TL;DR
Card Management
One effective strategy is to manage your hand by playing high-point cards early in the game. This minimizes your score if you don't win that round, as Uno can be played with cumulative scoring over multiple rounds [1:2]
[2:1]. Additionally, sorting your hand by numbers rather than colors can help you play duplicate number cards first, which can streamline your gameplay and reduce the chances of being stuck with high-point cards
[1:3].
Action Cards Strategy
Retaining powerful action cards like +2 or +4 wilds until the end can be a strategic advantage. These cards can disrupt opponents' plans and potentially force them to draw a significant number of cards, giving you a better chance to finish first [2:6]
[5:1]. However, if you're playing with official rules, there are restrictions on when these can be played, so be aware of the challenge rule for suspected violations
[2:3].
Stacking and House Rules
Many players enjoy adding house rules for stacking cards, which can add depth and unpredictability to the game. For example, allowing players to stack draw cards can lead to one player drawing a large number of cards, significantly altering the game's dynamics [5:1]
[5:7]. Some variants even allow stacking across different types of draw cards, though this can lead to chaotic gameplay
[5:4].
Strategic Variants
Some players have created strategic variants of Uno that include teaming, where players can see each other's hands and work together to win [4:1]. Another variant involves using bidding systems or contracts to add layers of strategy beyond the basic rules. These variations can make Uno more engaging and challenging for seasoned players.
Game Dynamics
Understanding the dynamics of the game is crucial. Playing defensively by holding onto action cards can protect you from other players' attacks, while aggressively using them can disrupt others' strategies [2:9]. The key is to balance your approach based on the flow of the game and the behavior of other players.
Any thoughts on the optimal strategies of Uno?
If you're doing tournament play, play out your high point cards first. It's golf scoring, so you want as few points as possible over the long term.
Won't other players be able to detect you doing that though, making it more probable that they will guess your hand correctly and switch their play style to stop your chances of going out? (ex. If you start playing low value cards, they will know you are out of that color. A subsequent wild card will either force a draw, or your own wild card)
If we're going by Rules As Written, those can only be played last. There's not a lot of agency to being hit by those. Also, it's way better to have evacuated all your highset value cards then be hit wit a draw four rather than still having your highest point cards and still getting hit with a draw four.
Sort by number, not by color. When given the choice, play number duplicates first.
mas como
I f playing strictly by the rules I'd say get rid of the high point cards first.
Some games can only be won by not playing.
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.
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.
My family do that. I know there's a complicated way of doing it, but we just keep a simple score by counting the card numbers.
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 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.
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.
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.
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.
Yeah, I don’t think you know how to play Uno.
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.
What variations of uno have you created to make the game more strategic ? with bidding systems, contracts...?
I haven't formally created a version, but there are a number of strategic rulesets:
You can do that in the Xbox 360 version of Uno. Feels like hot potato when everyone has draw cards. You don't know which player will end up getting a huge stack.
Edit: fixed spelling
I've had at least two times where everyone playing had a draw four and they stacked to come back around to me. I think of it as a beautiful form of karma.
In their app, there’s a version of Uno called “Gone Wild” where stacking is allowed. But, while +2 can be stacked on +2, and +4 can be stacked on +4, they only allow +4 to be stacked on +2 yet not +2 to be stacked on +4.
But playing with Stacks and Doubles is the best!
if Have 3 Cards that are all "Two", you can put them all down at once.
If someone has a Draw 2, and they put it down, then you can place your draw 2 and make the other person draw 4.
This adds speed and strategy to the game, and a quick way to lose a friend.
We play "extreme" rules. When you flip over the first card to find out it's color/number anyone with that card can yell extreme and throw it down. You follow the normal clockwise rules as a fall back when no one has the same card thrown but when someone throws a reverse, draw 2, wild, or draw 4 chaos could ensue because people throw them down in random order and you could end up picking up 16 cards or more when you were the one that threw the first draw 2 card.
We also had a ton of other rules but I won't go into them now since it can get confusing.
It's pretty extreme.
But then they get back with their 2nd draw 2 and you're screwed, losing the expression of smugness as they put it down.
Yeah.
We always had the Draw 2s double instead of add, and we could do +4s and +2s if they had the color. We had a game with like 15 people, 20 decks and the number got well over 200, going around the circle at least once.
Our house rule is when you put down a +4 you then announce the colour. If the person after you has a +2 of that colour then they can put it otherwise they draw 4.
