Color Cards is a free color-matching shedding game you can play in your browser. Match color, number, or symbol and empty your hand against one to three computers. Play a single round, race to 200, or the shared daily Medium deal.
Also known as: color matching cards, shedding cards, color shedding game
Play Color Cards free in your browser. Match color, number, or symbol against 1–3 computers. Easy, Medium, and Hard, first to 200, or a shared daily deal.
How to play Color Cards
Choose Single Round, First to 200, or Daily, plus Easy, Medium, or Hard, and 1, 2, or 3 computer opponents. Daily locks two Medium opponents and deals the same hands from the UTC date until midnight. Open Daily from a link with ?daily=1. You sit at the bottom. Nova is on the left, Juno on top, and Rex on the right.
Each seat is dealt 7 cards. Match the discard by color, number, or symbol. Shapes stay with their colors: red circle, yellow triangle, green square, blue star. Wild is always legal. Wild Draw Four is always legal unless Strict Wild Draw Four is on and your hand still has a color, number, or symbol match.
Skip makes the next seat lose a turn. Reverse flips direction, and with two players it acts as Skip. Draw Two makes the next seat draw 2 and lose the turn. A Wild or Wild Draw Four opens a four-color picker. Wild Draw Four then makes the next seat draw 4 and lose the turn. Going out on a draw card still wins: the draw resolves, then the round is scored.
If you have no legal card, tap the draw pile to take 1. A playable drawn card may be played or passed. If the draw pile runs out, the discard is shuffled under its top card. If nothing can be drawn, the turn passes. A full lap with no play and nothing left to draw ends the round drawn.
Gear options (saved on this device): Strict Wild Draw Four, and Stack draw cards. Stacking lets a Draw Two answer a pending +2, or a Wild Draw Four answer a pending +4. Penalties add up. Mixed +2/+4 stacks are not legal.
After a play that leaves exactly one card, tap UNO within 3 seconds or you draw 2. Computers sometimes forget; Catch! stays up for 3 seconds even after the next turn starts. Catch makes that computer draw 2. Letting Catch expire does nothing.
Easy plays a random legal card. Medium saves wilds, stacks when it can, and prefers Skip, Reverse, or Draw Two when the next seat has 3 or fewer cards. Hard also remembers colors a seat had to draw on, and will play Draw Two or Wild Draw Four when the next seat has 2 or fewer cards.
The round winner scores everyone else’s cards: face value for 0–9, 20 for Skip, Reverse, and Draw Two, and 50 for either wild. First to 200 keeps those totals and deals again until someone reaches 200. A drawn round scores 0. Wins and losses are saved on this device by difficulty and opponent count. A First to 200 match counts once, at the end. Daily best is the fewest turns among daily wins on this device.