Uno vs Uno All Wild
Side-by-side rules comparison
| Uno | Uno All Wild | |
|---|---|---|
| Players | 2-10 players | 2-10 players |
| Age | 7+ | 7+ |
| Duration | 15-30 min | 15-30 min |
| Category | Card Games | Card Games |
Objective
Be the first player to play all the cards in your hand. When you go out, you score points for the cards remaining in your opponents's hands. The first player to reach 500 points 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.
Card Breakdown
The standard Uno deck contains 112 cards:
- 76 Number cards — Numbers 0–9 in four colors (Red, Blue, Green, Yellow). One 0 per color, two of each 1–9 per color.
- 8 Skip cards — 2 per color.
- 8 Reverse cards — 2 per color.
- 8 Draw Two (+2) cards — 2 per color.
- 4 Wild cards
- 4 Wild Draw Four (+4) cards
- 4 Blank cards — Depending on the edition, these may be replaced by:
- Swap Hands — Wild card. Swap your entire hand with another player.
- Shuffle Hands — Wild card. All hands are shuffled together and redealt evenly.
Setup
- Each player draws a card — the player with the highest point value becomes the dealer.
- Shuffle the deck and deal 7 cards to each player.
- Place the remaining cards face down to form the Draw Pile.
- Flip the top card of the Draw Pile to start the Discard Pile.
First Card Rules
If the first card flipped is an action card, special rules apply:
- Skip — The first player (left of dealer) is skipped.
- Reverse — Play goes right instead of left; the player to the right of the dealer goes first.
- Draw Two — First player draws 2 cards and is skipped.
- Wild — Player to the left of the dealer chooses the color and plays first.
- Wild Draw Four — Return it to the deck and flip another card.
Setup
The Uno All Wild deck contains 112 cards — and every single one is a wild card! To set up:
- Shuffle the entire 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 to the first player.
How to Play
The player to the left of the dealer goes first. Play passes to the left (clockwise).
On your turn, play one card that matches the top card of the Discard Pile by color, number, or symbol. You may also play a Wild or Wild Draw Four card at any time.
If you have no matching card, draw one card from the Draw Pile. If the drawn card is playable, you may play it immediately. Otherwise, your turn ends.
Reneging (Choosing Not to Play)
You may choose not to play a card from your hand, even if you have a playable card. If you choose not to play, you must draw one card from the Draw Pile. If that drawn card is playable, you may play it — but you cannot then play a card from your original hand.
Calling UNO
When you play your second-to-last card, you must shout "UNO!" before playing it. If another player catches you with one card without having said UNO (before the next player begins their turn), you must draw 4 cards as a penalty. You are safe if you catch yourself before someone else does.
Going Out
Play your final card to go out. If your last card is a Draw Two or Wild Draw Four, the next player still draws those cards (which count toward your score).
If the Draw Pile runs out, reshuffle the Discard Pile (except the top card) to form a new Draw Pile and continue play.
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:
- Play one card from your hand onto the discard pile.
- Follow the action on the card you played.
- 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!
Number Cards
The deck includes number cards from 0 to 9 in four colors: Red, Blue, Green, and Yellow.
- Each color has one 0 card and two of each number 1–9 (19 cards per color, 76 total).
- Number cards are played by matching color or number with the top of the Discard Pile.
- Number cards are worth their face value (0–9 points) when scoring.
Color Action Cards
Color Action Cards come in all four colors and are worth 20 points each. They can be played by matching color or by playing the same symbol on a different color.
- Skip — The next player loses their turn. Can be played on a matching color or on another Skip card.
- Reverse — Reverses the direction of play (clockwise becomes counterclockwise and vice versa). Can be played on a matching color or another Reverse.
- Draw Two (+2) — The next player must draw 2 cards and loses their turn. Can be played on a matching color or another Draw Two. Note: Stacking +2 on +2 is NOT an official rule.
Wild Cards
Wild cards can be played regardless of the current color or number. All Wild Cards are worth 50 points each.
- Wild — Choose any color to continue play. Can be played at any time, even if you have another playable card.
- Wild Draw Four (+4) — Choose the next color AND the next player draws 4 cards and loses their turn. Can only be played when you have no card matching the color currently in play (you may play it if you have a matching number or symbol in a different color).
Challenge Rule (Wild Draw Four Only)
If you suspect a player illegally played a Wild Draw Four (meaning they did have a card matching the current color), you can challenge them. Only the player who is required to draw may issue the challenge.
- Challenge succeeds (player was guilty) — The player who played the Wild Draw Four must draw 4 cards instead.
