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UNO No Mercy

  • 3d
  • card-game
  • uno
  • strategy
  • single-player
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

UNO No Mercy was built by njdewitt13 with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix UNO No Mercy opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for UNO No Mercy

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a single-player 3D browser card game titled "UNO No Mercy". The player competes against one AI opponent in a two-player UNO-style match on a dark green felt table. Use Three.js (or an equivalent real-time 3D renderer) with a fixed, slightly elevated perspective camera looking toward the center of the table from the player’s side. The table is a large flat dark-green plane, with a subtly lighter green circular area in the middle. Keep the scene minimal and uncluttered, with soft ambient/directional lighting and a deep dark-green background.

Represent cards as thin rectangular 3D meshes with rounded-corner card artwork generated procedurally or from textures. Cards are approximately portrait-oriented, with white outer borders and a colored inset area. Use the four UNO colors: red, yellow, green, and blue. Show large central symbols/values plus small corner symbols. Number cards display 0–9; action cards display "+2", a reverse arrow, or a skip symbol; wild cards display W, and wild draw-four cards display +4. Wild cards have a rainbow-colored face. Card backs are red with a white outline and an UNO / NO MERCY logo treatment. Give cards dark thin edges and allow the cards to receive/cast light. Arrange the player’s face-up cards in a horizontal row/fan near the front edge of the table, tilted toward the camera and spaced so each can be clicked. Arrange the AI’s cards in a horizontal row at the far side of the table, face down, also tilted toward the camera. Put the face-up discard pile near the center and a small stack of face-down deck cards offset to its left. Rebuild the hand and pile meshes whenever the game state changes.

Implement a standard UNO-like 108-card deck: for each of red, yellow, green, and blue include one 0, two each of 1–9, two +2 cards, two reverse cards, and two skip cards; additionally include four wild cards and four wild +4 cards. Shuffle the deck, deal seven cards to the player and seven face-down cards to the AI, then draw one card to start the discard pile. The active color is the discarded card’s color, except for a wild or wild +4, which randomly selects an initial color. Track the current discard value/color and the number of cards in each hand; display the counts in the HUD.

The player starts in control unless the initial discard is an action that triggers the implemented opening behavior: an initial +2 or wild +4 starts a draw stack, while an initial skip or reverse passes control to the AI. On the player’s turn, click a face-up card to play it. A card is legal when it matches the current color, matches the current value, or is wild. During a draw stack, only +2 may stack on +2, and wild +4 may stack on +2 or another wild +4; otherwise the player must take the accumulated penalty. +2 adds two to the stack and wild +4 adds four. Reverse and skip act as a pass/skip in this two-player implementation. Playing a non-wild card updates the active color; playing a wild or wild +4 opens a bottom-center color selection control with four colored circular buttons (red, yellow, green, blue), and the chosen color becomes active before the turn passes.

Include the No Mercy draw behavior: if the player presses DRAW CARD with no active draw stack and has any playable card, show a short message telling them to play it instead. If they have no playable card, repeatedly draw cards until a playable card is drawn, display how many were drawn, and automatically play the newly drawn playable card after a short delay. If a draw stack is active, draw the complete accumulated number, clear the stack, update the hand, and pass the turn. If the deck empties, reshuffle all discard cards except the current top card back into the deck. The AI follows the same general rules: on its turn it plays the first legal card in its hand; if it has no legal card it draws until it finds one and immediately plays it. It can stack draw cards, otherwise it draws the penalty. When it plays a wild, choose the color it has most frequently in its remaining hand (fall back to red on a tie/empty hand). Use timed pauses between AI actions and short status messages so the opponent’s actions are readable.

Support the UNO rule implemented by the game: when the player is down to one card, they must press SAY UNO! before playing that final card. If they play with one card without having called UNO, show "You forgot to say UNO! +2 penalty" and add two cards from the deck as a penalty. The SAY UNO! button sets the UNO-called state and briefly reports "UNO called!"; hide/disable its visible action after it is used for that one-card situation. Reset the UNO-called state after a turn. A player or AI wins immediately when their hand reaches zero. Show a centered dark translucent message panel saying either "YOU WIN!" with congratulatory text or "AI WINS!" with the corresponding text, then add a green PLAY AGAIN button that reloads/restarts the match.

Build the HUD as HTML overlay above the 3D canvas. At the top center show a rounded black translucent info pill reading YOU, the player card count, "vs", AI in orange/yellow, and the AI count. Show a red rounded stack indicator beneath/near the top center only when a draw stack is active, such as "+2" or "+4". At the bottom center place a blue DRAW CARD button and a yellow SAY UNO! button with dark text; use rounded corners, bold labels, hover scaling/color changes, and a disabled gray state for DRAW CARD while drawing. Put the wild color picker above the action bar. Use centered temporary dark translucent messages for turn prompts and events, including the initial "Your turn! Click a card to play.", illegal-play feedback, draw counts, AI plays, stacking, and the draw-stack warning. Clicking the 3D player cards should use raycasting/picking; HUD buttons should remain usable independently. Prevent input during the AI turn or after game over. Keep the visual style faithful to the shown implementation: dark green background/table, simple brightly colored UNO cards, fixed tabletop camera, and clean HTML controls rather than menus or additional screens.

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