
- BGG rank
- BGG #2
- BGG rating
- 8.5
Ark Nova
- 1–4 players
- 90–150 min
- Complexity 3.8/5
- 2021

2009
Rules assistance for Run Wild
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Run Wild is a board game released in 2009 for 2–4 players, 5 minutes per game, and ages 8 and up. It was designed by Brad Carter and its main mechanics are Hand Management and Set Collection.
Publisher's description: "The wild race of sets and runs! A fast and furious take on traditional Rummy! Players race to get rid of the cards in their hands by creating sets and runs in the middle of the table. Don't have the right cards? No problem -- grab from a set or run already on the table, or play your cards on any existing set or run." Part of Out of the Box's Fun to Go series, the tin contains 72 cards: 1-12 in five colors, 9 wild cards, and three draw-3 cards. The entire deck is dealt out, then each player takes a hand of 8 cards from their draw pile. There are no turns — players may do any of the following six actions, at any time and in any order: play a set or run, play a wild card, draw a card, add to or draw from a set or run, or play a draw-3 card. A set is 3 cards of one number; a run is 3 consecutive same-colored numbers. They are set down so that each player can see and reach them. When a player has got rid of all the cards in their hand, the round ends immediately. Each other player must then add points to their score for cards remaining in their hands: 5 points per number card and 10 points for each wild or draw-3 card. After four rounds the player with the fewest points wins.
Run Wild supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Run Wild is 5 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Run Wild for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Run Wild has a complexity rating of 1.0 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Run Wild belongs to these categories: Card Game. Its main mechanics are Hand Management and Set Collection. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Run Wild are: Brad Carter. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Run Wild as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.