Everything this game does, from the rules in the box to every house rule on the setup screen. New to UNO? Read “The basics” first — every preset is built on it.
01
The basics
UNO is a shedding game: everyone races to get rid of every card in their hand. This chapter covers the official rules, which are exactly what the Official preset plays. Every house rule in this game changes one of these steps.
The goal
Be the first to play the last card from your hand — that wins the round. Under the official rules the round winner scores points for the cards everyone else is still holding, and the first player to reach 500 points wins the match.
Each turn you play a card onto the shared discard pile, matching the card on top. If you cannot, or would rather not, you draw from the draw pile instead. Action cards make opponents miss turns, turn the direction round or draw cards, so slowing down whoever is close to going out is half the game.
The game seats 2 to 4 players. Each seat is a person or the computer; with two or more people you pass one device around (see “Using the app”).
The deck
One deck has 108 cards: four colours — red, yellow, green and blue — and the black wild cards.
Card
In each colour
In the deck
0
1
4
1 to 9
2 of each
72
Skip
2
8
Reverse
2
8
Draw Two
2
8
Wild
—
4
Wild Draw Four
—
4
That is 25 cards in each colour plus 8 wilds. House rules can shuffle in a second deck (216 cards) or add Shuffle Hands wilds — see “Deal & deck” in the house rules.
Starting a round
A dealer is picked at random for the first round. After that, the deal moves on one seat every round.
The cards are shuffled and everyone is dealt 7 cards, one at a time, starting with the player after the dealer.
The rest of the cards are the face-down draw pile. Its top card is turned over to start the discard pile.
The player after the dealer goes first. The ring around the discard pile shows the colour in play and the direction of play.
If the first card turned up is an action card or a wild, the official rules apply it straight away:
First card
What happens
Skip
The first player is skipped; the player after them starts.
Reverse
The direction is reversed and the dealer plays first.
Draw Two
The first player draws 2 cards and loses their turn (or answers it, if stacking or deflecting is on).
Wild
No colour is in play yet: the first player may play any card.
Wild Draw Four
It is buried back in the draw pile and another card is turned. A Wild Draw Four never starts a round.
A Shuffle Hands wild is buried the same way. The house rule “First card: Numbers only” keeps turning until a number card comes up.
Your turn
On your turn, play one card from your hand onto the discard pile. It must match the top card in at least one way:
Colour — on , or on .
Number — on .
Symbol — on , or on .
Wild — and go on anything. You then name the colour to be followed next.
After a wild, the next card must be of the named colour (or another wild). The named colour is shown beside the discard pile.
Cards you are allowed to play light up. Tap one to play it; for a wild, choose a colour.
The top card is and you hold , , and . You may play (colour), (number) or — but not , which is neither green nor a 5.
Drawing and passing
If you cannot play — or choose not to — tap Draw (or the draw pile) and take one card.
If the card you drew can be played, you may play it straight away. Only that card: you cannot play a different card from your hand instead.
You may also keep it and tap Pass.
If it cannot be played, your turn ends by itself.
You may draw even when you hold a playable card — keeping cards back is part of the strategy. (The house rule “Forced play” takes that choice away.)
When the draw pile runs out, the discard pile — all but its top card — is shuffled to make a new draw pile.
Action cards in short
Card
Effect
Skip
The next player loses their turn.
Reverse
Play changes direction.
Draw Two
The next player draws 2 cards and loses their turn.
Wild
Name any colour.
Wild Draw Four
Name any colour; the next player draws 4 cards and loses their turn. Only allowed when you hold no card of the colour in play — and it can be challenged.
The “Cards” chapter explains each card in full, with all the edge cases.
Saying UNO
When you go down to one card, you must say UNO. In this game you tap the red UNO! button, either:
while you still hold two cards, before you play — the button shows on your turn once you are down to two; or
straight after playing your second-to-last card, before anyone else acts.
If you forget, any other player can catch you: they see a Catch! button on your seat. A caught player draws 2 cards.
The chance to catch you ends as soon as somebody else acts — the next player plays, draws or passes, someone challenges or jumps in — or when you tap UNO! yourself before anyone catches you.
Drawing cancels your call: if you tapped UNO! with two cards and then drew instead of playing, you have to say it again next time.
