Gin Rummy Uno All Wild
Players 2 players 2-10 players
Age 10+ 7+
Duration 15-30 min 15-30 min
Category Card Games Card Games

Objective

The goal of Gin Rummy is to be the first player to arrange all (or most) of your cards into melds — either sets of matching cards or runs of consecutive cards in the same suit.

You score points by having less deadwood (unmatched cards) than your opponent. The first player to reach 100 points across multiple rounds wins the game.

Objective

Be the first player to get rid of all your cards. When you play your second-to-last card, you must shout "UNO!". If another player catches you not saying it before the next player takes their turn, you draw 2 cards as a penalty.

In tournament play, points are scored when a player goes out. The first player to reach 500 points wins the game.

Setup

Gin Rummy is played with a standard 52-card deck (no jokers). To set up a round:

  1. Shuffle the deck thoroughly.
  2. Deal 10 cards to each player, one at a time.
  3. Place the remaining cards face down in the center to form the stock pile.
  4. Flip the top card of the stock pile face up next to it to start the discard pile.
  5. The non-dealer decides whether to take the face-up card or pass. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock pile and play begins.

Setup

The Uno All Wild deck contains 112 cards — and every single one is a wild card! To set up:

  1. Shuffle the entire deck thoroughly.
  2. Deal 7 cards to each player.
  3. Place the remaining deck face down to form the draw pile.
  4. Flip the top card of the draw pile to start the discard pile.
  5. If the first card is an action card, its effect applies to the first player.

Card Values

Each card has a point value used for calculating deadwood:

  • Ace — 1 point
  • Number cards (2–10) — Face value (e.g., a 7 is worth 7 points)
  • Jack, Queen, King — 10 points each

The total point value of your unmatched cards (deadwood) determines when you can knock and how the round is scored.

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How to Play

Players alternate turns. On each turn you must:

  1. Draw one card — Take either the top card of the discard pile (face-up) or the top card of the stock pile (face-down).
  2. Discard one card — Place one card from your hand face up on the discard pile.

After drawing you will have 11 cards. After discarding you return to 10. Continue taking turns until a player knocks, goes gin, or the stock pile runs out.

If only 2 cards remain in the stock pile and neither player has knocked, the round ends in a draw with no points awarded.

How to Play

Play proceeds clockwise. Since every card is wild, you can always play a card on your turn — there is no need to match colors or numbers because none exist!

On your turn:

  1. Play one card from your hand onto the discard pile.
  2. Follow the action on the card you played.
  3. If you choose not to play a card (strategic choice), you must draw one card from the draw pile. You may then play that drawn card if you wish.

Since you can always play a card, drawing is purely a strategic option — sometimes you may want to hold on to powerful action cards for later!

Forming Melds

A meld is a valid grouping of 3 or more cards. There are two types:

Sets (Groups)

Three or four cards of the same rank but different suits.

  • Example: 7♥ 7♦ 7♠ (set of three 7s)
  • Example: Q♥ Q♦ Q♠ Q♣ (set of four Queens)

Runs (Sequences)

Three or more consecutive cards of the same suit.

  • Example: 4♥ 5♥ 6♥ (run of three in hearts)
  • Example: 9♠ 10♠ J♠ Q♠ (run of four in spades)

A card can only belong to one meld. Aces are always low — they cannot be placed above a King to form a run (Q-K-A is not valid).

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Knocking

After drawing and before discarding, you may knock if your deadwood (unmatched cards) totals 10 points or less.

To knock:

  1. Place your discard face down on the discard pile to signal a knock.
  2. Lay your hand face up on the table, arranging your cards into melds and separating your deadwood.
  3. Your opponent then lays out their melds.
  4. Your opponent may lay off their unmatched cards on your melds (adding to your sets or extending your runs), which reduces their deadwood.

The player with less deadwood wins the round and scores the difference.

Undercut

If the opponent's deadwood is equal to or less than the knocker's deadwood after laying off, the opponent scores an undercut bonus of 25 points plus the difference in deadwood.

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Gin & Big Gin

Gin

If all 10 of your cards form melds with zero deadwood, you have gin. Knock by discarding your final unmatched card and declare gin.

  • Your opponent cannot lay off cards on your melds.
  • You earn a gin bonus of 25 points plus the total value of your opponent's deadwood.

