The Amalgam Rules Phase 1
The Amalgam Rules Phase 1
If you wanna know more, you gotta go like the Amalgam video(s). You gotta.
THIS DOCUMENT IS NOT FINAL AND NOT AN ACCURATE REPRESENTATION OF HOW THE FINAL CHEMICARDS
RULEBOOK WILL LOOK, FEEL, OR SOUND.
Setup
The game is for 2-10 players, ages 7 and over. Every player starts
with seven cards, and they are dealt face down. The rest of the
cards are placed in a Draw Pile face down. Next to the pile a space
should be designated for a Discard Pile. The top card should be
placed in the Discard Pile, and the game begins!
Game Play
The first player is normally the player to the left of the dealer (you can also choose the youngest player) and gameplay usually
follows a clockwise direction. Every player views their cards and tries to match the card in the Discard Pile. You have to match either
by the number, color, or the symbol/Action. For instance, if the Discard Pile has a red card that is an 8 you have to place either a red
card or a card with an 8 on it. You can also play a Wild card (which can alter current color in play).
If the player has no matches or they choose not to play any of their cards even though they might have a match, they must draw a
card from the Draw pile. If that card can be played, play it. Otherwise, the game moves on to the next person in turn. You can also
play a Wild card, or a Wild Draw Four card on your turn.
Note: If the first card turned up from the Draw Pile (to form
the Discard Pile) is an Action card, the Action from that card
applies and must be carried out. The exceptions are if the
Wild or Wild Draw Four cards are turned up, in which
case – Return them to the Draw Pile, shuffle them, and
turn over a new card. At any time, if the Draw Pile becomes
depleted and no one has yet won the round, take the
Discard Pile, shuffle it, and turn it over to regenerate a new
Draw Pile.
There are two different ways to play regarding drawing new cards. The Official Uno Rules states that after a card is drawn the player
can discard it if it is a match, or if not, play passes on to the next player. The other type is where players continue to draw cards until
they have a match, even if it is 10 times.
The game continues until a player has one card left. The moment a player has just one card they must yell “UNO!”. If they are
caught not saying “Uno” by another player before any card has been played, the player must draw two new cards. Once a player
has no cards remaining, the game round is over, points are scored, and the game begins over again.
Action Cards: Besides the number cards, there are several other cards that help mix up the game. These are called Action or
Symbol cards.
       ●       Reverse – If going clockwise, switch to counterclockwise or vice versa. If there are only two players playing, this functions
               as a Skip.
     ●     Skip – When a player places this card, the next player has to skip their turn. If turned up at the beginning, the first player
           loses their turn.
     ●     Draw Two – When a person places this card, the next player will have to pick up two cards and forfeit their turn.
     ●     Wild – This card represents all four colors, and can be placed on any card. The player has to state which color it will
           represent for the next player. It can be played regardless of whether another card is available.
     ●     Wild Draw Four – This acts just like the wild card except that the next player also has to draw four cards. With this card,
           you must have no other alternative cards to play that matches the color of the card previously played. If you play this card
           illegally, you may be challenged by the other player to show your hand. If guilty, you need to draw 4 cards. If not, the
           challenger needs to draw 6 cards instead.
     ●     Wild Swap Hands — This acts as a Wild card except all players give their current hand to the player on their left before
           resuming play.
Scoring
When a player no longer has any cards and the game ends, they receive points. All opponents’ cards are given to the winner and
points are counted. All number cards are the same value as the number on the card (e.g. a 9 is 9 points). “Draw Two" – 20 Points,
“Reverse" – 20 Points, “Skip" – 20 Points, “Wild" – 50 Points, and “Wild Draw Four" – 50 Points. The first player to attain 500 points
wins the game. (Scoring to be expanded upon towards the end of the project.)
Alternative Gameplay
This is the alternative Uno gameplay proposed by Mattel. This is done by keeping a running tally of the total points left in each
player’s hand at the end of each round. Players reaching 500 points (or any designated amount) are slowly eliminated until only two
are left. The final two players then challenge each other (under Two Player rules) until someone reaches 500 points and loses.
(Other cards to be calculated at the end of the project.)
     1.    Wild cards can be played on top of any color, but when you choose to play another card on top of it, that card can only be
           one of the four colors within the Wild symbol on that specific card.
     2.    The Jump In Rule: If you have a card in your hand that perfectly matches the card on top of the discard pile, you can play
           that card out of turn. You can also jump in on your own turn. Modifiers do not have to match in order to Jump In, but color,
           number and symbols all must match.
     3.    The Penalty Rule: If a player suggests a specific card that another player should play and the suggester gets called out
           on it, they draw four cards.
     4.    There are four total Discard piles.
     5.    At the start of each turn, roll the D4. Whichever number you roll is the number of the discard pile you’re not allowed to use
           during your turn. Be sure to designate which discard pile is which before the game begins.
     6.    The Sum Rule: If you have two number cards in your hand that can add up to one of the numbers in any discard pile, you
           can play both cards, one on top of the other, during the same turn. ONLY TWO CARDS can be used in this way on your
           turn. Letter cards cannot be used with this mechanic.
     7.    The Patience Rule: During your turn, if you have a card that perfectly matches a card on any discard pile, you can play
           that card, and then immediately play any one additional card of your choice on top of that. You can’t use this rule if it would
           remove all cards from your hand. Modifiers of any card do not have to match, but color, number and symbols do.
     8.    If you can get all four discard piles to have either a matching color, number, or symbol during your turn, you win.
     9.    The player who starts the game should be chosen at random. Use the appropriate die to choose a player.
     10.   If a player causes a spill where any of the discard piles become disorganized or fall over, that player needs to draw 2
           cards for each instance of this occurring.
     11.   There are two draw piles, one of which is only Customizable Wild cards.
     12.   Tips for adding rules using the Add a Rule Modifier:
                 a. Don’t write down the rules.
                 b. Make rules that are easy to referee.
                 c. If people are having trouble remembering the rules, make rules that rhyme with the number that triggers them.
                 d. Don’t make rules that increase the penalty of failing a House Rule or change the base rules of Uno.
                 e. Challenge players to be silly.
                 f.    Feel free to ignore all of these tips.
     13.   When using the Jump-In rule, if you make a mistake and your card doesn’t actually match the card on top of any discard
           pile, draw a card instead!
14. The color of a placed wild card is not chosen by the player who played it. If you play a card on top of a Wild card, you get
    to select which of the four colors the pile will be by placing a card of that color on the discard pile.
15. Modifiers behave exactly like symbols except they cannot be matched with each other.
16. The game has a minimum player count of three, unless all rules relating to the Showdown mechanic are removed via
    house rules, in which case the minimum player count is two.
17. If you don’t have a match to make on any discard pile during your turn, you must draw cards until you draw a card that can
    be matched. You then play that card immediately, resolve its effects, and then end your turn.
18. Stacking Rule: Draw based cards like draw 1s, draw 4s, and draw 5s can be stacked on top of each other to pass the
    effect onto the next player in the turn order. These cards can only be stacked in matching or ascending order, so while a
    draw 2 and a draw 4 would be playable on a draw 2, a draw 2 would not be playable on a draw 4.
19. Mercy Rule: If a player ever has 25 or more cards in their hand at the end of any executed effect, they are eliminated from
    the current round of the game. The player’s hand gets placed at the bottom of the draw pile in any order. If your hand ever
    has 25 or more cards in it during a single effect, and those cards are lowered below 25 before the effect has concluded,
    you are not eliminated.
20. If you eliminate ANY player, you get 250 points immediately.
21. Games must be played to 1000 points.
22. If all players are eliminated in any given round, you win the round by default.
23. House Rules can be used to add more rules to the game or remove/alter existing rules. Be creative, and have fun!
24. The winner of the game can optionally be given chocolate as a prize. That doesn’t mean they have to eat it.
25. At the start of the game, each player is dealt a life card. If at any point, a player would be eliminated from the game, by
    any mechanic, they flip their life card instead. The player remains in the game and their hand resets. They discard all of
    their cards onto any one pile without triggering effects and draw seven new ones. If your life card is already flipped and
    you would be eliminated, you’re actually eliminated this time.
26. All props should be placed near the center of the play area before starting the game.
27. In the event the draw pile runs out of cards, take the top card of each discard pile and place it as the start of the four new
    discard piles. The remaining cards all get shuffled together into one massive new draw pile.
28. At the beginning of the game, each player must choose a character card. Unchosen characters will not be needed in the
    game. Place this card in front of yourself. The character card contains the characters name, their special ability, and their
    character abilities. Special abilities can be used once per turn or whenever they’re triggered, and character abilities are
    used when the corresponding ultimate modifier is played by you. Follow the rules on the card when any of these are used
    to perform the corresponding action.
29. All enemy, event, location, and item cards are shuffled together to form the danger deck. Place the danger deck near the
    center and designate a place for a corresponding danger discard pile. Whenever a danger modifier is played, you must
    draw a card from the danger deck and do any following action accordingly.
30. If you draw an enemy card from the danger deck, place it in front of your character card. That enemy is now attacking you.
    You can defeat an enemy by playing a specific card on your turn, but enemies cannot be defeated the turn they are
    drawn. Enemies can attack you when they’re drawn and during your turn each round. Follow the instructions on the card
    to know what the attacks do. If you draw another enemy, it replaces the original enemy. Replaced enemies are not
    defeated enemies. Replaced and defeated enemies go in the danger discard pile.
31. If you draw an event card from the danger deck, follow the instructions on the card before placing it in the danger discard
    pile.
32. If you draw an item card from the danger deck, place it on your character card to equip it. Follow the instructions on the
    card to know how the item benefits your character. You can only have three items equipped at a time. If you draw a fourth,
    you may choose to unequip one item to replace it with the new one. Discarded items are placed in the danger discard pile.
33. If you draw a location card from the danger deck, place it near the center of the play area for all to see. This adds a new
    gamerule that all players must follow until the location card is destroyed or replaced. Follow the instructions on the card to
    know how they work. Destroyed or replaced location cards go in the danger discard pile.
34. Cards with “Draw” written on them force you to draw cards and lose your turn, while cards with “Add” written on them force
    you to draw cards without losing your turn. (This is subject to change)
35. Each player has their own burn pile in front of them that they place cards in when they’re instructed to burn cards. Cards
    can be removed from this pile by recovering them. Cards in your burn pile cannot be played but still count towards the
    number of cards in your hand, meaning you cannot win while you have cards in your burn pile. Cards in your burn pile do
    not count towards the Mercy Rule. If at any point you remove all cards from your hand, but you still have cards in your
    burn pile, you may choose to recover as many cards as you wish, but for each card you recover, you must draw an
    additional card from the draw pile as well.
36. If you are holding the Yellow 13 Number card when the round ends, subtract 13 points from your total points. This can
    drop you into negative points.
37. If you are holding any Red cards when the round ends, each Red card subtracts 1 point from your total points. This can
    drop you into negative points.
38. Shoot the Moon Rule: If the game ends and you’re the only player with any red cards in your hand, you can either choose
    to gain 20 points immediately, or force all other players to lose 20 points immediately. This also nullifies the effect of the
    previous general rule.
39. Pass 3 Cards Rule: At the start of the game, once all players have their hand, before the first player takes their turn, all
    players must give three cards of their choice to the player on their left.
40. At the start of the game, the four tower cards should be placed near the center of the play area.
41. Final Showdown Rule: This rule is optional. When you play the final card from your hand in any round, you must draw one
    card from the draw pile and perform a showdown with the player of your choice. If you win the showdown, you win the
    round. If you lose, that card goes into your hand and the game continues.
42. Choosing the Dealer: At the start of the game, all players must draw a card off the top of the unshuffled draw pile and
    reveal it. The player with the highest number is the dealer, and is responsible for shuffling the deck and dealing 7 cards to
    each player before the game begins. Cards without numbers don’t count. Cards used in this sequence of events are
    placed back in the draw pile before the pile is shuffled.
43. Whenever you are forced to draw more than one card for any reason, discard one of the cards you were forced to draw for
    free on any discard pile without triggering effects. Then roll the D20. If you roll anything other than a 1, nothing happens. If
    you roll a 1, draw 10.
44. If a mechanic or rule is forgotten by all players at any time, the rule is nullified.
45. If a mechanic is physically impossible to carry out for any reason, the effect is nullified.
46. Players are assigned a number using their Life cards. Each life card will contain a number. When dealing out the Life
    cards, be sure to only use the appropriate numbers for your group. For example if you have ten players, don’t use the Life
    cards labeled 11-16. Use these numbers when randomly selecting players with dice.
47. When selecting a random player with a die, use whichever die is appropriate for your player count. When rolling, if you roll
    a number that nobody has, reroll the die.
48. All effects, symbols, modifiers, dice outcomes, ect, will receive a three digit number for identification purposes. If the
    amount of effects surpasses 999, later effects will have a four digit number.
49. You must remain fully clothed while playing this game.
50. If your position at the table is changed or swapped, your character cards and other cards you have in front of you must go
    with you to your new position.
51. Cards that contain letters in their number position have a higher value than any existing number card. These cards also
    have their own ranking in comparison with each other. Ace is the most valuable, followed by King, Queen and Jack. Letter
    cards cannot be used with effects that involve an actual number to function, but otherwise behave like any other number
    card.
52. The youngest player must start the game as the King. They gain the King card. This can be placed near their character
    card. They then must choose another player to be the Jester. That player gains the Jester card and places it near their
    character card.
53. If you perform any action that would increase your hand above 24 or remove the last card in your hand, the Mercy Rule
    and your Victory do not trigger until the effect you are currently resolving is complete.
54. If you encounter a situation where an effect would force you to interact with a non-whole number amount of cards, always
    round up to the nearest whole number before executing the effect unless the effect says otherwise.
55. Whenever you play a card that forces another player, or players, to draw more than one card, draw one card from the
    draw pile and place it in front of you to start your personal “bean” pile. Cards in this pile are not a part of your hand and
    aren’t included in your burn pile. Continue to add one card to this pile anytime you play a card that forces other players to
    draw multiple cards. You only get to add one card to the bean pile PER CARD you play that forces players to draw
    multiple cards. If you have ten or more cards in your bean pile at the start of your turn, you may choose to discard all of
    the cards in your bean pile onto any one discard pile, and then discard your entire hand on that same discard pile except
    for one card. This gives you an instant Uno. Trading in the cards of your bean pile and discarding all but one card all
    counts as your one action for the turn.
56. Some cards can be played in response to an effect that would force you to draw multiple cards because of their effects. If
    the effect being used against you does not have a set number of cards for you to draw, and instead the amount of cards
    you draw is dependent on other factors, cards that can be played in response to you being forced to draw multiple cards
    cannot be used against this effect.
57. If multiple effects are active at the same time and they both apply different effects to the same thing, the most recently
    played effect takes priority.
58. Cards that have their color/number/symbol/modifier changed when they’re played revert to their original state for all future
    turns unless the card specifies otherwise.
59. If an effect instructs you to discard a card onto any valid discard pile, and there are no discard piles you can match that
    card to, you can discard the card onto any discard pile, excluding piles that have a card preventing you from doing so on
    top.
60. You can choose any number between 0 and 5 cards to be the penalty draw for forgetting to say Uno.
61. Before the game starts you can choose any number between 5 and 15 to be the number of cards people start with.
62. The four cards that are turned up at the beginning of play have all of their effects nullified and do not trigger.
63. On your turn, if you’re holding 20 or more cards, and at least one of them has a valid match, you MUST play a card, and
    cannot choose to draw an additional card as your action.
64. False Accusation Rule: If you falsely accuse someone of not saying Uno, you must draw two cards immediately, and your
    next turn is NOT skipped.
65. The age range of the game is 3-107.
66. Typically you can’t draw a card instead of playing a card if you have a valid match during your turn, but you can still do this
    and pretend nothing is wrong. If the card you draw makes a match, you can play it immediately or keep it in your hand.
    You cannot play the card that originally matched if you’re doing a draw like this, even if the card you drew isn’t a match.
67. When you’re drawing cards from the draw pile because you don’t have a match, other players cannot question your
    actions, and if they do, they must draw 2 immediately.
68. If a player plays a card that isn’t actually a match and there’s nothing about the card’s effects that remedies this, that
    player can be called out, and they must take the card they incorrectly played and place it back in their hand. They must
    then draw 2 cards, AND their current turn immediately ends.
69. Like in normal Uno, playing a wild draw card isn’t allowed if you have other valid matches, but if nobody finds out, you can
    choose to do this. However, if someone does find out, you must draw 4 cards, and take the wild draw card you played and
    place it back in your hand.
70. Only the player after a player who plays a wild draw card can challenge the legality of the play.
71. If any mechanical interaction would cause a math error or an impossible situation to resolve, all effects in the interaction
    are nullified.
72. If a card instructs you to choose a color, you can only choose out of the ten standard colors in the game, unless the effect
    says otherwise.
73. The Mega Hit Rule: If a card is played against you that would force you to rotate the Attack D10, otherwise known as a
    Rotate-type card, you can play any Rotate-Type card from your hand on top of it, regardless of if the cards match in any
    way. This passes the rotate effect onto the next player and the next player must rotate the Attack D10 as if both rotate
    effects have been played against them. If that player also has a Rotate-type card in their hand, they can continue this
    chain until someone is forced to rotate the Attack D10. If the Attack D10 is triggered by this effect before all of the
    necessary rotations have been done, the player it is triggered against may choose to not perform any of the remaining
    rotations. Once a Rotate stack has been resolved, play resumes from the player who played the first Rotate-type card. If a
    rotate stack is created using this rule, all non-rotate effects are nullified until the rotate stack is resolved.
74. When your turn is complete, you must say “Madness” so the next player knows it's their turn. If you play your second to
    last card, you say “Uno” instead of “Madness.” Because there is no punishment for failing to say “Madness” itself, players
    are not required to do so, especially if they have been silenced by an effect.
75. At the start of the game, you are given a random Movement card.
76. The Boost Bar: The Boost Bar contains 4 Skip cards, four Draw 2 cards, a Wild card, and a Wild Draw 4 card. These
    cards will all be placed near the center of the play area. At the start of your turn, if someone plays a Skip, Draw 2, Wild, or
    Wild Draw four against you, you have the option to use a Boost card. You can do this by discarding a card from your hand
    without triggering effects, and then choosing the Boost card you want to add to your hand. Then you continue your turn
    like normal, meaning you can play the card you just took from the Boost Bar if you wish. Cards in the Boost Bar are
    limited. Once they’re gone, they’re gone. Additionally, cards from the Boost Bar have a price. If you want a Skip card from
    the Boost Bar, you’ll have to discard one card from your Bean pile without triggering effects. If you want a Draw 2 you’ll
    have to discard 2 Bean pile cards without triggering effects, and if you want the Wild or the Wild Draw 4, you’ll have to
    discard three Bean pile cards without triggering effects.
77. Two-Step Optional Rule: Whenever a player plays or discards a 2 number card, that player takes two cards from their
    hand and gives them to another player of their choice. If you have three cards in your hand and then play a 2 number
    card, you can win the round using this rule. If you use this rule to remove the second to last and or the last card from your
    hand, you don’t need to say Uno.
78. Add and Subtract Optional Rule: You can play two cards from your hand as your one turn action if the numbers on the two
    cards you play add up to a number on a discard pile, and if the colors of all three of these cards match. Effects trigger. The
    same can be done by subtracting using the numbers of the two cards you choose to play. You must say you’re using this
    rule out loud as you’re using it, and describe how the cards you’re playing add or subtract to match.
79. Show The Last One Optional Rule: At the start of the game, you’re dealt 6 cards that go into your hand, and then you’re
    dealt a 7th card which remains face down in front of you instead. This card is part of your hand, but it can’t be played until
    you call Uno. Later in the game, when anyone calls Uno, all players get to flip their face down card for all to see. This is
    the last card in your hand and you must successfully play it after you’ve gotten rid of the rest of your hand in order to win
    the game.
80. Uno Sudoku Win Condition: If at the end of your turn you can get the four discard piles to have a specific layout, you win
    the round. For this win condition you’ll need all four discard piles to have a number card on top. None of these cards can
    be Wild. The number of either the first or the fourth discard pile must equal the sum of the three numbers on the other
    three piles. AND the three cards that are getting added must be linked domino style by either color or number to the cards
    adjacent to it. If you can do all that, you win!
    81. Double Color Cards: Double color cards function as both colors represented on them equally. This means they can be
        played on top of either color, and either color can be played on top of them. You can only Jump In on Double Color cards
        using other Double Color cards. Unlike Flex colors, the colors of Double Color cards are not randomly combined, and
        instead each color has been assigned a second color that it always pairs with. Blue always pairs with red, and yellow
        always pairs with green, etc.
    82. At the start of the game, place the Token card near the center.
    83. At the start of the game, each player must choose a Companion Creature card and place it near their Character card.
    84. Optional Discarding Rule: If you choose to use this rule, players may discard as many cards as they wish during their turn
        as long as the number or symbol matches on every card they discard. If you discard multiple cards this way, all effects of
        those cards trigger.
    1.    Tournament Mode: At the start of the game, all players will be randomly divided into two or more equal groups. The size of
          these groups will depend on your player count, but the groups cannot be less than three. These groups will each play a
          round of the game with the players they were grouped with. The winner of each group will play a second round with the
          winners of all other groups, and the same goes for second place, third place, etc. Once the second round has concluded,
          a ranking can be generated with the player who won two consecutive rounds being declared the overall winner.
    2.    2 Player Teams Mode: At the start of the game, choose one teammate, or randomly assign teams. Assign seating fairly,
          randomly, or allow all players to choose. The two players on any team count as one player, so if either of them wins, they
          both win. If you’re playing with points, all points will go to the winning team as if they were one player. If one player on a
          team is eliminated, the other player is still in the game. You must have an even number of players to play this mode.
    3.    Challenge Mode: In this mode, you choose a certain amount of points, and when a round of the game concludes, players
          add up the amount of points their own cards are worth. Once a player reaches that designated point value, they’re
          eliminated from all future rounds of the game. Last player standing wins.
    4.    Elimination Mode: In this mode, before the game begins, players must agree on a certain number of strikes. It can be 3, 4
          or 5 strikes. During normal gameplay, if you don’t have a valid match to make at the start of your turn, you gain a strike. If
          you get all 3 strikes or whichever number you chose, you’re eliminated from the game and all future rounds. Strikes are
          carried over between rounds, and the last player standing wins. If an action is played against you at the start of your turn,
          you cannot receive a strike during that turn.
    5.    Rounds Mode: Instead of keeping track of points, you can select a number of your choice and whoever wins that number
          of rounds first is the true winner.
    6.    Survival Mode: All players start the session with a number of points between 100 and 1000 agreed upon by the group. At
          the end of each round, instead of gaining points from cards like normal, you LOSE that many points instead. When you
          run out of points, you’re eliminated from the game and cannot participate in future rounds.
    7.    Drop-Out Mode: In this mode, you play a sequence of rounds, at the end of each round, eliminate the player with the
          highest points in their hand. Last player standing wins.
    8.    Hello Kitty Mode: At the end of a round, if you win, you gain points corresponding to the value of cards remaining in your
          opponent’s hands. Here’s the twist. In this mode, if you lose, you lose points corresponding to the value of the cards in
          your hand at the end of the round. This means in the first round, all but one player will have negative points! This goes on
          for five rounds, and the player who has the most points at the end, wins. If at any point a player reaches 500 points or
          more, the game ends and they’re declared the winner regardless of how many rounds out of the five have passed.
    9.    Red Sox Mode: In this mode, you keep track of points by counting how much your cards in your own hand are worth at the
          end of each round. When any player reaches 500 points, the game ends and the player with the least points wins.
    10.   Four Player Partners Mode: This mode can only be played with four players. Assign two player teams. Teammates must
          sit directly across from each other. When any player goes out, the round is over. Add up the points from both of your
          opponent’s hands and add them to your team total.
    11.   Four Player Partners Mode (Variation): This mode is a variation of Four Player Partners Mode. This mode can be played
          with four players, or two groups of four players. In this mode, you play four rounds with each player present as your
          partner. That’s 12 rounds with four players, and 28 rounds with 8 players. You score your own individual points in each
          partnership. Keep track as you go. Once all rounds are completed, the player with the most points wins.
    12.   Safety First Mode: Begin the game by dealing all cards from the main draw pile to all players evenly. Extra cards can be
          left out of the game. Place those cards face down in front of you as your pile. Players will then take turns taking the top
          card of their pile and placing it face up in the center. If the card played has a non-Skip symbol or is a Wild card, all players
          race to slap it. The first player to slap it gets all the cards from the center. If you accidentally slap a Skip card or any other
          card that isn’t a Wild or contains a symbol, all cards you have acquired from the center go back to the center. The game
          continues until everyone’s pile is empty and the player with the most cards at the end wins.
