Uno No Mercy vs Uno Splash
Side-by-side rules comparison
| Uno No Mercy | Uno Splash | |
|---|---|---|
| Players | 2-10 players | 2-10 players |
| Age | 7+ | 7+ |
| Duration | 20-45 min | 15-30 min |
| Category | Card Games | Card Games |
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, you draw 2 cards as a penalty.
In tournament play, points are scored when a player goes out. The first player to reach 1000 points wins the game.
Objective
The goal of Uno Splash is the same as classic Uno: be the first player to get rid of all your cards. Players take turns matching a card from their hand to the card on top of the discard pile by color, number, or symbol.
When you have only one card left, you must shout "UNO!" to alert the other players. If you forget and get caught, you draw two penalty cards.
Setup
The Uno No Mercy deck (officially Uno Show 'Em No Mercy) contains 168 cards — 60 more than the classic 108-card Uno deck. The deck includes:
- Number cards (0–9) in four colors (Red, Yellow, Green, Blue). Special rules apply to 0s and 7s (see Number Cards section).
- Color Action cards — Skip, Reverse, Draw Two (+2), Draw Four (+4), Discard All, Skip Everyone — each in all 4 colors.
- Wild cards — Wild Reverse Draw 4, Wild Draw 6, Wild Draw 10, Wild Color Roulette.
To set up:
- Shuffle the entire 168-card deck thoroughly.
- Deal 7 cards to each player.
- Place the remaining deck face down to form the Draw Pile.
- Flip the top card of the Draw Pile to start the Discard Pile.
- If the first card is an action card, its effect applies immediately.
Setup
- Shuffle all 108 cards thoroughly.
- Deal 7 cards to each player face down.
- Place the remaining deck face down in the center — this is the draw pile.
- Flip the top card of the draw pile face up to start the discard pile.
- If the first card is an Action or Wild card, apply special rules:
- Skip: The first player is skipped; play moves to the next player.
- Reverse: Play begins counterclockwise instead of clockwise.
- Draw Two: The first player draws two cards and is skipped.
- Wild: The first player chooses the starting color.
- Wild Draw Four: Return it to the deck, shuffle, and flip a new card.
Tip: Use the included clip to keep the draw pile together, especially if playing near water!
How to Play
Uno Show 'Em No Mercy (commonly called Uno No Mercy) plays similarly to classic Uno but with more aggressive cards and official stacking. Play proceeds clockwise. On your turn, you must play a card that matches the color, number, or symbol of the top card on the Discard Pile. Alternatively, you can play a Wild card at any time.
If you cannot play a card, you must draw cards from the Draw Pile until you get a playable card. If you draw a playable card, you may play it immediately. Otherwise, keep drawing until you can play.
Stacking Rules
In Uno No Mercy, Draw cards can be stacked! When a Draw card is played on you, you can respond by playing a Draw card of equal or higher value to pass the penalty to the next player. The draw amounts accumulate. The player who cannot stack must draw the entire total.
- +2 can be stacked with +2, +4, +6, or +10
- +4 can be stacked with +4, +6, or +10
- +6 can be stacked with +6 or +10
- +10 cannot be stacked — the next player must draw
Mercy Rule
If a player reaches 25 or more cards in their hand at any point, they are immediately knocked out of the game. The player who caused the knockout (by playing the Draw card that pushed them over 25) scores a 250-point knockout bonus.
Calling UNO
When you play your second-to-last card, you must shout "UNO!". If another player catches you before the next player takes their turn, you must draw 2 cards as a penalty.
How to Play
Play proceeds clockwise. On your turn, you must play a card that matches the top card of the discard pile by color, number, or symbol. Alternatively, you can play a Wild card at any time.
If you can play: Place a matching card on the discard pile.
If you cannot play: Draw one card from the draw pile. If the drawn card can be played, you may play it immediately. Otherwise, play passes to the next player.
