Social Casino

How to play Card Clash

Card Clash is a quick 1v1 card battle, a Blibzz Original. You and your opponent each hold four cards from one shared deck, pick one in five seconds, and both flip at once. The stronger card attacks and scores. Three rounds of five clashes make a match, and the most points wins. Play Revealed, where you see your cards, or Blind, where every card stays face down. Entry fees run from 100 to 10,000 coins and the winner takes the pot; practice against Blib Bot is free.

The aim

Score more points than your opponent over 15 clashes. The deck is 52 cards and two Jokers, shuffled once and shared by both of you for the whole match.

Card strength runs 2, 3, 4 and up to 10, then J, Q, K and A, and the Joker beats everything. Suits never matter. Equal strength is a tie, and so are two Jokers.

After each clash both cards go to the discard pile, and you each draw one card from the deck into the empty slot.

Points

The fifth clash of every round counts double: 20 for a win, 10 for a Joker win, 30 for an upset. The clash panel shows FINAL ×2 when it comes up.

  • Win: 10 points
  • Win with a Joker: 5 points (the Joker can't lose, but it's worth half)
  • Upset, a 2 beating an Ace with no Boost on either: 15 points
  • Tie or loss: 0

Boosts and the clock

You get two Boosts every round. A Boost adds 3 to the strength of the card you play, never past an Ace, and it never beats a Joker. It isn't offered on an Ace or a Joker, and you can use one per clash. Your opponent only sees it at the reveal. Unused Boosts don't carry over to the next round.

A boosted card keeps its own rank, so a boosted 2 is no longer an upset card.

If the five seconds run out, the card you highlighted is played, without a Boost. With nothing highlighted, your weakest card is played.

The match and the modes

Points carry over through all three rounds, and the most points after clash 15 wins. If the scores are level it goes to sudden death: each player gets one Boost, and the first clash with a winner takes the match. Ten sudden-death clashes in a row without a winner make it a draw.

Revealed: you see your four cards, and you can remember what's been played. Blind: every card stays face down, yours too, and you pick one by its place. It's pure luck. A Boost spent on a card that turns out to be an Ace or a Joker comes back to you, and if time runs out the card you highlighted is played, or else one at random.

Using the controls

Tap a card to highlight it, then LOCK IN CARD, or tap it again. You can change your mind until you lock in; once you do, you play it. Tap BOOST before you lock in to boost that card. On a computer: 1 to 4 or ← → to pick, B for Boost, Enter to lock in.

Quick match: choose a mode and an entry fee of 100, 500, 2,500 or 10,000 coins. You're paired with someone who chose the same mode and fee; if nobody is free within 12 seconds, a Blibzz house player takes the seat, with the house putting up its fee. Both fees go into the pot as the match starts, and the winner takes it.

Play with Friends: host a match, Revealed or Blind, at any of those fees or as a friendly with no fee, and invite friends or send them the code or link. Practice against Blib Bot is always free and earns no XP.

A draw, a match that ends before its first clash is over, or a server restart hands both fees back. Leaving a match, or staying disconnected for 25 seconds, counts as a loss. The Blibzz server shuffles, deals and keeps both picks secret until both are in; you get the shuffle's fingerprint at the start and its seed at the end.

Tips

  • Save something strong for clash 5, where the points double.
  • There are two Jokers in the deck. Once both have been played, an Ace can only lose to a 2.
  • Hold on to a 2 when you expect your opponent to play an Ace. An upset is the biggest single score in the game.
  • Highlight a sensible card early. If the clock runs out, that's the one you play.
  • Practise against Blib Bot for free until the five seconds feel comfortable, and only pay entry fees you're happy to lose.

Glossary

Clash
One pick each, both flipped at once. Five clashes make a round.
Upset
A 2 beating an Ace, with no Boost on either card. Worth 15 points.
Boost
+3 strength for the card you play. Two every round.
Final clash
The fifth clash of a round, which scores double.
Sudden death
Extra clashes after a level score: the first one with a winner ends the match.
Pot
Both players' entry fees. The winner takes it.

Play Card Clash free · Card Clash game page