Once the pack is shuffled, each player is dealt 7 cards with the remainder of the deck placed face down to form a DRAW pile. The top card of the Draw pile is turned over to begin a DISCARD pile. The first player is the one to the left of the dealer and has to match the card in the Discard pile either by number, color or symbol. For example, if the card 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 Special Action Cards.)
If the player doesn't have a card to match the one on the discard pile, a card from the draw pile must then be picked up. If the card picked up can be played, the player is free to put it down in the same turn. Otherwise, play moves on to the next person.
When a player only has one card left, they must yell "UNO" (meaning "one"). Failure to do this results in them having to pick up TWO cards from the Draw pile. This is necessary though, only if they are caught by one of the other players. Players may choose not to play a playable card from their hand. If so, the player must draw from the Draw pile. If playable, that card can be put down in the same turn, but the player may not use a card from the hand after the draw. Once a player has no cards left the hand is over. Points are scored (see Scoring) and play starts over again.
Every player picks a card. The player with the highest # card is the dealer. Symbol cards are 0.
After hands are dealt, the top card of the Draw pile forms the Discard pile. If the card is a Special Action card, certain rules apply. (See Special Action Cards.)
Special Action Cards
When this card is played, the next person in play must draw two cards and forfeit their turn. If turned up at the beginning of play, the same rules apply.
Reverses direction of play. Clockwise (left) play changes to counter-clockwise (right), and vice versa. If turned up at beginning of play, Dealer plays first and play moves counter clock-wise.
Next player loses his turn. If turned up at beginning of play, player to the left of dealer loses his turn.
Player of card chooses the color to continue play, including the one currently being played if so desired. If turned up at beginning of play, the person to the left of the dealer determines the color, which continues play.
Wild Draw Four
Player of card chooses the color to continue play, including the one currently being played if so desired. Also, the next player has to pick up four cards from the Draw pile and forfeit their turn. The card may only be played when the player holding it does not have a card in their hand to match the color on the Discard pile. If the player holds matching numbers or Special Action cards, however, the Wild Draw Four may be played. If turned up at beginning of play, it is returned to the Draw pile and another card is picked.
A player who forgets to say UNO before their second-to-last card touches the Discard pile, but calls UNO before any other player "catches" them, is safe and is not subject to the penalty. Players my not be caught for failure to say UNO until their second to last card touches the Discard pile. They may also not be caught for failure to say UNO after the next player begins their turn (by drawing a card from the Draw pile or from his hand to play). If the last card played in a hand is a Draw Two or Wild Draw Four, the next player must draw his cards. These cards are counted when points are totaled. If the Draw pile is ever depleted, reshuffle the Discard pile.
|Draw Two, Reverse & Skip
|Wild & Wild Draw Four
The first player to get rid of his cards receives points for cards left in opponents' hands as above.
However, the game may be scored by keeping a running total of the points each player is caught with and when one player reaches 500, the player with the lowest total score wins.
A player using the Wild Draw Four may be challenged by the player receiving the four cards if this player suspects the card has been played illegally (that is, if the owner holds a matching color card to one that's on the Discard pile). The owner of the Draw 4 must show his hand to the challenger. If the challenger is right, the owner draws 4; if not, the challenger draws 6 (instead of his originally alotted 4).