Privacy Policy
Speedcards keeps as little data as possible. There are no accounts, no email addresses, no passwords, and no tracking cookies. There is no database: everything the server needs to run your game lives in memory and is deleted shortly after the game ends. The few things the game does handle are described below.
Analytics
The Speedcards website uses Plausible Analytics to understand aggregate traffic, such as page views, referral sources, approximate location, browser, operating system, and device type. Plausible does not use cookies or create persistent identifiers. As part of each analytics request, Plausible receives an IP address and user agent, uses them transiently to create a daily identifier and derive aggregate fields, and then discards the raw values. See Plausible's data policy for details.
Data stored on your device
Speedcards stores a few things in your browser's local storage: your display name, sound and input preferences, bot difficulty, and whether you've enabled reduced motion. Your preferences stay on your device. Your display name is sent to the server only when you join a multiplayer game, so your opponent can see who they're playing. It is held in the game server's memory for your game session and the short retention window described below; the game server never writes it to logs or to disk.
During an active game, a game identifier and a reconnection token are stored in your browser's session storage. They allow you to rejoin a game if you accidentally close the tab or lose connection, and are cleared automatically when you close the tab.
Game connections
Multiplayer games use a real-time WebSocket connection between your browser and the game server. The server processes game actions (card plays, stalemates, pauses) and sends game state updates to both players. Game state — the cards, display names, and reconnection tokens — exists only in the server's memory. After a game ends it is kept for at most fifteen minutes so you can reconnect or start a rematch, then deleted.
To prevent abuse, the game server keeps your connection's network address in memory to limit how many game rooms can be created from one network. The game server holds addresses only in memory — it never writes them to disk or logs, and never shows them to other players — as part of active room and rate-limit state, and removes them during later limiter cleanup or when the server restarts.
The game server writes basic operational logs (connections, games starting and ending) using random game and connection identifiers. These logs contain no display names and no players' network addresses.
Third parties
Speedcards has no ads and does not use advertising or cross-site behavioral trackers. Plausible processes the limited website analytics information described above. The Cinzel font is hosted by Speedcards and loads from the same site rather than from a third-party font service.
Last updated: August 7, 2026.