TL;DR Uno's special card rules vary widely depending on house rules, but common variations include stacking +2 and +4 cards, and ending the game with a power card is often debated.
Stacking Rules
One of the most popular unofficial rules in Uno involves stacking Draw cards. Players often stack +2 and +4 cards, allowing subsequent players to add their own Draw cards to increase the penalty for the next player [2:3],
[5:1]. This can lead to humorous situations where players end up drawing large numbers of cards
[3:6]. However, this rule is not part of the official Uno rules, which do not allow stacking of Draw cards
[5:2].
Ending with a Power Card
There is debate over whether a player can end the game with a power card like a Wild or Draw 4. Some players believe that you cannot finish with these cards, as it guarantees victory [2:2],
[2:9]. Officially, you can end with any card, including power cards, but house rules may vary
[2:4].
Custom House Rules
Many players introduce custom rules to make the game more interesting. Examples include "escaleras," where players can play multiple cards in sequence if they have them [5:4], and "cut in" rules that allow players to interrupt turns by playing matching cards
[5:7]. Another creative rule involves deflecting accumulated Draw penalties using Reverse cards, turning the game into a strategic stand-off
[5:7].
Challenge Rule
The Draw 4 Wild card has an official challenge rule, where a player can challenge the use of a Draw 4 if they suspect it was played illegally (i.e., the player had another playable card). If the challenge is successful, the original player must draw instead [3:1]. This adds a layer of strategy and bluffing to the game.
Scoring and Points
While some players never keep score in Uno, others use point systems to track performance across multiple games [3:11]. This can change strategies, as players may prioritize getting rid of high-value cards even at the cost of losing a round, aiming to minimize points against them
[3:2].
In conclusion, Uno's special card rules can vary greatly between different groups, with many players adopting house rules to enhance the fun and strategy of the game.
I have a kind of full one, but it got archived. Sorry if it doesn't help.
Darn.
the way I’ve always played UNO, you can’t end with black cards, cause it’s a sure victory
+2, gg ez
Depends on who's rules, my rules you can stack +2 and +4
You are a monster.
You’re not actually allowed to do that most of the time. If you have a power card as your last one then usually you have to take two.
The official rules say that you can, and the target player must draw before points are totaled.
In that case, I need to send an angry email to my fifth-grade classmates.
you got a source for that rule?
Never really Googled the rules of Uno, so unless you'd like to interview my fifth-grade classmates, I got nothing (also, please don't interview my fifth-grade classmates, I never want to see them again). I'll check, though.
Edit: found one, but other sources say otherwise so I don't know.
When You respond +2 with +4
"I destroy the stones with the power of stones"
you can't end with a powercard
Maybe you can't, but I can
I dunno what lying liar made this up, but it's all wrong. No one in the history of Uno has ever kept score or counted points after a hand. Never.
It may be true that no one plays with that mechanic, but it has definitely been an official rule in the past. May still be. I clearly recall in 1980’s UNO that there was an advantage to dumping “action” cards (eg. Wild, Reverse) and then higher numeric value cards (eg: 8, 9) before low numeric value cards, so that if you fail to win that round, you’ve minimized your accumulated points as much as possible, positioning you better to win over the course of a multiple-round series.
In the aughts, there was also a rule added where a player would be penalized with a “draw 2 cards” pull from the deck if the told an opponent what/how to play their cards. Most people didn’t know about that one either, but it was in the card pack instruction booklet. That rule has been discontinued.
This rules summary is, however, missing another real, current rule that no one plays with: the restrictions on playing a “Draw 4 Wild” card, and the “challenge” option for players who suspect an opponent has illegally played a Draw 4 Wild card. I think this rule is a relatively newer one - I don’t recall it from my UNO initiation 40+ years ago.
Yeah, I have never played Uno using points. My little family plays all of the time. The only counting that we do is maybe when someone knows that all of the Wild +4 in the deck have been played, and that's more from curiousity.
Yeah we do that. It’s ads a lot of depth since even if you aren’t worried about winning you will try to unload cards so as to not benefit the winner too much.
I've played a lot of games with keeping a count score. It's good if you know you'll be playing a bunch of games and want to have a way to see who won the night.
It also mixes up some strategies other than "win this current game", like you want to get the +4 wild out even if it costs you the game, because in the long run it'll help your score.
