WARD: Establish Dominance Ward


What is Ward? - How to Play - Styles of Play - Gallery - Order a Deck


 

What is WARD?

Ward is a robust card game for two players. To the beginner, Ward appears to be a combination of "Rock, Paper, Scissors" and the card game "WAR", but on closer inspection, offers far more. With no known way to secure absolute victory, playing Ward becomes a purely socio-recreational pursuit, an indulgence of the idle that virtually always ends in a draw; Ward is a delightful way to spend an afternoon in pleasant company, sipping libations.

In the game of Ward, two players face off in a battle of wits to establish total dominance through three core species -- Hippo (H), Hyena (Y) and Lion (L). These core animals can ward one another off in a consistent fashion: Hippos ward off lions, but are warded off by hyenas, and lions can ward off hyenas but not hippos. The 'wild card' in the deck is the Statesman (S), a capybara of great standing capable of warding off any beast. But be careful when throwing (playing) the Statesman: a faceoff between opposing Statesmen leads to a draw and immediate cessation of play!

Ward is among the more full-throated and ruddy card games for two players. Like its simpler cousin OIL, Ward was typically reserved for the very rich and idle until inflation made the historically constant price of $40.60 per deck affordable to a broader audience. In the early days of the twentieth century, only the very wealthy could justify a purchase of a Ward deck -- and even today, to be seen playing Ward is to make a statement. Ward is neither the cheapest, nor the simplest card game available, requiring a precision-crafted custom deck of sixteen robust picture cards. Its size make the Ward deck well suited for a weekend bag, alongside a couple of Trollopes and a box of snuff.

Got $40.60?
Ward Photo Gallery
Ward photo gallery

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How to Play

Hippo (H) Lion (L) Hyena (Y) Statesman (S)

The Ward deck comprises sixteen large-format cards: four Statesmen (S), and four each of lions (L), hyenas (Y) and hippos (H). These cards are shuffled and divided equally among the two players. The basic structure of the game allows each player to view the cards in his hand before selecting one for play (called 'throwing' a card). Both players must throw at the same time. Of the two cards thrown in the toss, one will be able to successfully ward off the other; this is considered the high card, and the player who threw this species wins that toss. The winning player captures the other card, and can return BOTH cards to his collection. The only exceptions to this manner of play are:

  • When identical cards are thrown, neither is a winner and both cards are moved to a separate pile (often called "Genesis").
  • When a Statesman (S) is thrown against any other card, the draw pile (Genesis) is claimed by the player who threw the Statesman and won the toss, BUT the Statesman thrown must remain behind to seed the new Genesis pile. Thus, the winning player claims the captured core species card (H/Y/L), but also discards his Statesman while claiming the contents of Genesis, if any.
    Note - In the event that Genesis is empty when the Statesman is thrown, no pile of cards can be won -- this is generally considered a waste of the Statesman, and is called tossing a 'dry bone.'
  • When two Statesmen (S) are thrown simultaneously, the game ends in an immediate draw. It is traditional to 'cool down' by playing a hand of OIL before resuming Ward play.
  • When one player offers a draw, which can occur at any time, such as when drinks need to be refreshed. Such offers are normally accepted and followed by a hand of OIL.

A winner is declared:

  • When one player holds all playing cards
A quick glance at the mode of play will assure the reader that, since Statesmen must be surrendered to Genesis when played against anything else, and the game ends when Statesmen are played against themselves, that there is no currently known way to control either all four Statesmen, or all cards (except in the rare case of shooting the hippo, outlined below -- where all four statesmen are dealt to one player at the outset). For this reason, the game of Ward typically ends with either an offered or forced (double Statesman play) draw.

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Styles of Play

Traditional Ward - Texas Two-Card - Continental Ward - Southpaw Ward

Traditional Ward

Traditional Ward conforms to the established rules of basic play, outlined above. There are no limits to the number of tosses, or which cards may be used. The game continues until a draw is offered or two Statesmen are played simultaneously. When one player completely runs out of cards, he will normally offer a draw. (The opposing player is normally not in control of all cards, since some often reside in Genesis. If this player DOES control all cards -- meaning, no Statesmen were ever played and no ties ever occurred -- then he has won.) As you can imagine, a straight win rarely occurs, since as soon as a tie is thrown, or a Statesman is played, the possibility of a win vanishes. A true win in traditional Ward is therefore both highly unlikely, and highly prized.