    13.   Uno Luck Mode: Shuffle the main draw pile and divide the deck in half to form two draw piles. Starting from the dealer,
          and going counter clockwise, players take turns drawing cards from either deck. If you draw a number card, you add it to
          your hand. If you draw a zero or a wild card, discard all cards in your hand. If you draw a card with a symbol, take all
         discarded cards and add them to your hand. If there are no discarded cards, discard your entire hand. Play continues until
         the draw piles have no cards. The player with the most cards wins.
     14. Side2Side Mode: In this mode, you must have an even number of players. These players are divided into teams of two
         however you see fit. When you sit around the table, you must be sitting next to your teammate. Teammates are allowed to
         view each other’s hands, and strategize using their combined knowledge. If either member of a team wins a round, both
         players win the round and earn points equal to the combined value of the cards in all other team’s hands.
     15. Community Cup Mode: In this mode, all players start with 0 points, and when they win the round they win points
         corresponding to the value of all remaining cards in all opponents’ hands. The players who lost the round lose points
         corresponding to the value of the cards in their own hand. This can drop you into negative points. The points you win and
         lose while playing this mode are multiplied by a number which is dependent on the round you’re currently playing. During
         the first round, your points are multiplied by 1, so they don’t change. In the second round they’re multiplied by 1.5. Third
         round is 2, fourth round is 3, fifth round is 4. The game ends when 5 rounds go by or when someone reaches 300 points.
         The player who reached 300 points or whoever has the most points at the end of 5 rounds, wins.
-10, -2, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 9.75, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 35, 36, 38, 44, 50, 52, 54, 55, 60, 62, 70,
80, 85, 87, 88, 90, 91, 95, 97, 99, 100, J, Q, K, A.
     1.    Rotate 2 Modifier: When played on you, you must rotate the Attack D10 until the number on its face is increased by 2.
     2.    All Rotate Symbol: Starting with the player who played the card with this symbol, everyone must rotate the Attack D10
           once in the current turn order until either the number on its face reaches 10, or all players have rotated the die.
     3.    Rotate to 10 Symbol: When played on you, you must rotate the attack D10 to 10.
     4.    Wild Dancing Symbol: When played on you, you must either dance until the start of your next turn, or draw 3 cards.
     5.    Draw 2 Dare Modifier: When played on you, you must either draw 2 cards or perform a specific dare. The severity of the
           dare will not be decided until you lock in the dare option. If you choose dare, roll the d6 and refer to the instruction manual
           to determine which severity has been rolled. You must then perform the dare corresponding to the number on the card
           played against you. If you chicken out or fail the dare, draw four cards. If you don’t roll a severity on the dare die, you must
           perform those actions instead.
     6.    Wild Draw 2 Symbol. When played on you, draw 2 cards.
     7.    Draw 1 Symbol: When played on you, draw a card.
     8.    Draw 5 Symbol: When played on you, draw 5 cards.
     9.    Wild Draw Color Symbol: When played on you, the player before you selects a color, and you must draw cards until you
           draw a card of that selected color. When you draw a card of the chosen color, you must show it to all players before
           placing it back in your hand.
     10.   Wild 50/50 Symbol: When played, the player who placed the card selects two players and then designates one player as
           heads, and the other as tails. The D2 is then flipped. If it lands on heads, the tails player draws four cards and vice versa.
     11.   VETO Card: If any player mentions anything political, any other player can slap the VETO card and force the political
           player to skip their next turn by giving the political player the VETO card. Once their turn has been skipped, they must
           place the VETO card back in the center of the play area where it can be used again.
     12.   Discard Color Symbol: When you play this card, you discard all cards in your hand that match the color of the Discard
           Color card in any order without triggering effects onto a single discard pile, then place the Discard Color card on top of this
           stack.
     13.   Trade Hands Symbol: When you play this card, choose another player and trade your entire hand for theirs.
     14.   Flip Symbol: When you play this card, all players must flip their entire hand over to the reverse side.
     15.   Skip Everyone Symbol: When you play this card, skip every other player’s turn.
     16.   Attack D10: At the start of the game, the D10 starts at 1. When a Rotate card is played, the value on the D10 increases. If
           a player rotates the die enough to reach the number 10, that player rolls the D10 and draws that number of cards. They
           then reset the die back to 1.
     17.   Swirly Modifier: When a card with this symbol is played against you, you roll the D8, and refer to the instruction manual to
           determine which of the following effects are happening, then perform the necessary actions.
                 a. Discard All But 2 Symbol.
                 b. Discard Number Symbol.
            c. Discard Color Symbol.
            d. Draw Color Symbol.
            e. Trade Hands Symbol.
            f.   Show Hand Symbol.
            g. War Symbol.
            h. Uno Spin Symbol.
18.   Discard All But 2 Symbol: If you roll this symbol, discard cards in any order you wish onto any one discard pile without
      triggering effects until you have only two cards left.
19.   Discard Number Symbol: When you roll this symbol, you discard all cards in your hand of any one number onto the pile
      you played the Discard Number card without triggering effects.
20.   Show Hand Symbol: When this symbol is used against you, you must temporarily show your hand to everyone.
21.   War Symbol: When this symbol is rolled, all players pick the highest value number card from their hand and reveal them
      simultaneously. If you have no number cards you can’t participate in the war. The player with the highest value card card
      gets to discard that card. All other players return their card to their hand. If there is a tie, the tied players face off with their
      next most valuable number card. The winner discards all cards they used in the war. This continues until there are no
      more ties. In the event any players discard their entire hand via the war, they must each draw a card from the top of the
      draw pile to use in the next round of the war until a winner is declared. Play resumes from the winner of the war.
22.   Uno Spin Symbol: When this is rolled, the first player to shout “Uno Spin” gets to play one extra card of their choice. Play
      resumes from the winner.
23.   Overload Modifier: If a card with this symbol is on top of a discard pile and you play a card on top of it, roll the D4 and
      draw that many cards.
24.   Discard Two of the Same Color Symbol: When you play a card with this symbol, you can discard an additional card that
      matches this color onto any discard pile WHILE triggering effects. The card can also be played by itself.
25.   Wild Clear Symbol: This card can be played on top of any other card without triggering the effects of any cards in that
      discard pile, and ignoring the effects of any cards on top of the pile. When you play this card, take the discard pile you
      played it on and shuffle it back into the draw pile. The Wild Clear card will be the start of the new discard pile.
26.   Wild Giveaway Symbol: If you play this card on top of a card with the Overload Modifier, the Overload triggers, but when
      you roll the D4 and draw the corresponding number of cards, you must give away those cards to any other player. Cards
      that are given away can be split up between players in any way you wish.
27.   Wild Pass Your Turn Symbol: Instead of playing this card on top of any discard pile, place it in front of yourself during your
      turn as your action. In future turns you can choose to use that card instead of using a card from your hand to complete
      your action.
28.   Wild Number Symbol: When you play this card, it can match with any number. When a player plays a card on top of this
      card, any number present in the game can match with it. If this card is used in an event, you choose its number when it is
      used in the event. You cannot choose letters.
29.   Negative 2 Modifier: When this card is used on you, discard two cards at random, and then draw two new cards. This
      cannot trigger the end of the game by removing all of your cards.
30.   Wild Item Box Symbol: When you play this card, roll the D6 and perform the corresponding action.
            a. Banana Symbol.
            b. Green Shell Symbol.
            c. Lightning Symbol.
            d. Reroll the D6.
            e. Draw 2 Symbol.
            f.   Skip Everyone Symbol
31.   Banana Symbol: If this is rolled, the player before you in the turn order needs to draw 2 cards.
32.   Green Shell Symbol: If this is rolled, one player of your choice draws a card.
33.   Lightning Symbol: If this is rolled, everyone besides you draws a card and you get another turn.
34.   Nothing Symbol: If this is rolled, nothing happens.
35.   Wild Kevin’s Famous Chili Symbol: If you play this card, you must clumsily drop your hand on the table or ground.
      Everyone else must do the same. Last player to do this draws two cards. Your hand may become disorganized by this
      mechanic, if this occurs, use the side of the card that each card landed on when you dropped them.
36.   Slap Symbol: when you play this card, you must slap it. Every other player must then race to slap the card as well. Last
      player to do this draws two cards.
37.   Wild Tilt Symbol: When you play this card, from that point on, that is the only discard pile any player can use. This effect
      can be broken by any player if they make a mess of that discard pile by disorganizing it or spilling it or tipping it over. If the
      draw pile runs out while this symbol is active, this effect is broken when the discard piles are shuffled to form the new draw
      pile, unless this card was on top of any discard pile when the draw pile ran out.
38.   Stop Modifier: When you play a card with this symbol, while this card is on top of a discard pile, that discard pile can no
      longer be used. Cards with this modifier can be played on top of other cards with this modifier, but they must still match
      with either number or color. Cards with the Wild symbol can be played on top of cards with the Stop Modifier as well. If
      every discard pile has a card with this modifier on top of it during your turn, all discard piles are fair game. This applies on
      a turn by turn basis.
39.   Power Cards: Each player gets a power card at the start of the game. One side has a checkmark, while the other has an
      X. When your checkmark side is face up, you can use the Flex sides of Flex cards. If you play a Flex card on the Flex
      side, you must flip your power card to the X side. If everyone’s Power card is on the X side, everyone flips it back to the
      Checkmark side.
40.   Flex Cards: Flex cards have a secondary color, modifier, or symbol that can only be used if your power card is active.
      Players playing on top of Flex cards can only use the card’s main color.
41.   Power Flip Modifier: When this modifier is played, you flip your Power card.
42.   Wild All Power Flip Symbol: When you play a card with this symbol, all players flip their power card.
43.   All Draw 1 Symbol: When you play a card with this symbol, all other players draw 1 starting with the next player in the turn
      order.
44.   Reverse and Skip Symbol: When you play this card, the turn order is reversed and then the next player in the turn order is
      skipped. If only two players remain, the reverse portion of this effect is nullified.
45.   Targeted Draw 2 Symbol: When you play this card, choose ANY player to draw two cards.
46.   All Draw 2 Symbol: When you play this card, all other players draw 2.
47.   Targeted Draw 4 Symbol: When you play this card, choose any other player to draw four cards.
48.   Wild Superstar Symbol: Can be used as a normal wild card, or can be discarded at any time to reflect all effects of any
      card that forces you to draw cards. If the draw cards you’re reflecting are stacked, the reflected cards go to the player who
      most recently added to the stack. Cards that make multiple players draw only reflect the cards you’re meant to draw.
49.   Customizable Wild Card: A Wild card with space for you to write in your own rule.
50.   Jackpot Symbol: When you play a card with this symbol, roll the D6 and refer to the instruction manual which jackpot
      event needs to be carried out.
            a. Choose a player to draw a customizable wild card and they perform the action on it. Then the card is flipped and
                  placed at the bottom of the customizable wild card pile. Play resumes with you.
            b. Instead of choosing a player, the player on your right performs the actions of a.
            c. Instead of the player on your right, the player on your left performs the actions of a.
            d. All players draw a customizable wild card, and starting with you and proceeding in the current direction of play,,
                  perform the action on it before flipping and placing the card on the bottom of the customizable wild card pile.
                  Play resumes with you.
            e. You may discard up to one card of each color in any order WHILE triggering effects.
            f.    You draw 4.
51.   Skip 2 Symbol: Play this card to skip the next two players in the turn order. When playing with only three players, this is
      identical to the Skip Everyone Symbol.
52.   Add a Rule Modifier: When you play a card with this Modifier, you must come up with a Rule that forces all players to
      perform an action unrelated to the game. The last player to perform the action draws 1 card. From that point on, whenever
      a card with that same number is played, the action must be performed by everyone again and the same punishment
      applies. Multiple rules cannot be placed on the same number, so Add a Rule Modifiers encountered on the number later in
      the game are ignored.
53.   Wild Game Changer Symbol: When you play this card, you can change the rule of any existing Add a Rule Modifier rule. If
      there are none to change, this card functions only as a wild card.
54.   Direction Tracker card: Tracks the current direction of play. Flip the card if the turn order reverses.
55.   Link Cards: Players that are linked are forced to draw the same amount of cards the other does. These cards are placed
      in front of linked players. The link is broken when a card with the Point Taken symbol is played.
56.   Point Taken symbol: When you play a card with this symbol, start counting down from three. When you reach one,
      everyone points one finger at any other player. Starting with you, draw cards corresponding to the amount of fingers
      pointed at you. You cannot draw more than five cards from this symbol’s effect.
57.   Pileup Symbol: When you play this card, draw cards and place them in front of you until you get a non-wild card. This is a
      mini pile. The next player must place a card on top of the mini pile that matches in either number or color. Wild cards don’t
      change the color of the stack and symbols and modifiers have no effect. This continues around the table until someone
      can’t make a match. When this occurs, the entire mini pile goes into their hand. Play resumes after the losing player.
58.   Drawn Together Symbol: When you play this card, give the link cards to two other players.
59.   Play Two Symbol: When you play this card on another player, they must play two cards. If they cannot, for whatever
      reason, their turn is skipped and they must draw 2.
60.   Wild Creeper Symbol: When you draw this card, show it to everyone before placing it in your hand, then draw three more
      cards.
61.   Wild Snorlax Traffic Symbol: When you play this card, choose a color. The next player draws three cards and then
      discards all cards that match the color you chose.
62.   Battle Bond Symbol: When you play this card, choose a color. The next player needs to draw a card. If that card doesn’t
      match the color you chose, they need to draw another card.
63.   Draw 3 Symbol. When this is played against you, draw three cards.
64. Howler Symbol: When this is played against you, you must shout out loud every card you have in your hand, being sure to
    detail everything special about each card.
65. Wild Invisibility symbol: Can be used as a normal wild card, or can be discarded at any time to nullify the effects of any
    card played against you. Cards that affect multiple players only nullify the portion of the effect that applies to you.
66. Showdown 1 and 2 Modifier: When you play a card with this Modifier, Perform a showdown with the player on your left. A
    third player will slap the table at a random time and the first of the two players to slap the table in response wins. The
    winner is decided by the group. Loser draws cards corresponding to the number of the Showdown Modifier.
67. Wild Showdown symbol: When you play a card with this symbol, Perform a showdown with a player of your choice. A third
    player will slap the table at a random time and the first of the two players to slap the table in response wins. The winner is
    decided by the group. Loser draws cards corresponding to the number between 1 and 3 chosen by the player who played
    the card.
68. Wild Ono 99 Symbol: When you draw a card with this symbol, you cannot discard the card by matching it. All other means
    of getting rid of the card are fair game.
69. Reverse Dare Symbol: When this symbol is rolled, the player who played the draw 2 dare card against you must perform
    a dare instead, meaning they’d roll the d6. If they also roll this symbol the dare comes back to you.
          a. Dare Die Effects:
                      i.    Perform a Family dare corresponding to the number on the Draw 2 Dare card.
                      ii.   Perform a Show-Off dare corresponding to the number on the Draw 2 Dare card.
                      iii. Perform a Daredevil dare corresponding to the number on the Draw 2 Dare card.
                      iv. Perform a House Rules dare corresponding to the number on the Draw 2 Dare card.
                      v.    Truth symbol.
                      vi. Reverse Dare Symbol.
70. Truth Symbol: When this symbol is rolled, the player who played the Draw 2 dare card against you must instead ask you a
    truth based question, truth or dare style, and you must either answer it honestly, or draw 4.
71. Creeperific Urrggg Symbol: When you play this card, choose a color you want to get rid of. Starting with the player on your
    left and going clockwise, deal one of these colored cards to each player until you run out. You must channel your inner
    zombie and act like a zombie while you do this.
72. Wild Uno Dice Game Symbol: When you play this card, roll the D6 until you get a number that isn’t six. Once you have a
    non-six number, roll the die five more times. If you roll that same non-six number 5 times in a row, you win the game. If
    you roll a 6, it’s wild and counts as any number.
73. Trade Hands Modifier: When you play this card, choose another player and trade your entire hand for theirs.
74. Swap Hands Modifier: When you play this card, all players give their current hand to the player on their left before
    resuming play.
75. Wild Color Roulette Symbol: When this card is played against you, pick a color, then one by one, publicly reveal the top
    card of the draw pile until you get that color. All revealed cards go into your hand. Wild cards don’t count as any chosen
    color. Afterwards, lose your turn.
76. Draw 6 Symbol: When this card is played against you, draw 6 and lose your turn.
77. Draw 10 Symbol: When this card is played against you, draw 10 and lose your turn.
78. Launch Modifier: When you play this card, choose another player, then choose a card in your hand you want to get rid of.
    Kick an extra point in a game of paper football with the player you chose. They’re the goal post and must place their wrists
    on the table with their thumbs touching and index fingers facing up. You’re the kicker, and must balance the card you
    chose on its corner and attempt to flick the card through the goal post. There must be no obstructions between you and
    the other player and the distance between you must be at least two feet. If you succeed, the other player adds that card to
    their hand. If you fail, the card goes back into your hand.
79. Whirlpool Modifier / Symbol: When you play this card, roll the D8 and refer to the instruction manual to determine which
    whirlpool event is happening.
          a. Next player draws until they draw a Blue, 2, 0, or wild card.
          b. Next player must show one card from their hand to the player on their right.
          c. Next player must show one card from their hand to the player on their left.
          d. Reverse the turn order and the player that triggered this event must roll the d8 and do a whirlpool action.
          e. Draw 3.
          f.   Draw 2.
          g. Give one card from your hand to any other player.
          h. Discard two cards from your hand in any order on any pile without triggering effects.
80. Recycle Symbol: When you play this card, search any discard pile for a card you played previously in the game. Take that
    card and place it in your hand. Now you have two options, you can either keep that card to use later, or play it right now as
    an extra action.
81. Warp Symbol: When you play this card, choose another player and look at their hand. Choose one card from their hand
    and play it without triggering the effects of any modifiers or symbols on the card. If the player you chose has no matches
    to make, nothing happens.
82. Double Play symbol: When you play this card, you must play another card on the same discard pile as this card. If you
     have no matches to make for the second card, nothing happens.
83. Wild Challenge Symbol: If another player plays a card against you that would force you to draw cards, and you play this
     card on top of it, the other player must draw that many cards instead, and then draw two additional cards. This can be
     used as a wild card normally. If this is played on top of a stack, the player who most recently contributed to the stack must
     draw the cards. If this card is played on top of a card that forces multiple players to draw, only the cards you were meant
     to draw get reflected.
84. Dip Into the Deck Symbol: When you play this card, draw one card from the draw pile and give it to the next player in the
     turn order.
85. Steal a Slice Symbol: When you play this card, steal a real slice of pizza from another player, then draw a card from the
     draw pile and give it to that player. If no other players have a slice of pizza for you to steal, draw one card from the draw
     pile and give it to a player of your choice.
86. Extreme Hit Symbol: When you play this card, choose another player to rotate the Attack D10 twice, increasing the
     number on the die by 2. Play resumes with the player after the player you targeted with this effect.
87. Hit 4 Symbol: When this card is played against you, you rotate the Attack D10 four times, increasing the number on the
     die by 4.
88. Ultimate Modifier: When you play a card with this modifier, you must perform the corresponding character ability listed on
     your character card.
89. Danger Modifier: When you play a card with this modifier, you must draw a card from the danger deck and carry out the
     corresponding actions.
90. Burn: When you are instructed to burn cards, you must place the designated number of cards from your hand face up one
     at a time in your burn pile. These cards still count as cards from your hand and you cannot win while you have cards in
     your burn pile. Cards in your Burn pile do not count towards the Mercy Rule.
91. Recover: When you are instructed to recover cards, take the designated number of cards from your burn pile one at a time
     and place them back in your hand. These cards can now be used normally.
92. Mambo Symbol: When you play this card, you may give one card from your hand to each player. You can give any card to
     any player in any order. Then you must play an additional card from your hand on top of the Mambo card to resume play.
     This CANNOT remove the final card from your hand.
93. Wild Crossing the Streams Symbol: When you play this card, starting with you, all players must draw one card, including
     you. Then, play an additional card of your choice on top of this card. Starting with the next player in the turn order, all
     players must play a card of matching color on top of this card. This does not trigger symbols or modifiers. If a player is
     unable to do this, they draw 2 cards instead.
94. Wild We Don’t Talk Card: When you play this card, choose a player. That player can no longer speak unless they call out
     “Uno!” Saying Uno breaks their curse. If you speak before your curse is broken, draw 3. If they say Uno without actually
     having only one card in their hand, their curse is still broken, but they must draw 2 like normal for falsely calling out Uno as
     well as the draw 3 from this effect.
95. Wild Altimeter Alert Symbol: When you play this card, choose a color. Next, all players, including you, place one card of
     that color face down in front of themselves. If you don’t have a card of the chosen color you cannot participate. Next,
     everyone reveals their card and whoever has the highest number gets to play that card on top of the Altimeter Alert card
     to resume play. If there is a tie for the highest number, the tied cards do not count and the next highest number is the
     actual winner.
96. Wild Cosmic Crush Symbol: When you play this card, place all of the cards in your hand at the bottom of the draw pile in
     any order. Next, draw that same number of cards from the draw pile. This does not count as removing all cards from your
     hand, even temporarily.
97. Wild Special Agent Mater Symbol: When you play this card, take a peak at every other player’s hand. You must act like a
     spy while doing so.
98. Wild Owen’s Wild Raptor Squad Symbol: When you play this card, discard all 7 number cards in your hand in any order
     without triggering effects on top of this card.
99. Wild The Force Symbol: When you play this card, play an additional card on top of it. This card must be a color card, so
     no wilds. Next, choose a player. If that player has any cards matching the color of the card you played, that player must
     draw 2 cards. If not, nothing happens. Play resumes with the color you played.
100. Wild Circle of Life Symbol: When you play this card, all players pass one card from their hand to the player on their left.
101. Wild Infinity Gauntlet Symbol: When you play this card, choose another card from your hand and play it on top of the
     Infinity Gauntlet card. It must be a color card. All other players who have a card in their hand matching the color of the
     card you played must draw 2.
102. Wild Crash Up Symbol: When you draw this card, CRASH IMMEDIATELY. Take all cards from the hand of the next player
     in the turn order and shuffle them into your hand. Next, deal the cards between the two of you evenly starting with the
     other player. The crash up card goes on top of any discard pile before play resumes.
103. Wild Screen Slayer Symbol: When you play this card, all other players must close their eyes and place their hand face
     down in front of themselves. Next, choose any two cards from your hand and place them in the hand of any other player.
     After this, everyone opens their eyes.
104. Wild Tiny Diamond’s Mixtape Symbol: When this card is played against you, you must draw one card from each other
     player’s hand and add it to yours.
105. Wild Duke Kaboom Symbol: When you play this card, choose two other players. Take the hands of those two players and
     shuffle them together. Next, deal the cards back evenly amongst the same two players. If there is an odd number of cards,
     you choose who gets the extra card.
106. Wild Forces of Nature Symbol: When you play this card, choose a color. As play continues, the color you chose is the only
     color that can be played. Wild cards cannot be played. This continues until it’s the start of your next turn.
107. Wild Blind Symbol: When this card is played against you, you must close your eyes and draw one card from all other
     player’s hands and add it to yours.
108. Wild Kickin’ Battle Symbol: When you play this card, choose a player. Both you and the other player must select a card
     from your hand and reveal it simultaneously. Whoever has the higher number wins. The loser must add all cards used in
     the battle to their hand, including the other player’s cards. They must also add an additional two cards from the draw pile
     to their hand. All cards without numbers count as 0. If there is a tie, you keep playing rounds until someone wins. If either
     player runs out of cards during the battle, they must draw a card from the draw pile, and use that card for the current
     round of the battle. This continues until someone loses.
109. Wild Kryptonite Symbol: When you play this card, starting with the next player in the turn order, all other players must
     either play a green card or a wild card. This does not trigger modifiers or symbols. If a player cannot do this, they must
     draw three cards instead.
110. Wild Dead Men Tell No Tales Symbol: When you play this card, choose a color. Starting with the next player in the turn
     order, everyone must draw cards from the draw pile until they get a card of the color you chose.
111. Wild Dead End Symbol: Cards cannot be played on top of cards with this Symbol.
112. Wild Draw 3 Symbol: When this card is played against you, draw 3.
113. Wild Draw 5 Symbol: When this card is played against you, draw 5.
114. Wild Draw 7 Symbol: When this card is played against you, draw 7.
115. Wild Draw 8 Symbol: When this card is played against you, draw 8.
116. Wild Draw 9 Symbol: When this card is played against you, draw 9.
117. Everyone Draws 2 Symbol: When this card is played, everyone draws 2, including you.
118. Wild Face Up Symbol. When this card is played, all players must play with their cards face up on the table so all players
     can see them. This effect only lasts until the start of your next turn.
