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Uno Variations

This page is part of the Invented Games section of the Card Games web site. It is a collection of variations of the commercial card game UNO.

In addition, the UNO site at wonkavator.com has a collection of Uno variants, a forum and other resources.


Birthday Suit Uno

orionca@earthlink.net wrote:

After my gaming group had played UNO for a couple of years straight, we invented this version of UNO out of boredom and found that it actually works after a fashion: Standard UNO rules, only the cards are dealt face up and kept visible. There's considerable strategy involved when you know who holds the Reverse and Draw 4 cards.

Cut-Throat Uno

Contributed by Frank Soukey (soukey@rocketmail.com)

This is similar to the "Uno From Hell" version of Uno.

As in Uno From Hell, special cards can be stacked on each other to avoid having to draw the cards. The variants for Cut-Throat Uno are:
  1. Dealer's choice as to how many cards initially dealt. We found ten or eleven cards plenty. Fifteen was too cumbersome and one was too frustrating.
  2. Draw 'til you play. Shuffle as needed. If you draw Wild cards, you don't have to play them but you must play the first matching color card you draw.
  3. Any Draw card starts a draw stack. The number cards and the standard Wild card cannot be played in the draw stack.
  4. Color IS relevant in the stack, i.e. A Draw Two can only have a Skip or Reverse of the same color, a Draw Two of any color, or a Wild Draw Four played on top of it.
  5. In normal play, you cannot play a Wild Draw Four if you have any of the appropriate color available. In a stack, the same rule applies but only counting special cards, i.e. You can't play a Wild Draw Four on a blue Draw Two if you have a blue Skip in your hand but you can no matter how many blue number cards you have. Also, when you play a Wild card, in normal play or in the stack, you cannot choose the current color as the new color.
  6. The Skip acts differently in the stack. It means skip the person playing the card. This rule applies ONLY during a draw stack. If no draw is involved, the Skip acts normally, even if following a special card.
  7. Be cautious of playing a draw card as your final card, it will start a draw stack! The hand will not end until the stack resolves and, if you end up drawing cards, play will continue.

For example: four players at the cardinal points, play is clockwise.
North plays a yellow Draw Two initiating a draw stack. East then plays a green Draw Two, passing four to South. South counters with a GREEN (Color matters!) Skip. The draw then skips South and is given to West, not North. West follows with a blue Skip. North counters with a blue Reverse. West plays a blue Draw Two leaving South to draw six cards. South has three blue number cards but no blue special cards so she slaps a Wild Draw Four on the stack and calls green. East has no green specials left and no Wild Draw Four's so, sadly, he draws ten cards, closing the stack. North returns to normal play with a green Reverse. Now East has a green special card so he plays a green Skip. It is now West's turn.

Note: We often played three player Cut-Throat and found it to be particularly vicious. The special cards weren't spread so thin so the draw stacks got quite large. The draw record in my circle was thirty-two! I know because I got stuck with it.


Deadly Uno

Contributed by Isaac Kuo (kuo@bit.csc.lsu.edu)

I was reading your web page about the rules to different card games, and thought you might be interested in an "Eights group" type game which me and my brother made up.

We called it "Deadly Uno", and it's basically just Uno played with normal cards--but with one major difference. If you can't play a card, you LOSE and immediately drop out of play (rather than merely drawing a card). The only ways to draw cards are if someone plays a "Draw 2" or "Draw 4 Wild" on you (in our variant, 2's represented Draw 2 and Jokers represented Draw 4 Wild), or someone calls out "Uno" when you have only 1 card left.

This makes the individual games very quick and exciting (to us), because there are now 2 ways to win. Either get rid of all your cards or be the last person who hasn't lost. It also makes the question of whether or not to say "Uno" when someone has only 1 card left a bit more puzzling.

I have a feeling this variation would work well with any "Eights group" card game. It would certainly make any such game quicker!


Ena

A Slovenian Uno variation, contributed by Wei-Hwa Huang (whuang@ugcs.caltech.edu)

See also the Slovenian Advanced Uno rules by Jure Leskovec.

When I was at the last World Puzzle Championship, I played a game called "Ena" with the members of the Slovenian team (and other people). "Ena" is apparently Slovenian for "One", and the special deck was similar to an "Uno" deck. It was quite worn.