Saying "UNO!": When you play your second-to-last card (leaving one card in hand), you must shout "UNO!" If another player catches you forgetting before the next player takes their turn, you must draw 2 penalty cards.
Winning the round: The first player to play all their cards wins the round.
Number Cards
The deck includes number cards from 0 to 9 in four colors: Red, Yellow, Green, and Blue.
- Each color has one 0 card and two of each number 1–9.
- Number cards are played by matching color or number.
Special Number Card Rules
- 7's Swap — When you play a 7, you must swap your entire hand with another player of your choice. The arrows on the card indicate that hands are being exchanged.
- 0's Pass — When you play a 0, all players must pass their entire hand to the next player in the current direction of play. This hand-rotation rule can completely change the game!
Color Action Cards
Uno No Mercy includes classic action cards plus devastating new ones. All Color Action Cards are worth 20 points each and come in all four colors (Red, Yellow, Green, Blue).
Classic Action Cards
- Skip — The next player loses their turn.
- Reverse — Reverses the direction of play. In a 2-player game, it skips your opponent and you take another turn.
- Draw Two (+2) — The next player must draw 2 cards and loses their turn (unless they can stack a card of equal or higher value).
No Mercy Exclusive Action Cards
- Draw Four (+4) — The next player must draw 4 cards and loses their turn. This is a colored card (not a Wild card), so it must be played on a matching color. Can be stacked with +4, +6, or +10.
- Discard All — Discard ALL cards in your hand that match the current color. This can dramatically reduce your hand size in one play! Strategically, save this card for when you have many cards of one color.
- Skip Everyone — Every other player is skipped. You get another turn immediately! This is one of the most powerful action cards in the game.
Wild Cards
Wild cards can be played on any card regardless of color or number. All Wild Cards are worth 50 points each.
- Wild Reverse Draw 4 — Reverses the direction of play AND the next player (in the new direction) draws 4 cards and loses their turn. In a 2-player game, it skips your opponent and you draw 4 cards!
- Wild Draw 6 — Choose the color that continues play AND the next player draws 6 cards and loses their turn. A devastating No Mercy exclusive!
- Wild Draw 10 — The ultimate punishment. Choose the color AND the next player draws 10 cards and loses their turn. Cannot be stacked — there is no defense against this card.
- Wild Color Roulette — The next player must choose a color, then reveal cards from the Draw Pile one at a time until they get a card of that color. Wild cards don't count. They add all revealed cards to their hand and lose their turn. This is pure gambling — you could draw 1 card or 20!
Can You Stack Wild Cards?
Draw cards (including Wild Draw cards) can be stacked following the rule of equal or higher value. For example, if someone plays a Wild Draw 6 on you, you can respond with another +6 or a +10. The only card that cannot be stacked on top of is the Wild Draw 10. When stacking, the draw penalties accumulate, so the unlucky player who cannot stack may end up drawing 10, 16, or even 20+ cards — potentially triggering the Mercy Rule!
Wild Cards
Wild
Can be played on any card, regardless of color or number. When played, the player chooses the color that play continues with. Wild cards are worth 50 points.
Wild Draw Four (+4)
The most powerful card in the game. When played:
- The player chooses the next color.
- The next player must draw 4 cards and lose their turn.
Important rule: You may only play a Wild Draw Four if you have no other card that matches the current color. If the next player suspects you played it illegally, they can challenge you:
- Challenge succeeds: You (the player who used the +4) must draw 4 cards instead.
- Challenge fails: The challenger draws 6 cards total (4 + 2 penalty).
Differences from Classic Uno
Here is what makes Uno No Mercy different from the original:
- Stacking is official — Draw cards can be stacked with equal or higher value, unlike classic Uno official rules.
- New brutal cards — Draw Four (+4) as a colored card, Skip Everyone, Discard All, Wild Reverse Draw 4, Wild Draw 6, Wild Draw 10, and Wild Color Roulette are all new.
- Larger deck — 168 cards vs. 108 in classic Uno.