Big Gin

If all 11 cards in your hand (after drawing, before discarding) form valid melds, you may declare Big Gin without discarding.

  • Your opponent cannot lay off cards.
  • You earn a bonus of 31 points plus your opponent's deadwood.
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Scoring

Points are accumulated over multiple rounds. Here is how scoring works:

Round Scoring

  • Knock win — The knocker scores the difference between both players' deadwood totals.
  • Undercut bonus — If the opponent ties or beats the knocker, the opponent gets 25 points plus the deadwood difference.
  • Gin bonus25 points plus the opponent's total deadwood. No layoffs allowed.
  • Big Gin bonus31 points plus the opponent's total deadwood. No layoffs allowed.

Game Bonus

The first player to reach 100 points wins the game and receives a game bonus of 100 points.

Line / Box Bonus

Each player earns 25 points for every round they won (called a line or box bonus). These are added after someone reaches 100.

Shutout (Schneider)

If the loser did not win a single round, the winner's game bonus is doubled to 200 points.

Scoring

When a player goes out, they score points for the cards remaining in opponents's hands:

  • Wild — 40 points
  • Wild Draw 2 — 50 points
  • Wild Draw 4 — 60 points
  • Wild Reverse — 20 points
  • Wild Skip — 30 points
  • Wild Targeted Draw 2 — 50 points
  • Wild Force Swap — 40 points
  • Wild Shuffle Hands — 40 points

First player to 500 points wins the match.

Strategy Tips

Improve your Gin Rummy game with these strategies:

  • Watch the discard pile — Pay attention to what your opponent picks up and discards. This tells you what melds they are building and which cards are safe to discard.
  • Discard high deadwood early — Get rid of high-value unmatched cards (Kings, Queens, Jacks) early to reduce your deadwood total and give yourself the option to knock sooner.
  • Keep flexible cards — Middle cards (5, 6, 7) are the most versatile because they can form runs in either direction and are part of more possible combinations.
  • Avoid drawing from the discard pile when possible — Taking from the discard pile gives your opponent information about your hand. Draw from the stock pile to keep your hand secret.
  • Don't wait for gin — If you can knock with low deadwood, it is often better to knock early rather than wait for a perfect gin hand. The longer you wait, the more time your opponent has to improve their hand.
  • Count deadwood constantly — Always know your deadwood total. You should be ready to knock the moment you reach 10 or below.

Strategy Tips

Even though every card can be played at any time, strategy still matters:

  • Save powerful cards — Hold onto Wild Draw 4, Wild Force Swap, and Wild Targeted Draw 2 for when opponents are close to winning.
  • Use Force Swap wisely — If an opponent is about to go out, play Wild Force Swap to steal their near-empty hand!
  • Play basic Wilds first — Dump your plain Wild cards early and keep action cards for maximum impact.
  • Watch for Uno calls — Pay close attention when opponents play down to one card. Catching a missed Uno call forces them to draw 2.
  • Shuffle Hands is a reset — If you have a large hand, Wild Shuffle Hands can redistribute cards and give you a fresh start.

Variations

Gin Rummy has many popular variations:

Oklahoma Gin

The face-up card that starts the discard pile sets the maximum deadwood value for knocking in that round. For example, if a 4 is turned up, you can only knock with 4 or less deadwood. If the card is a spade, all scores for that round are doubled.

Hollywood Gin

Three games are played simultaneously. Your first round win counts toward game 1, your second win counts toward games 1 and 2, and from the third win onward each win counts toward all three games. Keeps track of multiple scores for a longer session.

Straight Gin

Knocking is not allowed. You must achieve gin (zero deadwood) to end the round. This leads to longer, more strategic rounds.

Tedesco Gin

Similar to Oklahoma Gin, but if the face-up card is an ace, players must go gin (no knocking). Also includes a bonus for winning multiple consecutive rounds.

Mahjong Gin

Each player receives 13 cards instead of 10, and you need to form melds with all 13 to go gin. This variation allows aces to be high or low in runs.

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Card Types

The Uno All Wild deck has 8 different card types, and every card is wild. Here is every card in the game:

Basic Wild Cards

  • Wild — A basic card with no special action. Simply play it and the next player takes their turn. There are 28 of these in the deck.