I do not know if these are the official rules or just those used by the group I played with.

The game was similar to "Uno". Here are the differences:

An example might help. Suppose, A, B, C, and D are playing. Legal plays out of turn are marked with *:
A: Red 3
B: Red 7
C: Red 0
*B: Red 0
C: Red Reverse
*A: Red Reverse
B: Red Skip
*A: Red Skip
C: Blue Skip
A: Draw Two
B: Draw Two
C: [draws four cards]
D: Draw Five
A,B,C: [all draw five]
D: "Green"
A: Green 0
*D: Green 0
A: Green 8
*A: Green 8
B: Draw Two
*D: Draw Two
*D: Draw Two
A: [draws 6 cards]
B: Blue Reverse
A: Draw Two
*C: Draw Two
*A: Draw Two
D: [draws 6 cards]
etc.

Hot Death Uno

Uno variation using at least two decks - one deck altered to make more special cards. The original version of the game includes much gratuitous strong language and profanity, but Gabriel Cooper's Hot Death Uno site offers a family version as well as access to the original. Here is an archive copy of another version of the original rules from Phoneboy - stay away from this version if you are easily offended.


Personal Uno

se-no-fee-uh (queenofeverythang@yahoo.com) writes: "My friends & i invented this tournament version of Uno while bored and trapped out in Ohio with nothing else to do. The rules of the game are pretty simple (yet they can get kinda complicated)..."

The first game is played using the official Uno rules (right out of the box the cards came in). The game ends as soon as the 1st person loses all of their cards. This person now becomes the 'uno master' and gets to create a new rule for the next game. Rules can run from the functional kind to the crazy kind - The only limit is your imagination.

The winner of the next game then gets to add on a rule of their own for the next game (or maybe just banish the previous one). The game is usually played in ten rounds (that's a lot of rules) before the slate is wiped clean. You can play in five rounds if you're a wimp!

sample rules:

try to avoid rules that will slant the game in an unreasonably unfair way - the group can veto a cheating rule. Still, any unresolved issues from a previous game can cause you to be the victim (ex: everytime someone puts down a yellow four YOU <specifically> have to pick up four cards)

You will never get bored with uno again because everytime you play it will be a new adventure.


R-M-D Uno

Contributed by Ronda

Two friends and I love planning Uno. I can OCCASIONALLY talk them into playing with some non- traditional rules. We each get to contribute one additional rule for R-M-D Uno (the first initials of each of our names.) By the way, they hate my rule (see ADD IT UP), but I think it really rocks!

Assume standard UNO rules. Add the following:

  1. Ronda's rule: ADD IT UP! If you cannot play a matching card on top of a number card, you may elect to ADD IT UP with a combination of cards in another color. For example, the card to match is a green 9. If you have no green or number 9 cards, you may put down two or more cards of the same color which add up to 9. (A blue 5 and 4, a yellow 3 and 6, or a red 2, 3 and 4.) The ADD IT UP cards must all be the same color. This is a great way to deplete your hand and make an unexpected comeback with a new color.
  2. Michael's rule: PAIN CAN BE SUMMED. Penalty cards in the same penalty family (the Draw Two family, the Draw Four family) may be Summed Up and passed onto the next player for maximum penalty. Only the last person receiving the summed penalty draws cards. If a Draw Two card is laid, the would-be recipient of the penalty may add another Draw Two card (any color) on top, forcing the next player to draw four cards. The more interesting and vindictive penalty is a Draw Four on top of a Draw Four, forcing the next player to draw 8! Draw Two cards may not be combined with Draw Four penalties. This is especially interesting with three players since your would-be attack may backfire. Note: The Summed Penalty card must already be in your hand. You may not accept the Draw 2 penalty, draw a "Draw 2" card as part of your penalty and pass on the pain.
  3. Dean's rule: PEACE AROUND THE TABLE, FIRST ROUND ONLY. The humane rule. No penalty/ attack cards (Draw Two, Draw Four, Reverse, Skip) may be played as the first card per player per hand. In essence, each player must play a number card the first time they lay down a card per hand. This gives everyone a chance to play without defense the first time around the table. If a player has only an attack card in the color shown, they should draw and play or pass as normal. Reverse and Skips are seen as attack cards in this situation since they disrupt the normal flow of play.

