Every Card, Explained All 168 of Them
What each card actually does, how many of it exist in the deck, and the interactions that catch people out. Counts below are the exact deck composition we deal.
Deck composition
168 cards against a classic deck's 108. The extra 60 are what make hands spiral.
| Group | Cards | Count |
|---|---|---|
| Number cards | 0 once per color, 1–9 twice per color | 76 |
| Colored actions | Skip, Reverse, Draw 2, Draw 4, Skip Everyone, Discard All — three of each, per color | 72 |
| Plain Wild | Choose a color, no penalty | 4 |
| Special Wilds | Wild Reverse Draw 4, Draw 6, Draw 10, Color Roulette — four of each | 16 |
| Total | 168 |
Number cards (and the two weird ones)
Most numbers are inert — match color or value and move on. Two are not.
0 — Rotate all hands
Every player passes their entire hand to the next player in the current direction of play. Four of these exist, one per color.
7 — Swap hands
Play a 7 and choose any opponent to swap entire hands with. Eight exist — two per color.
Colored action cards
Three of each, in each of the four colors — twelve copies of every type.
| Card | Effect | In deck |
|---|---|---|
| Skip | Next player loses their turn. In a two-player game, you play again. | 12 |
| Reverse | Flips direction. With two players it acts as a Skip. | 12 |
| Draw 2 (+2) | Next player draws 2, unless they stack. | 12 |
| Draw 4 (+4) | Next player draws 4. Colored, so it must match color to be played — no challenge rule. | 12 |
| Skip Everyone | All other players are skipped; the turn returns to you. | 12 |
| Discard All | Discard every card of that color from your hand at once. | 12 |
Skip Everyone, in practice
You play again immediately. Two in a row is a free double-turn, and chaining one into a Discard All is the fastest legal way to empty a hand. With only two players it is just a Skip.
Discard All, in practice
Every card of that color leaves your hand at once. The important part people miss: the card you place on top still fires its own effect. If your red pile contains a red Draw 4, you can finish the dump with that on top and the next player faces a +4. When several of your cards could go on top, you get to choose which.
Wild cards
Twenty in total. Playable on anything (subject to stacking rules when a draw stack is live).
| Card | Effect | In deck |
|---|---|---|
| Wild | Choose the color. No penalty. | 4 |
| Wild Reverse Draw 4 | Next player draws 4 and direction flips. | 4 |
| Draw 6 (+6) | Next player draws 6. | 4 |
| Draw 10 (+10) | Next player draws 10. The deck's heaviest single hit. | 4 |
| Color Roulette | Choose a color; the next player draws until they hit it. | 4 |
Interactions worth knowing
Yes, and you choose which of your matching cards goes on top. Finishing on a draw card passes a penalty along; finishing on a Skip Everyone gives you another turn.
No. It has no draw value, so it can't join a stack, and nothing can be stacked onto it either.
Yes. However your hand reached one card, the call applies. In Open Mercy the button reads MERCY!
The discard pile is reshuffled (minus its top card) and the draw continues. If there genuinely aren't enough cards left, a Color Roulette that can never resolve simply ends — the victim keeps what they drew and play moves on.
None of them — holding cards is the danger. Elimination triggers at 25 cards, so every card you keep for a future combo is a step toward the limit.
See them in play
All 168, dealt for real. Free, no download, no login.