Four colors, seven cards each. Match the card on the table by color or by value, get rid of every card you hold, and say so when you are down to one. You already know most of it. This page is for the parts every house plays differently.
One hundred and eight cards. Red, yellow, green and blue each have one 0, two each of 1 to 9, two skips, two reverses and two draw twos. On top of those are four wilds and four wild draw fours.
Everyone gets seven cards. The rest is the draw pile. One card is turned face up to start the discard, and it is never a wild, so the game always opens on a color. If that first card is a skip, a reverse or a draw two, it does nothing. It is only a card to match.
On your turn, play a card with the same color as the top card, or the same number, or the same symbol. A blue 7 goes on a blue 2 or on a green 7. A red skip goes on a yellow skip.
A wild or a wild draw four can be played on any card, at any time. When you play one you call a color. The next card has to be that color, or another wild. Nobody can follow a wild by matching its symbol.
You can put down more than one card in a turn if they all have the same number or the same symbol. The first one has to match the table and the others ride on it. Two identical cards count: the deck has two of most cards, so two red 7s can go down together. The last card you lay is the one the next player answers, and it sets the color. Wilds cannot be played this way. A wild goes down alone.
If you cannot play, or would rather not, draw one card from the pile. If that card can be played, you may play it straight away, on its own, or keep it and pass. If it cannot be played, your turn ends. You cannot pass without drawing first.
A draw two or a wild draw four is not a debt. The next player draws the cards at once and loses their turn. They never get a turn in which to answer it, so they cannot pass it on with a draw card of their own.
A play that takes you down to exactly one card has to carry the call. Forget it and the play still stands, but you draw one card from the pile as the forfeit. Nobody needs to catch you. Either way, the whole table is told.
The first player to empty their hand wins. The last card itself needs no call. If it is a draw two or a wild draw four, the next player still draws before the game ends.
When the draw pile is empty, the discard is shuffled back in, all but its top card. If someone has to draw and there is still nothing there, or the game reaches 500 moves, it goes to tender. Everyone adds up their hand. Number cards count their number, a skip, reverse or draw two counts 20, and a wild of either kind counts 50. The lowest total wins, and equal lowest totals are a draw.
A stack is several cards of one value laid in the same turn. It multiplies the card.
The top card is the green 7, so the color is green. You need green, a 7, or a wild.
The play that sheds the most is the two 7s together. Lay the red 7 and then the blue 7: you are down to three cards, and because the blue one went down last, the color is now blue.
A later turn. Green is the color and you hold a green draw two, a yellow draw two and a blue 4. Lay both draw twos, green first. The next player draws four and loses their turn, the color is now yellow, and you are holding one card, so that play has to carry your last card call. Without it you draw one.
Last Card is our name for the four-color shedding game most people already know. The mechanics belong to everyone. The name is the one thing you have to say before you win.
Houses differ on it more than they admit. Two common house rules are not played at our tables: you cannot answer a draw two with one of your own, and nobody can challenge a wild draw four. One that is played: every copy of a value can go down in a single turn.
Last Card is one of the games in the Arcade.