How to play Wild Clash
Wild Clash is a shedding card game: get rid of every card in your hand before anybody else does. If you have played a colour-and-number card game before you already know most of this — the rest takes about two minutes.
The deck
108 cards, in four colours — red, yellow, green and blue.
- Numbers 0–9. One zero and two of each other number, per colour.
- ⊘ Skip, ⇄ Reverse and +2 Draw Two. Two of each, per colour.
- Wild and Wild Draw Four. Four of each, no colour of their own.
A turn
- Play a card that matches the colour or the number of the card on the pile. A Wild can be played on anything, and you name the colour that follows.
- Nothing to play — or nothing you want to play? Tap the deck to draw one card. You may play that card right away if it fits, or pass and keep it.
- Play then passes to the next player, in whatever direction the table is currently going.
In the game you never have to work out what is legal: the cards you can play lift up and glow, and the rest dim.
Action cards
| Card | What it does |
|---|---|
| ⊘ Skip | The next player misses their turn. |
| ⇄ Reverse | Play turns around. With only two players it acts as a Skip, so you go again. |
| +2 Draw Two | The next player picks up two and loses their turn — unless they can stack another draw card on top. |
| Wild | Goes on any card. You choose the colour that must be matched next. |
| Wild Draw Four | You choose the colour and the next player picks up four. The biggest card in the deck, and worth 50 points if you are caught holding it. |
Stacking draw cards
In every mode except Classic, a draw card can be answered instead of taken:
- A +2 can be stacked on a +2, in any colour.
- A +4 can be stacked on a +4.
- A +2 of the live colour can also answer a +4. That house rule is what stops a +4 from being an unanswerable win button.
The stack keeps growing and keeps moving until somebody has no answer — and then they pick up the lot. Six and eight-card pickups are common. Nothing else can be played over a stack: a number card will not do.
Mirror beats a stack. If you are holding the Mirror power when a stack lands on you, it bounces the whole thing back at whoever sent it.
Jump-in
If you are holding the very same card as the one sitting on the pile — same colour and same number — you can play it out of turn, at any moment. The table skips to you and carries on from your seat, so everyone between you and the previous player loses their turn.
Only an exact match counts: a green 5 will not jump in on a red 5, and a Wild can never jump in. In the game, a card you can jump in with pulses in cyan.
The 7 and 0 rule
In Clash, Mayhem and Duel:
- Play a 7 and you trade hands with a player you pick.
- Play a 0 and every hand at the table slides one seat along, the way play is going.
Holding eleven cards against someone down to two? A seven fixes that instantly. It is often the strongest card on the table.
Calling Clash
When you play your second-to-last card — leaving you one — you must tap the big red CLASH! button. If you forget, any other player can tap CATCH! over your avatar and you pick up two cards. The window stays open until your own next turn comes round, so there is time for everyone to notice.
Calling it on somebody who did say it, or who is not on one card, costs you a card instead. Bots will catch you, and the hard ones never miss.
The Clash meter and its powers
In Clash, Mayhem and Duel you have a meter under the table that fills as you shed cards — a little for a number card, more for an action card. Fill it and one of six powers drops into your hand, ready to spend on your turn.
| Power | What it does |
|---|---|
| 🔥 Burn | Adds two more cards to the stack heading for the next player. |
| ↩️ Mirror | The next +2 or +4 aimed at you bounces back at whoever played it. |
| 🌀 Vortex | Every hand at the table slides one seat along. |
| ⏳ Freeze | Everyone else is skipped and you play again straight away. |
| 🎯 Snipe | Steal a card from a player you pick. |
| 🔁 Trade | Swap your whole hand with another player's. |
Powers are earned by playing, never bought. Gold buys card backs and tables, and nothing else.
Scoring
The first player to shed every card wins the round and scores everything the others are still holding:
- Number cards: face value (a 7 is worth 7).
- Skip, Reverse and +2: 20 points each.
- Wild and Wild Draw Four: 50 points each.
Most modes are a single round. Duel is best of three, and the points carry across the rounds. In 2 v 2 teams the round ends as soon as either partner goes out, and the pair share the score.
Game modes
| Mode | Rules |
|---|---|
| 🃏 Classic | The traditional rules. No stacking, no jump-in, no sevens, no powers. 30 seconds a turn, 2–4 players. |
| ⚡ Clash | Everything on: stacking, jump-in, the 7-and-0 rule and the Clash meter. |
| ⏱️ Blitz | Eight seconds a turn, three minutes on the match clock. When it runs out, the smallest hand wins. Stacking and jump-in are on; powers are off. |
| 🌀 Mayhem | Nine cards each and a table that interferes: card rain, burn piles, reshuffles and sudden colour changes. Everything from Clash, plus chaos. |
| ⚔️ Duel | One on one, best of three. The only mode that moves your ranked rating. |
Running out of time
If your turn clock runs out, the server makes the simplest legal move for you — it answers a stack, plays a card you could play, or draws. Miss three turns in a row and your seat folds for the round, so one person putting their phone down cannot hold the table up.
Ranked duels and gold
Ranked Duel pairs you with another real player for a best-of-three and settles it with an Elo rating (K = 32). Bronze, Silver, Gold, Platinum and Diamond follow from there; bot games never count, and leaving a ranked game counts as a loss.
You win gold for every match, more against people than bots, plus a level-up bonus, the Daily Challenge and 50 free gold once a day. It buys decks: eight card backs and tables, up to Royal at 8,000.
A few things worth knowing
- Hold your wilds. They are your answer when the colour turns against you, and they cost you 50 if the round ends while they are in your hand.
- Shed your expensive cards first when a round looks lost — second place is decided by what you are still holding.
- Watch the counts above each avatar. The moment somebody drops to two cards, a Skip or a +2 is worth more than a tidy colour run.
- In 2 v 2, leaving the colour your partner is long in is worth more than playing your own best card.