It seems like it’s legal to play this way. Unless I’m misunderstanding “Allowed on: color/ symbol” and “playable on all cards”?
No, the next player draws 2 or 4 but doesn’t play a card. The following player can then play a draw 2 on a draw 2 since they match.
Enjoying a far more fair and balanced game. I get that its funny to say "Haha, Greg is at the end of our +2 chain, now Greg has to draw 18 cards!" but now Greg is upset, has a massive hand he will never be able to play out unless everyone else gets hit again (statistically unlikely unless you have to reshuffle the discard). The other players now have weaker hands and cant respond to threats like other players about to go out, so you end up with a late game consisting of piddly little tit for tat actions. Also, it will most likely extend the game if the variance is off (like now greg has all the greens except for like 3, and everyone is trying to dump their other colors, but cant cause they keep getting stuck on green), or you will do this +2 chain again, have to shuffle the discard into the draw, then you are back at one unless someone is able to finally go out on a luck hand that lets them avoid this nonsense.
I dont want long games with big swings, or worse, games that drag on between three people cause they cant get each other out. I want a lot of little games where I have choices and options, where I don't get bombed into the stone age by players who think that they are "playing smart" by holding multiple draw cards and waiting for a possible chain instead of pinging their neighbors who have a better state.
Ultimately I hate how insufferable the people who play with draw chains are when you point out its not in the rules. That this is the ONLY WAY to play and HOW DARE I point out the official rules, not even insist on them, just point out that its not the intended way to play. Players who think they are so much better because random chance gave them a hand that allowed them to dodge the chain that just took their neighbor out of the game, a neighbor who now knows their chance of winning is a long shot, but cant quit because that's not allowed.
If you enjoy playing the way the rules are, great! if you enjoy playing with house rules, also great! Just have the conversation before you start so everyone knows and maybe try it a different way every now and then to see how your group likes it.
Nothing quite like everyone conspiring silently to drop +12 on the player with one card left.
Which is why pro strat is to keep +2 cards or a +4 wild as your final card. Barring that, a wild card.
Yeah, I don’t think you know how to play Uno.
This summary is missing some rules that restrict the play of the Draw 4 Wild card, and the “challenge” rule for calling out suspected violation of those restrictions.
When my family plays Phase 10, we don't keep points. Our rule rule is that you HAVE to go out to win. If you lay down on Phase 10 and someone on a lower phase goes out before you, you don't win yet and a new round starts until someone goes down AND out on the last phase.
Well for monopoly I always specifically mention that landing on go is always worth double aka $400
If you win, you lose, I win
Take a drink!
have a specific card that just deflects 4+ card or any card that just add more cards in your deck in uno
Besides the standard rules, I've played Uno with and without these additional ones:
Whenever someone plays a 7, everyone has to hit the center of the table, and the last one to do it buys a card.
When someone plays a 5, everyone has to be silent until it's that player's turn again, and if you say something you have to buy a card. There can be an exception for saying "uno" or that can be replaced with hitting the table. Whether or not a player saying something once lifts the effect varies (if not, it's funny when someone forgets and keeps asking why they have to buy cards, resulting in them buying multiple cards at once).
There's another variation with 7 being the silent card and 9 being the hitting one.
0 can be used to either swap your hand with someone else's or for you to see someone's hand.
If you have an identical card to one that was just played, you can cut the order and play it (it's called "mirroring"). That also allows you to play identical cards at once. There's a variation that allows you to play all cards of the same number/symbol at once, regardless of color. (And that stacks the effects of action cards, so two skips skip two players in a row, two +2s means the next player has to buy 4 cards etc)
Usually we allow playing +4 on top of +2 but not the opposite, but it's controversial.
Do you also have rules like those?
According to the Official Rules ^(TM) +2 and +4 cards aren't supposed to pile up, so clearly whoever wrote the rules has no idea how to play anyway
We used escalas/escaleras, which means that if you have multiple cards with either the same number or in an ascending number (like 234567), you could throw them all. You could always stack +4 and +2 regardless of order or color (if not then the game could be very short due to the throwing multiple cards rule), and if you didn't have one you'd have to take one until you found one you could throw (this one could vary).
I hated that rule lmao, it transforms the game into Uno Express, where the game is finished in two rounds at most.
interesting, i never played with the escalera rule but i did play with the stacking rule the way you described it.