Enjoy!


Speed Uno

Contributed by David Swart (dmswart@uwaterloo.ca)

This is a wonderful game that can get dizzily confusing.

Similar to Deadly Uno, Speed Uno, follows the regular rules of Uno, with one major difference.

During play, if you have the same card as the one lying at the top of the pile (same colour and same number/word) you can play it before the next person plays his card, and then the play continues from you.

A few notes:

David Rutter contributed the following additonal / alternative rules for Speed Uno.


Uno from Hell

Contributed by S D Rhodes (rhodent@ipass.net)

This is essentially a variant of the "Stacking" version of Uno. For those who are unfamiliar with it, in regular "Stacking" Uno, Draw Two cards can be stacked on each other to avoid having to draw the cards (and to "spread the love"). If the player preceding you plays Draw Two, and you have a Draw Two in your hand, you may play your Draw Two on top of his, and the person after you must draw four cards...unless, of course, he plays a Draw Two, in which case the person after him must draw six, unless he plays a Draw Two, etc.

The variant for Uno from Hell is this: ANY WORD CARD CAN BE STACKED ON ANY OTHER WORD CARD. The "word cards" are simply any non-numeric card: Draw Two, Reverse, Skip, Wild, and Wild Draw Four. Color is irrelevant: putting a Red Skip on top of a Green Reverse is a perfectly legal play. If it's your turn and the top card is a Wild Draw Four with Blue being the announced color, you are nevertheless free to play a Red Draw Two on top of it. All cards serve their normal purpose -- Reverse reverses the direction, Skip skips over a player, and Wild changes the base color (although this doesn't matter much since the next player is free to play a word card of a different color on top of it). Any time a Draw card (be it a Draw Two or a Wild Draw Four) is played, its value is "stacked" to the total. The first person unable to play a word card is the poor sap who gets to draw however many cards (the record in my circle of friends is twenty-four).

EXAMPLE OF PLAY: Four players are playing; for convenience, call them North, East, South, and West. Play is passing to the left. North plays a Red Draw Two. East must play a word card or draw two. East then stacks a Green Draw Two on it. Now South must play a word card or draw four. South plays Yellow Skip; now North must play a word card or draw four. North plays a Blue Reverse; now West must play a word card or draw four. West plays a Wild Draw Four and calls Green; now South must play a word card or draw eight. South plays a Red Draw Two (he is free to ignore the "Green" because he is playing a word card); now East must play a word card or draw ten. East plays a Blue Skip; now West must play a word card or draw ten. West again plays a Wild Draw Four and again calls Green; now South must play a word card or draw fourteen. South lays a Wild on top and calls Blue; East must play a word card or draw fourteen. East now ignores the called color and plays a Yellow Reverse. South can not play a word card, so he must draw fourteen cards. It is now West's turn. Because a Yellow Reverse is on top, North may play any yellow card or any word card.


Give Two

Contributed by Diana Crain (DiWorld@kc.rr.com).

In this game you need two uno decks. You play like normal, except that when you play any #2 card, you give the next player 2 cards out of your hand.


Elimination Uno

Contributed by Allen J Price (joeprice66@hotmail.com)

The game follows normal rules of play, with other variations and such added as desired. However, the play does not end when someone plays their last card ('goes out'). Instead, the person responsible for allowing that player to go out is eliminated from the game.

The responsible player is the person who played the immediately previous card to the pile (this is not necessarily the person next to the one who went out). The responsible player must now give all of his or her cards to the player who went out. The responsible player is eliminated from the game, and the other players continue playing. This continues until only one player is left in - the winner.

So the way to win the game is never to play a card that allows the next player to go out. If you can go out yourself, so much the better, as this eliminates one of the other players, whose cards you then inherit.


Solitaire Uno

Contributed by Moonbeam (ginger_gol@yahoo.com)

All the regular rules apply, accept the player takes 20 cards to start with. They then hold the cards as a stack and go through them one by one, putting down whichever one is applicable. "Skip" and "Reverse" obviously have no use other than to conveniently change the colour. When one encounters a "Draw Two" or "Draw Four", they draw the cards and put them in their pile from the back/bottom. When they're sure that none of the cards they have will work for the next play, they start drawing cards, putting them on the top of their pile and keep drawing until they find a usable card, then continue with their own stack as before. You win the game when you use up all your cards.