119. Wild Draw 4 Discard 4 Symbol: When you play this card, draw four cards and then discard four cards in any order on top
     of this card. This does not trigger effects.
120. Sharing Secrets Symbol: When you play this card, you must privately show your hand to the player with the fewest cards.
121. Wild Shuffle Em Up Symbol: When this card is played, all players must discard all cards on top of this card in any order,
     and then draw the same amount of cards from the draw pile. This does not trigger effects.
122. See the Future Symbol: When you play this card, you privately view the top five cards of the draw pile.
123. Silence is Golden Symbol: When you play this card, all players cannot talk. The first player that does talk, draws four, and
     that nullifies the effects of this card for all other players.
124. Wild Exclusive Popcorn Symbol: When this card is played, you are the only player who can have access to any popcorn.
     This effect only lasts until the start of your next turn. If there is no popcorn present, this functions as a normal wild card.
125. Popcorn Hog Draw 2 Symbol: When this card is played, the player who most recently ate popcorn draws 2 cards.
126. Wild Run Symbol: When you play this card, you may discard any number of cards as long as they are in ascending
     sequential order. You cannot play the same number twice. Numbers in the sequence must increase by 1 each card.
     Effects are not triggered.
127. Wild Uno Bingo Symbol: When you play this card, roll the D10 to determine a color. The colors, one through ten, are Red,
     Yellow, Green, Blue, Orange, Purple, Pink, Grey, White, Brown. Then roll the D10 again for a number. If any player has a
     card that matches the number and color of the two dice rolls, they may discard that card without triggering effects.
128. Wild All Pass 2 Symbol: When you play this card, all players must pass two cards from their hand to the next player in the
     current turn order.
129. Wild Play 4 Symbol: When you play this card, draw four cards, and then play four cards in any order on top of this one. All
     effects trigger.
130. Wild Reroll Symbol: Play this card as your action by placing the card face up in front of you. From that point on if you are
     unable to play cards on your turn, you can choose to play this card as your action instead, by placing it on the appropriate
     discard pile. Then, discard your entire hand on top of the Reroll card in any order without triggering effects, and draw the
     same number of cards you discarded.
131. Transfer Plus Modifier: When you draw this card, you may select any cards in your hand that match the number of the
     Transfer Plus card you drew, and give them to any other player. The Transfer Plus card itself remains in your hand.
132. Doubles Symbol: While this card is in your hand, you must roll the D6 twice at the start of each of your turns. You can only
     play the Doubles card on a turn in which you rolled the same number twice at the start of your turn using the D6. This card
     cannot be played otherwise.
133. Surprise Command Symbol: When you draw this card, roll the D10 and perform the corresponding action.
           a. Random player draws 4.
            b.     Random player discards all red cards in any order without triggering effects.
            c.     Random player discards all green cards in any order without triggering effects.
            d.     Current player draws 4.
            e.     Current player discards all red cards in any order without triggering effects.
            f.     Current player discards all green cards in any order without triggering effects.
            g.     Current player gives another player a nickname. For the rest of the round, if any player accidentally refers to the
                   chosen player by something other than their new nickname, the forgetful player must draw 2.
             h. Race! All players must race to play a card and match it on any of the four discard piles in any turn order without
                   triggering effects. The last player to do this must take their card and place it back in their hand and then draw 2.
             i.    All players draw 1.
             j.    All players discard 1 card without needing to match its attributes or triggering effects, starting with the player
                   who drew this card.
134.   Tower Cards: While you control a tower card, you have its corresponding effect permanently applied to you. If you control
       all four towers at once, you immediately must place all four towers back in the center of the play area, therefore losing
       control of all of them, and then discard all cards from your hand in any order without triggering effects, except for one. This
       gives you Uno. Tower abilities only protect you, so cards that skip multiple players or force all players to draw cards for
       example, will still affect other players while not affecting you.
135.   Tower 1: Nullifies the effects of all Draw 1 symbols played against you.
136.   Tower 2: Nullifies the effects of all Draw 2 symbols played against you.
137.   Tower 3: Nullifies the effects of all Draw 4 symbols played against you.
138.   Tower 4: Prevents your turn from being skipped by skip effects.
139.   Wild Grab A Tower Symbol: When you play this card, steal a Tower card from the center of the play area or another
       player. You now control that Tower.
140.   Grab 2 Towers Symbol: When you play this card, steal 2 Tower cards from the center of the play area or another player.
       You can choose to steal one Tower from the center and one from another player or any other combination of these two.
       You now control those Towers.
141.   Tower 1 Modifier: When you play this card, steal Tower 1 and take control of it.
142.   Tower 2 Modifier: When you play this card, steal Tower 2 and take control of it.
143.   Tower 3 Modifier: When you play this card, steal Tower 3 and take control of it.
144.   Tower 4 Modifier: When you play this card, steal Tower 4 and take control of it.
145.   Tiki Spin Modifier: When you play this card, roll the appropriate die to select a player. That player must perform the current
       Tiki Effect in play. If there are no Tiki Effects in play, nothing happens.
146.   Tiki Cards: When you play this card, place it near the center, not on a discard pile. This is the current Tiki Effect. Then roll
       the appropriate die to select a player to perform the Tiki Effect you just played.
             a. Draw 1
             b. Draw 2
             c. Draw 4
             d. Discard Color
             e. Discard 2
             f.    Go To
147.   Discard 2 Symbol: When this effect is played against you, discard two cards in any order on any discard pile without
       triggering effects.
148.   Go To Symbol: When this effect is played against you, choose who the current player is, and play resumes with them.
149.   Small Spin Modifier: When this is played against you, roll the D10 and perform the corresponding effect.
             a. Nothing Happens
             b. Gas Food Lodging
             c. Scenic View
             d. Cash Machine
             e. Phone Call
             f.    Uno Spin!
             g. Escalator
             h. Taxi Boat Plane
             i.    Luggage
             j.    Recycle
150.   Gas Food Lodging Symbol: When you roll this effect, draw cards until you draw a 2, 5, or 7, number card.
151.   Scenic View: When you roll this effect, choose another player and view their hand publicly.
152.   Cash Machine: When you roll this effect, draw until you get a green card.
153.   Phone Call: When you roll this effect, starting with the player on your left, ask another player for a wild card. If they have
       any cards with the wild symbol, they must give one to you. If they don’t have one, continue asking players for wild cards
       clockwise until you are given a card or until you have asked every player.
154. Escalator: When you roll this effect discard one card of each color from your hand in any order without triggering effects.
     You may choose to keep any cards you would be able to discard.
155. Taxi Boat Plane: When you roll this effect, discard all 1, 3, and 6 number cards in any order without triggering effects.You
     may choose to keep any cards you would be able to discard.
156. Luggage: When you roll this effect, choose a color and discard all cards of that color in any order without triggering effects.
     You may choose to keep any cards you would be able to discard.
157. Recycle: When you roll this effect, do a hand refresh.
158. Hand Refresh: Place all cards from your hand in any order at the bottom of the draw pile, then draw 7 new cards.
159. Wild Reflex Symbol: When you play this card roll the D10 and refer to the color present on the side you roll. All players
     must then race to play a card matching that color. A match must be made. Then you must grab the D10 as fast as
     possible. The first player to do this gets to play that card as an extra action and play resumes with them. All other cards
     played by other players from this effect go back in their hand. If anyone played the wrong color, they must draw 2 cards,
     even if they were too slow. If nobody has a color to match, nothing happens.
160. Eye Eye Modifier: When you play a card with this Modifier, roll the D6 to decide the effect. Then roll the D6 again to decide
     who performs the effect. Once both have been decided, the chosen player performs the chosen effect.
           a. Effects:
                       i.   1-2: Draw 4.
                       ii.  3-4: Discard 1.
                       iii. 5-6: Draw until you get a Blue, Yellow, or Wild card.
           b. Who performs the effect:
                       i.   1-2: A player of your choice.
                       ii.  3-4: Nobody.
                       iii. 5-6: You.
161. Meltdown Symbol: When you play this card, all players must roll the D4 and draw that many cards.
162. Wild 35 Symbol: Only three and five number cards can be played on top of a card with this Symbol.
163. Wild Hadouken Symbol: When you play this card, choose a player. They must draw cards until they draw a card
     containing a symbol or modifier that can skip players or reverse the turn order in any way. Once they draw a card with this
     condition, they must discard it on top of the Hadouken card without triggering effects.
164. Wild Comin’ Through Symbol: When you play this card, use the appropriate die to select five random players, excluding
     you and your teammate. If you, your teammate, or a non-player number is rolled, reroll. The same player can be selected
     multiple times. Then, give one card to each player that was selected for each time they were selected. Next, do the same
     thing again except this time, you and your teammate are viable options to be rolled. After this effect has resolved, place
     this card at the bottom of its draw pile.
165. Wild Explosive Results Symbol: When you play this card, place it perpendicular to the top card of the discard pile you
     choose. From that point on, if another player is forced to draw cards for any reason, they must also draw an additional
     three cards on top of whatever they already have to draw. This card is then slid into place properly in the discard pile and
     loses its effect. If multiple players are forced to draw from a single effect, only the next affected player in the turn order is
     affected by the Explosive Results symbol. After this effect has resolved, place this card at the bottom of its draw pile. If
     you are forced to draw until you get a certain type/number of cards, you draw three cards from this effect first, and these
     cards do not contribute to that draw effect. Then the draw effect triggers normally.
166. Wild Worth It Symbol: When this card is played, from that point on, only number cards can be played. If at any point
     someone plays a non-number card, they must draw one card and the curse is broken for all players.
167. Wild Lean On Symbol: When you play this card, all players swap places with the player directly across from them. If you’re
     playing with an odd number of players, the player who played this card stays where they are, and all other players do the
     swap without them.
168. Wild Scream and Shout Symbol: When you play this card, all players, starting with you, excluding the player with the
     fewest cards, must discard cards in any order on any discard pile without triggering effects, until they have the same
     amount of cards as the player with the fewest cards.
169. Wild Just Dance Machine Symbol: When you play this card, all players must draw one Wild Experiment card.
170. Wild Experiment Card: This card is the same on both sides. When you play this card, a random effect triggers. Roll the
     D10 three times. (If the amount of effects in the game surpasses 999, roll the D10 four times) These numbers in the order
     you rolled them from left to right, will form a larger number. This is the number of the effect you just triggered. Resolve that
     effect now. If you roll a number that does not exist in the current ruleset, reroll the leftmost number until you get a valid
     number. Some effects cannot be triggered by this card, those primarily being cards that only have an effect when they’re
     in your hand, and cards that activate on draw.
171. Wild Little Help Symbol: When you play this card, it clones all effects on the card beneath it, and all of these effects trigger
     as if you just played them.
172. Wild Escape Symbol: When you play this card, choose an opponent and view their hand privately. Next, conceal your
     hand so other players cannot see how many cards you have. This benefit is lost when you call Uno.
173. Wild Punching Things Symbol: This card can not be played out of turn. If another player plays a card that would force you
     to draw cards, you can play this card to reflect the drawn cards back at the other player, and the number of cards they’re
       forced to draw is multiplied by 2. If a card forces multiple players including you to draw cards, only the cards you would
       have been forced to draw are reflected.
174.   Curse Symbol: While this card is in your hand, you must draw one card at the start of your turn. This effect stacks if you
       have multiple cards with this symbol in your hand.
175.   Wild Typhon’s Trick Symbol: When this card is played against you, draw four cards, then randomly discard two of the
       cards you drew on any pile without triggering effects. Cards discarded by this effect go at the bottom of the discard pile
       you choose.
176.   Wild Draw 1-6 Symbol: When this card is played against you, you must roll the D6 and draw that many cards.
177.   Wild All Draw 1-6 Symbol: When you play this card, all other players, starting with the next player in the turn order, must
       roll the D6 and draw that many cards.
178.   Wild Craft a Wild Card Symbol: Before playing this card, discard four cards onto any one discard pile without triggering
       effects in any order. These four cards must all be different colors from each other. Then, play this card on top of them.
179.   Wild Viking Battle Symbol: When you play this card, choose a player to battle. You both will choose a card from your hand
       to place face down in front of you. Then, you both reveal your card simultaneously. If you choose a color card and the
       other player does not have the same color, they must draw 3. If you play a Wild and they don’t, they draw three. If you
       both play the same color, both play a wild, or if you play a color and they play a wild, nothing happens.
180.   Wild Team Attack Symbol: When you play this card, you may discard up to three cards from your hand in any order on any
       one discard pile, without triggering effects. Any cards you discard with this effect must have either a Skip, Reverse, or
       Draw 2 Symbol or modifier on them.
181.   Wild Jellyfishing Symbol: When you play this card, all players must publicly reveal any 9 number cards they have in their
       hand. If any player does not have any 9 number cards, they must draw 2. Then all players place any 9 number cards they
       revealed back in their hand.
182.   Wild Super Absorbency Symbol: When you play this card, the player with the fewest cards must draw one card randomly
       from the hand of both the player on their left and the player on their right. Then they must draw a card from the draw pile.
       If there is a tie between who has the fewest cards, you get to choose which of those players this effect targets.
183.   Wild Draw 6 Meme Symbol: When you play this card, choose a color. Then the next player in the turn order must draw 6
       cards. If any of the cards that player draws match the color you chose, that player gets to discard all cards of that color
       from their hand in any order without triggering effects on top of the Draw 6 Meme card.
184.   Wild Mr. Meeseeks Symbol: When you play this card, search any and all discard piles for one card of your choice. Once
       you have chosen a card, take it, and play it immediately on any discard pile as an extra action.
185.   Wild Robin’s Rule Symbol: When you play this card, choose a player. That player must discard all pink cards from their
       hand in any order on top of the Robin’s Rule card without triggering effects.
186.   Wild Shenron’s Wish Symbol: When you play this card, draw the top card of the draw pile and place it on top of the
       Shenron’s Wish card without triggering effects. If the card you drew is an odd-numbered card, you must perform one of
       the following actions.
              a. The next player draws 2.
              b. Reverse.
              c. Choose another player. Their next turn is skipped.
              d. Discard a card on top of the card you drew to activate this effect, without triggering effects.
187.   Wild Rad Style Symbol: When you play this card, choose a color. This color does not have to be one of the 10 colors
       present in the game. All players wearing any article of clothing containing the color you chose must draw 2.
188.   Wild The One Where You Draw Symbol: When this card is played against you, roll the D6. If you roll anything other than a
       six, draw a card. Continue to do this until you roll a 6.
189.   Wild Pic-A-Nic Symbol: When you play this card, take the card you just played this card on top of and place it in your
       hand. You can play the Pic-A-Nic card out of turn if necessary. Play resumes with whoever’s turn it was before you played
       this card.
190.   Wild Web Slinger Symbol: When you play this card, you may choose to give away up to three cards of the same color
       from your hand to any other player. You can even split up the cards given in any combination you choose.
191.   Wild On Tour Symbol: When you play this card, lay your entire hand face up in front of you and then steal another player’s
       entire hand. The player you stole from now must either take your original hand, or steal another player’s hand. Once a
       player has had their hand stolen or if they steal someone’s hand, their hand cannot be stolen again. This cycle continues
       until someone takes your original hand, or until everyone has had their hand stolen, forcing the last player to take your
       original hand.
192.   Wild Best of Both Worlds Symbol: When you play this card, choose an effect you want to activate.
              a. All Draw 1.
              b. Draw 4 Nullifier.
193.   Draw 4 Nullifier Symbol: When a Draw 4 Symbol is played against you, you may play this card, out of turn if necessary, to
       nullify the Draw 4 Symbol.
194.   Wild Hannah Montana Spin Symbol: When you play this card, the next player must roll the D8 and perform the
       corresponding action.
              a. Discard All But 2 Symbol.
             b. Discard Color.
             c. Discard Number.
             d. Draw Star.
             e. Show Hand.
             f.   On Tour.
             g. All Draw 2.
             h. Sweet Niblets.
195.   Draw Star Symbol: When this card is played against you, draw cards until you get a 6, 7, 8, or 9 number card.
196.   Sweet Niblets Symbol: When you play this card, all players must race to say “Sweet Niblets!” The first player to do this
       must play another card as an extra action and then play resumes with them as well.
197.   Wild Big Bang Theory Kitty Symbol: When this card is played against you, you must draw cards until you get a 0, 3, 5, or 9
       number card.
198.   Wild Shanks Symbol: When you play this card, choose a color and a player. That player must privately show you any
       cards in their hand that match the color you chose. If the player has no cards matching the color you chose, nothing
       happens. The other player has the option to nullify this effect by playing a 1 number card out of turn on top of the Shanks
       card without triggering effects.
199.   Wild Uno Uno No Mi Symbol: Before you play this card, play an additional card as an extra action, then play this card on
       top of the card you played to duplicate all of the effects of that card.
200.   Wild Exterminate Symbol: When you play this card, the player with the fewest cards must draw 4. If there is a tie for who
       has the fewest cards, all tied players must draw 4.
201.   Wild Bond’s Future Prediction Symbol: When you play this card, choose a color, then all other players must publicly reveal
       a card of that color. If any player does not have any cards that match the color you chose, they must draw three. All
       revealed cards return to their owner’s hand.
202.   Wild Sabotage Symbol: When you play this card, choose a player and privately view their hand. You may then choose to
       swap a card from your hand with a card from theirs.
203.   Wild Jim Hopper Symbol: When you play this card, the player with the most cards must discard half of their entire hand in
       any order on top of the Jim Hopper card without triggering effects. If that player has an odd number of cards, they discard
       the larger amount. If there is a tie for who has the most cards, all tied players must perform this action.
204.   Wild Where Everyone Fits In Symbol: When you play this card, choose either Flex or Non-Flex. If you choose Flex,
       players with more Non-Flex cards than Flex cards in their hand must draw 3 and vice versa. If a player has the same
       amount of Flex and Non-Flex cards, they’re completely safe from this effect.
205.   Wild Roy Kent Grunt Symbol: When you play this card, challenge another player to a staring contest. Once the contest
       has begun, both players must repeatedly grunt at each other until one of them loses the staring contest or stops grunting.
       The loser draws 2.
206.   Wild Yellowstone Brand Symbol: When you play this card, all other players must show everyone a yellow card from their
       hand. If any other player cannot show any yellow cards, that player must draw 2.
207.   Wild Save The Day Symbol: When you play this card, choose another player and place this card in front of them. That
       player cannot be affected by any effects that would or could get them further away from Uno until any player plays a Wild
       card. Once a Wild card is played, that player must place this card at the bottom of the discard pile the Wild card was
       played on.
208.   Wild Shark Week Symbol: When you play this card, slap it. All other players must then race to slap the card as well. The
       last player to do this draws 4.
209.   Wild Power of Greyskull Symbol: Before you play this card, raise it above your head and loudly say, “By the power of
       Greyskull, I have the power!” Then play this card. When you play this card, all other players draw 3.
210.   Wild Mayhem Symbol: When you play this card, choose a direction of play. All players must then pass their entire hand to
       the player in the chosen direction.
211.   Wild Trade Places Symbol: When you play this card, choose a player. Switch places and your entire hand with that player.
212.   Wild Happy Holiday Symbol: When you play this card, choose a color. All other players must then draw 1. If any player
       draws a card using this effect that matches the color you chose, they must play that card on top of the Happy Holiday card
       without triggering effects.
213.   Wild Seinfeld Episode Symbol: At the start of the game, all players must unanimously agree on which of the eight effects
       this symbol will represent. For that game, whenever this card is played, the chosen symbol effect activates.
             a. Serenity Now.
             b. Festivus Feats of Strength.
             c. Elaine Dance.
             d. Jimmy.
             e. Yada Yada.
             f.   No Uno For You.
             g. It’s Not You, It’s Me.
             h. Can You Spare A Square.
214. Serenity Now Symbol: When you play this card, all other players must race to say “Serenity now!” The last player to do
     this draws 4.
215. Festivus Feats of Strength Symbol: When this card is played against you, you must either do ten pushups or draw 4.
216. Elaine Dance Symbol: When you play this card, choose a player. That player must do their best Elaine dance. If they
     refuse to do the dance, they must draw 4.
217. Jimmy Symbol: When you play this card, all players must refer to themselves in the third person. This continues until
     another wild card is played by any player. Whenever a player is asked a question, they must answer. If you accidentally
     refer to yourself in the first person while this effect is active, you must draw 2 for each instance.
218. Yada Yada Symbol: When you play this card, you must tell a story about literally any subject, but the story must end with
     you saying the phrase “yada yada so I discarded 2 cards.” As long as the story ends with that phrase, you must then
     discard two cards on top of the Yada Yada card without triggering effects in any order.
219. No Uno For You Symbol: If anyone calls Uno and they only have one card in their hand, you may play this card, out of turn
     if necessary. This forces that player to draw 4.
220. It’s Not You, It’s Me Symbol: If a player plays a card with any symbols or modifiers on it against you, you can play this card
     to force that player to suffer all of the effects on that card instead. This functions as a normal wild otherwise.
221. Can You Spare A Square Symbol: When you play this card, choose a card from your hand and give it to a player of your
     choice.
222. Wild King Pig Symbol: When you play this card, choose a color. Starting with the player on your left and going clockwise,
     draw one card from the draw pile and give that card to that player. Do this until you draw a card that matches the color you
     chose. Players are able to receive an unequal amount of cards.
223. Wild Triforce Symbol: When you play this card, the next player must play a number card that contains a number that is a
     multiple of three on top of it without triggering effects. If the player cannot do this, they must draw three cards.
224. King Modifier: When you play this card, you become the new King. Take the King card from whoever owns it, then choose
     another player. That player is the new Jester, and must take the Jester card from whoever owns it.
225. Jester Modifier: When you play this card, you become the new Jester. Take the Jester card from whoever owns it.
226. Wild King’s Wild Symbol: When you play this card, the current King gets to play a color card on top of this card without
     triggering effects.
227. King’s Choice Symbol: When you play this card, the King gets to choose any player to draw one card.
228. Jester’s the Choice Symbol: When you play this card, the Jester must draw 1 card.
229. Wild Rummy Up Symbol: When you play this card, you must do one of two things. You may either discard all cards that
     contain the same number on top of this card without triggering effects in any order, or you may discard any cards of
     matching color in ascending numerical order on top of this card.
230. Wild Narwhal Rule Symbol: When you play this card, starting with you and progressing in the current direction of play, all
     players must draw one card from the draw pile without looking at it. They then must hold it up to their own forehead out of
     their own vision but in plain view of all other players. From that point on when a player’s turn comes around and they are
     still holding the card near their forehead, they must guess what color the card is. If they’re holding a wild card, any guess
     is correct. If the player correctly guesses their color, they get to discard that card onto any discard pile without triggering
     effects, and then they can take their turn like normal. If they guess incorrectly, their turn automatically ends and the next
     player starts.
231. Color Power Cards: These four cards are placed near the center for all to see at the start of the game. These cards can
     be controlled by players if they play a specific card. The four color powers are as follows:
            a. When you control red, you can give all of your red cards to any one player at any time.
            b. When you control yellow, you’re completely immune to all skips, reverses, draw cards, and players cannot give
                 your cards from their hand. If multiple players are skipped and you are one of those players, all other players
                 affected by the ability are still skipped, but you are not. If the turn order is reversed the turn before it would be
                 your turn, the reverse is nullified, resulting in you taking your turn next.
            c. When you control green, if at any point you can’t make a match on your turn, you can instead draw the top card
                 of the draw pile and play it on any pile regardless of if it is a match or not. This would count as your one turn
                 action.
            d. When you control blue, you may play up to two playable cards on your turn.
232. Wild Color Character Symbol: When you play this card, you gain control of the corresponding Color Power card.
233. Wild Color Choice Symbol: When you play this card, you can choose any one Color Power card to gain control of.
234. Wild Pride Symbol: This card functions as a Wild card, but any of the ten colors can be played on top of it.
235. Wild Spider Sense Symbol: When you play this card, all other players must publicly reveal either a 2, 6, or 9 number card
     from their hand. If they don’t have one, they must draw 2.
236. Wild Name Symbol: When you play this card, roll the appropriate die to randomly select a player using player numbers.
     The player selected gets to play a card on top of this card without triggering effects. If a number is rolled and no player is
     assigned to that number, or if the chosen player has no matches to make, this card functions as a normal Wild card.
237. Skip To Symbol: When you play this card, choose a player, you can even choose yourself. Play then immediately skips to
     the player you chose.
