UNO Wild Jackpot Rules: How the Lever and Rule Cards Work

UNO Wild Jackpot is a version of the classic card game, released by Mattel in 2016, that adds a plastic lever-and-spinner unit and a deck of rules you invent yourself. Most of the game plays exactly like standard UNO, but a family of special “Jackpot” cards sends the player who plays them to pull a lever, spin a wheel of symbols, and carry out whatever the spinner lands on — often a home-made rule written by someone at the table. This guide sets out the real rules as published in Mattel’s instructions (product code DNG26): the components, setup, how the lever works, the six spinner outcomes, scoring and the mistakes that most often cause arguments.

Key Facts

PublisherMattel
Product codeDNG26
Released2016
Players2–6
Age7 and up
Deck108 UNO cards (incl. 16 Jackpot + 2 Wild Jackpot)
Extra componentsWild Jackpot unit, 8 Customizable Rule cards, 2 erasable markers
Unit typeMechanical lever, spinner and card dispenser (no batteries)
Win targetFirst to 500 points

What UNO Wild Jackpot is

At its heart, Wild Jackpot is ordinary UNO. You still try to be the first to empty your hand by matching the top card of the discard pile, you still shout “UNO” when you are down to one card, and the first player to 500 points across several rounds wins the game. If you are new to the family of games, it is worth reading the core UNO rules first, because Wild Jackpot assumes you already know them.

The twist is the Wild Jackpot unit: a small plastic device with a pull lever, a spinner and a dispenser that feeds out rule cards. It is a purely mechanical toy — there is no motor, no screen and no batteries. When a Jackpot card appears, the player pulls the lever, the spinner turns, and it stops on one of six symbols that decide who has to perform a rule, who draws cards, or who gets a lucky break. Because the rules on the cards are written by the players themselves, no two game nights feel quite the same.

What’s in the box

A complete set contains the standard 108-card UNO deck plus the hardware that makes this edition different. The deck swaps some of UNO’s usual Wild cards for Jackpot cards, which is why the card mix looks slightly unusual.

  • 108 UNO cards — 60 number cards (15 in each colour), 8 each of Draw Two, Skip and Reverse, 2 Wild, 4 Wild Draw Four, 16 Jackpot and 2 Wild Jackpot cards.
  • Wild Jackpot unit — the lever, spinner and card dispenser in one piece; it also stores the cards.
  • 8 Customizable Rule cards — blank, erasable cards you write your own rules on.
  • 2 erasable markers — for writing and wiping the rule cards.
  • Instructions.

The game is made for 2 to 6 players and is recommended for ages 7 and up, since it needs the basic reading and matching skills of standard UNO.

Setting up the game

Setup has one extra step compared with normal UNO: loading the unit with rules. Taking a minute to agree on fair, playable rules before you start saves a lot of debate later.

  1. Deal the 8 Customizable Rule cards out evenly among the players and set any spares aside.
  2. Each player uses a marker to write one rule on each of their cards. Rules can be silly or strategic, but everyone should accept them.
  3. Shuffle all the completed rule cards together and load them into the dispenser on the unit, then place the unit in the middle of the table.
  4. Shuffle the UNO deck. Each player draws one card; the highest number deals (count action and Jackpot cards as zero for this draw).
  5. The dealer gives 7 cards to each player and places the rest face down as the draw pile.
  6. Flip the top card to start the discard pile. If it is an action or Jackpot card, apply its starting effect.

How a turn works

Play passes clockwise, starting to the dealer’s left. On your turn you play one card that matches the top of the discard pile by colour, number or symbol. If you cannot match, you draw one card from the draw pile; you may play that card immediately if it is legal, otherwise your turn ends. You are never forced to play a card you would rather keep — you can choose to draw instead.

The standard action cards behave exactly as they do in classic UNO. Skip skips the next player, Reverse flips the direction of play, and Draw Two makes the next player take two cards and lose their turn. The Wild lets you choose the next colour, and the Wild Draw Four lets you change colour and force the next player to draw four — but it is only legal if you have no card matching the current colour. If you suspect a Wild Draw Four was played illegally you can challenge it: the player must show their hand, and if they cheated they draw the four cards, while a wrong challenge costs the challenger six. The full detail of that bluff is covered in our guide to the Wild Draw Four rules.

The Jackpot and Wild Jackpot cards

These two cards are what make the edition tick, and they work differently from each other.

  • Jackpot card (16 in the deck): plays like a coloured action card — you can only put it down on a matching colour or on another Jackpot card. When you play it, you pull the lever, resolve whatever the spinner shows, and then play passes to the next player.
  • Wild Jackpot card (2 in the deck): can be played on any turn, even if you hold other playable cards. You choose the colour that continues play, then pull the lever and resolve the result.

The single most common misunderstanding of this game is who pulls the lever. It is the player who plays the Jackpot or Wild Jackpot card — not the next player in line. If a Jackpot or Wild Jackpot card happens to be the very first card turned up at the start, the player to the dealer’s left instead chooses any player, presses the dispenser button, and that chosen player performs the rule they receive.