I was gonna comment that too. That's the rule I play with. That one of the things I love about UNO you kinda create your own rules
We just let +2s and +4s stack. People have drawn 20 cards before.
My wife and I also reuse the multipliers on the Scrabble board even though you aren't supposed to. I have had 100+ point words crossing multiple triple word scores before.
The official online UNO game:
I'm gonna pretend I didn't see that
That game has house rules you can turn on and off
If you play with no house rules, you’ll be playing by official UNO rules
This is another one of my personal cards, I call it "Surprise".
What it does is that, after playing this card, each player, starting from the user, must take out a "Surprise Token" from the "Bag of Surprises". Each player then take turns performing the action indicated on the token they have drawn before discarding them back into the bag.
The actions on the tokens are as follows:
• -2: Discard any two cards from your hand • +4: Draw four cards • Discard Red: Discard all of your red cards • Discard Yellow: Discard all of your yellow cards • Discard Green: Discard all of your green cards • Discard Blue: Discard all of your blue cards • Draw Red: Draw until you get a red card • Draw Yellow: Draw until you get a yellow card • Draw Green: Draw until you get a green card • Draw Blue: Draw until you get a blue card • Number Tornado: Discard all of your number cards • Trick: Gains the Trick Effect • Reveal: Reveal all of your cards • UNO!: Discard all your cards and leave only one on your hand
For the full details on Trick, i'll leave a link here for reference: https://www.reddit.com/r/unocardgame/s/GERhF7OXzs
Even if you're the user of the card, you can still draw up a bad token, while others can be so lucky, so it's more of a "use at your own risk" type of card, but if you don't mind the surprises, then this can be a very fun card to use.
My setup for Surprise is kinda too much, but I love being extra haha. If you want to recreate this in a cheaper and easier alternative, you can try using paper strips, write down the actions on each strip, roll them up, and put them all in a small box or basket or any container you have.
I didn't understand how the "Trick" token works
Well, it is kind of a complicated one, but I'll try to make it simpler.
When a player gets the TRICK Token from Surprise, that player then gains the TRICK EFFECT. Basically what this effect does is that when that player has managed to discard all of their cards, the effect then triggers, making that player draw back 4 new cards (tho I nerfed it down to 3 in our plays recently since it's kinda OP). Think of it as an anti-win effect that passively triggers. After the effect has been triggered, the effect will then be removed from that player.
If you want, you can make up your own mechanic for it, this is just for my setups.
Got it! Thanks for clarifying my doubt!
I love this
How do you make the cards and the chips?
Thanks!
As for the cards, I printed the designs on some sticker paper and stuck them to some actual uno cards. For the tokens, I also printed the designs on some sticker paper, then stuck them to some black tokens. I used to use an illustration board for my Draw Tokens before, but now that I was able to buy these black plastic tokens, making the components is much easier now.
Do basically uno Spin...got it.
Not quite. Everyone "spins" after this is played, and can't land on the same result someone else already landed on during this pass.
I wanna print it
The design for the card should be in this drive
https://drive.google.com/drive/folders/1EzuTiJDVfcogH2juFM0ddCBHwBg-U4NM
Thanks
I’ve been playing for about a month, maybe a little less and I’d say my skill level is/was decent. My progress is 38% through the game and my collection is at 97%. With the yellow deck I beat all stakes, gold by far was the hardest. I had all jokers unlocked except the score 100M with one hand. I couldn’t score more than about 17M unseeded.
I was getting frustrated and tired of that smug little joker laughing at me, and asked for some tips and other than balatro university where to learn and improve strategy. The general answer was there aren’t a lot great write ups to improve gameplay. Which I thought was weird so I did a search and found this post and this is exactly what I was looking for.
It completely changed my approach and strategy to the game helped it make so much more sense. Using the advice and methods in the link post it only took me two days and not very many hours at all to get the run above that I did.
I can now definitely see how the game does take skill and not just rng from jokers to score major points. But rng still does matter a lot, as I don’t think I passed up any cards that would have helped me to get any farther in the game.
But at least now I know I have a chance anytime I play, as opposed to before when I was just hoping I’d get the right jokers other cards otherwise my run would be done quickly.
Bro please increase your speed😭😭😭
What do you guys find to be the best strategies to go for when beating different decks. Have toyed with straights and flushes and they seem to work ok but stall out a fair bit of the time. Any advice would be great as I love this addictive game!
