UNO No Mercy rules cheat sheet
One page, every rule.
Full guide with examples: open-mercy.com/rules
Full guide with examples: open-mercy.com/rules
Setup
- Players: 2 to 20. Best with 3 to 6.
- Deck: 168 cards. The classic 108 plus 60 No Mercy cards.
- Deal: 7 cards each. The next card starts the discard pile.
- Goal: empty your hand first, or be the last player not eliminated.
Your turn
- Play one card matching the top card by color, number or symbol. Wilds go on anything.
- Can't play? Draw until you can, then play it. House rule: draw one card and move on.
Draw stacking
Hit by a Draw card? Answer with a Draw card of equal or higher value and the whole total passes to the next player. Can't stack: draw the full total and lose your turn. A +10 with a +6 on top is 16 cards.
| Official | Equal or higher only. A +4 cannot go on a +10. |
| House | Wild Draw cards (Reverse Draw 4, Draw 6, Draw 10) stack on any Draw card. Colored draws still need equal or higher. |
| Casual | Any Draw card stacks on any Draw card. |
Mercy rule
25 cards in hand at any moment and you are out.
Checked after every draw, including mid-penalty. If everyone else is eliminated, the last player left wins, even with cards in hand.
UNO call
- Call "UNO!" when you go down to one card, before the next player's turn.
- Caught not calling: draw 2 (printed rule). In Open Mercy an opponent presses CAUGHT and you draw 10.
- No call needed when one play (like Discard All) takes you straight to zero.
Scoring (optional)
- Number cards: face value. Action cards: 20. Wild cards: 50.
- +250 for each player you eliminated with the mercy rule.
- Keep a running tally across hands. First to 1000 points wins.
Two players
- Reverse acts as a Skip. Wild Reverse Draw 4: the printed rule makes you draw 4 unless you stack; Open Mercy sends the 4 to your opponent.
- 0 Rotate is a hand swap. 7 Swap has one target.
All 168 cards
| Card | Qty | Effect |
|---|---|---|
| Number 0 to 9 | 76 | Match by color or number. 0 and 7 have effects below. |
| 0 Rotate | Every hand moves one seat in the play direction. | |
| 7 Swap | Swap your whole hand with any player. Open Mercy lets you keep yours. | |
| Skip | 12 | Next player loses their turn. |
| Reverse | 12 | Play direction flips. Acts as a Skip with two players. |
| Draw 2 | 12 | Next player draws 2 and loses their turn, unless they stack. |
| Draw 4 (colored) | 12 | Next player draws 4 and loses their turn, unless they stack. Follows color matching. |
| Skip Everyone | 12 | Everyone else is skipped. You play again. |
| Discard All | 12 | Discard every card of that color at once. You choose which one stays on top. |
| Wild | 4 | Play on anything and name the next color. |
| Wild Reverse Draw 4 | 4 | Name a color, next player draws 4, and the direction flips. |
| Wild Draw 6 | 4 | Name a color, next player draws 6. Stackable. |
| Wild Draw 10 | 4 | Name a color, next player draws 10. The biggest single hit in the deck. |
| Wild Color Roulette | 4 | Next player names a color and draws until it shows up. Wilds drawn don't count. Could be 1 card, could be 15. |
Counts: 76 numbers (4 colors, one 0 and two each of 1 to 9), 72 colored action cards (6 types, 3 per color), 4 Wilds, 16 special Wilds.
Quick strategy
- Hold your +6 and +10 to answer a stack rather than to open one.
- Skip Everyone right before you go out: nobody gets a turn to stop you.
- Color Roulette is a gamble both ways. A color with few cards left in the deck hurts more.
- A 7 is a defense: swap out of a 20-card hand before the mercy rule finds you.