My paper ["Cycles in War"][1] addresses this question, too. I was interested in characterizing the kinds of cycles that can occur. In other words, what does the structure of a cycle in War actually look like? I simplified the problem by assuming that wars are not possible (i.e., the cards have a strict ranking from 1 to *n*, where *n* is the number of cards in the deck). Even in this simpler version I found it difficult to characterize all of the cycles. However, in the case that the winning card goes to the bottom of the winning player's deck before the losing card, I was able to find a way to construct a deal of an $n$-card deck that cycles, for any $n$ that is not a power of 2 or three times a power of 2. For example, the following deal of a 52-card deck cycles. <pre><code> 26 46 1 7 8 27 9 28 29 47 2 10 11 30 12 31 32 48 3 13 14 33 15 34 35 49 16 36 17 37 38 50 4 18 19 39 20 40 41 51 5 21 22 42 23 43 44 52 6 24 25 45 </code></pre> It takes over 30,000 battles for the deck to return to this ordering. The mathematical argument for why this deal cycles is in the paper<strike>, which has been accepted for publication by the journal *Integers* but has not appeared in print yet</strike>. Among other things, the re-loading rules do make a difference, as other people have already noted here. Also, given that characterizing cycle structures when wars are not possible turns out to be difficult (or, at least, I found it so), one should expect that characterizing cycles in the standard version of the game in which wars are possible would be even more difficult. Edit: The paper has now been published on the *Integers* web site, in the games section, as [Vol. 10][2], Article G2, 2010, pp. 747-764. [1]: http://math.pugetsound.edu/~mspivey/War.pdf [2]: http://www.integers-ejcnt.org/vol10.html