- Mercy Rule — Players with 25+ cards are knocked out of the game (250-point bonus for the player who caused it).
- Special number rules — Playing a 7 forces a hand swap, playing a 0 rotates all hands.
- Draw until playable — If you can't play, you must keep drawing until you find a playable card (classic Uno: draw 1 only).
- Higher stakes — Draw penalties can reach 20+ cards with stacking, and the Wild Color Roulette is pure chaos.
- Win at 1000 — Victory requires 1000 points instead of 500.
Scoring
When a player goes out, they score points for the cards remaining in opponents' hands:
- Number cards (0–9) — Face value
- Color Action Cards (Skip, Reverse, Draw Two, Draw Four, Discard All, Skip Everyone) — 20 points each
- Wild Action Cards (Wild Reverse Draw 4, Wild Draw 6, Wild Draw 10, Wild Color Roulette) — 50 points each
Knockout Bonus
Each time a player is knocked out via the Mercy Rule (reaching 25+ cards), the player who caused the knockout earns a 250-point bonus.
Winning the Game
The first player to reach 1000 points wins the match.
Scoring
When a player goes out (plays their last card), they score points based on the cards remaining in opponents' hands:
- Number cards (0-9): Face value
- Skip, Reverse, Draw Two: 20 points each
- Wild, Wild Draw Four: 50 points each
The first player to reach 500 points wins the game. Alternatively, you can play a single round where the first player to empty their hand wins.
Game Scenarios
Here are real game scenarios to help you understand how the No Mercy rules work in action:
Scenario 1 — Stacking Chain Gone Wrong
4 players: Alice, Bob, Charlie, Diana. Play goes clockwise.
Alice plays a Draw Two (+2) (red). Bob stacks a Draw Four (+4) (red). Charlie stacks a Wild Draw 6. Diana has no Draw card to stack...
Diana must draw 2 + 4 + 6 = 12 cards and loses her turn!
Scenario 2 — Mercy Rule Knockout
3 players: Alice (18 cards), Bob, Charlie.
Bob plays a Wild Draw 10 on Alice. The +10 cannot be stacked. Alice must draw 10 cards, bringing her total to 28 cards.
Alice is knocked out (28 ≥ 25)! Bob earns a 250-point knockout bonus.
Scenario 3 — Wild Color Roulette Gamble
Charlie plays a Wild Color Roulette on Diana.
Diana must choose a color. She picks Blue, hoping there are many blue cards. She starts revealing from the Draw Pile: Red 5, Green 3, Yellow Skip, Wild Draw 6 (wilds don't count!), Red 8, Green 2, Yellow 1... finally a Blue 4 appears on the 7th non-wild card.
Diana adds all 8 revealed cards (including the Wild) to her hand and loses her turn. A lucky break — it could have been much worse!
Scenario 4 — Discard All Power Move
Alice has 12 cards: 5 green cards, a green Discard All, and 6 other cards. Current color is green.
Alice plays the green Discard All. She discards all 5 remaining green cards along with it.
Alice goes from 12 cards to 6 cards in a single play! She's halfway to UNO.
Scenario 5 — The 7 Swap Steal
Bob has 9 cards. Alice has just 2 cards and is about to win.
Bob plays a 7 that matches the current color. He chooses to swap hands with Alice.
Bob now has 2 cards (and shouts "UNO!"), while Alice is stuck with Bob's 9 cards. Total reversal!
Scenario 6 — Wild Reverse Draw 4 Boomerang (2 Players)
2 players: Alice and Bob.
Alice plays a Wild Reverse Draw 4. In a 2-player game, the reverse skips Bob... but the +4 penalty comes back to Alice!
Alice draws 4 cards herself! In 2-player mode, this card is a risky move — use it only if you're desperate to change the color.
Scenario 7 — The 0 Rotation Surprise
4 players clockwise: Alice (3 cards), Bob (15 cards), Charlie (8 cards), Diana (2 cards — "UNO!").
