In UNO Show 'em No Mercy, the special cards are Skip, Reverse, Draw 2, Draw 4, Skip Everyone, Discard All, Wild Reverse Draw 4, Wild Draw 6, Wild Draw 10 and Wild Color Roulette. Draw cards stack, a played 7 swaps hands, a played 0 passes every hand around, and anyone holding 25 or more cards is knocked out of the round.
The game is Mattel's tougher spin on classic UNO, released in 2023, and its deck has 168 cards. If you know normal UNO, you already know the colours and numbers. It's the special cards that change everything, so let's go through them one at a time.
Every special card and what it does
| Card | What it does | Good to know |
|---|---|---|
| Skip | The next player loses their turn. | Same idea as classic UNO. |
| Reverse | Play changes direction. | In a two-player game it works much like a skip. |
| Draw 2 | The next player draws 2 cards, unless they can stack. | The smallest draw card in the stack ladder. |
| Draw 4 (coloured) | The next player draws 4 cards, unless they can stack. | It has a colour, so you can only play it on a match. |
| Skip Everyone | Every other player is skipped and you play again. | Great for chaining your own moves. |
| Discard All | You discard every card of that colour from your hand. | A big hand-shrinker when you're holding lots of one colour. |
| Wild Reverse Draw 4 | Play reverses and the next player in the new direction draws 4. | A wild, so you can play it when your colours don't match. |
| Wild Draw 6 | The next player draws 6. | Wild, and it can pass a smaller draw penalty along. |
| Wild Draw 10 | The next player draws 10. | The biggest penalty in the deck. |
| Wild Color Roulette | You name a colour. The next player turns cards over until they reveal that colour, then keeps them all. | Pure gamble: it can be nothing or a huge pile. |
The card names with numbers in them tell you the penalty. Always check the card in your hand against the printed text, because the instructions from Mattel are the final word if your group disagrees.
Stacking draw cards
This rule is the heart of the game. When someone plays a draw card at you, you don't have to take the cards right away. You can play a draw card of equal or higher value to pass the penalty on to the next player, and the total grows each time.
Here's a simple example. Someone plays a Draw 2 on you. You hold a Draw 4, so you play it. The next player now faces the bigger penalty and can stack again if they hold a draw card that's equal or higher. When someone finally can't stack, they take the whole pile.
- You can't stack a lower card on a higher one, so a Draw 2 can't answer a Draw 4.
- A draw card of the same value is allowed, so a Draw 4 can answer a Draw 4.
- Wild draw cards are the strongest answers, so save them for the moment someone has to take a big pile.
The 0 and 7 swap rules
Number cards aren't boring here. They do something:
- Play a 7: you swap hands with any player you choose. Pick the person with the fewest cards.
- Play a 0: everyone passes their whole hand to the next player in the direction of play.
These two cards can undo a plan in seconds. If you spent ages building a nice hand, a 0 from the player before you can hand it to someone else, and you'll get theirs instead. It feels harsh the first time. By the third round you'll be using it deliberately.
The Mercy Rule
The game is named after it. If you ever hold 25 or more cards, you're knocked out of the round. It's the rule that stops a pile of stacked draw cards from running on for ever, and it gives a player in trouble a clear end point rather than a slow crawl.
It also changes how you play. Instead of hoarding a huge hand, you'll watch how close each opponent is to the limit. Aiming a big draw card at a player who's already carrying lots of cards can knock them out.
How a round goes, step by step
- Everyone gets their starting cards and one card is turned over to start the discard pile.
- On your turn, play a card that matches the top card by colour, number or symbol, or play a wild.
- If you can't play, you keep drawing until you can. This is different from classic UNO, where you draw one and move on.
- If a draw card is played at you, either stack a draw card of equal or higher value or take the cards.
- Watch for 0s and 7s, which can change every hand at the table.
- Anyone who reaches 25 or more cards is out of the round. Play continues until someone empties their hand.
Because you keep drawing until you can play, a bad hand can snowball quickly. That's by design, and it's why the Mercy Rule exists.
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House rule ideas (not official)
The ideas below are house rules, meaning that they're not in Mattel's instructions. Agree on them before you start, so nobody feels tricked halfway through:
- House rule: a player who gets knocked out of a round picks the soundtrack or the snacks for the next one.
- House rule: you must say the penalty out loud when you stack, so everybody keeps count.
- House rule: a lower limit on the Mercy Rule for a quicker game with younger players.
- House rule: no stacking wild draw cards on a coloured Draw 2, for a gentler game.
If you like tweaking games, I've collected classic variations in my UNO rules and house rules guide. Playing with just two people? Try these two-player card games as well, in case you're short of players.
Away from home with no signal? There's a list of options in my free offline card games for your phone. Test any game in airplane mode first, because publishers change what works offline.
Frequently asked questions
How many cards are in UNO No Mercy?
The deck has 168 cards, according to Mattel's UNO Show 'em No Mercy instructions.
What does the Mercy Rule do in UNO No Mercy?
Anyone holding 25 or more cards is knocked out of the round. It keeps stacked draw cards from running on without end.
Can you stack draw cards in UNO No Mercy?
Yes. When a draw card is played at you, you can play a draw card of equal or higher value to pass the penalty on to the next player.
What does Wild Color Roulette do?
You name a colour, and the next player turns cards over until they reveal that colour. They keep every card they turned over.


