UNO No Mercy Draw 10 Card: What It Does, Can You Stack It
The Draw 10 is a wild card in UNO No Mercy. You play it on anything, name a color, and the next player draws 10 cards and loses their turn unless they stack a draw card of equal or higher value on top. On the printed rules only another Draw 10 qualifies. There are four in the 168-card deck.
What the card does and how many are in the deck
The Draw 10 has no color. On a normal turn it goes on any card, and when you play it you name the color that play continues in. The next player then faces a draw stack of 10: they add a draw card of their own or tap the deck, take all 10, and lose their turn.
There are four Draw 10s in the 168-card deck, which makes it the rarest draw card in the game. Every colored draw card has twelve copies.
| Draw card | Draw value | Wild? | In deck |
|---|---|---|---|
| Draw 2 | 2 | No, colored | 12 |
| Draw 4 | 4 | No, colored | 12 |
| Wild Reverse Draw 4 | 4 | Yes | 4 |
| Draw 6 | 6 | Yes | 4 |
| Draw 10 | 10 | Yes | 4 |
When you can play it
On a normal turn. Any time no draw stack is live. A wild matches everything, so the color and symbol on top do not matter. It is never the opening card: a wild turned over at the start goes back in and the deck is reshuffled.
On a live stack. Always. A draw card joins a stack when its value is equal to or higher than the card on top, and nothing is higher than 10. So a Draw 10 answers a Draw 2, Draw 4, Wild Reverse Draw 4, Draw 6 or another Draw 10, in every stacking mode.
What happens next
Stacking onto a Draw 10
On the official equal-or-higher rule, the only card that can go on top of a Draw 10 is another Draw 10. A Draw 6 is lower. A Wild Reverse Draw 4 counts as a 4, so it cannot bounce the stack back. Open Mercy's two looser modes change the answer:
| Stacking mode | Can answer a Draw 10 | Cannot |
|---|---|---|
| Official | Draw 10 | Draw 2, Draw 4, Wild Reverse Draw 4, Draw 6 |
| House | Draw 10, Draw 6, Wild Reverse Draw 4 | Draw 2, Draw 4 |
| Casual | Any draw card | Nothing |
House mode lets any wild draw card onto any stack, which is why the Draw 6 and Wild Reverse Draw 4 appear there. Colored draw cards stay strict outside casual.
Stacking a Draw 10 onto other draw cards
Legal on all of them. Marcus plays a Draw 4 at Jo. Jo answers with a Draw 10 and names green. The stack is now 14, and Sam, next in line, needs a Draw 10 of his own or draws 14.
Who draws
Whoever cannot answer draws the whole total and their turn ends. They cannot play a card afterwards, even if one they just drew would have been legal. There is no declining and no cap.
Edge cases and the mistake people make
Elimination mid-draw. Any player who reaches 25 cards is out, and the count is checked after every card. A Draw 10 on a player holding 16 ends them on the ninth card; the tenth is never drawn. Their hand goes to the discard pile and the game carries on without them.
The deck runs out. The discard pile, minus its top card, is reshuffled and the penalty carries on. If there still are not enough cards, the draw stops and play moves on.
A Draw 10 as your last card. In Open Mercy the round ends the moment your hand is empty, so the 10 is never collected. If it leaves you on one card, call MERCY! as after any other card.
How it differs from regular UNO
Classic UNO has no Draw 10. Its heaviest card is the Wild Draw 4, and the printed classic rules do not allow stacking, so the player it lands on draws 4 and loses their turn. In No Mercy the same hit is 10, and it can be passed on.
The classic Wild Draw 4 also comes with a condition: officially you may only play it when you hold no card matching the current color, and the next player can challenge. The Draw 10 has neither. Play it whenever you like.
Scoring is the same as for any wild: if someone else goes out while a Draw 10 is in your hand, it is worth 50 points to the winner.
Strategy
- Hold it until it ends something. On an empty stack against a short hand, 10 cards is a setback. Against a player on 15 or more, it is the end of their game.
- It is your only answer to a Draw 6. On official rules nothing else goes on a 6 or a 10, so spending it early leaves you with no defense.
- Count to four. Once three Draw 10s have been played, nobody can answer yours on official rules.
- Name the color you hold most of. The victim passes the turn, so your color is what the player after them has to match.
- Mind your own count. Every card you keep is a step toward 25, and a Draw 10 is still a card.
Frequently asked questions
Four. The 168-card deck has 4 Draw 10s, the same as each other special wild. Compare that with 12 colored Draw 4s and 12 Draw 2s, so a Draw 10 turns up far less often than the smaller draw cards.
Yes, in both directions. A Draw 10 can go onto any live draw stack, because 10 is the highest draw value in the deck. Stacking onto a Draw 10 is harder: on the official equal-or-higher rule only another Draw 10 can follow it.
Yes. It has no color of its own, so you can play it on any card when no stack is live, and you name the color the next player has to match. The Draw 4 in this deck is colored and has to match.
Yes. The Draw 10 is worth 10 and the Draw 4 is worth 4, so it is equal or higher and legal in every stacking mode. The stack becomes 14. A Draw 4 on a Draw 10 is not legal on official rules.
You are eliminated. The mercy rule removes any player who reaches 25 cards, and it applies mid-draw. From 20, the fifth card puts you on 25 and you are out at that moment. The other five are never drawn.
Deal one for real
Pick a stacking mode, share a room code, and see what a Draw 10 does to a table. Free, no download, no login.