Your goal is to get some + mult early on which carries you until ante 3. Equally important is econ, if you get the rocket in ante 1 or 2 you've pretty much won lol. Get to 25$ asap to get max interest. You can go mostly for 1 Hand type but have a second one for emergencies like high card or pair. +Hand or Handsize vouchers are nearly always must haves. Ante 4+ you want to get at least 1 x mult joker.
I usually go for a flush or full house in the first few rounds, then pivot to pairs/high cards unless I get some jokers that make me want to do something else. (edit: with high scoring cards so you pass it in 1 hand)
Focus on money early on, get to $25 asap and try to stay above that for maximum income. Its easy to waste a lot of money on random jokers to try and score as much as possible early on, but you really only need a few +mult jokers to pass the first few antes, then some chips and xmult to get to ante 8.
For longer runs, you generally want to retrigger your cards as many times as possible.
Generally, straights are better on Abandoned Deck, flushes on Checkered Deck, and 4 of a kind on Erratic deck. Doesn't mean you force them though.
The flush hand is the biggest trap in the game, it takes 300 hours until you realize it. sorry for the spoiler
Dont focus on ''hand types'' like that
Instead see what Jokers the game is giving you and work WITH them, try to get synergies going and then get the planets to align. Be flexible.
My best score to date has been a 2 pair run that i got some great RNG on with jokers for example
For me it's when I found out that I could rearrange jokers. Seems silly now but I didn't know when I started!
You can manually rearrange the cards in your hand as well as your Jokers to maximize your numbers
It took me too long to realize you could reorder your played hand and somehow longer to realize you can reorder cards when opening arcane packs.
Putting a steel card after your lowest rank card with raised fist makes the steel card trigger second. Recent epiphany suddenly got me a lot more mult out of raised fist
Rearranging jokers at each stage of play was the light bulb moment for me
The blue steel combo!!! Get a steel card, stick a blue seal on it. 1.5x mult plus at the end of the round you get a planet card for that hand - GOAT for early antes, though I like to eventually pivot to red seals when possible for the extra mult
Play the game you’re given, not the one you’re wanting to play. I make this mistake in every deckbuilder I play
This is exactly it. I used to try to force looking for “good” jokers til I realized they’re all good and have a purpose
Don't use random planet and tarot cards that don't really help you, so that the fool always generates something good.
Also, for the same reason, be careful about the order you use planet and tarot cards when there are multiple that you want to use.
Ah good point. I guess the exception is with fortune teller
It took me way too long to figure that one out. My brain just didn’t register a difference between X and +, nor the reversed colors.
Great chip (and mult to some extent) scaling that doesn’t waste a joker slot
Features:
Number Distribution:
Action Distribution:
Wild Action Distribution:
Variable Distribution:
Special Card Abilities:
Action Cards:
Special Mechanics:
Any good name for this variant? I suggest "Uno: Algebra" or "Uno: Constant Variability" I am horrible at making names.
Actually the irrational cards are based on Uno Lobotomy and Uno Purgatory. Also, the X card's value is not really determined by an equation, it's determined by RNG.
Uno strategy tips
Here are some effective Uno strategy tips:
Keep a Balanced Hand: Try to maintain a mix of colors and numbers in your hand. This gives you more options when it's your turn and helps you avoid getting stuck.
Play High-Value Cards Early: If you have high-value cards (like Wilds or Draw 4s), consider playing them early to avoid getting stuck with them at the end of the game.
Watch Your Opponents: Pay attention to the cards your opponents are playing. If they seem to be collecting a specific color, try to change the color to disrupt their strategy.
Use Wild Cards Wisely: Save your Wild and Wild Draw 4 cards for critical moments, such as when you have no other playable cards or when you want to change the game in your favor.
Bluffing with Draw 4s: If you play a Wild Draw 4, be prepared for opponents to challenge you. Only play it if you genuinely have no cards of the color you declare.
Uno Call: Always remember to call "Uno" when you have one card left. Failing to do so can result in a penalty, forcing you to draw two cards.
Endgame Strategy: As the game nears its end, focus on playing cards that will force your opponents to draw cards or change the color to one they may not have.
Team Play: If playing in teams, communicate subtly with your partner about your hand without revealing too much to the opponents.
Takeaway: The key to winning Uno is to stay adaptable, keep an eye on your opponents, and use your cards strategically. By balancing your hand and playing your high-value cards wisely, you can increase your chances of winning.
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