The Wild Jackpot lever: the six symbols

Pulling the lever spins the wheel, which stops on one of six symbols. Four of them involve the dispenser handing out a Customizable Rule card, and two are straight card effects. Resolve the symbol fully before anyone plays again.

The Six Lever Symbols

Spinner symbolWhat happens
Any playerChoose any player, including yourself; press the button to deal them a rule card, which they perform.
Player on your leftDeal a rule card to the player on your left, who performs it.
Player on your rightDeal a rule card to the player on your right, who performs it.
EveryoneDeal a rule card to every player, including yourself; each person performs their own rule.
DiscardDiscard up to one card of each of the four colours from your hand in any order; any action cards discarded affect the next player.
Draw 4The player who pulled the lever draws 4 cards from the draw pile.

When a rule card has been carried out, set it aside in a used pile behind the unit. Once the dispenser is empty, shuffle the used cards and reload them — because the cards are erasable, you can also wipe them and write fresh rules between games.

Writing your Customizable Rule cards

The rule cards are where the personality of a game night lives, and they are essentially built-in house rules. A rule can be a game action (“discard down to two cards,” “draw until you hold seven,” “skip your next turn”) or a bit of party fun (“make chicken noises until your next turn,” “swap seats with the player on your left”). Mattel’s own suggestions mix both styles.

Two guidelines keep things fair. First, every rule should be agreed by the group before it goes into the dispenser, so nobody is blindsided by something unreasonable. Second, keep rules short and unambiguous, because a vague rule leads to arguments when the spinner lands on it in the middle of a tense round. If you want ideas beyond the ones in the box, our round-up of popular UNO gameplay variations is a useful starting point.

Saying “UNO” and the penalty

The signature rule still applies. When you play your second-to-last card — leaving you with one — you must call “UNO” out loud. If another player catches you before the next player takes their turn, you draw two cards as a penalty. Because the lever can suddenly change how many cards you hold, it pays to stay alert: a spinner result might empty your hand down to one, and you still have to make the call. The exact timing and the common myths around it are explained in our piece on what happens if you forget to say UNO.

Scoring and winning

A round ends the moment one player plays their last card. That player scores the total value of every card still held by their opponents, so the aim is to shed high-value cards early. The point values are the same as standard UNO, with the two Jackpot cards added in.

  • Number cards (0–9): face value.
  • Draw Two, Skip, Reverse: 20 points each.
  • Jackpot: 40 points each.
  • Wild, Wild Draw Four, Wild Jackpot: 50 points each.

Note that the plain Jackpot card is worth 40 points, not 50 — only the Wild cards and the Wild Jackpot reach 50. The first player to reach 500 points across the rounds wins the game. Mattel also offers an alternative where you track scores and, when someone passes 500, the player with the fewest points is the winner. For a deeper look at how the maths plays out, see our guide to how UNO scoring works.

Common mistakes to avoid

Most disputes in Wild Jackpot come from a handful of repeat errors rather than the rules being complicated.

  • Wrong person at the lever. The player who plays the Jackpot card pulls it; the turn does not pass first.
  • Not finishing the spinner result. If the symbol says draw four or hand out rule cards, complete that before any card is played.
  • Unclear rule cards. Wipe and rewrite any rule that is smudged or that the group cannot agree on, rather than guessing mid-game.
  • Miscounting the deck. This version has fewer standard Wild cards and 16 Jackpot cards, so colour-counting from memory of normal UNO can mislead you.
  • Treating the Jackpot card as a 50-pointer. It scores 40; only the Wilds and Wild Jackpot score 50.

Who it suits

UNO Wild Jackpot leans towards lively, social groups and families rather than players who want a tightly balanced contest. The spinner and the player-written rules add unpredictability and laughter, and the physical lever gives younger players something to look forward to. If you prefer UNO’s strategy without the randomiser, the straight game or an edition like UNO Flip may suit you better; if you enjoy gadget-driven chaos, this sits alongside other mechanical editions in the range. Either way, the rules above are the ones printed by Mattel — anything involving a three-reel “jackpot machine,” hand-swapping symbols or batteries belongs to other guides, not to this game.

Frequently Asked Questions (FAQ)

How many people can play UNO Wild Jackpot?

The game is designed for 2 to 6 players and is recommended for ages 7 and up, the same reading and matching level as standard UNO.

Who pulls the lever when a Jackpot card is played?

The player who plays the Jackpot or Wild Jackpot card pulls the lever themselves and resolves the result. Play only passes to the next player afterwards. The one exception is when a Jackpot card is the first card turned up, in which case the player to the dealer’s left chooses someone to receive a rule card.

How many points is a Jackpot card worth?

A plain Jackpot card is worth 40 points if it is left in an opponent’s hand at the end of a round. The Wild Jackpot card, like the Wild and Wild Draw Four, is worth 50 points.

Does the Wild Jackpot unit need batteries?

No. The unit is a simple mechanical device — a lever that spins a wheel and a button that dispenses rule cards. It has no motor, lights or sound and does not take batteries.

Can you play UNO Wild Jackpot without the unit?

You can play a normal UNO round with the cards, but you would lose the spinner outcomes and the customizable rule cards that define this edition. Some players improvise with a die and a written list of outcomes, though it is not the same experience as the real unit.