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Glossary

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

Every term used across this site, defined plainly and in one place. Terms marked “this game” describe something specific to Four Colors; the rest are general card-game vocabulary you will meet anywhere in this family.

A – C

TermMeaning
Action card Any card that does something beyond matching — Skip, Reverse, Draw Two, Skip Everyone, Discard All, Flip. Wilds are usually counted separately.
Active colour The colour play must currently match. Normally the colour of the top discard, but after a wild it is whatever colour that player named.
Call The declaration you must make on reaching one card. Forgetting it lets an opponent catch you for a two-card penalty.
Catch Calling out an opponent who reached one card without declaring it. Successful catches force them to draw two.
Chain Two or more consecutive turns taken by the same player, created by cards that skip everyone else. The core of two-player tactics.
Crazy Eights The American ancestor of this game, played with a standard deck where any 8 is wild. See the history page.

D – H

TermMeaning
Dark side (this game) The harsher face of the Flip deck, carrying Skip Everyone, Draw Five and Wild Draw Color. Worth about 19% more in points than the light side.
Discard All (this game) A card that plays itself plus every other card of its colour from your hand at once. Worth 40 points. No traditional equivalent.
Discard pile The face-up pile you play onto. Only the top card matters for matching. Reshuffled into a new draw pile when the draw pile runs out.
Draw pile The face-down stock you draw from. Also called the stock or the deck.
Draw until you match A house rule where a player who cannot play keeps drawing until they can. Not used here — in this game you draw exactly one.
Elimination (this game) Being knocked out of a No Mercy round for reaching 25 cards. Your hand is still counted for the winner's score.
Flip card (this game) Turns every hand and both piles to the deck's other side simultaneously.
Going out Playing your last card and so winning the round.
Hand The cards you hold. Also sometimes used to mean a single round.
House rule Any rule a group adds or changes by agreement. This family of games has an unusually strong house-rule tradition — see house rules.

J – R

TermMeaning
Jump-in A house rule allowing a player holding an identical card to the one just played to play it immediately, out of turn. Not implemented here.
Liability The total point value of your hand — what an opponent scores if they go out now. The number that matters more than card count.
Light side (this game) The gentler face of the Flip deck, where the worst penalty is a Wild Draw Two. Play always starts here.
Mau-Mau The German ancestor of this game, played with a standard deck. Already contains draw, skip, reverse and wild effects. See history.
Mercy Rule (this game) The No Mercy rule that eliminates any player reaching 25 cards.
Pending draw A penalty that has been played but not yet taken, because the target may still be able to answer it by stacking.
Progressive draw A loose stacking house rule where any draw card can answer any other. This game uses the tighter like-for-like rule instead.
Rank A card's number or symbol, independent of colour. Matching by rank is what lets you change colour.
Reshuffle When the draw pile empties, the discard pile except its top card is shuffled to form a new draw pile.
Round One deal, played until somebody goes out. A match is a series of rounds played to a target score.

S – Z

TermMeaning
Seven-O A house rule where a 7 swaps your hand with a chosen player and a 0 passes all hands around. Not implemented here.
Shedding game The category this game belongs to: games won by getting rid of every card in your hand. Contrast with trick-taking and rummy games.
Singleton Your only card in a given colour. Often a liability, because playing it leaves you void in that colour.
Stacking Answering a draw card with the same draw card to pass an accumulating penalty along. Optional in Standard and Flip; always on in No Mercy.
Stock Another name for the draw pile.
Target score The cumulative total that wins the match — 250 or 500 in this game. See scoring.
Tempo Progress towards going out, measured in turns. Drawing costs tempo; a Skip gains it.
Void Holding no cards of a given colour. Being void in the active colour with no wild forces you to draw.
Wild A colourless card playable on anything, letting you name the active colour. Worth 50 points.
Wild Draw Color (this game) Flip dark-side card: name a colour and the next player draws until they draw it. Cannot be stacked. Expected draw about four cards.
Wild Draw Five / Ten (this game) This game's large wild penalties, replacing the traditional Wild Draw Four. Worth 50 and 60 points respectively.

A note on terminology

Because this family of games has been reinvented independently in a dozen countries, the vocabulary is genuinely inconsistent — what one group calls stacking another calls chaining, and "progressive" means different things in different rule books. Where a term is ambiguous, this site uses the definition above and says so explicitly on the page in question. If you find a place where we have been unclear, tell us and we will fix it.

Keep reading

Complete rules

Every term above, used in context.

House rules

The variants these terms describe.

Card reference

Every card named in this glossary.

History

Where the inconsistent vocabulary comes from.

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