Enhanced Uno

Contributed by Paul Bryant (pinkbat@tesco.net), who writes:

I believe the rules that I use are the natural evolution to the game. The new rules are simple, but make the game play much better. I know for a fact that my University of Leeds (UK) friends have spread it around the county, and even to a international Christian mission in South Africa - so who knows where it is being played now?

New Rules:

  1. You are not allowed to say "SORRY" anytime during the game ... which is an automatic response to laying a +4 on a good friend. If you say "SORRY" then you must pick up 2 cards from the draw pack (for everytime). (It is not uncommon for the British to say "I'm sorry, I couldn't do anything else" simultaneously to playing a "+4", or "0" (see later).
  2. If you have an identical card (colour and number) to that at the top of the pile you can but-in out of sequence. Also, if you have two identical cards in your hand then you can play both at the same time. This is particularly good when it is 2 (identical) penalty-cards, or 2 (identical) miss-a-go cards, 2 (identical) change direction cards, etc. (Penalties are multiplied by the number of cards played!) i.e. 2 change directions = no change. 2 miss-a-go = skip 2 players.
  3. When any "9" card is played then everyone must slam there hands on top of the played "9" card ... and the last person to do so (i.e. 'the hand at the top') must pick up 2 cards.
  4. When any one of the "0" cards are played then everyone must pass their hand to the adjacent person in the direction of play.
  5. The 4 blank "uno" cards can be anything you want - "green 0", "red 9", "+4" etc. The blank Uno card obviously can be used to but-in at anytime, or be played alongside your other (identical) card(s) at your turn - as long as they are identical. (Playing 2 "+4"s, and one "Uno" card is always funny, etc. (You have go to hope the next person doesn't change the direction and on there next go play a "0", or an "Uno" card being used as a "0"!)
  6. If you go out of sequence, lose track if it is your go, pick up too many / too few cards, THEN you must pick up 2 cards. If you claim someone has done something wrong, but they haven't THEN you must pick up 2 cards! If someone just takes too long, they have to pick up 2 cards. If you don't specify the colour when playing a "change colour" or "+4" card, then you must pick up 2 cards.
  7. You can NOT put a "green +2" on a "yellow +2" - it is not the same colour!
  8. You can NOT put a "+4" on any "+2" - it is not the same 'number'!
  9. The winner is the one who gets rid of all their cards first, and then everyone "counts" their remaining cards (as in the usual game). The game stops when the first player gets to 501, and the one with the lowest score wins!
  10. If someone wins 3 games in a row then they can subtract 50 points from their own score, OR add 50 points to any other players score.

Smith Uno

Contributed by Bryan Brady (blbrady@excite.com), who has named it after the person who taught it to him.

As in other variations, Draw Two and Draw Four cards are cumulative.
Ex: Player1 plays a Draw Two on Player2. Player2 has a Draw Two and plays it, Player3 must now draw four, unless of course they have a Draw Two also, then Player4 would draw six and so on. I have seen this bite the person who started it :) Same applies to the Draw Four cards. The last person to play the Draw Four chooses the color.

Match: If you have the exact card played, you can play it out of turn before the next person plays.
Ex: Player1 plays a Red 7, it's now Player2s turn, but Player4 has a Red 7 so he yells "MATCH" and plays it before Player2 gets the card down. If Player2 happened to have beaten Player4 to the punch Player4 gets to keep his Red 7.
This only works with the exact card, i.e. a blue 7 wouldn't be a match. There are only 2 of everything in a single deck. Obviously if you play with multiple decks this could get nasty.

0 Switch: If a player plays a 0 he can switch cards with anyone. The switchee doesn't get a vote on this one. Sometimes we play that the switchee can prevent this by playing a 0 (out of turn if necessary). As there are only 4 0s in a single deck this is rather rare.

Wild Winning: Since a wild is a lame way to win we usually play that you can't win on a wild.
Ex: If the last card in your hand is a wild, you draw a card. Simple. This adds a degree of strategy to the game.


Hold'em Uno

Contributed by Charles (darts77@yahoo.com)

Here's a variation which can make the end of a hand dramatic - if the winner of the hand goes out with a +2 or +4, the next player in turn has to pick up the 2 or 4 cards and count them towards his/her total.