238. The Giving Card Symbol: When you draw this card, choose a player. This card then goes directly into that player’s hand.
239. Shield Symbol: When any draw based card is played against you, you can play this card on top of it to nullify all effects on
     that card. This can only be done if the draw card matches your shield card in color.
240. Wild Played With Too Much Symbol: When you play this card, choose a color. Next, all other players in the current turn
     order starting with the player after you must discard all the cards in their hand of that color in any order without triggering
     effects on top of this card. Then they must draw the same amount of cards they discarded from the Draw Pile.
241. Wild Justice Symbol: When you play this card, starting in the current direction of play, deal one card from your hand to
     each of the remaining players until you are down to one card. Upon dealing the last card you must call "UNO.”
242. Wild Batman Hero Symbol: This card can nullify the effects of any purple, blue, green, yellow, or orange color card. It can
     also nullify the wild effect of a normal wild card. It can also nullify the effects of any wild card as long as the top color in the
     color diamond is part of the color group listed previously. In order to nullify any card, this card must be played on top of the
     card you wish to nullify.
243. Wild Superman Hero Symbol: This card can nullify the effects of any red, pink, brown, gray, or white color card. It can also
     nullify the wild effect of a normal wild card. It can also nullify the effects of any wild card as long as the top color in the
     color diamond is part of the color group listed previously. In order to nullify any card, this card must be played on top of the
     card you wish to nullify.
244. Wild Cars Victory Lap Symbol: When you play this card, all players pass their hand face down in the current direction of
     play. You then get to look at the cards passed to you and decide whether to keep the cards or pass them. This process
     continues until you decide to keep the hand you’ve been given or you get your own cards back.
245. Wild Accele-Race Symbol: When you play this card, draw the top card from the draw pile and place it on top of this card.
     Next, everyone races to discard one card that matches that color on top of that card without triggering effects. If you are
     quick, your card stays in the discard pile. But if you are the last person to play a card, you have to put it back in your hand.
     If you don't have that color, you cannot join the race. Play then continues in the current direction with this color.
246. Wild Wishing Star Symbol: When this card is played, all other players starting with the next player in the turn order, must
     draw cards until they draw a purple, pink, orange, or blue number card.
247. Wild Just Keep Swimming Symbol: When this card is played against you, draw cards until you draw a blue card.
248. Wild Olaf’s Summertime Symbol: When you play this card, you may discard either three pink cards or three yellow cards
     without triggering effects in any order on top of this card.
249. Wild Let It Go Symbol: When you play this card, immediately discard all of your blue cards in any order on top of this card
     without triggering effects.
250. Wild Power Ring Symbol: When you play this card, take all yellow cards in your hand and give them to other players in
     any order or quantity you wish.
251. Wild Expelliarmus Symbol: When you play this card, whichever card was most recently played before the Expelliarmus
     card gets sent back to the hand of the player who played it. The effects of the card that gets returned are not undone or
     nullified. You then get to choose any player to draw four cards.
252. Wild Voldemort Symbol: When you play this card, you get to discard all 2, 6, and 9 number cards from your hand in any
     order without triggering effects on top of this card.
253. Wild Sorting Hat Symbol: When you play this card, choose another player and they must draw cards until they draw a 1, 2,
     3, or 4 number card.
254. Wild Duet Symbol: When you play this card, starting with the next player in the turn order, all other players must discard a
     pair of specific number cards on top of this card in any order without triggering effects or draw 2 cards if that can’t. Here
     are the valid pairs: 0 and 2, 1 and 6, 3 and 5, and 4 and 9.
255. Wild Sharpay’s Helping Hand Symbol: When you play this card, choose any card in your hand and place it in another
     player’s hand.
256. Wild Run! Symbol: When you play this card, nullify any reverse, skip, or draw 2 effects played against you, but these are
     the only effects it can nullify. It doesn't necessarily nullify every effect on the card. This card can nullify reverses if the
     reverse is played immediately before it would have been your turn. Playing this card to nullify the skip symbol does not
     count as your one turn action.
257. Wild Superman’s X-Ray Vision Symbol: When you play this card, choose another player and look at their hand. Then you
     can choose to exchange any cards in your hand for any cards in their hand.
258. Wild Hyperspeed Symbol: When you play this card, choose a color. From that point on, when that color is played, the next
     player in the turn order is skipped. This effect only lasts until a new color is played.
259. Wild Dumb-Fu Symbol: When you play this card, the next player must strike a Dumb-Fu pose and hold that pose until the
     start of their next turn. If they break the pose before that happens, they draw four.
260. Wild Oogie Boogie Symbol: When you play this card, choose a player. That player must publicly draw cards until the sum
     of the cards they draw is 11 or higher. So any number cards they draw add to the total, and once those numbers reach 11
     they can stop drawing. Any non-number cards go directly into that player’s hand and don’t contribute to the sum total.
     Once that player reaches 11, they get to play the most recent card they drew on top of the Oogie Boogie card without
     triggering effects.
261. Wild Oogie Boogie 2021 Symbol: When this card is played against you, draw until you get a 5, 6, 7, or 8 number card, or a
     card with the Wild Draw 4 symbol.
262. Wild Man’s best Friend Symbol: When you play this card, you may discard up to three 1, 2, 3, 5, skip, reverse, draw 2,
     draw 4, and wild cards without triggering effects in any order on top of this card. Then, choose another player to be your
     Best Friend and they get to discard one of those cards on top of your stack without triggering effects as well.
263. Wild Trick or Treat Symbol: When you play this card, all other players, starting with the next player in the turn order, must
     draw one card. Then you choose a color. If the card any player drew matches the color you chose, they can discard it on
     top of the Trick or Treat card without triggering effects. If not, it goes in their hand.
264. Wild Dr. Blowhole’s Revenge Symbol: When you play this card, draw four cards from the top of the draw pile without
     looking at them and give them to any player or players of your choice in any combination.
265. Wild Recipes For Disaster Symbol: When you play this card, choose a number between 0 and 9. Starting with the next
     player, all other players must discard one number card matching the number you chose on top of this card without
     triggering effects. If they don’t have a match, they draw three cards.
266. Wild Welcome To The Jam Symbol: When you play this card, instead of placing it on a discard pile, hold it as high in the
     air as you can and then drop it. If the card lands with this symbol face up, you get to place the card on a discard pile and
     then discard two more cards on top of it in any order without triggering effects. If the card lands face down, you still need
     to place it on a discard pile, but then you need to draw 2 cards.
267. Wild Best Friends Symbol: When you play this card, choose a number. You must have a number card matching the
     number you choose in your hand. Next, starting with the next player in the turn order, all other players may choose to
     discard a card matching the number you chose without triggering effects on top of this card. If they don’t have that
     number in their hand, they cannot participate in this effect. Once every other player has had the opportunity to play a card,
     play the card from your hand that matches the number you chose on top of the other cards discarded using this effect,
     without triggering effects.
268. Wild That Was One In A Million Symbol: When you play this card, choose a color. The next player must take a card of that
     color from their hand, close their eyes, and attempt to toss the card so it lands on top of the discard pile containing this
     card. If the player misses the shot or does not have a card of the chosen color, they must draw three. The thrown card,
     whether successfully landed or not, goes on top of the That Was One In a Million Card.
269. Wild From The Sewers Symbol: When you play this card, the next player must draw cards until they have at least one
     blue, purple, orange, and red card in their hand. Wild cards don’t count for any color.
270. Wild Supercharged Symbol: When you play this card, choose any color you currently have in your hand and discard all
     cards of that color in any order without triggering effects on top of this card.
271. Wild Power of Friendship Symbol: When you play this card, choose a color but DON’T TELL ANYONE. Take a card of that
     color from your hand and place it face down in front of you. Then every player picks a card from their hand they think
     matches the color you just placed. Once everyone has chosen a card, you must count down 3, 2, 1, and everyone reveals
     their cards at the same time. All players who played a matching color get to discard the card they chose on top of the
     power of friendship card without triggering effects. If they didn’t match, the card goes back into their hand. Finally you
     discard the card you placed on top of that same pile. Your card also doesn’t trigger effects.
272. Wild Friendship Symbol: When you play this card, everyone discards one, and you get to discard another card if you want.
     No effects are triggered. All discarded cards go on top of this card corresponding to the current turn order starting with
     you.
273. Wild Super Hero Symbol: When you play this card, the player with the most cards gets to discard one card on top of this
     card without triggering effects.
274. Wild Villain Symbol: When you play this card, the player with the fewest cards must draw 3.
275. Wild Thirst Symbol: When you play this card, choose another player. That player must draw cards from the deck until they
     draw either a red card or any wild card. Upon drawing one of those cards, the player must place it on the thirst card
     without triggering effects.
276. Wild Desafio da Pegada Symbol: When you play this card, choose one of the following challenges. The next player must
     complete the challenge, or draw 5. Here are the challenges.
           a. Don't move until your next turn.
           b. Hold a card between your knees and do a lap around your opponents.
           c. Imitate a dinosaur until your next turn.
           d. Snore until your next turn.
           e. Don't talk until your next turn.
           f.    Keep jumping until your next turn.
           g. Hold a card to the wall with your nose until your next turn.
           h. Keep an imaginary hula hoop spinning until your next turn.
           i.    Draw 5.
           j.    Draw 1.
277. Wild Desafio da Nota Symbol: When you play this card, choose one of the following challenges. The next player must
     complete the challenge, or draw 5. Here are the challenges.
           a. Sing your favorite song.
           b. Dance until your next turn.
           c. Imitate another player until your next turn.
            d. Accept a card from the next player in turn order.
            e. Play an imaginary guitar until your next turn.
            f.    Raise your arms until your next turn.
            g. Stay silent until your next turn.
            h. Say "Três pratos de trigo para três tigres tristes" three times in a row.
            i.    Snap your fingers until your next turn.
278.   Wild Desafio do Olho Symbol: When you play this card, choose one of the following challenges. The next player must
       complete the challenge, or draw 5. Here are the challenges.
            a. Talk like an alien until your next turn.
            b. Jump like a frog until your next turn.
            c. Make funny faces until your next turn.
            d. Let someone mess up your hair.
            e. Do 10 Jumping Jacks.
            f.    Speak without closing your mouth until your next turn.
            g. Draw 2.
            h. Imitate a chicken until your next turn.
            i.    Pretend you are sleeping until your next turn.
            j.    Imitate a zombie until your next turn.
279.   Wild Desafio da Coroa Symbol: When you play this card, choose one of the following challenges. The next player must
       complete the challenge, or draw 5. Here are the challenges.
            a. Walk like a model.
            b. Balance one card on each shoulder until your next turn.
            c. Pretend you're putting on makeup until your next turn.
            d. Spin 5 times, then take 10 steps in a straight line.
            e. Imitate a dragon until your next turn.
            f.    Balance a card on your head until your next turn.
            g. Tell a story while holding your nose shut until your next turn.
            h. Sing Happy Birthday until your next turn.
            i.    Talk like a baby until your next turn.
280.   Wild Desafio da Engrenagem Symbol: When you play this card, choose one of the following challenges. The next player
       must complete the challenge, or draw 5. Here are the challenges.
            a. Dance like a robot until your next turn.
            b. Talk like a robot until your next turn.
            c. Don't Smile until your next turn.
            d. Stand on one foot until your next turn.
            e. Don't blink until your next turn.
            f.    Speak while holding your tongue until your next turn.
            g. Show your cards.
            h. Talk to a card until your next turn.
            i.    Laugh non stop until your next turn.
281.   Wild Desafio da Concha Symbol: When you play this card, choose one of the following challenges. The next player must
       complete the challenge, or draw 5. Here are the challenges.
            a. Pretend to swim until your next turn.
            b. Imitate a mermaid until your next turn.
            c. Get tickled by someone.
            d. Draw one card by blowing it off the draw pile.
            e. Sleep until your next turn.
            f.    Imitate another player until next turn.
            g. End your sentences with "Mi-Mi-Mi" until your next turn.
            h. Imitate a cat until your next turn.
            i.    Imitate a pirate until your next turn.
            j.    Imitate a fish until your next turn.
282.   Party Games Symbol: When you play this card, choose either red or yellow and discard all cards of the chosen color from
       your hand on top of this card without triggering effects.
283.   Wild Web Sling Symbol: When you play this card, choose a color. All other players then must reveal their hands. Choose
       one of the other players that have a card that matches the color you picked. That player will skip their turn. The next
       player in turn order after the player you skipped takes the next turn.
284.   Wild Joker’s Wild 3 Symbol: When you play this card you have three opportunities to force ANY player to draw one card
       from the draw pile. Make people draw in any order or combination you like.
285.   Wild N-Zone Symbol: When you play this card, select another player to draw cards from the draw pile until a red card is
       drawn. When the selected player draws a red card, they must place it on the N-Zone card without triggering effects.
286. Wild Gamma Blast Symbol: When you play this card, choose ANY player, and force them to discard their entire hand
     before putting the Gamma blast card on top of their stack, and then force them to draw the same number of cards they
     just discarded.
287. Wild Feats of Fate Symbol: When you play this card, trade any card in your hand with a card containing the Draw 4 or
     Draw 2 symbol from the player to your left. If that person does not have either of these cards, move onto the next player.
     Continue this until you get a Draw 4 or Draw 2 card. If you receive a card, congrats, you have that now. If you don’t
     receive a card, you may play a second card. Effects of the second card DO trigger.
288. Wild Super Battle Symbol: When you play this card, select another player to "battle". Choose to be either Superman or
     Bizarro, and the player you selected is the other character. Superman must discard a blue card, and Bizarro must discard
     a green card on top of the battle card without triggering effects. If either player doesn’t have any cards of the correct color,
     they don’t get to discard a card.
289. Wild Mutate Symbol: When you play this card you may discard all but one card and draw the same amount of cards you
     discarded, or force an opponent to do so instead.
290. Wild Acquisition Symbol: When you play this card, choose any other card in the game out loud. If another player happens
     to have that card in their hand when you call it out, they are forced to trade that card with you for any card in your hand,
     your choice. When you call out a card, call out its color, and its number or symbol if applicable. If multiple players have the
     same card you’re describing, you get to make a trade with both players.
291. Wild Champs Symbol: When you play this card, choose a player. They must draw cards until they get a four number card
     or until they draw seven total cards from this effect, whichever comes first. If they draw a four number card, they must play
     it on top of the Champs card without triggering effects.
292. Wild Top 2 Symbol: When you play this card, the two players with the lowest card counts must draw one card. If the player
     who played the card is one of the players with the lowest card count, they get to choose another player who must then
     draw a card.
293. Wild Touchdown Symbol: When you play this card, all other players must signal a touchdown with their arms. The last
     player to do so must draw three cards.
294. Wild Steel Curtain Symbol: When another player plays a card that would force you to draw multiple cards, play this card
     out of turn to nullify that effect. Then you get to choose a color and that player must draw cards until they get a card of that
     color.
295. Wild Backup Symbol: When you play this card, choose a card from your hand and place it in front of you. This card is
     reserved as your “backup” card. From that point on, whenever you would be forced to draw cards, you can choose to
     discard your reserved backup card onto any valid discard pile instead of drawing.
296. Wild Fly Eagles Fly Symbol: When you play this card, you must flap your arms and screech like an eagle and dance as
     hard as Jason Kelce, and your performance forces everyone to draw one card.
297. Wild Hail Mary Symbol: If another player has only one card left in their hand, and you play this card, take a guess at the
     color of that player’s last card. If you’re right, you discard all of your cards except for one on top of the hail mary card
     without triggering effects. If no player has only one card in their hand, this functions as a normal Wild card.
298. Wild Lead Block Symbol: Play this card, out of turn if necessary, to nullify any current effects that would skip your turn.
299. Wild Arrowhead Loud Symbol: When you play this card, shout out a color, and if the next player doesn’t have a card of
     that color in their hand, they must draw a card and skip their turn.
300. Wild 3 Game Suspension Symbol: When you play this card, choose ANY player. That player has their next three turns
     skipped.
301. Wild Hot Corner Symbol: When you play the wild hot corner card, you get to discard all 5 number cards from your hand in
     any order without triggering effects, and then place the Hot Corner card on top of that stack.
302. Wild Dynasty Symbol: When you play this card, choose another player. That player must draw cards until they draw a
     three number card or until they’ve drawn four total cards. Whichever comes first. If the chosen player draws a three
     number card, they must play it on top of the Dynasty card immediately without triggering effects.
303. Wild Three-Pointer Symbol: When you play this card, choose a player. That player must draw cards until they get a 1 2 or
     3 number card.
304. Wild Draw 4/6 Symbol: This card functions as a normal Wild Draw 4, but if you play the card on top of any card containing
     the Wild Symbol, this card transforms into a Wild Draw 6.
305. Wild Bouncer Symbol: When you play this card, choose a color, then the next player must play an Action card of the
     chosen color on top of this card without triggering effects. If they can’t, they must draw a card and skip their turn.
306. Wild 1-2-3 Symbol: When you play this card, choose a player. That player must draw cards until they get a 1, 2, or 3
     number card. Once they get one of those cards, they must place it on top of the 1-2-3 card without triggering effects.
307. Wild Locked Up Symbol: When you play this card, choose a player. Both you and the other player must lay down a card
     face up at the same time. The player with the higher number wins the battle. Non-number symbols and modifiers don’t
     have any value. The loser of the battle must take both cards that were used in the battle and add them to their hand. If
     there is a tie, both players take the card they played and place it back in their own hand.
308. Wild Royal Rumble Symbol: When you play this card, choose a color. All other players must race to place a card of the
     chosen color in front of themselves. Wilds don’t count. Whoever was the fastest gets to discard the card they used for this
       effect on top of the Royal Rumble card without triggering effects. All other players must return the card they used, if any, to
       their hand.
309.   Wild Drafting Symbol: When you play this card, choose a color. You then get to discard two cards of that color on top of
       the Drafting card without triggering effects. This card as well as the cards discarded by it CAN be the last card in your
       hand.
310.   Lipslide Symbol: When you play this card, skip the next player, and the new next player must draw 2. If there are only two
       players in the game, the skip function of this effect is nullified.
311.   Alley-Oop Symbol: When you play this card, reverse the turn order and then discard all cards in your hand that match the
       color of the Alley-Oop card without triggering effects.
312.   Wild Dirt Dive Symbol: When you play this card, discard cards on top of it without triggering effects until you have only five
       cards left in your hand.
313.   Wild Redecorate Symbol: When you play this card, choose a color. Then take all non-wild and non-color exclusive
       mechanic cards from your hand and separate them from the rest of your hand. All of these cards are now the color you
       chose, and they maintain all numbers symbols and modifiers and whatnot. These cards are still in your hand, but you
       must keep them separate from the rest of your hand as well as any cards you draw after this point, because those cards
       aren’t affected by this mechanic. You can hold the two parts of your hand by holding one in your left hand and one in your
       right hand or you can set one of them down on the table. Once you run out of cards in your redecorated stack, you can
       hold your entire hand normally again. Flipped cards do not keep their color change, meaning your hand would be unified
       once more. Once a card affected by this effect is played, it reverts back to its original color for all future turns.
314.   Clone Symbol: When you play this card, choose another card in your hand, and the Clone card becomes a copy of the
       card you choose, and its effects trigger. Reveal the card you wish to copy for all to see, and then place it back in your
       hand. Once the effects on this card are triggered, this card returns to its original state while on top of the discard pile.
315.   Lucky Croc Tooth Symbol: When you play this card, take a card from your hand and place it face up in front of you. This
       card is still part of your hand, and cannot be played or discarded until this effect ends. At the end of your next turn, rotate
       this card 90 degrees. Then, at the end of the next turn you have following that, discard this card onto any valid discard pile
       without triggering effects. While that card is placed in front of you, if any player plays a card against you that would force
       you to draw cards, reflect that effect.
316.   Shooting Star Symbol: When you play this card, choose a color. Wild is its own color in this case. You may then discard up
       to four cards of the chosen color on top of this card without triggering effects in any order. If this card empties your hand,
       you don’t have to say Uno.
317.   Toe Hold Symbol: When you play this card, choose a player and three random cards from that player’s hand, then take a
       card from your hand and place it face up in front of you. This card is still part of your hand, and cannot be played or
       discarded until this effect ends. At the end of your next turn, rotate the card you placed 90 degrees. Then, at the end of
       the next turn you have following that, discard this card onto any valid pile without triggering effects. While that card is
       placed in front of you, the player you chose cannot play any of the three cards you randomly chose from their hand. These
       cards should be set off to the side while they cannot be used.
318.   Wild Double Cross Symbol: When you play this card, choose a color, then choose two non-wild and non-color exclusive
       mechanic cards from your hand. Those two cards change to be the color you chose. These cards should be kept separate
       from the rest of your hand so you know which cards you changed the color of. These cards are still in your hand, but you
       must keep them separate from the rest of your hand as well as any cards you draw after this point, because those cards
       aren’t affected by this mechanic. You can hold the two parts of your hand by holding one in your left hand and one in your
       right hand or you can set one of them down on the table. Flipped cards do not keep their color change, meaning your
       hand would be unified once more. Once a card affected by this effect is played, it reverts back to its original color for all
       future turns.
319.   Highland Two Step Symbol: When you play this card, choose two other players. They must give each other their entire
       hands. This effect does not trigger in a two player game.
320.   Tsunami Symbol: When you play this card, choose a player. That player must roll the D10. They must then roll the
       appropriate die that many times to select players randomly. This can include you and the same player can be randomly
       selected multiple times. The player you chose must take one card from each player who was randomly selected per dice
       roll. Players who don’t have at least two cards in their hand cannot be targeted by the dice roll of this mechanic, and this
       would result in a reroll. If everyone has one card, this effect ends.
321.   Switcheroo Symbol: When you play this card, choose two other players. They must switch seats. This effect does not
       trigger in a two player game.
322.   Reverse Draw 2 Symbol: When you play this card, the turn order is reversed and then the new next player in the turn
       order must draw 2. The reverse portion of this effect is nullified if there are only two players.
323.   Spy Symbol: As long as you have this card in your hand, other players cannot see how many cards you have without
       using an effect that allows them to do so. Hide your cards under the table, or conceal them in any other convenient way.
324.   Shark Symbol: When you play this card, starting with the next player in the turn order, all players must flip the D2 once
       until someone flips tails. The first player to flip tails must draw four cards and skip their turn. Play resumes with the player
       after the player who flipped tails. Notably, you are not immune to the Shark effect if you’re the one who played it.
325. Mutant Symbol: When you play this card, draw the next card from the draw pile and place it on top of this one without
     triggering effects. That card is now the current card in play.
326. Wild All Draw 2 (Color) Symbol: When you play this card, all other players must draw 2. The color of this card is the same
     as the card underneath it.
327. Wild Swap Hands (Color) Symbol: When you play this card, all players give their current hand to the player on their left
     before resuming play. The color of this card is the same as the card underneath it.
328. Wild Boomerang Symbol: When you play this card, reverse the turn order. If the previous player in the turn order played a
     draw effect on you and you play this card, the draw effect is reflected right back at them. This can reflect cards even if the
     card that player played against you was their last card, meaning you can completely undo their win. The color of this card
     is the same as the card underneath it.
329. Wild Wild Symbol: When you play this card, search the draw pile for a card of your choice, then place the card you chose
     on top of the Wild Wild card without triggering effects. That card is now the card that’s in play.
330. Leader Draw 2 Symbol: When you play this card, all players who share the least amount of cards must draw two.
331. Wild Blockade Symbol: When you draw this card, you must immediately place it on the first discard pile, regardless of if
     the pile is blocked for any reason. From that point on, that discard pile can no longer have cards played on it. You can get
     rid of the Blockade by having the other three discard piles form a line of matches domino style at any point. The cards can
     match in number, color, or symbol. As long as each card matches with one aspect of the cards next to it, it counts as part
     of the chain. Once all three cards are chained up, the top card of each discard pile, including the Blockade card, gets
     removed and placed at the bottom of their respective discard piles. If all of the discard piles are already chained when the
     blockade card is played, it immediately resolves. Wild cards can be matched using any color within their wild symbol for
     this effect. If this card is ever moved from the first discard pile to another, it immediately moves back to the first discard
     pile once the effect that moved it resolves. If the Blockade card is the only card in its discard pile when it’s meant to be
     removed, it instead gets placed at the bottom of the draw pile, and a new card is drawn to be the first card on the first
     discard pile.
332. Wild Reverse Block Symbol: When you play this card, you need to reverse the order of the top card of the four discard
     piles manually. The card on top of the first discard pile gets swapped with the fourth, and the card on top of the second
     gets swapped with the third.
333. Wild Scramble Block Symbol: When you play this card, take the top card of each discard pile and shuffle them, then place
     them back on top of the four discard piles in the new random order they got shuffled into. Effects do not trigger a second
     time.