The computer gives a person about a second to remember before it catches them. When a computer player forgets, you only have until the next player moves — a slower AI speed gives you more time.
Wild Draw Four and the challenge
A Wild Draw Four is only legal when you hold no card of the colour in play. Only the colour counts: cards that match by number or symbol, and other wilds, do not.
The game does not stop you from bluffing. Instead, the player who has to draw 4 may tap Challenge instead of taking the cards. The game then checks the hand of the player who played the Wild Draw Four:
Result
Who draws
What happens next
Bluff — they held a card of the colour in play
The player who played the Wild Draw Four draws 4
You draw nothing and take your turn as normal, following the colour they named.
Legal — they had no card of that colour
You draw 6 (the 4 plus 2 more)
You lose your turn.
Only the player facing the Wild Draw Four can challenge, and only instead of drawing. If no colour was in play — a Wild was the very first card of the round — a Wild Draw Four can never be a bluff.
The top card is . Marco plays and names red while still holding . You challenge: it was a bluff, so Marco draws 4 and you play a red card (or draw) as usual. Had Marco held no blue card, you would have drawn 6 and lost your turn.
When stacking is on, a challenge is about the whole stack: a bluffer draws the whole total, a failed challenger draws the total plus 2. See “Draw cards” in the house rules.
The end of a round
The round ends the moment a player plays their last card. Under the official rules that player scores the value of every card left in the other players’ hands.
If the last card was a Draw Two or a Wild Draw Four, the next player still draws those cards first, and they count towards the score.
The deal then moves on and a new round begins. The first player to reach 500 wins the match. Card values and the other match formats are in “Scoring and winning”.
Two players
With two players a Reverse works like a Skip: your opponent misses their turn and you play again. Skips, Draw Twos and Wild Draw Fours also give you another turn, because the only other player loses theirs.
The house rule “Reverse with 2 players” can make a Reverse just turn round instead — which, with two players, means your opponent simply plays next.
The same goes whenever only two players are left in a round, for example late in a “Play to the last” round.
Every card and its exact effect in this game. Point values for scoring are listed in “Scoring and winning”.
Number cards
0 to 9 in four colours
Number cards have no effect of their own. Play one on the same colour or the same number. Each colour has one 0 and two of every number from 1 to 9.
Left in your hand at the end of a round, a number card is worth its face value: a 9 costs 9 points, a 0 nothing.
With the 7-0 house rules, 7s and 0s gain an effect — see “The special 7 and 0” below.
Skip
The next player loses their turn and play moves on to the player after them. Play it on its own colour or on another Skip.
With two players (or two left in the round) you simply play again.
With the multiple-cards house rule, every extra Skip skips one more player. In a three-player game two Skips bring the turn straight back to you.
With the deflect house rule, a Skip of the colour in play passes a waiting Draw Two or Wild Draw Four on to the next player.
Reverse
Play changes direction: the player who played just before you plays next, and so on round the table.
With two players (or two left in the round) a Reverse works like a Skip and you play again. A house rule can switch this off.
Two Reverses played together cancel each other out (multiple-cards house rule).
With the deflect house rule, a Reverse of the colour in play sends a waiting draw penalty back to the player who played it.
Draw Two
The next player draws 2 cards and loses their turn. Under the official rules they cannot play anything to avoid it — they tap Take +2.
House rules can let them stack another Draw Two (passing on +4), deflect it with a Reverse or Skip, or keep their turn after drawing.
Two Draw Twos played together make +4 (multiple-cards house rule).
If a Draw Two is the card that wins a round, the next player still draws 2 before the scores are counted (in the points formats).
Wild
Play it on any card — even when you hold a card that matches. Then name one of the four colours; the next player must follow it or play another wild.
Worth 50 points, so it is an expensive card to be caught holding at the end of a round.
The one exception: while a Draw Two or Wild Draw Four is waiting for you, a Wild cannot be played — it does not stop a draw penalty.
Wild Draw Four
Name a colour; the next player draws 4 cards and loses their turn.
Officially you may only play it when you hold no card of the colour in play — number and symbol matches do not matter. The next player may challenge it; the outcome and card counts are in “Wild Draw Four and the challenge” in the basics.
The house rule “Wild Draw Four: Play anytime” drops the restriction and the challenge.