There's also 'espejito' where you stack cards like 1 1 1 1 1
The main custom rules are stacking +2's and stacking +4's. In most of my friend circles you can also stack a +2 over a +4 if the +2 card is of the color that was chosen by the +4 user.
That's such a BS rule. It's called UNO, not VEINTIUNO lmao
One that I love is that, if you have a card of the same color, you can basically cut in. And that applies to stacking, so if someone throws a +2 yellow, and you have a +2 yellow, you can cut in to fuck over the person next to you.
Another fun one was that, if you have a reverse card, you can deflect the cummulated buys to the other person. It basically turns every game into a mexican stand-off, with everyone waiting to see who will get fucked over next. And it's dangerous to try and get someone with too many cards, because MAYBE they'll keep your chain going, but MAYBE they'd like to see you suffer and will deflect it as payback lol
In my games I don't allow stacking +2 over +4, but to throw the same color to save your ass seems like an awesome way to turn the tables.
I make up the rules as I go until someone uses them against me
This is the correct way to do it
At this point, I no longer know which are the official rules.
I’ve been considering buying every single version of uno (that has a unique mechanic) to have an ultra game of uno with my friends and I was wondering if there would be any contradictions that make the game impossible or broken.
Are there any cards, rules, etc. from separate versions that simply don’t work together?
We bought the uno with the blank rule cards, and even with setting limits prior, we still cut the game short after 3 hours
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I do not know the answer to your specific question, but years ago my friend and I put a second set of reverse, draw two, and draw 4s into a deck of cards. The game went on for over an hour until gave up, no one could win.
In the physical card game there’s a few cards you can write rules for, anyone got any ideas? Trying to make uno more fun for me and my friends, Thank you!
The person who plays it chooses the colour then everyone, including the person who plays it picks up 2 cards
I've went with "United we fall" wildcard everyone draws 2 cards, "Double edge" wildcard +5 for players and +2 for user, Discard color" user says color and everyone (including user) gets rid of that color. They've been alot of fun. I'll try some new ones soon.
Those are great ideas I’ll be sure to try them!
Do the chicken dance, macarena, etc. Do 5 pushups. Find something yellow, bring it to the table in less than 15 seconds. Touch the ceiling in less than 10 seconds. A trivia question. Or just some actual in game things like choose one person to take 5 cards, choose one card from someone’s hand. Be creative with it :D
We've done
Discard wild - basically same as discard all but user can choose whatever color they want to discard. Then can pick a different color of the wild going forward, as well.
Instant Uno
Everyone but user shows their hand for 5 seconds
Set Up Standard Uno deck: Take 0 to 9 of each colour 2 Skip of each colour 1 Reverse of each colour 2 Draw 2 of each colour 4 Wild 4 Wild Draw 4 Blank Cards for custom.
Every Card from the Uno Flip deck (to make sure every flip card exists in both the phases/sides)
No Mercy Deck: 0 to 9 of each colour 1 Skip Everyone of each colour 1 Reverse of each colour 1 Draw 4 of each colour 4 Colour Roulette 4 Wild Draw 6 4 Wild Draw 10 4 Wild Reverse Draw 4
Place the standard Uno cards and the Light Side of Flip cards face down, and Uno No Mercy cards face up on the Draw pile and shuffle.
This way, when the Light phase begins, you can only play the standard Uno cards and the Light Side of Flip cards. You can not play No Mercy cards during this phase.
Deal [your choice] amount of cards to each player.
Play The Light begins, and you can play the Light Side of Flip or standard Uno cards.
When you play a Flip card, just like in Uno Flip, flip the Draw pile, Discard pile, and your hand. Now the Dark phase begins.
In this phase, you can only play the No Mercy and the Dark Side of Flip cards. Plus, the Uno Spectrum rules apply now. You can no longer play the Standard Uno cards until the game is flipped back to the light phase using another Flip card.
If you only have No Mercy cards during the light phase, or Standard Uno cards during the dark phase, you must draw a card.
Win Condition Ranking System:- Losing Cards: Order of losing all of their cards is the order of ranking. i.e, the first one to lose their cards is deemed as first, and so on.