334. Wild Golden Block Symbol: This card is just a normal Wild card if you play it normally, but if there’s a Wild card on top of
     the second or third discard pile and the cards on either side of it are the same color as each other, you can play the Wild
     Gold Block card on top of the Wild card to clear the top card of every discard pile and place them at the bottom of their
     respective discard piles.
335. Freeze Symbol: When you play this card, all other players must randomly take a half of the cards in their hand, rounded
     down, and set them off to the side. These cards are still in their hand, but none of them can be used for two of that
     player’s turns. If you’re playing in teams, your teammate is not affected by this effect.
336. Flurry Symbol: When you play this card, all players except you and your teammates draw 2.
337. Safeguard Symbol: When you play this card, instead of playing it on a discard pile, place it in front of yourself face down.
     At the start of your next turn, rotate this card 90 degrees, and at the start of your turn after that, discard this card onto any
     valid discard pile without using your one action. If the start of your turn is skipped, it still counts as if your turn occurred
     normally, and you must do the corresponding action with this card. While this card is in front of you, you are immune to all
     draw effects and color exclusive action cards played against you. While you’re protected you cannot challenge other
     player’s draw cards they play against you, but other players can still force you to draw cards by challenging your plays.
338. Sabotage Symbol: When you play this card, the player with the fewest cards draws 4. If multiple players are tied for the
     fewest card, use the appropriate die to decide who the effect targets. This effect also can’t trigger on your teammates if
     you have any.
339. Transform Symbol: When you play this card, all other players except for your teammates must randomly choose one
     non-number card from their hand and discard it in the turn order on top of this card without triggering effects. Then all
     players must draw cards until they draw a number card with no symbols. They then add the number card with no symbols
     to their hand and the cards they draw to get to that one, if any, get flipped and placed at the bottom of the draw pile.
340. Wild Red Rocker Symbol: When you play this card, choose another player and trade your entire hand for theirs. Only red
     cards can be played on top of this card.
341. Wild Blue Bomber Symbol: When you play this card, you can play another card from your hand. Effects on this card
     trigger. Only blue cards can only be placed on top of this card.
342. Wild Rock ‘Em Sock ‘Em Knockout Symbol: When you play this card, the next player in the turn order must skip their next
     two turns. Only blue and red cards can be played on top of this card.
343. Sleep Symbol: When you play this card, choose a player. That player is removed from the game for two of THEIR turns.
     This means that the player's next two turns are skipped, but they’re also immune to all effects, EXCEPT for draw effects
     played against them. This effect persists until two turns of the chosen player have been skipped using this effect.
344. Wild Silver Badge Symbol: When this card is played against you, you must draw cards until you get a 2, 3, 6, Reverse or
     Draw 2 card.
345. Wild Pick A Pal Symbol: When you play this card, choose one of the following numbers or number groups. Each player in
     the current turn order must then play a card that matches the number or one of the numbers in the number group you
     chose, on top of this card without triggering effects. Here are the numbers and number groups you can choose from:
           a. 0 1 8.
           b. 2 7 9.
           c. 3.
           d. 4.
           e. 5.
           f.   6.
346. Wild Dead Kenny Symbol: When you play this card, choose another player. That player must draw cards until they get a
     four number card or a wild card. If the player draws a wild card to end the effect, they get to choose another player to pass
     the effect onto. This chain continues until someone gets a four number card, or until someone loses a life / is eliminated
     by this effect.
347. Tinkerbell Draw 2 Symbol: When you play this card, roll the D10 to select a color. If the color you rolled matches the color
     of the Draw 2 card you played, the Draw 2 card becomes a Targeted Draw 2 card.
348. Wild Discard All 1 Color Symbol: When you play this card, roll the D10 to select a color. You then get to discard all cards in
     your hand that match the color you rolled on top of this card without triggering effects in any order.
349. Wild Villain Draw 4 (Tinkerbell) Symbol: When you play this card, roll the D10 to select a color. In the turn order, all
     players must play a card matching the color rolled on top of this card without triggering effects. If a player doesn’t have a
     card in their hand of the rolled color, they must draw 4.
350. Wild Sorcerer’s Apprentice Symbol: When you play this card, the next player must draw 1, and the player after that must
     draw 2, and the player after that must draw 3, and so on until everyone but you has drawn cards.
351. Wild Mickey Movie Madness Symbol: When you play this card, choose a player. That player must name four characters
     from a movie of your choice or draw 4 if they fail to do so. If the player you chose cannot name four characters from that
     movie, you must prove your knowledge by naming four characters from that movie. If YOU fail to do this, you draw 4.
352. Wild Remember Me Symbol: When you play this card, the next player must name the two cards that are directly
     underneath it in the discard pile. If they fail, they draw 3.
353. Wild The Claw Symbol: When you play this card, the next player must draw cards until they get a 1, 2, 3, 4, or 5 number
     card.
354. Wild Lotso Symbol: When you play this card, choose a color. All players must show a card that matches the color you
     chose. If someone doesn’t have a card in that color, they draw 3. If all other players have a card of that color, then you and
     only you must draw 3 cards. This can undo your victory if you use this as your last card.
355. Wild Power Of Togetherness Symbol: When you play this card, all players, including you, in the turn order, must draw
     cards until they have the same amount of cards as the player with the most cards.
356. Wild Stethoscope Symbol: When you play this card, all other players must show a Draw 4 or 1 number card from their
     hand. If they can't, they draw 2.
357. Wild Care-A-Lot Symbol: When you play this card, all effects of played cards are nullified until the start of your next turn.
     Then, all players in the current turn order, including you, may either play one card onto any discard pile without triggering
     effects, or draw one card and play it instantly. The cards players choose to play don’t have to match in color.
358. Wild Eediot Symbol: When you play this card, choose another player. That player must play the game with their entire
     hand fully visible to all other players until a 1, 2, Draw 2, Reverse, or Wild Draw 4 is played.
359. Wild Might Of Optimus Prime Symbol: When you play this card, choose a player. Both you and that player must reveal
     your highest number card at the same time. Whoever has the highest number gets to discard two cards. Notably this
     cannot remove the last card from your hand. If there’s a tie, you, the person who played the card, wins.
360. Wild Tyranny Of Megatron Symbol: When you play this card, choose a player. Both you and that player must reveal your
     highest number card at the same time. Whoever has the lower number must draw two cards. If there’s a tie, you, the
     person who played the card, wins.
361. Wild Great Scot Symbol: When you play this card, choose another player and give them two cards from your hand.
362. Wild Pixar Pop Quiz Symbol: When you play this card, choose another player. That player must choose a movie. You
     must then name up to five characters from that movie. Each character you correctly name forces the other player to draw
     a card.
363. Wild Beast Friends Symbol: When you play this card, choose a color and discard up to three cards from your hand that
     match that color on top of the Beast Friends card without triggering effects in any order. Then choose another player and
     they get to discard one card of that same color from their hand on top of the same stack without triggering effects.
364. Wild Skull Symbol: When you play this card, it functions as a normal wild card. If another player plays a Wild Draw 4
     against you, and you play this card on top of it, the Draw 4 effect is nullified and you get to take an additional turn.
365. Lightning Modifier: When you play a card with this modifier, you must yell “Lightning” out loud, and you then get to play a
     second card assuming you can still make a valid match with one of the cards in your hand. If you have only one card left
     in your hand after playing this card, you must shout “Lightning” before you shout “Uno” or suffer the penalty draw for not
       saying Uno. The effects of your second card then trigger. However, as soon as you say “lightning,” the next player has the
       opportunity to play a card from their hand before you play your second card, and if they do that successfully, your turn
       ends prematurely and you don’t get to play a second card. If a player successfully beats you at playing a second card, the
       card they used to do so does not count as their action, and play resumes with them.
366.   Wild Otodokemono Symbol: When you play this card, choose a player, then give that player two cards from your hand.
       This cannot remove the final card from your hand.
367.   Wild Lover’s Quick Attack Symbol: When you play this card, cards that make any player draw cards cannot be played on
       top of it. You can play this card out of turn.
368.   Wild Tomura Shigaraki Symbol: When you play this card, touch another player. They must draw 5.
369.   Wild Gian’s Recital Symbol: When you play this card, all players must drop their hands face up and race to cover their
       ears. The last player to do this draws 3.
370.   Wild Anywhere Door Symbol: When you play this card, swap seats with a player of your choice. If the player before you
       plays a card with effects against you, or if another player plays a card against you out of turn, and you play this card, you
       can choose a player and swap seats with them, and the player you swapped with will be affected by the card played
       against you instead. This card can be played out of turn as long as the most recent played card was played against you.
371.   Wild Rock And Swap Symbol: When you play this card, choose two other players to swap their entire hands. You can
       choose yourself.
372.   Wild Yellow Flash Symbol: When you play this card, discard all yellow cards from your hand on top of this card without
       triggering effects.
373.   Wild Red Hair Symbol: When you play this card, choose a card from your hand and give that card to another player of
       your choice. When you do this, you must shout, “I leave this card with you!”
374.   Wild Blackbeard Symbol: When you play this card, all other players must draw 2. As you play this card you must shout,
       “This is my era!”
375.   Wild Law Shambles Symbol: When you play this card, choose a player and choose a color, then everyone but that player,
       including you, in the current turn order, discards all cards that match the color you chose on top of the Law Shambles card
       in any order without triggering effects.
376.   Wild Fire Fist Ace Symbol: Whenever you play a non-wild action card, you can choose to play this card on top of it as an
       extra action. This duplicates the effects of the card you played it on. When you play this card, you must shout “Fire Fist”
       and then the name of the effects you’re duplicating.
377.   Wild Hancock’s Love Love Beam Symbol: When you play this card, skip all players until it’s your turn again. Other players
       can prevent their turn being skipped by this effect by playing a 1 number card on top of the Love Love Beam card out of
       turn without triggering effects. If you don’t play a 1 number card your turn is still individually skipped.
378.   Log Spin Modifier: When you play a card with this modifier, you must roll the D10 to determine which effect gets triggered.
       The next player in the turn order then must carry out that effect. There are only 9 effects so if you roll a 10 you must reroll.
       Here are all of the possible effects that can be rolled.
             a. Choose a player, they must reveal their hand to you.
             b. Draw until you get a yellow card.
             c. If you have a card with a wild symbol in your hand, give it to the player who played the Log Spin card.
                   Otherwise, begin asking around clockwise until someone has a Wild. If nobody has a Wild, nothing happens.
             d. The first player to shout "UNO Log Spin" may discard one card of their choice. Play resumes after them.
             e. Discard one red, yellow, blue and green card. You may keep any cards you don’t want to discard.
             f.    Switch seats with a player of your choice. Play resumes with the player who would've been after you in the turn
                   order before the switch.
             g. Choose a number and discard all cards of that number in your hand.
             h. You may choose to discard all of your cards, without triggering effects in any order, and then draw that many
                   back.
             i.    You are eliminated for the round / lose a life.
379.   Wild Love Me Not Symbol: When you play this card, choose a color, then discard an additional card from your hand of the
       color you chose on top of the Love Me Not Card without triggering effects. Then, in the current turn order, all players must
       either play a card that matches that color on that stack without triggering effects, or draw a card if they can’t. Wild cards
       count as any color in this case. Players who are able to play a card must say “Love Me” as they do so, and players who
       are forced to draw must say “Love Me Not” as they do so. If any player fails to say their respective phrase, they must draw
       2. This penalty only comes into play if a different player calls out the phrase you were supposed to say before you do. If
       your second to last card is removed by this effect, you must say “Uno” before you say “Love Me.” Saying these phrases in
       the incorrect order will result in a draw 2 penalty. Players can win by discarding the last card in their hand using this effect.
380.   Wild Friendship (Hello Kitty) Symbol: When you play this card, all players in the current turn order, starting with you, must
       discard one card without triggering effects. It can be any color or number and have any symbol or modifier on it. The
       Friendship card can be played as the last card in your hand and it also allows for players affected by it to play the last card
       in theirs.
381.   Wild Hello Kitty Bow Symbol: When you play this card, all players must show you a red card from their hand. If they can’t
       do this, they must draw 3.
382. Wild Red Ribbon Symbol: When you play this card, discard all of your red cards without triggering effects, in any order, in
     a stack, and then place the Red Ribbon card on top of that stack.
383. Wild Pikachu’s Thunderbolt Symbol: When you play this card, all players, including you, in the current turn order must
     discard all non-action yellow cards from their hand in any order without triggering effects. If you don’t have any yellow
     cards in your hand when you play this card, you can choose a different color for this effect to target instead.
384. Wild Team Rocket Symbol: When you play this card, skip everyone until it’s your turn again. Any player can counter this
     card by being the first to play, specifically, a yellow 1 number card on top of this card. If a player successfully does this, it
     skips to their turn instead.
385. Wild Masterball Symbol: When you play this card, search any and all discard piles and choose one card from them. Take
     that card and place it in the next player’s hand.
386. Wild Strike Shot Symbol: When you play this card, choose a color. All players must then pass all cards of that color in their
     hand to the player on their left.
387. Wild Beerus and Champa Symbol: When you play this card, choose a color. You must then give all cards of that color in
     your hand to the next player. If you choose a color you don’t have in your hand initially, you must draw cards until you get
     a card of the color you chose, and then give the next player that card.
388. Wild Racer X Symbol: When this card is played against you, you must draw cards from the draw pile until you get a
     number card. Cards you draw before you get a number card don’t go into your hand and are instead immediately
     discarded on top of the Racer X card. Once a number card has been drawn, you must play a card from your hand that is
     the next number in sequential order on top of the number card without triggering effects. Sequential numbers must be
     directly sequential. You must play a 9 if the number is an 8, you must play a 100 if the number is 99. Partial Numbers must
     have the next valid whole number played after them. The color of the sequential card does not matter. If you can’t do this,
     draw three cards. Continue to draw cards in groups of three until you draw the correct number card that can be played or
     until you are eliminated or lose a life. Whichever comes first. If you draw a number to start this effect that has no numbers
     higher than it (currently this is 100) then you must continue to draw cards until you get another number card.
389. Wild Targeted Draw 1 Symbol: When you play this card, choose ANY player to draw 1 card.
390. Wild Draw Color (Express) Symbol: When this card is played against you, the player before you selects a color, and you
     must draw cards until you draw a card of that selected color. When you draw a card of the chosen color, you must show it
     to all players before placing it back in your hand. The maximum number of cards you can draw from this effect is 5.
391. Wild Around The World Symbol: When you play this card, all players must pass their entire hand to the player on their left,
     right, or the player straight across the table from themself. You get to choose which direction the cards are passed. If you
     have an odd number of players and you choose for players to swap hands with the player across from them, you’re the
     odd one out and you don’t swap hands while all other players do.
392. Wild Agent P Symbol: This card functions like a normal wild card, but if another player plays a draw card against you and
     you play this card in response, that effect is reflected and that player must draw that many cards instead. If you’re
     reflecting a draw stack, the most recent player who contributed to the stack must draw the cards. Cards drawn from this
     effect must be drawn from the discard piles, instead of the draw pile.
393. Wild Sweep Symbol: When you play this card, choose a color and discard all cards of that color from your hand in any
     order without triggering effects, then place the sweep card on top of that stack.
394. Wild Skip Everyone Symbol: When you play this card, skip every other player’s turn.
395. Wild The Joker’s Wild Symbol: When you play this card, choose a color. That player must draw cards until they get a card
     of the color you chose. Once they do, they must play that card on top of this card without triggering effects.
396. Wild Force Turnover Symbol: When you play this card, choose a color. If the next player in the turn order doesn’t have a
     card of that color in their hand, you get to take an extra turn.
397. Wild Mind Meld Symbol: When you play this card, the next player must privately show you their hand.
398. Wild Double Tribble Symbol: When you play this card, the next player must double the amount of cards currently in their
     hand by drawing cards.
399. Wild Pizza Symbol: When you play this card, the next player must draw cards until they get a 3, 5, 7, or 9 number card,
     and then their turn gets skipped.
400. Wild Touchdown (2009) Symbol: When you play this card, choose a player. They must draw cards until they draw a 6
     number card or until they draw 6 total cards from this effect. Whichever comes first. If they draw a 6 number card they
     must place it on top of this card without triggering effects.
401. Wild PK Symbol: When you play this card, everyone, including you, draws 4.
402. Wild Own Goal Symbol: When you play this card, draw 4 cards.
403. Wild Sharing Squirrel Symbol: When you play this card, the next player must take a selfie of themselves and all of the
     cards in their hand and post it to a social media platform of their choice.
404. Wild Ice The Kicker Symbol: When this card is played against you, you must successfully kick a field goal or draw 3 cards.
     This mechanic requires you to use a piece of paper to make a paper football and use it to play a standard round of the
     game “Paper Football.”
405. Wild Steal Symbol: When you play this card, take another card from your hand and place it next to the draw pile face
     down. The first player to grab that card suffers no punishment. All other players, excluding you, draw 2. You do not
     participate in this effect.
406. Wild Handbrake U-Turn Symbol: When you play this card, reverse the turn order and then give the next player two cards
     from your hand. This can remove the last card from your hand.
407. Wild Mega Minions Power Symbol: When you play the card, all players, including you, look for any non-wild Action cards
     in their hand. In the turn order, they must then discard all of these cards in any order by placing them at the bottom of this
     discard pile. Then they must draw cards corresponding to the number of cards they just discarded.
408. Wild Harvest Symbol: When you play this card, choose another player. They must draw cards until they get a green card
     or until they draw five total cards from this effect, whichever comes first. If the player successfully draws a green card,
     they play that card on top of the Harvest card without triggering effects.
409. Wild Fashion Swap Symbol: When you play this, choose two players and choose a color. Those two players must swap all
     cards of that color from their hands.
410. Wild Special Delivery Symbol: When you play this card, place it on the table and spin it. Once the card has stopped
     spinning, determine which two players are closest to being pointed at by the top and bottom edge of the card. These two
     players must draw 3. You are not immune to this effect.
411. Check 2 Symbol: When you play this card, you can do one of two things. You can either play another card of the same
     color immediately or play a card with the wild symbol. Effects trigger. This card cannot be played on its own and therefore
     cannot be played as the last card in your hand. This card also functions as a -2 number card.
412. Customizable Color Card: A color card with space for you to write in your own rule.
413. Wild Wishbone Symbol: When you play this card, choose a player. Both you and that player must simultaneously reveal a
     number card from their hand. The player with the higher number wins. Non-number cards count as 0. The loser of this
     effect must draw cards equal to the difference between the two number cards used in the battle.
414. Wild Anniversary Symbol: When you play this card, give your entire hand, except for one card, to another player of your
     choice. As you do this, say “Happy anniversary” and then call Uno.
415. Wild Press Your Luck Symbol: When you play this card, you can choose to discard a card without triggering effects and
     roll the D4. Whichever number you roll is how many times you need to increase the number on the Attack D10. You can
     keep doing this as much as you want, but if the Attack D10 reaches 10, you must resolve that Attack D10 normally, and
     take back all of the cards you discarded using this effect. Once this effect has resolved, the Press Your Luck card goes on
     top of whichever discard pile you chose to use for this effect.
416. Hit 5 Modifier: When this card is played against you, you must increase the number on the Attack D10 5 times.
417. Wild All Out Attack Symbol: When you play this card, the next player in the turn order becomes the target. Starting with
     the targeted player, all players in the current turn order must roll the D4 and increase the number on the Attack D10
     corresponding to the number they rolled. If the Attack D10 reaches ten, it resolves normally, and all cards from it go
     directly into the targeted player’s hand. The Attack D10 can trigger multiple times from this effect.
418. Wild Rockin Blockin Symbol: When you play this card, you get to choose which of two effects trigger. Either all other
     players draw 1, or this card nullifies a draw symbol or stack played against you.
419. Wild Grouch Symbol: When you play this card, discard three cards in any order on top of this card without triggering
     effects.
420. Wild MVP Symbol: When you play this card choose a player. They must draw cards until they get a 6 or 8 number card, or
     until they draw 5 cards from this effect. Whichever comes first. If they successfully draw a 6 or 8 number card, they must
     discard it on top of the MVP card without triggering effects.
421. Wild Last Stand Symbol: When you play this card, swap hands with a player of your choice. This card can be played out
     of turn, but only if another player calls Uno.
422. Wild Beachcomber Symbol: When you play this card, take one card of each color you currently have in your hand and
     then give those cards to another player of your choice.
423. Wild Casting Call Symbol: When you play this card, draw cards until you get two cards that can match using any of their
     attributes, then give all cards drawn from this effect to either one player, or distribute them evenly amongst all players. If
     cards can’t be divided evenly, you choose who gets the extra cards.
424. Wild Fashion Trend Symbol: When you play this card, choose a color. In the current turn order, all other players must then
     reveal a card from their hand that matches the color you chose. The FIRST player who cannot do this must draw two, and
     all other players must place their revealed cards back in their hand.
425. Wild Super Joker Symbol: When you play this card, trigger any one effect in the entire game.
426. Wild Ryan’s Review Symbol: When you play this card, privately view all other player’s hands, then choose one card from
     one player’s hand and swap it for a card in your hand.
427. Wild Monster Symbol: When you play this card, Choose another player to draw until they get a green card. If they get one,
     they must play that on top of this without triggering effects. If a player is eliminated or loses a life from this mechanic, they
     must choose another player to continue the monster effect until it resolves. If a player already has a green card in their
     hand when this is played against them, they can play it right away, triggering that card’s effects, to avoid drawing.
428. Wild Dunk Symbol: When you play this card, if you don’t have any 2 number cards in your hand, it functions as a normal
     Wild. If you do, discard all 2 number cards in any order without triggering effects in a stack, and then place the Dunk card
     on top of that stack.
429. Wild Hail The King Symbol: When you play this card, choose another player to draw 3.
430. Wild Kindness Symbol: When you play this card, choose a color. All players in the current turn order must then play a card
     of that color on top of the kindness card without triggering effects. You will be the last player to play a card from this effect.
     If any players don’t have a card of the chosen color, they don’t get to discard a card.
431. Wild Strawberry Symbol: When you play this card, all players must reveal any pink cards they have in their hands. If they
     have any pink cards in their hand they draw 2 in the turn order.
432. Wild Rush Hour Symbol: When you play this card, say "rush hour" and all other players must race to put their hand on this
     discard pile. First player to do so draws, 1, second draws 2, and so on. You don't participate in this effect.
433. Wild Secret Symbol: When you play this, choose a player. They must show you their hand. This can be played alongside
     another card in your hand. If the card on top of the discard and the additional card you play with this card match, once all
     effects are resolved, draw a card and place it on top of this same stack without triggering effects.
434. Wild Hat Symbol: When you play this card, all other players must reveal a red card from their hand, or draw three cards.
435. Free Turn Symbol: When you play this card, take another turn.
436. Wild Tales From Moominvalley Symbol: When you play this card, all players, including you, in the current turn order
     discard one card. If a player has only one card in their hand when this effect triggers, the player must draw one card and
     then discard one card.
437. Wild Ohana Symbol: When you play this card, all players discard cards in any order without triggering effects, or draw
     cards, until they only have 4 cards in their hand.
438. Wild The Armory of Greyskull Symbol: When you play this card, privately look at each other player’s hand. For each
     player, you may take one ACTION card from their hand and in exchange give them one card from your own hand. Players
     can not refuse the trade. If a player doesn’t have any ACTION card, then you may not trade cards with that player.
439. Wild Mirror Mirror Symbol: When you play this card choose a player. That player must draw cards until they have the
     same amount of cards as the player with the most cards.
440. Wild Sword of Godric Gryffindor Symbol: If you play this card onto a discard pile, it acts as a regular “Draw 3”. However,
     on your turn, you may give this card to a player of your choice. That player must then give you a card in return, and they
     may choose what card they want to give you. That player can’t decline the trade; however they don’t show you their hand,
     and they choose what card to give you. That player will be able to use the Sword of Godric Gryffindor card however they
     want to on their own turn. Doing this trade does NOT count as your one turn action.
441. Wild Parseltongue Symbol: When you play this card, all players must hiss like a snake. The last player to do this must
     draw until they get a green card.
442. Wild Salvio Hexia Symbol: This card functions like a normal wild card, but if a player plays a draw card against you, even
     as the top card of a draw stack, you can play this card to reflect the effect onto the other player. Then, after that effect has
     resolved, that same player must draw one additional card.
443. Wild Protego Maxima Symbol: When you play this card, instead of playing it in a discard pile, place it in front of a player
     you wish to protect. Now, any time a draw card is played against this player, that draw effect is nullified. This immunity will
     last until any Wild card is played. When that happens, discard this card on top of that Wild card.