Action Wild Cards

  • Wild Draw 2 — The next player must draw 2 cards and lose their turn. There are 16 of these in the deck.
  • Wild Draw 4 — The next player must draw 4 cards and lose their turn. There are 8 of these in the deck.
  • Wild Reverse — Reverses the direction of play. In a 2-player game, this acts as a Skip (you get another turn). There are 12 of these.
  • Wild Skip — The next player is skipped and loses their turn. There are 12 of these in the deck.
  • Wild Targeted Draw 2 — Choose any player to draw 2 cards. Unlike Wild Draw 2, this targets anyone, not just the next player. There are 16 of these.
  • Wild Force Swap — Choose any other player and swap your entire hand with theirs. A game-changing card! There are 12 of these.
  • Wild Shuffle Hands — All players pass their entire hand to the next player in the direction of play. Everyone gets a brand new hand! There are 8 of these.
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Saying Uno

When you play your second-to-last card (leaving you with one card), you must shout "UNO!" immediately.

If another player catches you forgetting to say Uno before the next player begins their turn, you must draw 2 cards as a penalty.

You cannot call someone out after the next player has already started their turn.

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Differences from Classic Uno

Here is what makes Uno All Wild different from the original:

  • No colors or numbers — Every card is wild, so there is no color or number matching at all.
  • You can always play — Since all cards are wild, you never have to draw because you can't play. Drawing is a strategic choice.
  • Targeted Draw 2 — Unlike regular Uno, you can target any player to draw cards, not just the next player.
  • Force Swap — Swap entire hands with any player. This does not exist in classic Uno.
  • Shuffle Hands — Everyone passes their hand to the next player. A chaotic twist unique to this version.
  • Faster games — With no restrictions on what to play, games tend to move much faster than classic Uno.
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2-Player Rules

Uno All Wild plays slightly differently with just 2 players. Here are the key changes:

  • Wild Reverse — Acts as a Skip. Since there are only 2 players, reversing direction means it comes right back to you — so you get another turn.
  • Wild Skip — Also gives you another turn, since the only other player is skipped.
  • Wild Targeted Draw 2 — There is only one possible target: your opponent. It works the same as a regular Wild Draw 2 in a 2-player game.
  • Wild Shuffle Hands — With only 2 players, this is essentially a hand swap between you and your opponent. Use it strategically when your opponent has fewer cards!
  • Wild Force Swap — Same as Shuffle Hands in a 2-player game: you swap hands with your only opponent.

With so many Skip-like effects (Reverse + Skip both give extra turns), 2-player games can feel very aggressive. Expect lots of back-and-forth draw battles!

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Special Situations & Edge Cases

Here are rulings for tricky situations that can come up during a game:

Draw Pile Runs Out

If the draw pile is empty, take the entire discard pile (except the top card), shuffle it, and place it face down to form a new draw pile. Play continues without interruption.

Ending on an Action Card

You can end the game on any action card, including:

  • Wild Draw 2 / Wild Draw 4 — The next player still draws the cards (these count toward scoring).
  • Wild Skip / Wild Reverse — The effect still applies, though the game ends.
  • Wild Targeted Draw 2 — The targeted player still draws 2 cards.

Ending on Wild Force Swap

If Wild Force Swap is your last card, you play it and win immediately. The swap does not happen because you have no cards left to give. You go out!

Ending on Wild Shuffle Hands

If Wild Shuffle Hands is your last card, you play it and win immediately. Since you have no cards to pass, the shuffle does not take effect.

Everyone Has One Card During Shuffle Hands

If every player has exactly one card when Wild Shuffle Hands is played, everyone simply passes their single card to the next player. Each player ends up with one (different) card. The game continues normally.

Targeted Draw 2 on a Player Who Said Uno

Yes, you can target a player who just said Uno with a Wild Targeted Draw 2. Saying Uno does not protect you from action cards — it only protects you from the 2-card penalty for not announcing.

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House Rules & Popular Variations

While Uno All Wild is already chaotic, many groups add their own house rules to spice things up even more:

Stacking Draw Cards

The most popular house rule: when someone plays a Wild Draw 2 on you, you can play your own Wild Draw 2 (or a Wild Draw 4) to pass the penalty to the next player. The draw amounts stack up. The player who cannot respond must draw the entire total.