Mercy: If A player has/gets 25 cards or more, they are eliminated from the game. Mercy is active during both of the phases. The order of elimination is the order of the ranking from the bottom. i.e, the first one to get eliminated comes last, and the next one is the penultimate.
Rules: Game goes on until one of the two final players lose all of their cards or gets eliminated.
0's Pass and 7's Swap only apply during the Dark phase, and only to No Mercy cards.
Discard Colour can also discard its adjacent colour on the Spectrum, but ONLY one colour at a time. e.g: Discard Yellow can Discard Orange or Green as well. So technically Green, Yellow, Orange and Teal have 4 Discard colour card.
House Rules: Stacking
You are free to add or remove cards according to your choice, and are free to add any house rules as well.
If you guys have any more ideas, please let me know so that I can enjoy them as well :)
tldr: Combining the mechanics of Uno Flip, No Mercy and Full Spectrum.
Yess this is almost what Uno Infinity is!
I don't think Infinity has a Flip mechanic.
Oh, I will go check that out!
Also, the eliminated players' hand must only be reshuffled once the Draw deck has been emptied, with the Discard pile.
Basic game strategies that came to mind:-
Aim for Flip cards, as you can play those cards in both the phases.
Skip Everyone: Save them, and use them when you are rid of all your Standard cards and play it.
Ultimate Kill: Stack Draw cards to forcefully eliminate 1 player so that the game ends quicker.
If you got any more ideas, feel free to share.
There’s a special card in the Star Wars Mandalorian set that allows you to block a draw two card or draw 4 wild card; and also acts as a wild itself when you play it. What the rules don’t mention however is if you are allowed to play the card as just a regular wild, or if you can ONLY play it in response to the aforementioned draw 2 or draw 4 wild cards. Anyone know if there is an official answer for this? (FYI we played that we could use the card as a plain wild if we wanted/needed to)
I came to ask if a shield can play on another shield? Someone shielded against a +4 and chose who to give it to but they also have a shield, can they shield?
Is this similar to the Shield card in Remix?
Personally, I would say as long as it is clear what you intend before the cards are delt, then it work how ever you want.
I would assume a wild card is you have nothing else
Came here for the exact same question
See part 1 here.
You may play this card in response to any draw penalty. You reverse the direction of play and force the previous player to take double the penalty! If played in response to a Wild Draw Color, the previous player must draw until they draw two instances of the chosen color.
If played at any other time, treat it as a normal Wild Reverse Card.
Swap ANY two cards in the game!
Same as Refresh Hand, except all other players must refresh their hands as well. After you refresh your hand, the next player in turn order must refresh their hand and so on until all players have completed this process. Afterward, choose the color that continues play.
Action Card effects (Skip Everyone, Reverse, etc.) only trigger if they are the last card played, but "Speed Up" modifiers do not have this restriction.
If you play three cards on your turn and the first or second card is a Speed Up Action Card, the action does not take effect, but next player must play four cards!.
This card's effect has the same restriction as other Speed Up Action Cards. Pick the color you want to discard and discard all the cards in your hand of that color. Increase the speed by one level for each card you discard in this way. This does not stack with any "Speed Up" modifiers the discarded cards may have.
Can you do part 3 please?
Well do wild Reverse and draw six, swap 6 card Color ,reverse and draw three Color, wild no U x4, reverse and skip all two times, skip and swap 1 card Color, Wild Refresh Card, Wild Force Swap +8.
For part 4, do Numbers 2,4,6,8,Draw Five speed,Flip Speed,Wild Draw Color Card (Speed), Stack 7 card,Stack 8 card, Stack Nine card (three stack pack colored) Wild Stack 10 card.
That‘s the idea
I did want to try to match the regular Uno Add-On Packs’ card counts (16 cards with four distinct mechanics). But sure; I have been wondering what other cards we could come up with if we lift this restriction. Got any ideas?
Would you happen to have templates for the symbols on each card?
Why has nobody commented on this
Well who commented now?
Uno special card rules
Key Considerations for Uno Special Card Rules:
Wild Cards:
Draw Cards:
Skip Cards:
Reverse Cards:
Stacking Rules:
Calling Uno:
Recommendation: Familiarize yourself with the specific house rules before starting a game, as variations exist. It's always a good idea to clarify any special rules regarding stacking or penalties to ensure everyone is on the same page. Enjoy your game!
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