SHOOTING THE HIPPO

  • Because the deck is split equally between players, each player has eight cards. A win can only occur if one player is dealt all four Statesmen at the beginning of the game. If this player then never throws a Statesman, he has the chance of capturing all his opponent's cards, provided no ties are thrown. If ties are thrown, the cards fall into Genesis, Statesmen are required to recover cards from Genesis, and the possibility of a win disappears. Being dealt all four Statesmen, never playing them, and capturing all eight opposing cards without ever throwing a tie is the prized true win in Ward, called Shooting the Hippo. The odds of shooting the hippo are roughly one in one hundred thousand. On the archaic fifty-two card "Pakenham" Ward decks, odds were roughly one in forty-one trillion.

STRATEGY (TRADITIONAL WARD)

  • If you are dealt a hand containing all four Statesmen, do not throw a Statesman until a tie has occurred, and there is no chance of a true win.
  • If you are dealt no Statesmen, you can avert a win by your opponent by attempting to force a tie throw. A popular strategy for this is throwing the same card again and again until a tie comes up, thereby populating Genesis and forcing an eventual draw.
  • If you are dealt between one and three Statesmen, play them at will since there is no possibility of a win. This happens the majority of the time in Traditional Ward, and is seen as the core of true Ward play.

Texas Two-Card

Like Traditional Ward, the Texas-Two Card style conforms to the established rules of basic play, outlined above. The main difference in Texas Two-Card is that each player is dealt only two cards from the deck, and throws one to play a single toss. The winner of this single toss is declared the winner of the game. Should the toss result in a tie, the second card is thrown. If this too results in a tie, or if two Statesmen are thrown, a draw is declared. The game can simply be repeated until a winner is named. Texas Two-Card is a very short and sudden game; often a winner is declared almost instantly. For this reason, it is favored by executives for use in decision-making situations.

Continental Ward

The Continental style differs from Traditional Ward in that a score is kept, and some limit is placed on the game -- either a limit on the number of throws, or a time limit. The game still can, and frequently does end in a draw; either because two Statesmen are thrown, or one player offers a draw. Failing this, however, the game does have an end point, and when that point is reached, the player who has won the majority of the throws is declared the winner. If the number is equal, a tiebreak Ward throws ensue until a winner is named.

Southpaw Ward

The Southpaw style indicates that all throws are executed with the left hand. Southpaw can otherwise conform to any existing, approved style of Ward (Traditional, Texas Two-Card or Continental).

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Photo Gallery

Founders of Ward

The creators of Ward (undated historical photo):
Founders of Ward
MRS MRG

Making a Deck

To this day, all Ward decks are painstakingly hand-crafted using the finest materials, and the most skilled craftsmen available. It can take a full day to produce one robust deck of Ward cards. Here, we offer an exclusive glimpse inside the Ward production studio, where a master craftsman can be seen carefully assembling the deck.

On the wall in the background, the Annals of Ward are visible; these priceless volumes contain the accumulated knowledge of centuries of Ward play and craftsmanship, and are closely guarded by the Ward Society. Notice, in the final image, the craftsman throws a toss with the newly completed deck. No handcrafted deck is sold before being tested for smooth delivery, robust feel and proper play characteristics. In this instance, a Hippo was thrown -- the sign of a particularly ruddy deck.

Making a Deck
A look inside the Ward production studio
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Taking Delivery

Receiving a new Ward deck is a time for celebration; receiving your FIRST Ward deck is a pivotal moment in anyone's life, a rite of passage from faceless, plebian poker player to rarified, robust Ward thrower. We followed one freshly produced Ward deck (sold at the historically constant price of $40.60) to its new owner. This is her first Ward deck.

All Ward decks arrive in a signature bag, with an incredibly robust steel clip clamping the deck. A carefully-placed hole in the clip handle allows for wall-mounting and ready access to Ward. Instantly, the velvety backing and smooth laminated fronts of these robust cards is evidence of their ruddiness.

Taking Delivery
We follow a robust deck to its new home
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Order Ward

Never mass-produced, Ward decks are robust, velvety, handcrafted works of art!

To request a deck or for more information, please e-mail adehmarvellous@hotmail.com. Ward decks make the perfect gift!

Got $40.60?
Ordering Information
One Ward Deck (sixteen robust, velvety-backed cards) $40.60
Ten Ward Decks $406.00
One Hundred Ward Decks $4060.00
One "Pakenham" Ward Deck (fifty-two robust cards)
Four Statesmen (S), sixteen each of Hippo (H), Lion (L) and Hyena (Y)
$131.95
Custom Printed Deck (your name on reverse of every card) ADD $40.60 per deck
Corduroy-backed Deck (the most robust!)
One of a kind, handcrafted. Each card backed with wide-wale burgundy corduroy
$400.60
Ward Society Membership (twenty-month membership) $40.60
Ward Society Membership (lifetime) $406.00
Shipping and handling (USPS Priority) ADD $4.06 per deck

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This page created November 2 2003. Last update, November 6 2003. All content © 2003 M.R.S.

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