Brace yourself for the next iteration of classic UNO™: UNO FLIP!™.
It's the matching game you know, plus exciting new twists -- like a double-sided deck, special FLIP card and tougher penalties -- that give classic gameplay a competitive edge. There is a "Light Side" to the deck, which plays like classic UNO™, and a "Dark Side" where penalties are super-tough.
Play the FLIP card and all cards in your hand, the draw pile and draw deck are flipped over to reveal an entirely new set of numbers and colours on the opposite side! The holder of the FLIP card determines whether or not you play on the Light Side or Dark Side of the deck - and when you switch it back around. The Dark Side of the deck includes new action cards that really shake things up, like Draw Five and Skip Everyone cards. Strategize to rattle your competition and be the first to get rid of your cards to win. When you're down to one card, don't forget to shout "UNO!"
Suitable Ages: 7+ years.
Uno cards deck
The aim of the game is to be the first player to score 500 points, achieved (usually over several rounds of play) by being the first to play all of one's own cards and scoring points for the cards still held by the other players.
The deck consists of 108 cards: four each of "Wild" and "Wild Draw Four", and 25 each of four colors (red, yellow, green, blue). Each color consists of one zero, two each of 1 through 9, and two each of "Skip", "Draw Two", and "Reverse". These last three types are known as "action cards".
To start a hand, seven cards are dealt to each player, and the top card of the remaining deck is flipped over and set aside to begin the discard pile. The player to the dealer's left plays first unless the first card on the discard pile is an action or Wild card (see below). On a player's turn, they must do one of the following:
play one card matching the discard in color, number, or symbol
play a Wild card, or a playable Wild Draw Four card (see restriction below)
draw the top card from the deck, then play it if possible
Cards are played by laying them face-up on top of the discard pile. Play proceeds clockwise around the table.
Action or Wild cards have the following effects:
Card Effect when played from hand Effect as first discard
Skip Next player in sequence misses a turn Player to dealer's left misses a turn
Reverse Order of play switches directions (clockwise to counterclockwise, or vice versa) Dealer plays first; play proceeds counterclockwise
Draw Two (+2) Next player in sequence draws two cards and misses a turn Player to dealer's left draws two cards and misses a turn
Wild Player declares the next color to be matched (may be used on any turn even if the player has matching color; current color may be chosen as the next to be matched) Player to dealer's left declares the first color to be matched and plays a card in it
Wild Draw Four/Draw Four Wild (+4 and wild) Player declares the next color to be matched; next player in sequence draws four cards and misses a turn. May be legally played only if the player has no cards of the current color (see Penalties). Return card to the deck, shuffle, flip top card to start discard pile
A player who draws from the deck must either play or keep that card and may play no other card from their hand on that turn.
A player may play a Wild card at any time, even if that player has other playable cards.
A player may play a Wild Draw Four card only if that player has no cards matching the current color. The player may have cards of a different color matching the current number or symbol or a Wild card and still play the Wild Draw Four card.[4] A player who plays a Wild Draw Four may be challenged by the next player in sequence (see Penalties) to prove that their hand meets this condition.
If the entire deck is used during play, the top discard is set aside and the rest of the pile is shuffled to create a new deck. Play then proceeds normally.
It is illegal to trade cards of any sort with another player.
A player who plays their next-to-last-card must call "uno" as a warning to the other players.
The first player to get rid of their last card ("going out") wins the hand and scores points for the cards held by the other players. Number cards count their face value, all action cards count 20, and Wild and Wild Draw Four cards count 50. If a Draw Two or Wild Draw Four card is played to go out, the next player in the sequence must draw the appropriate number of cards before the score is tallied.
The first player to score 500 points wins the game.
Penalties
If a player does not call "uno" after laying down their next-to-last card and is caught before the next player in sequence takes a turn (i.e., plays a card from their hand, draws from the deck, or touches the discard pile), they must draw two cards as a penalty. If the player is not caught in time (subject to interpretation) or remembers to call "uno" before being caught, they suffer no penalty.
If a player plays a Wild Draw Four card, the following player can challenge its use. The player who used the Wild Draw Four must privately show their hand to the challenging player, in order to demonstrate that they had no matching colored cards. If the challenge is correct, then the challenged player draws four cards instead. If the challenge is wrong, then the challenger must draw six cards; the four cards they were already required to draw plus two more cards.[4]
Two-player game
In a two-player game, the Reverse card acts like a Skip card; when played, the other player misses a turn.
House rules
The following official house rules are suggested in the Uno rulebook, to alter the game:
Progressive Uno: If a draw card is played, and the following player has the same card, they can play that card and "stack" the penalty, which adds to the current penalty and passes it to the following player.[4] (Although a +4 cannot be stacked on a +2, or vice versa.)[6] This house rule is so commonly used that there was widespread Twitter surprise in 2019 when Mattel stated that stacking was not part of the standard rules of Uno.[6]
Seven-O: When a 7 is played, the person who played may choose to swap their hand with that of another player. When a zero is played, all players pass their hands to the left.
Jump-In: If a player has exactly the same card (both number and color) as the top card of the discard pile, they may play it immediately, even if it is not their turn. The game then continues as if that player had just taken their turn.