The CardGamers playing guide
4 Colors Action Cards: 5 Effects Explained
See how Skip, Reverse, Draw Two, Wild and Wild Draw Four work in the CardGamers computer-opponent game, with clear examples.
Action cards do more than remove a card from your hand: they change who plays next, the active color, or the number of cards an opponent must draw. This guide explains the five action types in the version you can play on CardGamers. The colored cards below are simplified teaching illustrations, not screenshots.
1. Skip: the next player misses a turn
BlueSkip
Blue
A blue Skip can follow the blue 7 because the colors match. The next player is skipped. In a two-player round, that brings the play back to you. At a larger table, it passes over the next seat in the current direction.
A colored Skip can also follow another Skip even when the colors differ. Playing a red Skip on a blue Skip changes the active color to red. Check who is next before spending it; the opponent with the smallest hand is not necessarily its target.
2. Reverse: the direction changes
Red
At a three- or four-player table, Reverse changes clockwise play to counterclockwise, or back again. If the player on your left was next, the player on your right becomes next after the direction changes.
This engine treats Reverse like a Skip in a two-player round, giving the player who used it another turn. That makes seat count an important part of the decision. In a larger game, Reverse can also put an opponent with one card next in line, so read the current direction before playing it.
3. Draw Two: two extra cards and a missed turn
Green
A Draw Two makes the next player take two cards and lose that turn. It is a colored action card: match the active color or another Draw Two symbol to play it. For example, a green +2 can follow a green 4 or a red +2.
The game resolves the penalty automatically. This version does not offer a decision window for the penalized player to stack another +2. Wait for dealing and the turn highlight to finish before trying your next move.
4. Wild: choose the next color
A normal Wild may be played regardless of the active color. It opens a color selector. Your choice, rather than a printed color on the card, tells the following player what color to match.
Suppose your hand contains three green cards, one red card and a Wild. Choosing green can leave several ways to play on a later turn. However, an opponent close to finishing may make a defensive color more useful. A Wild changes the color; by itself it does not force a draw or skip a turn.
5. Wild Draw Four: a restricted color change
+4
When legally played, Wild Draw Four opens the color selector, makes the next player draw four cards and skips that player’s turn. Its flexibility comes with a restriction.
For example, on a blue 7, holding a red 7 can prevent your +4 from being accepted. This is why a click on +4 may do nothing even when you have no blue cards. Do not import a challenge rule from a different card game: the board checks the move directly.
What are action cards worth?
At the end of a round, Skip, Reverse and Draw Two left in a hand count 20 points each. Wild and Wild Draw Four count 50 each. Number cards count their face value. The round winner receives the total value left across the other hands; the built-in match target is 250 points.
This gives you two competing aims: keep a flexible card for a difficult turn, but avoid leaving too many high-value cards unplayed when someone else is near the finish. For the full sequence of dealing, drawing and the last-card button, see the complete rules.