With this variation, it's quite possible to nail someone with a lot of points they can't get rid of.


"House Rules Card" Uno

Contributed by Steve Beard
House Rules card

Dealer's Choice Card

This version requires using the two blank cards from your original Uno set. Draw your own design for the face of the card (same on both). I've chosen a Cartoon House, with the four standard colors splitting the house into four quarters (like a wild), with a black background (because they are Specials) and "House" written (with a tiny house shape in the four colors below it) in the top left and bottom right corners.

The way these are used is:

House Rule Card rule choices are almost limitless, but can include:

Bounce - Plays like a Wild, allowing color change, and when played against a Draw 2 or Wild Draw 4, also makes the player who played the Draw card pick up the required number of cards instead. Play then continues on as normal. Can be used as the final card.

Big Skip - Plays like a Wild, allowing color chage, and skipping everyone else, giving the player a second turn. Can be used as the last card.

Absorb - Plays like a Wild, allowing color change, and also requires the player with the least amount of cards to take one card from the player on the left, one card from the player on the right and pick up one card from deck. If two players have the same number of cards when played, the card acts like a plain Wild. Can be used as the final card.

X-Ray - Plays like a Wild, allowing color change, and also allows the person who played the card to see the hand of a player they nominate. They are not permitted to tell the rest of the competing players. Play continues on as normal. Can be used as the final card.

Reveal - Like X-Ray, except that a chosen player must reveal all of their cards to the rest of the players. Can be used as the final card.

My Turn - Plays like a Wild, allowing color change. This card can be played by the player who is being "Skip"d or "Reverse"d against. It allows the player of the card to negate the effect of the previously played card. Play then continues in the original direction as normal. Can be used as the final card.

My Turn Plus - Same as My Turn, and allows the player to have their turn also (ie: they play another card after the House Rule Card).

NO!- A combination of Bounce and My Turn rules, it stops the effects of Skip, Reverse, Draw 2 and Draw 4 cards, as well as being Wild. Cannot be used as the final card.

Swap Hands - Player chooses another player to swap hands with. Cannot be used as final card (think about it!). This one comes from Mattel's "Uno Attack".

Double Skip - As it says.

X - A card that can be played as any color and number. Can be used as final card.

Snap! - This card plays exactly the same as the card previously played onto the discard pile. Can be used as final card. eg: Snap! becomes a Green Draw 2 if played onto a Green Draw 2.

Super House Wild - The dealer chooses a combination of the rules your house currently allows for the House Rules card. The card has all the powers named by the dealer simultaneously. Cannot be used as the final card.

Feel free to invent your own rules for the House Rule Card (and let me know how yours works)

Disclaimer: I have gleaned the "Absorb" and "X-Ray" cards (They're called "SuperAbsorbancy" and Secret Recipe") from Spongebob Uno Special Edition and All New Special Edition, by Sababa Toys.

Steven Beard

Pirate Uno

Contributed by Kyle who writes: "This is my favorite game, and i want everyone to play it."

Draw cards stack.
In other words, you can play a draw card on another draw card and the effects of the cards are then added together.
When a seven of any color is played, the player of the seven may switch hands with whomever (s)he wishes.
When a zero of any color is played, all players pass hands in the direction that play is going
Players must cheat
The following are some of the methods used:
Players must swear
Swearing is not actually not nessecary. I have played the game with my little brother, and ommitted this rule.
Players must use pirate voices and say "arggh" alot
(adds to the atmosphere)
Violence is encouraged
We don't usually get too violent, but sometimes sharp slaps on the back of someone's wrist are necessary.
Drop-ins are allowed
If someone has just played a card, and there are no other cards on top of it, if anyone has the same card, they can put it down for free, after saying 'drop-in'. This also may provoke violence.

Uno with slapping, sliding and blank cards

This version, contributed by Jonny Oakland , has the following differences from the published rules.

  1. Pick up two. Instead of picking up two cards, the next player can play another [+2]. The penalty increases by 2 cards until a player doesn’t have a [+2] card and has to receive the penalty.
  2. Black cards. You can never play a black card on a black card, but a black card (even a [+4]) can be played on any other coloured card, even if you hold a card of that colour. If follows that [+4] cards do not accumulate like [+2] cards. Also when the player before you plays a [+2] card, you cannot play a [+4] card increasing the penalty to 6. You must play a [+2] card or pick up.
  3. The following extra rules are recommended for advanced players.

