The paperwork

Privacy

Last updated: 28 July 2026

1

The short version

Durak is a card game, not a data business. There is no account: no email, no password, no phone number, nothing to sign up for. If you only play offline, the game itself sends nothing anywhere. If you play online, our server holds the minimum a table needs, for as short a time as each feature allows, and this page lists all of it. The only ads are rewarded videos you choose to watch, and they ask for consent first. We do not sell your data, to anyone, ever.

2

Playing offline

Everything the offline game knows lives in the app's own storage on your phone: your table name, colour and suit mark, your settings, your kopek purse and cosmetics, your stats book, an unfinished game saved so you can sit back down, and your daily puzzle scores. None of it is transmitted. Deleting the app deletes all of it.

The game makes no network calls of its own until the first time you open an online feature. The one exception is crash reporting (section 9), which starts with the app so that a crash on the very first launch can still be fixed.

3

Playing online

The first time you open an online door (quick match, creating or joining a game, the people screen), the app starts talking to our game server, which runs on Google Cloud in Frankfurt, Germany. What it holds:

  • A random install id. Created on your phone, it is the key that owns your seat and lets you rejoin a game after a dropped connection. It is sent with every online request and is never shown to any other player. Other players only ever see a scrambled public handle that cannot be turned back into the key.
  • Live games. The cards, the moves, and each seat's name, colour and mark, kept while the table lives and deleted when the game ends or the room sits empty for fifteen minutes.
  • The ranked ladder. Your public handle with a rating, season, games, wins and peak. Kept between seasons; deleted on request.
  • The people layer. Your contacts, chat messages (kept 30 days), pending invites (7 days), your friend code, and the name you last wore at a table. Blocking or removing someone deletes the conversation for both sides.
  • A push token, only if you turn notifications on (section 6).

Your block list stays on your phone by name; only the scrambled handles are sent, so matchmaking can keep you apart from people you blocked without the server keeping your list.

On same-wifi and Bluetooth tables there is no server at all: the phone that opened the table is the referee, and it holds the table's ids and names in memory only, for the life of the table. On wifi tables the phones also share their local network addresses with each other, which is how the table survives the host leaving. Nothing about a nearby game leaves the room.

Our front door keeps ordinary access logs (addresses and URLs, no ids; rotated by size), and abuse limits are counted in memory and never written down.

4

What other players, and the public, can see

People at your table see your table name, colour and suit mark. That is the whole profile.

If you host an open table, your table name, colour and mark are shown on the public list of open tables while your lobby waits, so strangers can find the seat you offered.

Sharing a match poster publishes the game: the poster carries a watch link, and the replay behind it (the deal, the moves, and the table name of every seat, with no ids of any kind) becomes visible to anyone with the link, at the moment the poster is made. If you want a shared game taken down, send the link to support@drk.gg.

5

Chat, voice notes, video circles

Nobody can message you out of the blue. A conversation only exists after both sides said yes, and the ask itself carries no text. Blocking ends it silently, both ways, and deletes what was said.

Messages expire after 30 days. Voice notes and video circles are built to disappear: the server hands a recording out at most twice and deletes the file on the way out of the second play; unplayed, it dies within 24 hours; blocking or removing the contact deletes it at once in both directions. A line spoken to the whole table plays once per listener and dies with the room, and a stranger at your table cannot hear you until they accept a one-time ask.

We do not scan, transcribe or machine-read any of it, and we say that honestly rather than pretending to moderate. What we have instead is reporting: every message and recording can be reported with a long press. The one exception to disappearing media: a reported recording is copied to a locked shelf for up to 7 days so a human can review it and act. Reports are answered within a day.

6

Notifications

Optional, and the permission is only asked at the moment it makes sense (when you invite someone, accept someone, or get called to a table). What can ring: a call to a table, a friend invite, an acceptance, a new message or recording. The notification is always a name and a fixed phrase; message content never rides in it. We never send marketing, streak reminders or come-back nudges.

Delivery runs on Google's Firebase Cloud Messaging, so Google processes the push token and the phrase in transit, and holds a technical install registration for the phone. Turning notifications off in your system settings is honoured; the dead token is dropped.

7

Ads

There is exactly one ad format in the game: a rewarded video that pays kopeks, and it only ever plays because you tapped the button that says so. No banners, no interstitials, no forced anything. There is a daily cap, stated next to the button.

Ads are served by Google AdMob. Before the first ad, consent is asked where the law requires it (the consent form in the EEA and UK, the tracking prompt on iOS), and it is asked at that moment, never at launch. If you decline, you still get an ad and it still pays; it is just not personalised. When an ad is requested, Google receives device identifiers (the advertising id where you consented), your IP address, approximate location, and how the ad was interacted with. Ad content is capped to a PG rating.

8

Purchases

Kopek packs are bought through Apple's App Store or Google Play. We never see your payment details; the store sends us an anonymous purchase id so the pack can be credited exactly once. Your purchase history lives with the store, under the store's own privacy policy. Kopeks buy cosmetics only; nothing bought affects the cards.

9

Crash reports

The app uses Sentry for crash reporting. When something breaks, it sends the technical trace of the crash, your device model, OS and app version, and a random install identifier so repeat crashes can be told apart. It also sends a small app-start ping each launch, which is how we can tell what share of sessions are crash-free. We switched IP address collection off, and none of it is linked to your name or your games.

10

The companies we use

  • Google Cloud hosts the game server (Frankfurt, Germany).
  • Sentry receives crash reports (section 9).
  • Google Firebase delivers notifications (section 6).
  • Google AdMob serves the rewarded ads, with Google's consent framework (section 7).
  • Apple and Google handle payments and app distribution under their own policies.
  • Vercel serves this website. The site is static, sets no cookies and runs no analytics; Vercel keeps standard access logs.

That is the whole list. There is no analytics SDK of ours in the app and no social login.

11

Deleting your data

Deleting the app deletes everything on the phone, including the install key itself, so whatever the server still holds can never be connected to you again.

To have your server-side records deleted (ladder standing, contacts, push token, last-seen name), email support@drk.gg. Include your friend code from the people screen if you have one; it is the easiest way for us to find your records. Shared replays carry no ids, so those we can only take down by link.

An honest note on retention: most records above expire on their own schedule, but some (the ladder, friend codes, last-seen names, push tokens) are bounded by count rather than time and are only overwritten when the shelf fills. If you want them gone sooner, that is what the email is for.

If you are in the EEA or UK: the data here is processed to run the game you asked for (contract) and to keep it working and abuse-free (legitimate interest); ad personalisation runs on consent alone. You can ask us what we hold, ask for a copy, or complain to your local data authority.

12

Children, changes, contact

The game is not directed at children under 13, and its store rating reflects the unfiltered chat and recordings between consenting players. We do not knowingly collect anything from children; we collect almost nothing from anyone.

When this policy changes, the date at the top changes with it, and anything material is called out in the app's release notes.

Questions, requests, takedowns: support@drk.gg.