444. Wild Avatar State Symbol: When you play this card, choose a color, then play another card from your hand that matches
     the color you chose. Effects from this card trigger. If you have at least four unique colors of card in your hand, you can
     play this card out of turn, and play then resumes with you.
445. Wild Cheese Touch (2010) Symbol: This card can only be played on yellow cards. When you play this card, the next
     player must draw 2 cards, and then that player must play a yellow card on top of the Cheese Touch card. If they can’t,
     they must draw two more cards and play resumes with the player after them. Only yellow cards can be played on top of
     this card.
446. Wild Cheese Touch (2012) Symbol: When you play this card, all other players must publicly reveal any yellow cards they
     have in their hand. All players who have revealed yellow cards must draw 2 cards in the turn order.
447. Hit 1 Modifier: When this card is played against you, you must increase the number on the Attack D10 by 1.
448. Wild Geox Symbol: When you play this card, swap places with another player. Play then resumes with you.
449. Wild Behind The Scenes Symbol: When you play this card, choose a color you want to get rid of. Starting with the player
     on your left and going clockwise, deal one of these colored cards to each player until you run out.
450. Wild Arby’s Jackpot Symbol: When you play a card with this symbol, roll the D6 and refer to the instruction manual which
     jackpot event needs to be carried out.
           a. Skip the next player.
           b. The player on your right draws a customizable wild card and they perform the action on it. Then the card is
                 flipped and placed at the bottom of the customizable wild card pile. Play resumes with you.
           c. The player on your left draws a customizable wild card and they perform the action on it. Then the card is
                 flipped and placed at the bottom of the customizable wild card pile. Play resumes with you.
           d. All players draw a customizable wild card, and starting with you and proceeding in the current direction of play,
                 perform the action on it before flipping and placing the card on the bottom of the customizable wild card pile.
                 Play resumes with you.
           e. You may discard up to one card of each color in any order WHILE triggering effects.
           f.    You draw 4.
451. Wild Max Steel Special Symbol: When you play this card, discard all 3, 5, and 7 number cards in your hand in any order in a
     stack on top of the Max Steel Special card without triggering effects.
452. Wild Power of Friendship Symbol (American Girl 2020): When you play this card, choose a player and a color. If both you
     and that player have a card in hand that matches the color you chose, both the other player and then you get to play that
     card on top of the Power of Friendship card without triggering effects. Play resumes with the card on top of that stack like
     normal. If the chosen player does not have a card of the color you chose, draw cards from the draw pile and place them on
     top of the Power of Friendship card in a stack without triggering effects until you get a card of the color you chose. Then
     place that card on top of the same stack without triggering effects. Play then resumes like normal.
453. Wild Pinkititis Symbol: When you play this card, discard all green cards in your hand in any order without triggering effects.
454. Wild Shuffle Hands Symbol (NDJOLIJEAN): When you play this card, Collect every card from each player's hands and
     shuffle them together. Starting with the player on your left, deal these cards to all players until none are left. Players may
     end up with fewer or greater cards than they started with.
455. Wild ESRUC Symbol: This card functions like a normal wild card, but if another player plays an action card against you,
     you can play this card to reflect all effects from that card onto the player who played it. The turn order is then reversed.
456. Wild Go Green Symbol: When you play this card, choose a player. They must draw cards until they get a green card.
     Once they get a green card, they must play that card on top of this card without triggering effects.
457. Wild Captain Symbol: When you play this card, choose a player. They must draw cards until they get a 2 number card or
     until they draw four total cards from this effect, whichever comes first. If they draw a 2 number card from this effect, they
     must place it on top of the Captain card without triggering effects.
458. Two Mal Symbol: When you play this card, you must play another card. Effects trigger. If you don’t have another match to
     make, you must draw one card instead. If you play this card as the last card in your hand, you don’t have to play another
     card.
459. Wild Fetch Symbol: When you play this card, take another card from your hand and place it next to the draw pile face
     down. Once you take your hand off the card you must say “Fetch.” All other players then race to touch the card. The first
     player to do this adds the card to their hand. All other players, excluding you, draw 2. You do not participate in this effect.
     If any other player touches the card before you say “Fetch,” that player must draw 2 cards as penalty.
460. Wild Roll Over Symbol: When you play this card, choose a player. They must play with their hand fully revealed until the
     start of their next turn.
461. Recipe Card: A card that remains out of play for the entire game. It contains a recipe on it.
462. Vegas Symbol: When this card is played against you, you must draw a card. If you draw a number card from this effect,
     you must draw cards corresponding to the number on the card you drew. If you drew a negative number, you get to
     discard that many cards in any order on top of this card without triggering effects.
463. Wild Penguin’s Self Search Symbol: When you play this card, privately view all other player’s hands, and then play an
     additional card on top of this card without triggering effects.
464. Wild All-Purpose Symbol: When you play this card, you can choose which of the following three effects trigger:
            a. Skip.
            b. Reverse.
            c. Draw 2.
465. Wild Emoji Symbol: When you play this card, choose one of the following actions. The next player in the turn order must
     perform that action until the start of their next turn, one full round, or draw 4 if they fail. Here are the actions you can
     choose from:
            a. Press your teeth together and keep them visible without smiling.
            b. Keep one eye closed.
            c. Close your eyes and smile.
            d. Stick your tongue out.
            e. Pucker your lips.
            f.   Close your eyes and frown.
466. Shift Up Symbol: When you play this card, you can play cards in ascending numerical order that match the color of the
     Shift Up card. Numbers must be adjacent to the previous and next number you play. You can’t play two of the same
     number. Effects of these cards trigger.
467. Token Card: Whenever you play a Skip, Reverse, or Draw 2, take the Token card from the center or from whoever
     currently has it and place it in front of you.
468. Wild Mira! Symbol: When you play this card, all players except for the player who currently has the Token card draw 3.
469. Movement Cards: These cards designate the movement you must stand up and perform whenever you play a card with
     the Star modifier.
470. Star Modifier: When you play this card, you must stand up and perform your movement. If you fail to do this, other players
     can call you out and you have to draw 1 as a penalty.
471. Wild Item Guard Symbol: Instead of playing this card on a discard pile, place it in front of yourself face up. This card gets
     discarded for real if a Skip, Sraw 2, or Draw 4 is played against you. While this card is in front of you, you are immune to
       all action cards played against you, excluding the few mentioned prior. This card does not count as being in your hand
       once it’s in front of you, and if the round ends while you have this card in front of you, you gain 100 points.
472.   Wild Good Luck Charm Symbol: While this card is in your hand, at the start of every one of your turns, add ten points to
       your total. When you play this card, subtract 100 points from your total.
473.   Wild Half Symbol: When you play this card, points scored by players this round are halved.
474.   Wild Thief Symbol: When this card is played against you, roll the D20. Multiply the number you roll by 10 and subtract that
       many points from your total.
475.   Wild Plus Symbol: When you play this card, roll the D10. Multiply the number rolled by 10 and add that many points to
       your total.
476.   Wild Stacko 1994 Symbol: When you play this card, roll the D6 to determine which of the following effects trigger. Here
       are the different effects that can be rolled.
             a. Next player must play either a red card or a 1 number card during their turn.
             b. Next player must play either a blue card or a 2 number card during their turn.
             c. Next player must play either a green card or a 3 number card during their turn.
             d. Next player must play either a yellow card or a 4 number card during their turn.
             e. Next player draws 2 cards.
             f.    Reverse the turn order.
477.   Wild Scramble Symbol: When this card is played against you, shuffle your own hand and then skip your turn.
478.   Wild Wild Arby’s Custom Card Symbol: When this card is played against you, the player who played it chooses one option
       from each of the following categories in order to create this card’s effect. The effect then applies to you. Some
       combinations of these words can skip the 4th category, making it irrelevant. Here are the categories and the options they
       contain:
             1. Category 1:
                        a. You.
                        b. Everybody.
                        c. Next player.
                        d. Previous player.
             2. Category 2:
                        a. Draw.
                        b. Trade.
                        c. Give.
                        d. Steal.
             3. Category 3:
                        a. 1 card.
                        b. 2 cards.
                        c. 3 cards.
                        d. 4 cards.
             4. Category 4:
                        a. You.
                        b. Each player.
                        c. Next player.
                        d. Previous player.
479.   Create Your Own House Rules Card: A card with plenty of space to write down your own house rules!
480.   Wild Penguin Villain Symbol: When this card is played against you, you must play either a 1 or 2 number card, or the Wild
       Draw 4 Utility Belt card in response, or draw 3 if you can’t.
481.   Wild Joker Villain Symbol: When this card is played against you, you must play either a 3 or 4 number card, or the Wild
       Draw 4 Utility Belt card in response, or draw 3 if you can’t.
482.   Wild Bain Villain Symbol: When this card is played against you, you must play either a 5 or 6 number card, or the Wild
       Draw 4 Utility Belt card in response, or draw 3 if you can’t.
483.   Wild Mr. Freeze Villain Symbol: When this card is played against you, you must play either a 7 or 8 number card, or the
       Wild Draw 4 Utility Belt card in response, or draw 3 if you can’t.
484.   Wild Draw 4 Utility Belt Symbol: This card can be played against any of the Penguin, Joker, Bane, and Mr. Freeze Villain
       cards to nullify their effects. This card also functions as a Wild Draw 4, but only if you play it when you aren’t specifically
       countering a Villain card.
485.   Double Discard All Symbol: When you play this card, roll the D10 to select a color. If you roll the color that matches the
       color of this card, roll again until you get a different color. Discard all cards from your hand that match the color you rolled
       in any order without triggering effects, in a stack. Then, discard all cards in your hand that match the color of this card in
       any order without triggering effects on that same stack. Finally, place this card on top of that stack.
486.   Wild Trick Symbol: When you play this card, rotate it so the card sticks out from the deck at a 90 degree angle. The draw
       pile is now “cursed.” The next player who draws a card from the draw pile for any reason must draw an additional three
           cards as well. Once this has occurred, the draw pile is no longer cursed, and this card can be rotated normally back into
           the deck. This effect cannot get triggered from players drawing cards for forgetting to say Uno.
    487.   Time Balloon Symbol: When you play this card, instead of playing it on any discard pile, place it in front of the next player
           in the turn order. From now on, whoever has the Time Balloon card in front of them must roll the D4 at the start of their
           turn to determine if this effect triggers. If they roll a 1, this effect triggers and that player must draw 2 cards. This card
           would then get placed on top of any valid discard pile. If they roll any number, they continue their turn like normal, and
           then place the Time Balloon card in front of the next player in the turn order. If the turn order ever changes, the Time
           Balloon must move to whoever’s turn it currently is at the start of every turn. If you have multiple Time Balloons in front of
           you to resolve, you must roll the D4 for each Time Balloon. Time Balloons can pop separately.
    488.   Wild Trick (Uno 2 Go) Symbol: When you play this card, rotate it so the card sticks out from the deck at a 90 degree angle.
           The draw pile is now “cursed.” The next player who draws a card from the draw pile for any reason must draw an
           additional three cards as well. Once this has occurred, the draw pile is no longer cursed, and this card can be rotated
           normally back into the deck.
    489.   Wild Punch Symbol: This card functions like a normal wild card, but if another player plays a draw card or a draw stack
           against you, you can play this card in response to reverse the current turn order and reflect the draw card or stack back at
           the other player. If a draw card or stack is reflected on you using this effect, you have the option to continue with a stack
           by playing a valid draw card that could continue or create a stack. Any color card can be played on top of this card to
           continue the stack.
    490.   Double Color Discard All Symbol: When you play this card, you discard all cards in your hand that match the colors of the
           Double Color Discard All card in any order without triggering effects onto a single discard pile, then place this card on top
           of this stack.
    491.   Wild Number Tornado Symbol: When you play this card, take all number cards from your hand, as well as this card, and
           place them at the bottom of the draw pile in any order.
    492.   Wild Parrot Symbol: When you play this card, choose a player. That player must call out loud every color they have in their
           hand. Wild is not a color for this effect. They must do this once when this card is played, and then once at the end of their
           next 2 turns. Jump-Ins count as turns. When playing with teams, this card can only be played on opponents.
    493.   Wild Ice Cream Symbol: When you play this card, skip the next player and choose a color. From now on, if a player plays
           a number card matching the color you chose, the next player is skipped. This effect lasts until any wild card is played by
           any player.
    494.   Wild Jellyfish Symbol: This card is functionally Wild when you play it, but once it’s played its color becomes that of the
           card underneath it.
    495.   Dandelion Modifier: Whenever one of your Dandelion cards in your hand gets placed on a discard pile, all other Dandelion
           cards in your hand get placed on the same pile in a stack underneath the original Dandelion card, without triggering
           effects in any order.
    496.   Shark Modifier: When you play this card, as long as it remains on top of the discard pile, if any card is played on top of it,
           that card is immediately removed from the game and set off to the side. All of its effects are nullified. Once one card has
           been removed from the game due to this effect, this effect is nullified.
    497.   Dampener Symbol: This card functions as a normal orange card, but if another player plays a draw card or stack against
           you and you play this card in response, the number of cards you’re forced to draw is cut in half, rounded up.
    498.   New Hand Symbol (Orange Color Exclusive): When you play this card, place all of the cards in your hand at the bottom of
           the draw pile in any order. Next, draw that same number of cards from the draw pile. This does not count as removing all
           cards from your hand, even temporarily.
    499.   Mirror Symbol: This card functions as a normal orange card, but if another player plays a draw card or stack against you
           and you play this card in response, the player who played the draw card against you will be forced to draw the same
           amount of cards as you during your turn.
    500.   50% Point Bonus Symbol: Instead of playing this card on any discard pile, place it in front of yourself face up. For the rest
           of the current round, any points you gain are multiplied by 1.5.
    501.   Snare Symbol: This card functions as a normal orange card, but if another player plays a Reverse or Skip symbol directly
           against you, you can play this card in response to nullify Skip and Reverse effects on that card. This does not count as
           your one turn action.
    502.   Safety Net Symbol (Orange Color Exclusive): When you play this card, discard cards until you only have five cards left in
           your hand in any order without triggering effects on top of this card.
    503.   Companion Creature Effects: Each Companion has two abilities that can be used during the game. More info will appear
           later into Phase 2!
    1.     Ten 2 number card faces (one of each color) have the Rotate 2 Modifier.
    2.     One Wild card face has the All Rotate Symbol.
    3.     One Wild card face has the Rotate to 10 Symbol.
4.    One Wild card face has the Dancing Symbol.
5.    16 Draw 2 card faces have the Draw 2 Dare Modifier.