  4. Deal. The dealer chooses how many cards to deal to each player (7-14) and announces it.
  5. Slapping a [9]. When a [9] is played every player must place a hand on top of it. The last player to do so must pick up two cards for being slow.
  6. Sliding one in. If you have a card in your hand that is identical in colour and number to the active card you may play it regardless of whether it is your turn or not. Play continues with the player after the one who slid in.

    Example: West plays [Green 4]; North is about to play ... but misses their turn because ... East slides in another [Green4]. Now South continues play as normal.

    Notes:

  7. Blank or White Cards. White cards were introduced to give a rare chance to avoid a penalty from a black [+4]. A white card acts as invisible so the next player must deal with what ever you have avoided. If a white card is placed on top of a black change colour then the next player must still match the nominated colour. A white card passes ANY penalty onto the next player apart from a penalty for making a mistake (see Two for a mistake, below). A white card may be placed or slid in on top of another white card, this shifts the penalty onto the next player in sequence.
  8. Two for a mistake. When these advanced rules are introduced a certain time is allowed for new players to get used to them. This is decided at the start of the game (Normally one or two rounds). After this safety period, ANY mistake made by ANY player whilst playing is subject to a penalty of two cards. This includes: dealing unequal numbers of cards to different players at the start, playing when it isn’t your turn, slapping a [6], picking up too few on a penalty, picking up too many on a penalty (all cards are retained), playing a black on a black, falsely accusing another player of a mistake. If two players are at fault they receive a one card penalty each, if more than two players are involved they all receive two.
  9. Pick and Play. As usual, if you cannot or do not wish to play a card from your hand on your turn you must pick up a card from the deck. This will count as your turn unless you can play with the card you just picked up. If you were too slow to place it on your turn you must take the card into your hand as normal. Note that:
  10. Zeroes! As the cards with a face value of zero are technically worth nothing at the end of the game they may all be played together. When a zero comes into play any player can place any zero in any order. Play continues from the player after the last player to place a zero with the colour of the last zero played. This player does not have to wait to see whether any more zeroes will be played - a player wishing to play a zero out of turn must do so before the next player plays.
  11. At the end of the round
  12. Winning 3 rounds in a row. If a player wins three consecutive rounds then they:

Saftety advice:

Supplement: coloured blank cards

In February 2007, Johnny Oakland contributed the following modifications:

The new Uno decks contain a blank card of each colour. We have adapted our rules to accomodate these new cards:

In the "advanced" rules above, a blank card acts as a "pass the penalty" card. For example, the +2's are going down and mounting up to make you pick up and you dont have another +2, but instead you have a blank you can play the card to pass the penalty on to the next player, who may then continue play as normal by picking up, playing a +2 or playing another blank.

The coloured blanks come into play with the same rules as above but, when a blank is played, the colour is changed to the suit of that card. Blanks are playable any time on any card.

Example: Player 1 plays a green 7, Player 2 plays a blue blank, Player 3 must now play either a 7 or a blue or a blank or a black to continue play.

Coloured blanks are worth 100 at the end of the game but, if you have the blank of the suit of the card that game play finished upon, then the blank is worth 200 points!

Example: Player 1 finishes the game on a yellow 3. Player 3 has the yellow blank in his hand so instead of the normal 100 points for a blank he takes 200 instead.


Team Uno

This partnership version of Uno, contributed by Wayne Shaw is for four players in fixed partnerships, players sitting opposite their partners.

Normal Uno rules are used, but with all cards face up. Each player's hand is laid out on the table and the drawing stock is stacked face up so that the next card to be drawn can be seen. It is legal to draw a card even if you had a card in your hand of the required color that you could have played.

"Draw 2" cards can be played cumulatively: when a "draw 2" card is played, the next player can play another "draw 2" card instead of drawing, in which case the following player must draw 4 cards unless he or she can also play a "draw 2" card, requiring 6 cards to be drawn, and so on.

A team wins as soon as one member of the team runs out of cards.


Return to Index of Invented Card Games
Last updated 26th Fenruary 2008

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