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Uno Rules PDF

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100% found this document useful (1 vote)
314 views4 pages

Uno Rules PDF

Uploaded by

Sajjad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OFFICIAL

UNO
RULES
THE SAME AS THE ONES YOU GET WITH
THE BOX!

U N O ER.COM
R EGL
CONTENTS
112 Cards as follows:
19 Blue cards – 0 to 9
19 Green cards – 0 to 9
19 Red cards – 0 to 9
19 Yellow cards – 0 to 9
8 Draw Two cards – 2 each in blue, green, red and yellow
8 Reverse cards – 2 each in blue, green, red and yellow
8 Skip cards – 2 each in blue, green, red and yellow
4 Wild cards
4 Wild Draw Four cards
1 Wild Shuffle Hands card
3 Wild Customizable Cards

OBJECT OF THE GAME


Be the first player to discard all of your cards in each round and score points for the
cards your opponents are left holding. Points accumulate in rounds, and the first player
to reach 500 points wins.

Setup

1. Each player draws a card; the player that draws the highest number deals (count
any card with a symbol as zero).
2. The dealer shuffles and deals each player 7 cards.
3. Place the remainder of the deck facedown to form a DRAW pile.
4. The top card of the DRAW pile is turned over to begin a DISCARD pile. NOTE: If any
of the Action Cards (symbols) are turned over to start the DISCARD pile, see
FUNCTIONS OF ACTION CARDS for special instructions.

LET’S PLAY
The person to the left of the dealer starts play.

On your turn, you must match a card from your hand to the card on the top of the
DISCARD pile, either by number, color or symbol (symbols represent Action Cards; see
FUNCTIONS OF ACTION CARDS).

EXAMPLE: If the card on the DISCARD pile is a red 7, the player must put down a red
card OR any color 7. Alternatively, the player can put down a Wild card (See
FUNCTIONS OF ACTION CARDS).

If you don’t have a card that matches the one on the DISCARD pile, you must take a
card from the DRAW pile. If the card you picked up can be played, you are free to put it
down in the same turn. Otherwise, play moves on to the next person in turn.

You may also choose NOT to play a playable card from your hand. If so, you must draw
a card from the DRAW pile. If playable, that card can be put down in the same turn,
however you may not play any other card from your hand after the draw.

N O
U REG
LER.CO
M
FUNCTIONS OF ACTION CARDS
Draw Two card – When you play this card, the next player must draw 2 +2

cards and miss their turn. This card may only be played on a matching
color or on another Draw Two card. If turned up at the beginning of
play, the same rule applies. +2

Reverse card – When you play this card, the direction of play reverses
(if play is currently to the left, then play changes to the right, and vice
versa). This card may only be played on a matching color or on another
Reverse card. If this card is turned up at the beginning of play, the
dealer goes first, then play moves to the right instead of the left.

Skip card – When you play this card, the next player is “skipped” (loses
their turn). This card may only be played on a matching color or on
another Skip card. If a Skip card is turned up at the beginning of play,
the player to the left of the dealer is “skipped,” hence the player to the
left of that player starts play.

Wild card – When you play this card, you get to choose the color that
continues play (any color including the color in play before the Wild
card was laid down). You may play a Wild card on your turn even if you
have another playable card in your hand. If a Wild card is turned up at
the beginning of play, the person to the left of the dealer chooses the
color that continues play.

Wild Draw 4 card – When you play this card, you get to choose the +4
color that continues play PLUS the next player must draw 4 cards from
the DRAW pile and lose their turn. However, there is a hitch! You may
only play this card when you do NOT have another card in your hand
that matches the COLOR on the DISCARD pile (but it is acceptable to +4

play this card if you have matching number or Action Cards). If turned
up at the beginning of play, return this card to the deck and pick
another card.

NOTE: If you suspect that a Wild Draw 4 card has been played on you
illegally (i.e. the player has a matching card), then you may challenge
that player. The challenged player must show you (the challenger)
their hand. If guilty, the challenged player must draw the 4 cards
instead of you. However, if the challenged player is innocent, you must
draw the 4 cards PLUS an additional 2 cards (6 total)!

Wild Shuffle Hands Card – When you play this card, collect EVERY
card from EACH player’s hand. Shuffle all the cards together and then
deal them back to each player, starting with the player to the left of
the player who played the card. Deal the cards until there are no cards
left. This may mean that certain players end up with either more or
less cards than they had. Play then continues in the current direction
the game was being played. This card is also a wild card, so whoever
played the card choose the color that resumes play. If this card is
turned up at the beginning of play, the person to the left of the dealer
chooses the color that begins play.

Wild Customizable Card – Use a #2 pencil to write any house rule you
wish on a card. The only limit is your imagination (and the consent of
the other players). Before the game begins, decide how many of these
cards to include. You may use only 1 or all 3, it’s up to you. This is a wild
card so you may play it on your turn even if you have another playable
card in your hand. Also, you choose the color that resumes play. If this
card is turned up at the beginning of play, the person to the left of the
dealer chooses the color that begins play.
NOTE: the cards are erasable, so you may write a new rule each time
you play! UNO
REGL ER.CO
M
UNO
R EGLER.CO
M
USING CUSTOMIZABLE CARDS
The customizable rule cards can be as wild as you like. Use them to speed up the
game, add a bit more strategy, or force someone to do something silly. Here are some
thought starters for your own custom rules:
1. The next player must draw until they draw a card of a certain color.
2. Everyone but you must discard all their Wild cards.
3. If the next player can’t play a card, they take THREE cards from the DRAW pile.
4. Take an extra turn.
5. The next player must draw or discard until they have exactly 7 cards.
6. Everyone must discard (or draws) until they have exactly 3 cards.
7. Everyone must play with their hand face up until your next turn.
8. Tell a joke. If the no one laughs, draw 4 cards. Otherwise, discard down to 1 card
(don’t forget to yell “UNO!”).
9. The next player cannot bend their elbows until someone says “UNO!”
10. The next player must perform their best rooster call or “chicken out” and draw 4
cards.

GOING OUT
When you play your next-to-last card, you must yell “UNO” (meaning “one”) to indicate
that you have only one card left. If you don’t yell “UNO” and you are caught before the
next player begins their turn, you must draw two cards.
Once a player has no cards left, the round is over. Points are scored (see SCORING) and
play starts over again.
If the last card played in a round is a Draw Two or Wild Draw Four card, the next player
must draw the 2 or 4 cards respectively. These cards are counted when the points are
totaled.
If no player is out of cards by the time the DRAW pile is depleted, the DISCARD pile is
reshuffled and play continues.

SCORING
The first player to get rid of their cards in a round receives points for all of the cards left
in their opponents’ hands as follows:
All number cards (0-9) : Face Value
Draw Two : 20 Points
Reverse card : 20 Points
Skip card: 20 Points
Wild card: 50 Points
Wild Draw Four : 50 Points
Wild Shuffle Hands : 40 Points
Customizable : 40 Points
Once the score for the round has been tallied, if no player has reached 500 points,
reshuffle the cards and begin a new round.

WINNING THE GAME


The WINNER is the first player to reach 500 points.

ALTERNATIVE SCORING AND WINNING


Another way to score points is to keep a running tally of the points each player is left
with at the end of each round. When one player reaches 500 points, the player with the
lowest points is the winner.

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