6.    Ten 1 number card faces (one of each color) have the Draw 1 Symbol.
7.    One Wild card face has the Wild Draw 2 Symbol.
8.    Ten 5 number card faces (one of each color) have the Draw 5 Symbol.
9.    One Wild card face has the Draw Color Symbol.
10.   Ten card faces of each color labeled 1-5 have the Swirly Modifier.
11.   Ten 3 number card faces, one of each color, have the Overload Modifier.
12.   One Wild card face has the Wild Clear Symbol.
13.   One Wild card face has the Wild Giveaway Symbol.
14.   One Wild card face has the Wild Pass Your Turn Symbol.
15.   Ten 2 Number card faces, one of each color, have the Negative 2 Modifier.
16.   One Wild card face has the Wild Item Box Symbol.
17.   One Wild card face has the Wild Kevin’s Famous Chili symbol.
18.   One Wild card face has the Wild Tilt Symbol.
19.   Ten card faces of each color labeled 1-5 have the Stop Modifier.
20.   One copy of each Non-Flex Even Numbered card has the Power Flip Modifier.
21.   One Wild card face has the Wild All Power Flip symbol.
22.   Flex Draw 2 cards need All Draw 1 symbols on the flex side.
23.   Flex Reverse cards need Reverse and Skip symbols on the flex side.
24.   Flex Skip cards need Skip Everyone symbols on the flex side.
25.   Half of the Flex Wild cards need the Targeted Draw 2 symbol on the flex side.
26.   Half of the Flex Wild cards need the All Draw 2 symbol on the flex side.
27.   Flex Wild Draw 4 cards need the Targeted Draw 4 symbol on the flex side.
28.   One Wild card face has the Wild Superstar symbol.
29.   One Wild card face has the Wild Jackpot symbol.
30.   One Wild card face has the Wild Reverse symbol.
31.   One Wild card face has the Wild Skip symbol.
32.   One Wild card face has the Wild Trade Hands symbol.
33.   One Wild card face has the Wild Targeted Draw 2 symbol.
34.   One Wild card face has the Wild Skip 2 symbol.
35.   One copy of every number card labeled 1-5 per color has the Add a Rule Modifier.
36.   One Wild card face has the Game changer symbol.
37.   One Wild card face has the Pileup Symbol.
38.   One Wild card face has the Drawn Together Symbol.
39.   One Wild card face has the Play Two symbol.
40.   One Wild card face has the All Draw 1 Symbol.
41.   One Wild card face has the Creeper Symbol.
42.   One Wild card face has the Snorlax Traffic symbol.
43.   One Wild card face has the Battle Bond Symbol.
44.   Ten 3 Number card faces (one of each color) have the Draw 3 Symbol.
45.   One Wild card face has the Howler Symbol.
46.   One Wild card face has the Invisibility symbol.
47.   One Wild card face has the Shuffle Hands symbol.
48.   Ten 8 Number Card faces, one per color, need the Showdown 1 Modifier.
49.   Ten 8 Number Card faces, one per color, need the Showdown 2 Modifier.
50.   One Wild card face has the Wild Showdown symbol.
51.   One Wild card face has the Ono 99 symbol.
52.   One Wild card face has the Creeperific Urrrgg symbol.
53.   One Wild card face has the Uno Dice Game symbol.
54.   All seven number cards need the trade hands modifier.
55.   All zero number cards need the swap hands modifier.
56.   One Wild Draw 4 card face has the Reverse symbol.
57.   One Wild card face has the Color Roulette symbol.
58.   One Wild card face has the Draw 6 symbol.
59.   One Wild card face has the Draw 10 symbol.
60.   Ten 1 Number Card faces, one per color, need the Launch Modifier.
61.   Ten 0 Number Card faces, one per color, need the Whirlpool Modifier.
62.   Ten 2 Number Card faces, one per color, need the Whirlpool Modifier.
63.   One Wild card face has the Whirlpool symbol.
64.   One Wild card face has the Challenge symbol.
65.    One Wild card face has the Dip Into the Deck symbol.
66.    One Wild card face has the Steal a Slice symbol.
67.    One Wild card face has the Extreme Hit symbol.
68.    One Wild card face has the Hit 4 symbol.
69.    Several wild card faces have various versions of the ultimate modifier.
70.    Several number cards have the danger modifier.
71.    One Wild card face has the Mambo symbol.
72.    One Wild card face has the Wild Crossing the Streams symbol.
73.    One Wild card face has the Wild We Don’t Talk symbol.
74.    One Wild card face has the Wild Altimeter Alert symbol.
75.    One Wild card face has the Wild Cosmic Crush Symbol.
76.    One Wild card face has the Wild Special Agent Mater Symbol.
77.    One Wild card face has the Wild Owen’s Raptor Squad Symbol.
78.    One Wild card face has the Wild The Force Symbol.
79.    One Wild card face has the Wild Circle of Life Symbol.
80.    One Wild card face has the Wild Infinity Gauntlet Symbol.
81.    One Wild card face has the Wild Crash Up Symbol.
82.    One Wild card face has the Wild Screen Slayer Symbol.
83.    One Wild card face has the Wild Tiny Diamond’s Mixtape Symbol.
84.    One Wild card face has the Wild Duke Kaboom Symbol.
85.    One Wild card face has the Wild Forces of Nature Symbol.
86.    One Wild card face has the Wild Blind Symbol.
87.    One Wild card face has the Wild Kickin’ Battle Symbol.
88.    One Wild card face has the Wild Kryptonite Symbol.
89.    One Wild card face has the Wild Dead Men Tell No Tales Symbol
90.    One Wild card face has only the wild symbol.
91.    One Wild card face has the Dead End Symbol.
92.    One Wild card face has the Draw 3 Symbol.
93.    One Wild card face has the Draw 5 Symbol.
94.    One Wild card face has the Draw 7 Symbol.
95.    One Wild card face has the Draw 8 Symbol.
96.    One Wild card face has the Draw 9 Symbol.
97.    One Green 8 Number card has the Swap Hands Symbol.
98.    One Purple 8 Number card has the Swap Hands Symbol.
99.    One Wild card face has the Wild Face Up Symbol.
100.   One Wild card face has the Wild Draw 4 Discard 4 Symbol.
101.   One Wild card face has the Wild Shuffle Em Up Symbol.
102.   One Wild card face has the Wild Exclusive Popcorn symbol.
103.   One Wild card face has the Wild Run symbol.
104.   One Wild card face has the Wild Uno Bingo Symbol.
105.   One Wild card face has the Wild All Pass 2 Symbol.
106.   One Wild card face has the Wild Play 4 Symbol.
107.   One Wild card face has the Wild Reroll Symbol.
108.   One out of every 4 Yellow cards has the Transfer Plus Modifier.
109.   One Wild card face has the Wild Grab A Tower Symbol.
110.   Ten 6 Number Card faces, one per color, need the Tower 1 Modifier.
111.   Ten 7 Number Card faces, one per color, need the Tower 2 Modifier.
112.   Ten 8 Number Card faces, one per color, need the Tower 3 Modifier.
113.   Ten 9 Number Card faces, one per color, need the Tower 4 Modifier.
114.   Ten 6 Number Card faces, one per color, need the Tiki Spin Modifier.
115.   Ten 5 Number Card faces, one per color, need the Small Spin Modifier.
116.   Ten 6 Number Card faces, one per color, need the Small Spin Modifier.
117.   Ten 7 Number Card faces, one per color, need the Small Spin Modifier.
118.   Ten 8 Number Card faces, one per color, need the Small Spin Modifier.
119.   Ten 9 Number Card faces, one per color, need the Small Spin Modifier.
120.   One Wild card face has the Wild Reflex Symbol.
121.   Ten 8 Number Card faces, one per color, need the Eye Eye Modifier.
122.   One Wild card face has the Wild Meltdown Symbol.
123.   One Wild card face has the Wild 35 Symbol.
124.   One Wild card face has the Wild Hadouken Symbol.
125.   One Wild card face has the Wild Comin’ Through Symbol.
126.   One Wild card face has the Wild Explosive Results Symbol.
127.   One Wild card face has the Wild Worth It Symbol.
128.   One Wild card face has the Wild Lean On Symbol.
129.   One Wild card face has the Wild Scream and Shout Symbol.
130.   One Wild card face has the Wild Just Dance Machine Symbol.
131.   One Wild card face has the Wild Little Help Symbol.
132.   One Wild card face has the Wild Escape Symbol.
133.   One Wild card face has the Wild Punching Things Symbol.
134.   One Wild card face has the Wild Typhon’s Trick Symbol.
135.   One Wild card face has the Wild Draw 1-6 Symbol.
136.   One Wild card face has the Wild All Draw 1-6 Symbol.
137.   One Wild card face has the Wild Craft a Wild Card Symbol.
138.   One Wild card face has the Wild Viking Battle Symbol.
139.   One Wild card face has the Wild Team Attack Symbol.
140.   One Wild card face has the Wild Jellyfishing Symbol.
141.   One Wild card face has the Wild Super Absorbency Symbol.
142.   One Wild card face has the Wild Draw 6 Meme Symbol.
143.   One Wild card face has the Wild Mr. Meeseeks Symbol.
144.   One Wild card face has the Wild Robin’s Rule Symbol.
145.   One Wild card face has the Wild Shenron’s Wish Symbol.
146.   One Wild card face has the Wild Rad Style Symbol.
147.   One Wild card face has the Wild The One Where You Draw Symbol.
148.   One Wild card face has the Wild Pic-A-Nic Symbol.
149.   One Wild card face has the Wild Web Slinger Symbol.
150.   One Wild card face has the Wild On Tour Symbol.
151.   One Wild card face has the Wild Best of Both Worlds Symbol.
152.   One Wild card face has the Wild Hannah Montana Spin Symbol.
153.   One Wild card face has the Wild Big Bang Theory Kitty Symbol.
154.   One Wild card face has the Wild Shanks Symbol.
155.   One Wild card face has the Wild Uno Uno No Mi Symbol.
156.   One Wild card face has the Wild Exterminate Symbol.
157.   One Wild card face has the Wild Bond’s Future Prediction Symbol.
158.   One Wild card face has the Wild Sabotage Symbol.
159.   One Wild card face has the Wild Jim Hopper Symbol.
160.   One Wild card face has the Wild Where Everyone Fits In Symbol.
161.   One Wild card face has the Wild Roy Kent Grunt Symbol.
162.   One Wild card face has the Wild Yellowstone Brand Symbol.
163.   One Wild card face has the Wild Save The Day Symbol.
164.   One Wild card face has the Wild Shark Week Symbol.
165.   One Wild card face has the Wild Power of Greyskull Symbol.
166.   One Wild card face has the Wild Mayhem Symbol.
167.   One Wild card face has the Wild Trade Places Symbol.
168.   One Wild card face has the Wild Happy Holiday Symbol.
169.   One Wild card face has the Wild Seinfeld Episode Symbol.
170.   One Wild card face has the Wild All Draw 2 Symbol.
171.   One Wild card face has the Wild King Pig Symbol.
172.   One Wild card face has the Wild Triforce Symbol.
173.   Ten K Letter Card faces, one per color, need the King Modifier.
174.   Ten J Letter Card faces, one per color, need the Jester Modifier.
175.   One Wild card face has the Wild King’s Wild Symbol.
176.   One Wild card face has the Wild Rummy Up Symbol.
177.   One Wild card face has the Wild Narwhal Rule Symbol.
178.   Four Wild card faces have variations of the Wild Color Character Symbols.
179.   One Wild card face has the Wild Color Choice Symbol.
180.   One Wild card face has the Wild Pride Symbol and has a rainbow aesthetic.
181.   One Wild card face has the Wild Spider Sense Symbol.
182.   One Wild card face has the Wild Name Symbol.
183.   One Wild card face has the Wild Played With Too Much Symbol.
184.   One Wild card face has the Wild Justice Symbol.
185.   One Wild card face has the Wild Batman Hero Symbol.
186.   One Wild card face has the Wild Superman Hero Symbol.
187.   One Wild card face has the Wild Cars Victory Lap Symbol.
188.   One Wild card face has the Wild Accele-Race Symbol.
189.   One Wild card face has the Wild Wishing Star Symbol.
190.   One Wild card face has the Wild Just Keep Swimming Symbol.
191.   One Wild card face has the Wild Olaf’s Summertime Symbol.
192.   One Wild card face has the Wild Let It Go Symbol.
193.   One Wild card face has the Wild Power Ring Symbol.
194.   One Wild card face has the Wild Expelliarmus Symbol.
195.   One Wild card face has the Wild Voldemort Symbol.
196.   One Wild card face has the Wild Sorting Hat Symbol.
197.   One Wild card face has the Wild Sorting Hat Symbol and the 9.75 Number.
198.   One Wild card face has the Wild Duet Symbol.
199.   One Wild card face has the Wild Sharpay’s Helping Hand Symbol.
200.   One Wild card face has the Wild Run! Symbol.
201.   One Wild card face has the Wild Superman’s X-Ray Vision Symbol.
202.   One Wild card face has the Wild Hyperspeed Symbol.
203.   One Wild card face has the Wild Dumb-Fu Symbol.
204.   One Wild card face has the Wild Oogie Boogie Symbol.
205.   One Wild card face has the Wild Oogie Boogie 2021 Symbol.
206.   One Wild card face has the Wild Man’s Best Friend Symbol.
207.   One Wild card face has the Wild Trick or Treat Symbol.
208.   One Wild card face has the Wild Dr. Blowhole’s Revenge Symbol.
209.   One Wild card face has the Wild Recipes For Disaster Symbol.
210.   One Wild card face has the Wild Welcome To The Jam Symbol.
211.   One Wild card face has the Wild Best Friends Symbol.
212.   One Wild card face has the Wild That Was One In A Million Symbol.
213.   One Wild card face has the Wild From The Sewers Symbol.
214.   One Wild card face has the Wild Supercharged Symbol.
215.   One Wild card face has the Wild Power of Friendship Symbol.
216.   One Wild card face has the Wild Friendship Symbol.
217.   One Wild card face has the Wild Super Hero Symbol.
218.   One Wild card face has the Wild Villain Symbol.
219.   One Wild card face has the Wild Thirst Symbol.
220.   One Wild card face has the Wild Desafio da Pegada Symbol.
221.   One Wild card face has the Wild Desafio da Nota Symbol.
222.   One Wild card face has the Wild Desafio do Olho Symbol.
223.   One Wild card face has the Wild Desafio da Coroa Symbol.
224.   One Wild card face has the Wild Desafio da Engrenagem Symbol.
225.   One Wild card face has the Wild Desafio da Concha Symbol.
226.   One Wild card face has the Wild Web Sling Symbol.
227.   One Wild card face has the Wild Joker’s Wild 3 Symbol.
228.   One Wild card face has the Wild N-Zone Symbol.
229.   One Wild card face has the Wild Gamma Blast Symbol.
230.   One Wild card face has the Wild Feats of Fate Symbol.
231.   One Wild card face has the Wild Super Battle Symbol.
232.   One Wild card face has the Wild Mutate Symbol.
233.   One Wild card face has the Wild Acquisition Symbol.
234.   One Wild card face has the Wild Champs Symbol.
235.   One Wild card face has the Wild Top 2 Symbol.
236.   One Wild card face has the Wild Touchdown Symbol.
237.   One Wild card face has the Wild Steel Curtain Symbol.
238.   One Wild card face has the Wild Backup Symbol.
239.   One Wild card face has the Wild Fly Eagles Fly Symbol.
240.   One Wild card face has the Wild Hail Mary Symbol.
241.   One Wild card face has the Wild Lead Block Symbol.
242.   One Wild card face has the Wild Arrowhead Loud Symbol.
243.   One Wild card face has the Wild Hot Corner Symbol.
244.   One Wild card face has the Wild Dynasty Symbol.
245.   One Wild card face has the Wild Three-Pointer Symbol.
246.   One Wild card face has the Wild Draw 4/6 Symbol.
247.   One Wild card face has the Wild Bouncer Symbol.
248.   One Wild card face has the Wild 1-2-3 Symbol.
249.   One Wild card face has the Wild Locked Up Symbol.
250.   One Wild card face has the Wild Royal Rumble Symbol.
251.   One Wild card face has the Wild Drafting Symbol.
252.   One Wild card face has the Wild Dirt Dive Symbol.
253.   One Wild card face has the Wild 3 Game Suspension Symbol.
254.   One Wild card face has the Wild Redecorate Symbol.
255.   One Wild card face has the Wild Double Cross Symbol.
256.   One Wild card face has the Wild All Draw 2 (Color) Symbol.
257.   One Wild card face has the Wild Swap Hands (Color) Symbol.
258.   One Wild card face has the Wild Boomerang Symbol.
259.   One Wild card face has the Wild Wild Symbol.
260.   One Wild card face has the Wild Blockade Symbol.
261.   One Wild card face has the Wild Reverse Block Symbol.
262.   One Wild card face has the Wild Scramble Block Symbol.
263.   One Wild card face has the Wild Golden Block Symbol.
264.   One Wild card face has the Wild Red Rocker Symbol.
265.   One Wild card face has the Wild Blue Bomber Symbol.
266.   One Wild card face has the Wild Rock ‘Em Sock ‘Em Knockout Symbol.
267.   One Wild card face has the Wild Silver Badge Symbol.
268.   One Wild card face has the Wild Pick A Pal Symbol.
269.   One Wild card face has the Wild Dead Kenny Symbol.
270.   One Wild card face has the Wild Discard All 1 Color Symbol.
271.   One Wild card face has the Wild Villain (Tinkerbell) Symbol.
272.   One Wild card face has the Wild Sorcerer’s Apprentice Symbol.
273.   One Wild card face has the Wild Mickey Movie Madness Symbol.
274.   One Wild card face has the Wild Remember Me Symbol.
275.   One Wild card face has the Wild The Claw Symbol.
276.   One Wild card face has the Wild Lotso Symbol.
277.   One Wild card face has the Wild Power of Togetherness Symbol.
278.   One Wild card face has the Wild Stethoscope Symbol.
279.   One Wild card face has the Wild Care-A-Lot Symbol.
280.   One Wild card face has the Wild Eediot Symbol.
281.   One Wild card face has the Wild Might Of Optimus Prime Symbol.
282.   One Wild card face has the Wild Tyranny Of Megatron Symbol.
283.   One Wild card face has the Wild Great Scot Symbol.
284.   One Wild card face has the Wild Pixar Pop Quiz Symbol.
285.   One Wild card face has the Wild Beast Friends Symbol.
286.   One Wild card face has the Wild Skull Symbol.
287.   Ten 9 Number cards and ten 5 Number cards (One of each color) need the Lightning Modifier.
288.   One Wild card face has the Wild Otodokemono Symbol.
289.   One Wild card face has the Wild Lover’s Quick Attack Symbol.
290.   One Wild card face has the Wild Tomura Shigaraki Symbol.
291.   One Wild card face has the Wild Gian’s Recital Symbol.
292.   One Wild card face has the Wild Anywhere Door Symbol.
293.   One Wild card face has the Wild Rock And Swap Symbol.
294.   One Wild card face has the Wild Yellow Flash Symbol.
295.   One Wild card face has the Wild Red Hair Symbol.
296.   One Wild card face has the Wild Blackbeard Symbol.
297.   One Wild card face has the Wild Law Shambles Symbol.
298.   One Wild card face has the Wild Fire Fist Symbol.
299.   One Wild card face has the Wild Hancock’s Love Love Beam Symbol.
300.   One set of 1, 2, 3, 4, and 5 number cards need the Log Spin Modifier.
301.   One Wild card face has the Wild Love Me Not Symbol.
302.   One Wild card face has the Wild Friendship (Hello Kitty) Symbol.
303.   One Wild card face has the Wild Hello Kitty Bow Symbol.
304.   One Wild card face has the Wild Red Ribbon Symbol.
305.   One Wild card face has the Wild Pikachu’s Thunderbolt Symbol.
306.   One Wild card face has the Wild Team Rocket Symbol.
307.   One Wild card face has the Wild Masterball Symbol.
308.   One Wild card face has the Wild Strike Shot Symbol.
309.   One Wild card face has the Wild Beerus and Champa Symbol.
310.   One Wild card face has the Wild Racer X Symbol.
311.   One Wild card face has the Wild Targeted Draw 1 Symbol.
312.   One Wild card face has the Wild Draw Color (Express) Symbol.
313.   One Wild card face has the Wild Around The World Symbol.
314.   One Wild card face has the Wild Agent P Symbol.
315.   One Wild card face has the Wild Sweep Symbol.
316.   One Wild card face has the Wild Skip Everyone Symbol.
317.   One Wild card face has the Wild The Joker’s Wild Symbol.
318.   One Wild card face has the Wild Force Turnover Symbol.
319.   One Wild card face has the Wild Mind Meld Symbol.
320.   One Wild card face has the Wild Double Tribble Symbol.
321.   One Wild card face has the Wild Pizza Symbol.
322.   One Wild card face has the Wild Touchdown (2009) Symbol.
323.   One Wild card face has the Wild PK Symbol.
324.   One Wild card face has the Wild Own Goal Symbol.
325.   One Wild card face has the 0 Number on it.
326.   One Wild card face has the 1 Number on it.
327.   One Wild card face has the 2 Number on it.
328.   One Wild card face has the 3 Number on it.
329.   One Wild card face has the 4 Number on it.
330.   One Wild card face has the 5 Number on it.
331.   One Wild card face has the 6 Number on it.
332.   One Wild card face has the 7 Number on it.
333.   One Wild card face has the 8 Number on it.
334.   One Wild card face has the 9 Number on it.
335.   One Wild card face has the Wild Sharing Squirrel Symbol.
336.   One Wild card face has the Wild Ice The Kicker Symbol.
337.   One Wild card face has the Wild Steal Symbol.
338.   One Wild card face has the Wild Handbrake U Turn Symbol.
339.   One Wild card face has the Wild Mega Minions Power Symbol.
340.   One Wild card face has the Wild Harvest Symbol.
341.   One Wild card face has the Wild Fashion Swap Symbol.
342.   One Wild card face has the Wild Special Delivery Symbol.
343.   One Wild card face has the Wild Wishbone Symbol.
344.   One Wild card face has the Wild Anniversary Symbol.
345.   One Wild card face has the Wild Press Your Luck Symbol.
346.   One Wild card face has the Wild All Out Attack Symbol.
347.   Ten 5 Number cards (One of each color) need the Hit 5 Modifier.
348.   One Wild card face has the Wild Rockin Blockin Symbol.
349.   One Wild card face has the Wild Grouch Symbol.
350.   One Wild card face has the Wild MVP Symbol.
351.   One Wild card face has the Wild Last Stand Symbol.
352.   One Wild card face has the Wild Beachcomber Symbol.
353.   One Wild card face has the Wild Casting Call Symbol.
354.   One Wild card face has the Wild Fashion Trend Symbol.
355.   One Wild card face has the Wild Super Joker Symbol.
356.   One Wild card face has the Wild Ryan’s Review Symbol.
357.   One Wild card face has the Wild Monster Symbol.
358.   One Wild card face has the Wild Dunk Symbol.
359.   One Wild card face has the Wild Hail The King Symbol.
360.   One Wild card face has the Wild Kindness Symbol.
361.   One Wild card face has the Wild Strawberry Symbol.
362.   One Wild card face has the Wild Rush Hour Symbol.
363.   One Wild card face has the Wild Doraemon 2016 Symbol.
364.   One Wild card face has the Wild Hat Symbol.
365.   One Wild card face has the Wild Tales From Moominvalley Symbol.
366.   One Wild card face has the Wild Ohana Symbol.
367.   One Wild card face has the Wild The Armory of Greyskull Symbol.
368.   One Wild card face has the Wild Mirror Mirror Symbol.
369.   One Wild card face has the Wild Sword of Godric Gryffindor Symbol.
    370.   One Wild card face has the Wild Parseltongue Symbol.
    371.   One Wild card face has the Wild Salvio Hexia Symbol.
    372.   One Wild card face has the Wild Protego Maxima Symbol.
    373.   One Wild card face has the Wild Avatar State Symbol.
    374.   One Wild card face has the Wild Cheese Touch (2010) Symbol.
    375.   One Wild card face has the Wild Cheese Touch (2012) Symbol.
    376.   Ten 1 Number cards (one of each color) need the Hit 1 Modifier.
    377.   One Wild card face has the Wild Geox Symbol.
    378.   One Wild card face has the Wild Behind The Scenes Symbol.
    379.   One Wild card face has the Wild Arby’s Jackpot Symbol.
    380.   One Wild card face has the Wild Max Steel Special Symbol.
    381.   One Wild card face has the Wild Power of Friendship (American Girl 2020)Symbol.
    382.   One Wild card face has the Wild Pinkititis Symbol.
    383.   One Wild card face has the Wild Shuffle Hands (NDJOLIJEAN) Symbol.
    384.   One Wild card face has the Wild ESRUC Symbol.
    385.   One Wild card face has the Wild Go Green Symbol.
    386.   One Wild card face has the Wild Captain Symbol.
    387.   One Wild card face has the Wild Two Mal Symbol.
    388.   One Wild card face has the Wild Fetch Symbol.
    389.   One Wild card face has the Wild Roll Over Symbol.
    390.   One Wild card face has the Wild Penguin’s Self Search Symbol.
    391.   One Wild card face has the Wild All-Purpose Symbol.
    392.   One Wild card face has the Wild Emoji Symbol.
    393.   One Wild card face has the Wild Mira! Symbol.
    394.   One card face of the yellow and green 2 4 6 8 and skip cards, as well as one card face of the red and blue 1 3 5 7 and
           reverse cards and a Wild card will have the Star Modifier.
    395.   One Wild card face has the Wild Item Guard Symbol.
    396.   One Wild card face has the Wild Good Luck Charm Symbol.
    397.   One Wild card face has the Wild Half Symbol.
    398.   One Wild card face has the Wild Thief Symbol.
    399.   One Wild card face has the Wild Plus Symbol.
    400.   One Wild card face has the Wild Stacko 1994 Symbol.
    401.   One Wild card face has the Wild Wild Arby’s Custom Card Symbol.
    402.   One Wild card face has the Wild Penguin Villain Symbol.
    403.   One Wild card face has the Wild Joker Villain Symbol.
    404.   One Wild card face has the Wild Bane Villain Symbol.
    405.   One Wild card face has the Wild Mr. Freeze Villain Symbol.
    406.   One Wild card face has the Wild Draw 4 Utility Belt Symbol.
    407.   One Wild card face has the Wild Trick Symbol.
    408.   One Wild card face has the Wild Trick (Uno 2 Go) Symbol.
    409.   One Wild card face has the Wild Punch Symbol.
    410.   One Wild card face has the Wild Number Tornado Symbol.
    411.   One Wild card face has the Wild Parrot Symbol.
    412.   One Wild card face has the Wild Ice Cream Symbol.
    413.   Ten Wild card faces have the Wild Jellyfish Symbol, and each of these will have one of the numbers in the 0-9 range.
    414.   One Set of Number cards have the Dandelion Modifier.
    415.   One set of Number cards have the Shark Modifier.
New Cards:
    1.     Six new colors: orange, purple, pink, gray, white, and brown.
    2.     Wild Cards with various combinations of four colors in their symbol.
    3.     Four total card faces of Gray 50/50 Cards.
    4.     One Veto Card. (Not meant to be shuffled into the deck.)
    5.     Ten total card faces (one of each color) of Discard Color cards.
    6.     Ten total card faces (one of each color) of Trade Hands cards.
    7.     Ten total card faces (one of each color) of Flip cards.
    8.     Ten total card faces (one of each color) of Skip Everyone cards.
    9.     One Art Card. (Not meant to be shuffled into the deck.)
    10.    Ten total card faces (one of each color) of Discard Two of the Same Color cards.
    11.    Ten total card faces (one of each color) of Wild Number cards.
12.   Ten total card faces, one of each color, of Slap cards.
13.   32 Total card faces of Power cards.
14.   32 Total card faces of Customizable Wild cards.
15.   Ten total card faces, one of each color, of Jackpot cards.
16.   One Direction Tracker Card.
17.   2 Link cards.
18.   Ten total card faces (one of each color) of Point Taken Cards
19.   Ten total card faces (one of each color) of 10 Number cards.
20.   Ten total card faces (one of each color) of -10 Number cards.
21.   Four dare list cards.
22.   Four total card faces of Purple Wild Card.
23.   Ten total card faces (one of each color) of Draw 4 cards.
24.   Ten total card faces (one of each color) of Recycle cards.
25.   Ten total card faces (one of each color) of Warp cards.
26.   Ten total card faces (one of each color) of Double Play cards.
27.   16 Life Cards.
28.   28 Unique character cards.
29.   170ish total card faces of danger deck cards, including location, enemy, event, and item cards.
30.   Ten total card faces (one of each color) of 11 number cards.
31.   Ten total card faces (one of each color) of 12 number cards.
32.   Ten total card faces (one of each color) of 13 number cards.
33.   Ten total card faces (one of each color) of 14 number cards.
34.   Ten total card faces (one of each color) of 15 number cards.
35.   Ten total card faces (one of each color) of 16 number cards.
36.   Ten total card faces (one of each color) of 17 number cards.
37.   Ten total card faces (one of each color) of 18 number cards.
38.   Ten total card faces (one of each color) of 19 number cards.
39.   Ten total card faces (one of each color) of 20 number cards.
40.   Ten total card faces (one of each color) of 21 number cards.
41.   Ten total card faces (one of each color) of 22 number cards.
42.   Ten total card faces (one of each color) of 23 number cards.
43.   Four total card faces of Wild Red Cards.
44.   Four total card faces of Everyone Draws 2 Cards.
45.   Four total card faces of Sharing Secrets cards.
46.   Four total card faces of Deflect cards. (Green with superstar symbol)
47.   Four total card faces of See the Future cards.
48.   Four total card faces of Silence is Golden cards.
49.   Four total card faces of Popcorn Hog Draw 2 cards.
50.   Four total card faces of Doubles Cards.
51.   Ten total card faces (one of each color) of Surprise Command Cards
52.   Four total Tower cards.
53.   Ten total card faces (one of each color) of Grab 2 Towers Cards
54.   6 Total Tiki Cards.
55.   16 Wild Experiment Cards.
56.   Ten total card faces (one of each color) of Curse cards.
57.   10 Total card faces (one of each color) of Ace Cards.
58.   10 Total card faces (one of each color) of King Cards.
59.   10 Total card faces (one of each color) of Queen Cards.
60.   10 Total card faces (one of each color) of Jack Cards.
61.   King Card.
62.   Jester Card.
63.   Ten Total card faces (one of each color) of King’s Choice Cards.
64.   Ten Total card faces (one of each color) of Jester’s the Choice Cards.
65.   4 Color Power Cards (Colors Rule)
66.   Ten Total card faces (one of each color) of Skip To Cards.
67.   Ten Total card faces (one of each color) of The Giving Card Cards.
68.   Ten Total card faces (one of each color) of Shield Cards.
69.   One card face evenly split up red and yellow and contains Party Games Symbol.
70.   Ten Total card faces (one of each color) of 39 Number Cards.
71.   Ten Total card faces (one of each color) of 73 Number Cards.
72.   Ten Total card faces (one of each color) of 88 Number Cards.
73.    Ten Total card faces (one of each color) of 90 Number Cards.
74.    Ten Total card faces (one of each color) of 97 Number Cards.
75.    Ten Total card faces (one of each color) of 44 Number Cards.
76.    Ten Total card faces (one of each color) of 54 Number Cards.
77.    Ten Total card faces (one of each color) of 85 Number Cards.
78.    Ten Total card faces (one of each color) of 35 Number Cards.
79.    Ten Total card faces (one of each color) of 55 Number Cards.
80.    Ten Total card faces (one of each color) of 62 Number Cards.
81.    Ten Total card faces (one of each color) of 91 Number Cards.
82.    Ten Total card faces (one of each color) of 70 Number Cards.
83.    Ten Total card faces (one of each color) of 87 Number Cards.
84.    Ten Total card faces (one of each color) of 36 Number Cards.
85.    Ten Total card faces (one of each color) of 38 Number Cards.
86.    Ten Total card faces (one of each color) of 60 Number Cards.
87.    Ten Total card faces (one of each color) of 80 Number Cards.
88.    Ten Total card faces (one of each color) of 52 Number Cards.
89.    Ten Total card faces (one of each color) of 95 Number Cards.
90.    Ten Total card faces (one of each color) of Targeted Draw 2 Cards.
91.    Ten Total card faces (one of each color) of Lipslide Cards.
92.    Ten Total card faces (one of each color) of Alley-Oop Cards.
93.    One card face of Blue Color Exclusive Clone Symbol.
94.    One card face of Yellow Color Exclusive Lucky Croc Tooth Symbol.
95.    One card face of Red Color Exclusive Shooting Star Symbol.
96.    One card face of Blue Color Exclusive Toe Hold Symbol.
97.    One card face of Green Color Exclusive Highland Two Step Symbol.
98.    One card face of Blue Color Exclusive Tsunami Symbol.
99.    One card face of Yellow Color Exclusive Switcheroo Symbol.
100.   One card face of Red Color Exclusive Reverse Draw 2 Symbol.
101.   One card face of Yellow Color Exclusive Reverse and Skip Symbol.
102.   One card face of Green Color Exclusive Skip Draw 2 Symbol.
103.   Ten Total card faces (one of each color) of Spy Cards.
104.   Ten Total card faces (one of each color) of Shark Cards.
105.   Ten Total card faces (one of each color) of Mutant Cards.
106.   Ten Total card faces (one of each color) of All Draw 2 Cards.
107.   Ten Total card faces (one of each color) of Leader Draw 2 Cards.
108.   One card face of Blue Color Exclusive Freeze Symbol.
109.   One card face of Orange Color Exclusive Flurry Symbol.
110.   One card face of Purple Color Exclusive Safeguard Symbol.
111.   One card face of Red Color Exclusive Sabotage Symbol.
112.   One card face of Green Color Exclusive Transform Symbol.
113.   One card face of Green Color Exclusive Sleep Symbol.
114.   Ten Total card faces (one of each color) of Tinkerbell Draw 2 Cards.
115.   One card face of Gold Wild.
116.   One card face of Gold Wild Draw 4.
117.   Ten Total card faces (one of each color) of Check 2 Cards.
118.   Ten Total card faces (one of each color) of Customizable Cards.
119.   Ten Total card faces (one of each color) of Free Turn Cards.
120.   Recipe Card.
121.   Ten Total card faces (one of each color) of Vegas Cards.
122.   Ten Total card faces (one of each color) of Shift Up Cards.
123.   Token Card.
124.   16 Movement Cards.
125.   4 Skip cards With ONLY Skip on both sides.
126.   4 Draw 2 cards with ONLY Draw 2 on both sides.
