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Complete Card Reference

Written and maintained by the ZonexFun game team · Last reviewed July 30, 2026

This page lists every card in every deck this game uses, how many of each there are, what each is worth at the end of a round, and how likely you are to draw one. The numbers below are read directly from the game’s own deck builder, so they describe exactly what you are playing with — not a generic rule book.

On this page

  1. The Standard deck (112 cards)
  2. What each card does
  3. The No Mercy deck (124 cards)
  4. The Flip deck (116 double-sided cards)
  5. Draw probabilities and your opening hand
  6. One note on how the deck is shuffled

The Standard deck (112 cards)

There are four colours — red, yellow, green and blue — and each colour contains 26 cards. Eight further cards are colourless wilds. That gives 4 × 26 + 8 = 112.

CardPer colourIn deckPoints eachTotal points
Number 01400
Numbers 1–92 of each (18)72Face value360
Skip2820160
Reverse2820160
Draw Two (+2)2820160
Discard All1440160
Wild450200
Wild Draw Five (+5)450200
Total261121,400

Two figures from that table are worth memorising. The deck holds 1,400 points across 112 cards, so the average card is worth 12.5 points — which makes an average eight-card starting hand worth about 100. And 36 of the 112 cards are action or wild cards, so just under a third of everything you draw does something other than match a number.

A difference from the commercial rules worth flagging: this game uses a Wild Draw Five where the traditional deck has a Wild Draw Four, and it adds a Discard All card that has no traditional equivalent. Both are deliberate — they make rounds swing harder — but if you learned the game from a physical deck, expect those two differences.

What each card does

CardEffect when playedPlayable on
Number 0–9 Nothing. Passes the turn. Same colour, or the same number in any colour.
Skip The next player loses their turn. Skipping all the way round returns the turn to you. Same colour, or any other Skip.
Reverse Direction of play reverses. With two players this acts as a Skip. Same colour, or any other Reverse.
Draw Two (+2) Next player draws 2 and is skipped — or answers with their own +2 if stacking is on. Same colour, or any other Draw Two.
Discard All Plays itself and every other card of its colour from your hand at the same time. Same colour, or any other Discard All.
Wild You name the colour that play continues in. Anything.
Wild Draw Five (+5) You name the colour; the next player draws 5 and is skipped, unless they answer with their own +5. Anything.
Skip Everyone (No Mercy) Every other player is skipped at once, so you immediately take another turn. Same colour, or any other Skip Everyone.
Wild Draw Ten (+10) (No Mercy) You name the colour; the next player draws 10 and is skipped, unless they answer with their own +10. Anything.

Note the like-for-like stacking rule: a draw card can only be answered by the same draw card. A Draw Two cannot answer a Wild Draw Five, and nothing can answer a Wild Draw Color.

The No Mercy deck (124 cards)

No Mercy uses the Standard deck plus twelve extra cards. Each colour gains two Skip Everyone cards, and four Wild Draw Ten cards join the wilds — so each colour now holds 28 cards and there are 12 colourless cards.

Added cardPer colourIn deckPoints eachTotal points
Skip Everyone2830240
Wild Draw Ten (+10)460240
No Mercy deck total281241,880

That pushes the average card value from 12.5 to about 15.2 points — roughly 21% more expensive to be caught holding — and it raises the share of non-number cards from 32% to 39%. Combined with compulsory stacking and the 25-card knockout, this is why No Mercy rounds end with much larger scores. Full details on the No Mercy page.

The Flip deck (116 double-sided cards)

Flip mode uses 116 cards, and every one of them is printed on both sides. Only one side is active at a time for the whole table; a Flip card turns every hand, the draw pile and the discard pile over simultaneously. A card's two faces are always different colours, so a flip genuinely rearranges your hand rather than just recolouring it.

Light side

CardPer colourIn deckPoints
Number 0140
Numbers 1–92 of each72Face value
Skip2820
Reverse2820
Draw One (+1)2810
Flip2820
Wild450
Wild Draw Two (+2)440

Dark side

CardPer colourIn deckPoints
Number 0140
Numbers 1–92 of each72Face value
Skip Everyone2830
Reverse2820
Draw Five (+5)2820
Flip2820
Wild450
Wild Draw Color460

The light side totals 1,280 points and the dark side 1,520 — so the same 116 cards become about 19% more expensive to hold the moment somebody plays a Flip. That is the number to keep in your head: flipping to dark is not a neutral event for whoever is holding a big hand. More on the Flip mode page.

Draw probabilities and your opening hand

These are the chances that a single card drawn from a full, freshly shuffled Standard deck is of a given type.

You draw…CountChanceRoughly
Any number card7667.9%2 in 3
Any action or wild card3632.1%1 in 3
A card of one specific colour2623.2%Just under 1 in 4
Any Wild (either kind)87.1%1 in 14
A Skip (any colour)87.1%1 in 14
A Reverse (any colour)87.1%1 in 14
A Draw Two (any colour)87.1%1 in 14
A Wild Draw Five43.6%1 in 28
A Discard All43.6%1 in 28
One specific numbered card, e.g. red 721.8%1 in 56

Applied to the eight cards you are dealt at the start of a round, the averages work out at about 5.4 number cards, 1.7 action cards and 0.6 wilds — and about two cards in each colour. Two practical consequences follow:

One note on how the deck is shuffled

In the interest of being straight with you: this game does not use a perfectly uniform shuffle. It applies a small deliberate bias that nudges action and wild cards slightly earlier in the deck, so they turn up a little more often in dealt hands and early draws than pure chance would produce. The effect is intentionally subtle — it is there because rounds with no action cards in them are boring, not to influence who wins, and it applies identically to you and to every computer opponent.

The probabilities in the table above are the mathematical baseline for a uniform shuffle. Treat them as very close to accurate rather than exact, with real action-card frequency a touch higher than listed.

Keep reading

Strategy guide

How to actually use these numbers at the table.

Scoring explained

What those point values do to the match.

Complete rules

Setup, turns, penalties and optional rules.

Glossary

Plain definitions for every term used here.

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