Speed Mode

Add a timer! Each player has 5 seconds to play a card on their turn. If they do not play in time, they must draw 1 card and their turn is skipped. This makes the already fast game even more frantic.

Blind Play

Players are not allowed to look at their cards! On each turn, draw the top card from your face-down hand and play it without seeing it first. Pure chaos and luck.

Double Down

If you have two identical cards (e.g., two Wild Skip cards), you may play them both at once. Both effects apply. Two Wild Draw 2 cards means the next player draws 4.

No Force Swap Protection

Some groups play that if you have only 1 card, you cannot be targeted by Wild Force Swap, giving Uno callers a small advantage.

Mercy Rule

If a player reaches 15+ cards in hand, they may discard 5 cards of their choice. This prevents one player from being completely buried.

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Game Scenarios

Here are real game scenarios to help you understand how Uno All Wild works in action:

Scenario 1 — The Force Swap Rescue

4 players: Alice (8 cards), Bob (2 cards — "UNO!"), Charlie (6 cards), Diana (5 cards). Play goes clockwise.

It is Alice's turn. Bob has just one card left and is about to win. Alice plays a Wild Force Swap and chooses Bob. Alice gives her 7 remaining cards to Bob, and takes his 1 card.

Alice now has 1 card and shouts "UNO!" Bob went from nearly winning to holding 7 cards. Total reversal!

Scenario 2 — Shuffle Hands Chaos

4 players clockwise: Alice (2 cards — "UNO!"), Bob (10 cards), Charlie (4 cards), Diana (7 cards).

Bob plays a Wild Shuffle Hands. All players pass their hand to the next player clockwise: Alice gets Diana's 7 cards, Bob gets Alice's 2 cards, Charlie gets Bob's 9 remaining cards, Diana gets Charlie's 4 cards.

Bob went from 10 cards to 2 and shouts "UNO!" Alice lost her UNO position and now has 7 cards. Charlie is buried with 9 cards!

Scenario 3 — Targeted Draw 2 Snipe

3 players: Alice, Bob, Charlie. Charlie has 2 cards left and just said "UNO!"

It is Alice's turn. Instead of playing on the next player (Bob), Alice plays a Wild Targeted Draw 2 and targets Charlie directly. Charlie must draw 2 cards even though it is not his turn.

Charlie goes from 1 card back to 3 cards. His UNO is gone! Targeted Draw 2 can hit anyone — saying UNO does not protect you from action cards.

Scenario 4 — The Draw 4 Finish

2 players: Alice (1 card — "UNO!"), Bob (5 cards).

It is Alice's turn. Her last card is a Wild Draw 4. She plays it.

Alice wins! Bob must still draw 4 cards. Those 4 extra cards (plus his existing 5) all count toward Alice's score: 5 original + 4 drawn = 9 cards scored.

Scenario 5 — The 2-Player Reverse Loop

2 players: Alice and Bob.

Alice plays a Wild Reverse. In a 2-player game, Reverse acts as a Skip — Alice gets another turn. She plays another Wild Reverse. She gets yet another turn! Alice plays a Wild Skip. Another turn! Finally she plays a Wild and ends her streak.

Alice played 4 cards in a row without Bob getting a single turn! In 2-player mode, Reverse and Skip cards can chain into devastating combos.

Scenario 6 — Force Swap as Last Card

3 players: Alice (1 card — "UNO!"), Bob (6 cards), Charlie (4 cards).

It is Alice's turn. Her last card is a Wild Force Swap. She plays it.

Alice wins immediately! Since she has no cards left, the swap cannot happen. The Force Swap effect fizzles and the round ends. Alice scores the cards remaining in Bob's and Charlie's hands.

Scenario 7 — The Strategic Draw

3 players: Alice (3 cards, all Wild), Bob (2 cards — "UNO!"), Charlie (5 cards).

It is Alice's turn. She could play a Wild, but that would just give Bob his turn — and he might win. Instead, Alice chooses to draw a card from the draw pile, hoping for an action card. She draws a Wild Targeted Draw 2! She plays it immediately and targets Bob.

Bob draws 2 cards and goes from 1 card to 3. Alice's strategic draw paid off! Sometimes choosing not to play is the smartest move in Uno All Wild.