127.   Blank Wild Card with Blank Wild on Flip side.
128.   Wild Draw 4 with only Wild Draw 4 on Flip side.
129.   Create Your Own House Rules Card.
130.   Ten Total card faces (one of each color) of Double Discard All Cards.
131.   Ten Total card faces (one of each color) of Time Balloon Cards.
132.   One card face of 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, Skip, Reverse, and Draw 2 cards for each of the 5 Double Colors.
133.   Five Total card faces (one of each double color) of Double Color Discard All Cards.
     134.   One card face of Orange Color Exclusive Dampener Symbol.
     135.   One card face of Orange Color Exclusive New Hand Symbol.
     136.   One card face of Orange Color Exclusive Mirror Symbol.
     137.   One card face of Orange Color Exclusive 50% Point Bonus Symbol.
     138.   One card face of Orange Color Exclusive Snare Symbol.
     139.   One card face of Orange Color Exclusive Safety Net Symbol.
     140.   50 ish Companion Creature Cards.
     141.   Ten Total card faces (one of each color) of Scramble Cards.
Props:
That about does it. Comment any ideas you have in the video comment section, and thanks for reading.
Versions That Won’t Be Added Because They Feature Different Card Sizes or Shapes:
     1. Giant Uno
     2. Giant Uno BTS
     3. Giant Uno NFL
     4. World’s Smallest Uno
     5. World’s Smallest Dos
     6. World’s Smallest Uno Retro
     7. Uno To Go!
     8. Uno Go!
     9. Uno H20 To Go!
     10. Uno Express
     11. Dos Express
     12. Uno Car Go
     13. Uno Keychain
     14. Uno Mini Capsule Game (Japan)
     15. Dos Mini Capsule Game (Japan)
     16. Uno Barbie Mini Capsule Game (Japan)
     17. Uno Hotwheels Mini Capsule Game (Japan)
     18. Uno Mini 50 Years of Being Wild Capsule Game (Japan)
     19. Uno Mini 50th Anniversary Icon Series 1971 Capsule Game (Japan)
     20. Uno Mini Party Favors
     21. Uno Mini
     22. Mini Uno
     23. Uno Pocket
     24. Giant Uno Jurassic World Dominion
     25. Uno Mini McDonald’s (Japan)
     26. Dos Go!
Versions That Won’t Be Added Because They Either Have No Mechanical Differences or Only Contain Repeat Mechanics:
     1. Uno Minimalista
     2. Uno Tubo
     3. Uno Platinum Edition
     4. Uno Ghostbusters 2016
     5. Uno Star Wars the Clone Wars
     6. Uno Los Polinesios
     7. Uno Wilderness
     8. Uno Deluxe
     9. Uno Deluxe (Modern)
     10. Uno Spider-Man 2002
     11. Uno Kylie Jenner
     12. Uno Luke Bryan: Born Here Live Here Die Here
     13. Uno Summer Edition / Beach Uno
     14. Uno Barbie Life In The Dreamhouse
     15. Uno Barbie (2000)
     16. Uno Barbie (2002)
     17. Uno Cinderella
     18. Uno Despicable Me (2016)
     19. Uno Disney Fairies
     20. Uno Disney Parks
     21. Uno Disney Princess (2012)
     22. Uno Disney Theme Park Classic (2005)
     23. Uno Disney Theme Park Modern (2012)
     24. Uno Dogs (2006)
     25. Uno England Football
26.   Uno England Rugby
27.   Uno Fast and Furious (2016)
28.   Uno FC Bayern München
29.   Uno Fishing (2012)
30.   Uno Fragglerock
31.   Uno Hairspray
32.   Uno Hannah Montana 2008
33.   Uno Hello Kitty and Friends
34.   Uno High School Musical 3
35.   Uno Iron Man 2
36.   Uno Magic Tree House
37.   Uno Marvel Avengers Assemble
38.   Uno Marvel Avengers (2014)
39.   Uno National Parks Ken Burns
40.   Uno Nintendo (2004)
41.   Uno Over The Hedge
42.   Uno Sesame Street (2004)
43.   Uno Shrek (2007)
44.   Uno Sofia The First (2014)
45.   Uno Spongebob Squarepants Secret Recipe (2003)
46.   Uno Star Wars The Mandalorian
47.   Uno Teen Titans
48.   Uno Tokidoki (2022)
49.   Uno Mod
50.   Uno Wildlife
51.   Uno The Wizard of Oz
52.   Uno Project Gotham Racing
53.   Uno Kameo Elements of Power
54.   Uno Nickelodeon Spongebob Squarepants Lost In Time
55.   Uno Nickelodeon SpongeBob Squarepants All New Special Edition
56.   Uno Wild Jackpot Chrome
57.   Uno the Golden Compass
58.   My First Uno
59.   My First Uno With Nickelodeon Rugrats
60.   My First Uno Nickelodeon Dora The Explorer
61.   My First Uno Dora
62.   My First Uno Thomas and Friends
63.   My First Uno Jake and the Neverland Pirates
64.   My First Uno Where The Wild Things Are
65.   My First Uno With Disney Winnie the Pooh
66.   My First Uno Disney Handy Manny
67.   My First Uno Disney Mickey Mouse Clubhouse
68.   My First Uno Disney Sofia The First
69.   My First Uno Curious George
70.   My First Uno Spongebob Squarepants
71.   My First Uno Miss Spider’s Sunny Patch Friends
72.   My First Uno Sesame Street (1989)
73.   My First Uno With the Koala Brothers
74.   Uno Junior
75.   Uno Junior Leo Lausemous
76.   Uno Junior International
77.   Uno Junior Paw Patrol The Movie
78.   Uno Junior Paw Patrol The Mighty Movie
79.   Uno Fisher-Price Laugh & Learn Counting and Colors
80.   Uno 25th Anniversary Special Tin Edition
81.   Uno Nintendo DSI
82.   Uno Baby Animals
83.   Uno MLB Boston Red Sox
84.   Uno MLB St. Louis Cardinals
85.   Uno MLB Texas City Rangers
86.   Uno MLB Detroit Tigers
87.    Uno MLB New York Yankees
88.    Uno MLB Houston Astros
89.    Uno MLB Minnesota Twins (2017)
90.    Uno MLB Chicago Cubs (2009)
91.    Uno MLF SF Giants
92.    Uno MLB Kansas City Royals (2017)
93.    Uno MLB LA Dodgers (2017)
94.    Uno MLB Seattle Mariners
95.    Uno Handheld 3L
96.    Uno Electronic
97.    Electronic Uno
98.    Uno Card Game Blister (2001)
99.    Uno Moo!
100.   Uno Moo Preschool Game
101.   Uno Moo WM Blitz
102.   Uno Flip Splash
103.   Uno Holiday
104.   Uno Bundle Collector Tin
105.   Uno Dos Combo Pack
106.   Uno Dos Skip-Bo Bundle
107.   3 Card Game Bundle
108.   Mattel World of Cards Bundle Pack
109.   Uno Retro
110.   Uno Tin
111.   Uno With Uno Ultimate Foil Card
112.   Uno 40th Anniversary Edition
113.   Uno Mattel 75th Anniversary
114.   Uno Minnesota Vikings
115.   Uno Toys R Us Canada
116.   Uno Tokyo 2020 Olympics
117.   Uno Sydney 2000 Olympics
118.   Uno The Hundreds
119.   Uno Thank You Heroes
120.   Uno Susan G. Komen
121.   Uno St. Kilda
122.   Uno Spring Celebration
123.   Uno Spider-Man 3
124.   Uno Simpsons Treehouse of Horror
125.   Uno Simpsons Special Edition (2006)
126.   Uno Sesame Street Japan
127.   Uno Scooby Doo
128.   Uno Puerto Rico
129.   Uno Panama
130.   Uno Polly Pocket
131.   Uno A Charlie Brown Valentine
132.   Uno Peanuts Red Baron
133.   Uno NSYNC
134.   Uno Chicago Bears
135.   Uno Collingwood
136.   Uno Disney Pixar Collection (2012)
137.   Uno Essendon
138.   Uno Fremantle Dockers
139.   Uno Geelong Cats
140.   Uno Guatemala
141.   Uno Hawthorne Hawks
142.   Uno Hoops and Yoyo
143.   Uno Richmond
144.   Uno República Dominicana
145.   Uno Port Adelaide
146.   Uno National Parks
147.   Uno Museum of Graffiti
148.   Uno Jamaica
149.   Uno Moncler Genius (Black)
150.   Uno Moncler Genius (Yellow)
151.   Uno Choo Choo
152.   Uno Family Guy (Obey Me)
153.   Uno Family Guy (Domination)
154.   Uno Flip! Burger King
155.   Uno Pocket ColaCao
156.   Uno Pocket Burger King
157.   Dos Burger King
158.   Uno Coca-Cola (1998)
159.   Uno My Neighbor Totoro (Japan)
160.   Uno Vegemite
161.   Uno The Nightmare Before Christmas (2010)
162.   Uno Planes Fire and Rescue
163.   Uno Planes (2014)
164.   Uno Harry Potter (2002)
165.   Uno Harry Potter (2003)
166.   Uno Harry Potter (2011)
167.   Uno Attack Jurassic World Dominion
168.   My First Uno Nickelodeon Team UmiZoomi
169.   My First Uno Little People
170.   Uno AFL
171.   Uno Pocket Lipton
172.   Uno Pocket Barbie
173.   Uno Chicago Cubs Special Edition (2004)
174.   Uno Detective Conan
175.   Uno McDonald’s Fireman Sam
176.   Uno Junior DC League of Superpets
177.   Uno Game Demo Flash/HTML 5
178.   Uno Adelaide Crows
179.   Uno Carlton
180.   Uno Melbourne Demons
181.   Uno West Coast Eagles
182.   Uno Western Bulldogs
183.   Uno A Bathing Ape
184.   Uno Drew House
185.   Uno Kartell
186.   Uno Vivetta
187.   Uno Pocket Haribo
188.   Uno Pocket Kinder Riegel
189.   Uno Pocket Lidl
190.   Uno Pocket Nestle Nesquik
191.   King Size Uno
192.   My First Uno Bob The Builder
193.   My First Uno Angelina Ballerina
194.   My First Uno Clifford The Big Red Dog
195.   My First Uno Corduroy
196.   My First Uno Fimbles
197.   My First Uno Fireman Sam
198.   My First Uno Mr. Men Little Miss
199.   My First Uno Octonauts
200.   My First Uno Sesame Street (1991)
201.   My First Uno Sesame Street (2000)
202.   My First Uno Sesame Street Elmo
203.   My First Uno Yo Gabba Gabba
204.   Uno Junior Coloring
205.   Uno Waddingtons
206.   Uno Disney Japan (1998)
207.   Uno Disney Japan (2005)
208.   Uno Splash Finding Dory
209.   Uno Chhota Bheem
210.   Uno South Aussie With Cosi SA Icons!
211.   Uno 1990’s
212.   Uno Canada 150th Anniversary
213.   Uno Columbia
214.   Uno Costa Rica
215.   Uno Ecuador
216.   Uno El Salvador
217.   Uno Honduras
218.   Uno Philosophy di Lorenzo Serafini
219.   Uno Province of Canada
220.   Uno Toys “R” Us 50 Years Forever Fun
221.   Uno Chic
222.   Uno Royal
223.   Uno Pocket Super Foodies
224.   Uno Junior UK
225.   Uno Deluxe 50th Anniversary Reissue
226.   Uno Collector’s Edition (1982)
227.   Uno Mini San Carlo Junior
228.   Uno NFL Greatest Stars Brett Favre
229.   Uno It’s The Great Pumpkin Charlie Brown (2009)
230.   Uno Pocket Walcor
231.   Uno Pocket Melegatti
232.   Uno (Wii)
233.   Uno (PS3)
234.   Uno (PSP)
235.   Uno (MSN Instant Messenger)
236.   Uno Fifa WM (2006) (Germany)
237.   Uno McDonalds Happy Meal Promotion (Ireland/UK)
238.   Uno McDonalds Happy Meal Promotion Dreamworks Shrek (Ireland/UK)
239.   Uno McDonalds Happy Meal Promotion Dreamworks Madagascar (Ireland/UK)
240.   Uno McDonalds Happy Meal Promotion Dreamworks Trolls (Ireland/UK)
241.   Uno McDonalds Happy Meal Promotion Dreamworks Megamind (Ireland/UK)
242.   Uno McDonalds Happy Meal Promotion Dreamworks How To Train Your Dragon (Ireland/UK)
243.   Uno Mecca Maxima
244.   Uno Italia FIGC / Uno Azzurri (Italy) (2021)
245.   Uno My Melody (Japan)
246.   Uno Mini KMB (Hong Kong) (2023)
247.   Get Wild 4 Uno
248.   Uno Be@rbrick
249.   Uno Pocket la Mia Pinsa
250.   Uno Pocket Hansaplast
251.   Uno Pocket Hubo
252.   Uno Pocket Bip
253.   Uno Pocket Nivea (Red)
254.   Uno Betty Boop
255.   Uno Boston Red Sox (Fenway Park)
256.   Uno Chicago White Sox (US Cellular Field)
257.   Uno New York Mets (Citi Field) (2009, 2010)
258.   Uno New York Yankees (2017)
259.   Uno New York Yankees (Yankee Stadium)
260.   Uno Outdoor North American Fishing
261.   Uno Philadelphia Phillies (Citizens Bank Park)
262.   Uno Seattle Mariners (Open Roof)
263.   Uno The Simpsons (2001, 2002)
264.   Uno University of Michigan
265.   Uno University of North Carolina
266.   Uno University of Southern California
267.   Uno Burger King (2012)
268.   Uno Pocket Sporting CP
269.   Uno Pocket SL Benfica
270.   Uno RL9
271.   Uno Pocket Mitsis Hotels
272.   Uno Itoke (Japan)
273.   Uno Uchi-No-Gohan (Japan)
274.   Uno University of Texas
275.   Uno HD (Symbian Game)
276.   Uno Free (Mobile)
277.   Uno HD (Blackberry Playbook)
278.   Uno Free (Kindle)
279.   Uno (Blackberry 10)
280.   Uno Together (Mobile)
281.   Uno Hungry Jack’s Wild Jackpot
282.   Uno Batman (2012)
283.   Uno Sumikko Gurashi (Japan)
284.   Uno Ryu No Michi (Japan)
285.   Uno Nintendo
286.   Uno Eragon
287.   Uno Star Trek Collector’s Edition (2008)
288.   Uno University of Notre Dame
289.   Uno New York Yankees Alex Rodriguez
290.   Uno Princess (2004)
291.   Uno Fast and Furious
292.   Uno Disney Princess Cinderella
293.   Uno Pokémon Sword and Shield
294.   Uno All Wild Grogu
295.   Uno Calgonit
296.   Uno Pocket Amplifon
297.   Uno Pocket Leibniz
298.   Uno Xatral
299.   Uno Erste Sparkasse
300.   UNO Pittsburgh Steelers (2007)
301.   UNO St. Louis Cardinals (2005)
302.   Uno Green Bay Packers (2006)
303.   Uno New England Patriots (2007)
304.   Uno Chicago Bears (2007)
305.   Uno New York Jets (2006)
306.   Uno New York Mets (2005)
307.   Uno Texas Rangers (2005)
308.   Uno Los Angeles Angels (2005)
309.   Uno Philadelphia Phillies (2005)
310.   Uno Boston Red Sox (2005)
311.   Uno New York Yankees (2005)
312.   Uno Chicago Cubs (2004)
313.   Uno Florida Gators (2007)
314.   Uno NBA ALL Stars Eastern Conference
315.   Uno NFL AFC
316.   Uno NFL NFC
317.   Uno MLB Stars of the National League
318.   Uno NFL Greatest Stars Tom Brady
319.   Uno Cricket (Australia) (2020)
320.   Uno LVIII Super Bowl San Francisco 49ers.
321.   Uno CALottery Ticket
322.   Uno Slot Machine
323.   Uno Video Slots
324.   Uno Undercover Demo
325.   Uno3 (Flash)
326.   Uno Challenge (Java Mobile)
327.   Uno For Dos
328.   Uno + Skip-Bo + Uno FreeFall (DS)
329.   Uno Challenge Free Fall 2 In 1 (Java Mobile Game)
330.   Uno Babybel
331.   Uno Melegatti Milk Chocolate Egg
332.   Uno Guayaquil
333.   Uno Galapagos
334.   Uno Quito
335.   Uno Cuenca
336.   Uno PS1
337.   Uno Kebhouze
338.   Uno Pocket Reinfels
339.   Uno Pocket Pre Zero
340.   The Original Uno (1995)
341.   The Original Uno (Monte Carlo)
342.   Uno Florida State University
343.   Uno Arby’s Mini Deck
344.   Uno Arby’s Kids Meal
345.   Dos Arby’s Kids Meal
346.   Uno Manchester United
347.   Uno England National Football
348.   Uno Chelsea Football Club
349.   Uno Attack Refill Deck (2002)
350.   Uno Attack Refill Deck (2003)
351.   Uno (Retro Rainbow Box) (2014)
352.   Uno Simpsons Special Edition & Magic 8 Ball Gift Set
353.   Uno Super Bowl LVII (2023)
354.   Uno Toy Story (1997)
355.   Uno Holiday With 3 Dollar Coupon
356.   Uno Kittens
357.   UNO Pocket Diables Rouges Carriefour
358.   UNO Pocket Intermache
359.   UNO Pocket Libella
360.   UNO Pocket Rheinfels Quelle
361.   UNO Pocket s.Oliver
362.   Uno Pocket Coiff & Co.
363.   Uno American Girl Prop Deck
364.   Uno Boom-O
365.   Uno and Uno Boom-O 2 In 1.
366.   Uno Liverpool FC
367.   Uno NFL Dallas Cowboys 2006
368.   Uno American Kennel Club (Non-Sporting)
369.   Uno Fantastic Chocolate Poptart Edition
370.   Uno Hello Kitty (2007)
371.   Uno Hello Kitty Special Edition (2008)
372.   Uno Hello Kitty Special Edition (2010)
373.   Uno Disney Adventures
374.   Uno Explosion
375.   Uno Petits Coraya
376.   Uno World Series Champions St. Louis Cardinals (2006)
377.   Oreo Play Pack UNO Edition
378.   Uno Aegean Junior Pilots
379.   Uno Kaufland
380.   Uno Fini
381.   Uno Pocket Starbucks
382.   Uno American Kennel Club Terrier Group
383.   Uno American Kennel Club Herding Group
384.   Uno 20th Anniversary Commemorative Edition
385.   Uno Puppies
386.   Uno Pocket Ace (Germany)
387.   Uno Despicable Me Minion Made
388.   Uno Hotwheels Promotional Set (2017)
389.   Uno Fandom Monster High
390.   Uno Instant Ticket Lottery (All States)
391.   Uno Chicago White Sox (2007)
392.   Uno Pocket Hotwheels
393.   Uno Express Hotwheels
394.   Uno Samsung Smart TV
395.   3 Game Bundle (Snappy Dressers)
396.   Uno Auburn University Tigers
397.   Uno Spongebob Schwammkopf (Germany)
398.   Uno Pokemon Sun and Moon
399.   Uno X Mister Cartoon X Stance
400.   Dos Mini Hotwheels Promotional Set
401.   Uno Outdoor North American Wildlife
402.   Uno Chicago Bears (2009)
403.   Uno Green Bay Packers (2009)
404.   Uno New England Patriots (2009)
405.   Uno New York Giants (2009)
406.   Uno New York Jets (2009)
407.   Uno Philadelphia Eagles (2009)
408.   Uno The Wizard of Oz
409.   Uno Fifty Years of Being Wild Nike Zoom Freak 3
410.   Uno NHL Calgary Flames
411.   Uno NHL Edmonton Oilers
412.   Uno NHL Montreal Canadians
413.   Uno NHL Ottowa Senators
414.   Uno NHL Stars of Finland
415.   Uno NHL Stars of Sweden
416.   Uno NHL Toronto Maple Leafs
417.   Uno NHL Vancouver Canucks
418.   Uno University of Georgia Bulldogs
419.   Uno Horses
420.   Uno Mini (2015)
421.   Uno Doraemon (1997)
422.   Uno Holden
423.   Uno Canvas The Beatles
424.   Uno Barbie (White)(2018)
425.   Uno 35th Anniversary
426.   UNO Seattle Mariners Ichiro Suzuki
427.   Uno Card Game Sample Pack (1998)
428.   Uno NBA Cleveland Cavaliers Lebron James 26 Card Sample Pack
429.   Uno Disney Characters (Japan)
430.   Uno Deluxe Disney Characters (Japan)
431.   Uno Disney Princess Ariel (2022)
432.   Uno Penn State Nittany Lions
433.   Uno Prestige
434.   Uno Kikkoman (Japan)
435.   UNO NFL Greatest Stars: LaDainian Tomlinson
436.   UNO Boston Red Sox Daiske Matsuzaka
437.   Uno KFC
438.   Uno Coca-Cola (Japan)
439.   Uno Coca-Cola Merry Christmas
440.   Uno Butterfly e a Princesa Fairy
441.   Uno Fandom Disney Villains
442.   Uno Würfel
443.   Uno Megapack
444.   Uno Max Steel (Blue Box) (2013)
445.   Uno MLB Greatest Stars Boston Red Sox David Ortiz
446.   Uno NFL Greatest Stars Chicago Bears Brian Urlacher
447.   My Uno
448.   Uno Canvas Barbie
449.   Uno Racing
450.   Uno DX
451.   Uno SuperLite 1500 Series
452.   Uno SuperLite 2000 Vol. 16 Game
     453.   Uno Small World
     454.   Uno Small World 2
     455.   Uno University of Alabama
     456.   Uno Junior (Germany)
     457.   Uno Western Union International
     458.   Uno Junior Micky Maus Wunderhaus
     459.   My First Uno Mickey Mouse Clubhouse Toys ‘R’ Us
     460.   Uno Captain D’s
     461.   Uno Uno Flip! Twin Pack Double The Fun!
     462.   UNO St. Louis Cardinals Albert Pujols
     463.   UNO Chicago Bears (Bear Down)
     464.   Uno Burger King Jr.
     465.   Uno Flip! Burger King Jr.
     466.   Uno 50 Years of Being Wild Burger King Jr.
     467.   Uno Kellogs
     468.   Uno Party Mania!
     469.   Uno H20 To Go Sport
     470.   Uno Batman (2024)
     471.   Uno Fast
     472.   Uno Zoo & Co.
     473.   Uno Boom-O + Bonus
     474.   Uno Cinq-o Bundle
     475.   Uno Dominos Burger King (Spanish)
     476.   Uno Simpsons Homer Head (2007)
Generally, all Uno versions that contain color blindness support as an alternative to their base version will be excluded, as color
blindness support is already planned. Here is a non-comprehensive list of versions like this:
     1. Uno (Colorblind Accessible)
     2. Uno All Wild (Colorblind Accessible)
     3. Giant Uno (Colorblind Accessible)
     4. Uno Show ‘Em No Mercy (Colorblind Accessible)
     5. Uno Flex (Colorblind Accessible)
Versions or cards that were revealed to the public but never publicly released (All of these are viable for a future expansion):
     1. Uno Show ‘Em No Mercy April Fools 2024 “Wild Draw 100” Card. (Draw 100)
     2. Uno Pizza 73 “Pick Up 73” Card (Draw 73)
     3. Uno Wild “Wash Hands” Card.
     4. Uno “I Would Draw 2 For You” Card.
     5. Uno “Please Don’t Ask What My Valentine’s Day Plans Are” Card.
     6. Uno “You Make My Heart Skip A Beat” Card.
     7. Uno “You Make Me Go WILD” Card.
     8. Uno “Everyone Else Draws 4” Card.
     9. Uno “Mazda USA’s Wild Card” Card. (When played, all players make car noises until a red card is played.)
     10. Uno Dare Advertisement Pre-Written Dares.
     11. Unused Command Cards from Uno Undercover.
     12. Uno Customizable Wild Card “Thought Starters”
     13. Uno Happy Birthday Pre-Written Custom Cards.
     14. Wild “What Would Your Wild Card Do?” card.
     15. Wild “Make It Rain UNO!” card.
     16. All Uno Instagram Rules of the Day.
     17. Uno Wild Jackpot Customizable Wild Suggestions.
Generally, objects or merchandise that have the Uno brand or logo on them will be excluded.
Generally, non-game Uno representation will be excluded.
Generally, spin-offs of cameo games will be excluded.
Uno Versions That Are Considered Not real/Lost Media/Too Far Out to Release and Excluded From Base Chemicards.
These versions could still make it into potential expansions if they are found!