Bob plays a 0. All hands rotate clockwise: Alice gets Diana's 2 cards, Bob gets Alice's 3 cards, Charlie gets Bob's 15 cards, Diana gets Charlie's 8 cards.
Bob went from 15 cards to 3. Charlie went from 8 to 15 — dangerously close to the Mercy Rule! Diana lost her UNO position.
Game Scenarios
Here are real game scenarios to help you understand how the rules work in action:
Scenario 1 — The Draw Two Chain
3 players at the pool: Alice, Bob, Charlie. Play goes clockwise. Current card: Red 5.
Alice plays a red Draw Two (+2). Bob has no Draw Two to respond.
Bob draws 2 cards and loses his turn. Charlie plays next.
Scenario 2 — Wild Draw Four Challenge
4 players: Alice, Bob, Charlie, Diana. Current color is green.
Alice plays a Wild Draw Four and calls Blue. Bob suspects Alice still has green cards and decides to challenge. Alice reveals her hand... she has a green 7!
Challenge succeeds! Alice must draw 4 cards herself. Bob plays normally on blue.
Scenario 3 — The Reverse Steal (2 Players)
2 players: Alice (3 cards) and Bob (6 cards). Current card: Blue 8.
Alice plays a blue Reverse. In a 2-player game, this acts as a Skip — Alice gets another turn! She plays a blue Skip, getting yet another turn. She plays her last card, a blue 3.
Alice wins with a triple combo! Reverse → Skip → final card, all in one streak.
Scenario 4 — Forgetting to Say UNO
3 players poolside: Alice (2 cards), Bob, Charlie.
Alice plays her second-to-last card (a yellow 5) but forgets to shout "UNO!". Bob notices immediately and calls her out before Charlie takes his turn.
Alice must draw 2 penalty cards, going from 1 card back to 3. Always remember to yell UNO!
Scenario 5 — The Color Shift Strategy
4 players: Alice, Bob, Charlie, Diana. Current color is red. Diana has 5 blue cards and a Wild.
Diana plays the Wild card and calls Blue. On her next turns, she rapidly plays her blue cards one after another.
Diana goes from 6 cards to 1 in a few turns by shifting the color to her advantage. Smart use of the Wild card!
What's in the Box
Uno Splash comes with:
- 108 waterproof plastic cards
- 1 clip to hold the deck together
- 1 rules sheet
The deck contains:
- 76 Number Cards — 0-9 in four colors (red, blue, green, yellow). One "0" and two of each 1-9 per color.
- 24 Action Cards — Two each of Skip, Reverse, and Draw Two per color (8 Skip, 8 Reverse, 8 Draw Two).
- 4 Wild Cards
- 4 Wild Draw Four Cards
The cards are made of durable, splash-proof plastic so they won't get ruined by water.
Action Cards
Uno Splash includes the same action cards as classic Uno. All Action Cards are worth 20 points each and come in all four colors (Red, Yellow, Green, Blue).
Skip
When played, the next player loses their turn and play moves to the following player.
Reverse
Reverses the direction of play. If play was going clockwise, it now goes counterclockwise, and vice versa. In a two-player game, Reverse acts the same as a Skip card.
Draw Two (+2)
The next player must draw 2 cards and lose their turn. This card can only be played on a matching color or on another Draw Two.
Two-Player Rules
Uno Splash works great with just two players, with these adjustments:
- Reverse acts as a Skip — it bounces play back to you for another turn.
- Skip gives you an extra turn.
- All other rules remain the same.
Tips for Playing Near Water
Uno Splash is designed for wet environments, but here are some tips to get the most out of it:
- Use the clip: Always clip the draw pile together so cards don't float away.
- Dry surface: Play on a towel or pool float for a stable surface.
- Rinse after use: If played in chlorinated or salt water, rinse the cards with fresh water and let them dry.
- Shuffle well: Plastic cards tend to stick together, so give them a good shuffle.
- Wind: On windy days, weigh down the discard pile or use the clip on it too.