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.

UNO® and UNO Show 'Em No Mercy® are trademarks of Mattel, Inc. This is an independent reference. Open Mercy is our free browser game built on this ruleset, not affiliated with or endorsed by Mattel.
On this page
  1. Deck composition
  2. Number cards (and the two weird ones)
  3. Colored action cards
  4. Wild cards
  5. Interactions worth knowing

Deck composition

168 cards against a classic deck's 108. The extra 60 are what make hands spiral.

GroupCardsCount
Number cards0 once per color, 1–9 twice per color76
Colored actionsSkip, Reverse, Draw 2, Draw 4, Skip Everyone, Discard All — three of each, per color72
Plain WildChoose a color, no penalty4
Special WildsWild Reverse Draw 4, Draw 6, Draw 10, Color Roulette — four of each16
Total168
Draw 4 is a colored card here. In classic UNO the Draw 4 is always wild. In No Mercy there is a colored Draw 4 in each suit and a Wild Reverse Draw 4. That is why +4s appear so much more often.

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.

Direction matters. Play a Reverse first and the hands travel the other way. If the player about to receive your 22-card disaster is upstream, flip direction before dumping it.

7 — Swap hands

Play a 7 and choose any opponent to swap entire hands with. Eight exist — two per color.

The single best comeback card. Nothing else in the deck turns a losing hand into a winning one in one move. Hold one when you are drowning, and watch whoever is down to two cards.

Colored action cards

Three of each, in each of the four colors — twelve copies of every type.

CardEffectIn deck
SkipNext player loses their turn. In a two-player game, you play again.12
ReverseFlips 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 EveryoneAll other players are skipped; the turn returns to you.12
Discard AllDiscard 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.

It can win the round outright. If a Discard All empties your hand, you win — and you do not need to have made the last-card call first, because there was never a moment where you held exactly one card.

Wild cards

Twenty in total. Playable on anything (subject to stacking rules when a draw stack is live).

CardEffectIn deck
WildChoose the color. No penalty.4
Wild Reverse Draw 4Next 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 RouletteChoose a color; the next player draws until they hit it.4
Color Roulette has no fixed cost — and no draw value. Its victim might draw two cards or fifteen; there is no cap short of the deck running out. Because it carries no draw value it can neither be played onto an active draw stack nor be stacked upon. It is the one card whose damage you genuinely cannot predict, and the fastest route to a 25-card elimination.
Wild Reverse Draw 4 is worth more than its +4. Flipping direction sends an accumulating stack back where it came from. Its stacking value is 4 though, so it cannot answer a +6 or +10 — see the stacking guide.

Interactions worth knowing

Does the top card of a Discard All apply its effect?

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.

Can Color Roulette be played onto a draw stack?

No. It has no draw value, so it can't join a stack, and nothing can be stacked onto it either.

Do I call the last-card warning if a 7 swap leaves me on one card?

Yes. However your hand reached one card, the call applies. In Open Mercy the button reads MERCY!

What happens if the draw pile runs out mid-penalty?

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.

Which card is most dangerous to hold?

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.

More guides: Stacking rules · Playing with a regular deck · Full rules

See them in play

All 168, dealt for real. Free, no download, no login.