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Last Card Standing hero — neon green title with action cards (Stack +4, Reverse All, Skip Next, Block Next Player, Wild +4) flying through the frame and the tagline ONE CARD. OUTLAST THEM ALL.
Play now → Friend match
shedding card game 108-card deck browser card game free HTML5 game action cards multiplayer real-time chat stacking rules no-mercy mode jump-in custom decks replay-validated no install mobile-friendly
Genre
Shedding card game / multiplayer card game
Platform
Any modern web browser (desktop, tablet, phone, foldable)
Deck
108 cards · 4 colors × (0–9 + skip + reverse + draw-2) + 4 wilds + 4 wild-draw-4s
Players
2–5 (you + 1–4 humans / AI) · solo or live multiplayer
Modes
Solo vs AI · Friend match (live WebSocket) · custom rule combos
Controls
Click cards, or D draw · Space pass · U Last! · 1-9 hand-position
Price
Free

One Card. Outlast Them All.

Last Card Standing is a 108-card shedding game built around one simple promise: shed every card in your hand before anyone else does. Match the top card by color or rank. Drop a wild to flip the table. Land an action card to ruin somebody's turn. When you're down to one, call Last! — forget and the next player calls you out for a 2-card penalty.

You can play casually against AI bots, or grab a friend (or four) and run a live match over a real-time WebSocket. The deck and ruleset are public-domain mechanics; the game is trademark-clean and 100% original code. Free, no signup, no install, no ads.

Action cards

Skip

Next player loses their turn. Same color/rank to follow up; only counters with another skip if stacking is on.

Reverse

Flips the direction of play. In 2-player matches it acts like a skip.

Draw 2

Next player draws 2 and skips their turn. Stack with another draw-2 to compound the pain (rule-toggle).

Wild

Pick any color to set as the new active color. Always playable.

Wild Draw 4

Pick a color AND make the next player draw 4 + skip. Stack with another wild-draw-4 for a full-table reset (rule-toggle).

Last! call

Hit U or the on-screen button when you go down to one card. Miss the call and any other player can flag you for a 2-card penalty.

Custom rules. Max chaos.

Toggle individual rule modules to remix the game. Each unique combination becomes its own leaderboard, so a vanilla run never competes against a max-chaos run.

StackingStack draw-2s and wild-draw-4s to pass the penalty up the chain. Last to fold draws everything.
Draw PenaltyIf you can't play, you draw until you can. No "draw one and pass" coasting.
Steal CardsThe Last!-call winner takes one card from each opponent before the next round.
No-Mercy ModeRound winner gets bonus points for every action card in opponents' hands.
Jump-inHold an exact-match card? Slap it down out-of-turn to seize the lead.
Custom DecksSub in extra wilds, double-skip cards, or themed numeral packs for variety.

How a round plays

Each player is dealt 7 cards. The top of the draw pile is flipped as the starting active card. Play moves around the table; on your turn you must either match the top card (by color or rank), play a wild, or draw. Action cards trigger immediately when played. The first person to empty their hand wins the round and scores the point value of every card in everyone else's hand. Numerals score face value; action cards score 20; wilds score 50.

A run is however many consecutive rounds you choose to play before stopping. There's no fixed round count, no 500-point finish line — when you're done, hit Cash out and your accumulated points lock in as your leaderboard score for that ruleset.

Solo vs AI

Pick 2, 3, or 4 AI opponents at run-start. Each AI is one of three deterministic archetypes (rookie / steady / shark) with distinct card-prioritization heuristics. Solo runs are seeded — the same seed produces the same shuffle and the same AI decisions every time, which means the server can replay your entire run from the recorded action stream and validate the score byte-for-byte.

Live multiplayer with friends

Open the friend tab in the lobby, host a match, share the 8-character invite code (or send a DM friend invite). The Workerman PHP WebSocket service drives every play — server is authoritative on whose turn it is and what's been played, so no client can fabricate a move. Empty seats fill with real DB-backed *_bot user accounts, so kicked players' seats keep playing instead of stalling the table.

Match chat is shared with the rest of the site's chat infrastructure — emoji reactions, history, edits all work the same as the main lobby. The host can kick mid-match (the kicked seat converts to a bot and the table keeps going).

Replay-validated scoring

Mulberry32 PRNG, bit-identical between the JS client and the PHP validator, drives the shuffle and every AI decision. The full action stream is logged with timestamps; on submit the server replays everything against the seed and rejects any run whose score doesn't match the simulator. The active AI version is stamped on the run row so old replays still validate after AI tuning.

Controls in full

Privacy / signup

No account required for solo. Friend matches need a registered handle so invites can route to a stable user_id. No tracking pixels, no analytics SDK, no third-party scripts, no payment processor anywhere on the site.

Play Last Card Standing → All games