to the dealer's left begins by flipping their top card onto the center of the table, turning it away from themselves so they do not see it before anyone else. Play continues clockwise, each player flipping one card in turn onto the growing center pile. Nothing else happens until a face card or ace appears, or a slappable combination lands — and then the pile is suddenly up for grabs. The winner of a pile adds it face down to the bottom of their stack and leads the next flip.
Face-card challenges
When a player flips a face card or an ace, the next player is challenged: they must flip a face card or ace of their own within a fixed number of chances.
- Ace: four chances
- King: three chances
- Queen: two chances
- Jack: one chance
If the challenged player turns up a face card or ace within their allowance, the challenge immediately passes to the next player with a fresh count based on the new card. If they flip nothing but number cards and run out of chances, the player who laid the challenge takes the entire center pile. These chains of challenge and counter-challenge are where most cards change hands, and a single ace at the right moment can swing a huge pile.
Slap rules
Slapping is what separates Egyptian War from every politer member of the War family. When a slappable combination appears, any player may slap the center pile, and the first hand down wins every card in it — even a player with no cards left can slap back into the game.
Doubles are the universal slap: two cards of the same rank in a row, like two 9s or two kings. Most tables add some popular extras:
- Sandwiches: a pair separated by one card, such as 7-Q-7
- Top-bottom: the newest card matches the first card of the pile
- Runs of three: three consecutive ranks in either direction, such as 4-5-6
House rules vary from table to table, so agree on the slap list before dealing. False slaps usually cost cards — paying one or two to the bottom of the pile is standard — which keeps trigger-happy hands honest.
Egyptian War vs classic War
Classic War is pure luck. The deck order decides everything, no one makes a choice, and nobody ever slaps anything — the outcome is settled the moment the shuffle ends. That makes it a perfect first card game for young kids, but there is nothing to get better at.
Egyptian War adds genuine skill. Fast pattern recognition wins piles, steady nerves avoid false-slap penalties, and timing your slap against quicker opponents is a learnable edge. It also keeps everyone involved: in classic War you are out when your cards run out, while in Egyptian War a well-timed slap can resurrect an eliminated player.
If you are teaching the games, start with classic War to learn the ranks and the flipping rhythm, then move to Egyptian War when reflexes are ready. You can play classic War right here on this site, and the rules page covers every tie-battle detail.