- Challenge fails (player was innocent) — The challenger must draw 6 cards (the original 4 + 2 penalty cards).
Two-Player Rules
When playing Uno with just 2 players, some cards work differently:
- Reverse — Acts as a Skip: your opponent is skipped and you play another card immediately.
- Skip — Your opponent is skipped and you play another card immediately.
- After a Draw Two or Wild Draw Four, your opponent draws the cards and play returns to you.
Variant Cards (Modern Editions)
Some modern Uno editions replace the 4 Blank Cards with special variant cards. These are not part of the original classic rules but are widely used:
Swap Hands
- Acts as a Wild card — can be played on any card.
- Choose the next color, then swap your entire hand with any player of your choice.
- Extremely powerful when you have many cards and another player is close to winning.
- Worth 40 points when scored.
Shuffle Hands
- Acts as a Wild card — can be played on any card.
- Choose the next color, then all players put their cards together.
- The cards are shuffled and redealt evenly to all players (any remainder goes to the Draw Pile).
- A great equalizer — it can save a player with many cards or disrupt someone about to win.
- Worth 40 points when scored.
Note: If your deck includes these cards, remove the Blank Cards before playing. You cannot have both in the same game.
Scoring
When a player goes out, they score points for the cards remaining in all opponents' hands:
- Number cards (0–9) — Face value
- Skip, Reverse, Draw Two — 20 points each
- Swap Hands, Shuffle Hands — 40 points each (if using variant cards)
- Wild, Wild Draw Four — 50 points each
The first player to reach 500 points wins the game.
Alternative Scoring
Instead of scoring points for going out, you can track the points each player is caught with. When someone reaches 500 points, the player with the lowest score wins.
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.
Game Scenarios
Here are real game scenarios to help you understand how the official Uno rules work in action:
Scenario 1 — The Wild Draw Four Challenge
3 players: Alice, Bob, Charlie. Current color is Red.
Alice plays a Wild Draw Four and calls Blue. Bob suspects Alice has a Red card and decides to challenge. Alice reveals her hand: she has a Red 7! The challenge succeeds.
Alice must draw 4 cards instead of Bob. Bob is safe! The color remains Red (the Wild Draw Four is discarded).
Scenario 2 — Failed Challenge Backfire
Same setup. Current color is Red.
Alice plays a Wild Draw Four and calls Green. Bob challenges again. Alice reveals her hand: she has Blue 3, Yellow 5, Green 8 — but no Red cards! The challenge fails.
Bob must draw 6 cards (4 + 2 penalty for the failed challenge) and loses his turn. The color becomes Green.
Scenario 3 — The Reneging Strategy
Alice has: Red 3, Red Skip, Blue 7. Top card is Red 5.
Alice could play the Red 3 or the Red Skip, but she wants to keep them for later. She chooses to renege (not play) and draws from the Draw Pile. She draws a Red 9. She may play it immediately, but she cannot now play the Red 3 or Skip from her original hand.
Alice plays the Red 9 from the draw and keeps her Skip for a strategic moment later.
Scenario 4 — Forgetting to Say UNO
Bob has 2 cards left. He plays his second-to-last card without saying "UNO!"
Charlie notices before the next player starts their turn and calls Bob out. Bob forgot to say UNO!
Bob must draw 4 cards as a penalty. He goes from nearly winning to having 5 cards!
Scenario 5 — Going Out with a Draw Two
Alice has 1 card left: a Green Draw Two. Top card is Green 4. She has already said "UNO!"
Alice plays her Green Draw Two as her last card and goes out!
Alice wins the round. Bob (next player) still draws 2 cards, and those cards count toward Alice's score.
Scenario 6 — Two-Player Reverse Chain
2 players: Alice and Bob. Current color is Blue.
Alice plays a Blue Reverse. In a 2-player game, Reverse acts as Skip — so Bob is skipped and Alice goes again. Alice plays another Reverse (Yellow this time, matching the symbol). Bob is skipped again!
Alice gets 3 turns in a row! In 2-player games, Reverse and Skip are equally powerful.
Scenario 7 — First Card is an Action Card
Dealer flips the first card: a Red Draw Two.
The first player (left of dealer) must draw 2 cards and is skipped. Play continues with the second player, who must match Red or play a Draw Two.
The first player starts the game at a disadvantage with 9 cards instead of 7! If the first card was a Wild Draw Four, it would be returned to the deck and another card flipped.
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.
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.
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.
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.
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.
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!
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.
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.