“Only without the colour” has the game enforce the restriction instead: the card does not light up while you hold the colour in play, so there is nothing to challenge.
It never starts a round: turned up as the first card, it goes back into the pile.
Worth 50 points.
Shuffle Hands wild
Only in the deck when the Shuffle Hands wilds house rule adds it (1 or 2 per deck). It is a wild: play it on any card and name a colour. Then:
Every player still in the round hands in all their cards — including the rest of yours.
The cards are shuffled together.
They are dealt out again one at a time, starting with the next player in the direction of play. You are dealt to last.
Play continues with the next player as usual, on the colour you named.
The total number of cards stays the same, and the new hands differ by one card at most. Because you are dealt to last, you never get one of the bigger hands — so it is at its best when you hold more cards than anyone else.
Anyone left with a single card after the deal counts as having said UNO.
It cannot answer a Draw Two or Wild Draw Four penalty.
If it is your last card you go out — and the other players’ hands are still shuffled and dealt out among them.
Like the Wild Draw Four, it is buried if turned up as the first card of a round. Worth 40 points.
The special 7 and 0
With the house rules 7: swap hands and 0: pass hands, these number cards gain an effect on top of being normal numbers:
7 — choose another player still in the round and swap hands with them. With only one opponent left, it happens automatically.
0 — every player still in the round passes their whole hand to the next player in the direction of play.
Neither happens when the 7 or 0 is your last card — you simply go out. Full details and examples are under “Special rules” in the house rules.
How a round is won, how it is scored and when the match is over. The official game is Points: the round winner collects the value of everyone else’s cards, first to 500. The “Match format” house rule offers three alternatives.
Card values
Card
Points
… Number cards
Face value (0–9)
Skip, Reverse, Draw Two
20
Wild, Wild Draw Four
50
Shuffle Hands
40
Points only ever come from cards left in hands at the end of a round. The match formats differ in who receives them.
The four match formats
Format
A round ends
The match is won by
Points (official)
when someone goes out
the first to reach the target score
Penalty points
when someone goes out
the lowest total once anyone reaches the target
First out
when someone goes out
the most placement points after 1, 3 or 5 rounds
Play to the last
when only one player has cards left
the most placement points after 1, 3 or 5 rounds
The Target score setting (100, 200, 300 or 500) only matters for the two points formats, and Rounds (1, 3 or 5) only for the other two. The setup screen greys out whichever does not apply.
Points (official)
The round winner scores the total value of the cards in every other hand; nobody else scores. When the winner’s running total reaches the target score, the match ends and the highest total wins.
Three players. Luna goes out. Marco holds (9 + 20 = 29) and Iris holds (50 + 5 = 55). Luna scores 84.
Penalty points
Every player except the round winner adds the value of their own remaining cards to their total; the winner adds nothing. As soon as anyone’s total reaches the target score the match ends, and the lowest total wins.
The same round: Luna adds 0, Marco 29, Iris 55. If that takes Iris to the target, the match ends — and whoever has the lowest total wins, not necessarily Luna.
First out
The round ends as soon as one player goes out, and that player wins it. Everyone else is placed by the value of the cards they still hold, lowest first; ties go to the player with fewer cards, then by seat order.
With 1 round, the first player out simply wins the match. With 3 or 5 rounds, each round hands out placement points — first place gets one point fewer than the number of players, each place after that one point less, and last place 0 — and the most points after the last round wins.
Players
1st
2nd
3rd
4th
2
1
0
—
—
3
2
1
0
—
4
3
2
1
0
In this format a Draw Two or Wild Draw Four played as the winning card is never drawn — the round is already over.
Play to the last
When a player goes out, the round carries on without them until only one player still has cards. Players are placed in the order they went out, and the last one holding cards comes last. Players who are out watch the rest of the round; their turns are passed over.
Placement points work as in First out, added up over 1, 3 or 5 rounds. With two players this format plays exactly like First out.
A draw card played as somebody’s last card still hits the next player, because the round goes on.
Ties
If players finish the match level, the one with more round wins ranks higher. If that is level too, the better place in the last round decides.
When the draw pile runs out
What happens depends on the house rule “When the deck runs out”:
Reshuffle discards (official) — every card of the discard pile except the top one is shuffled into a new draw pile, and play goes on. The top card and the colour in play stay as they are.
End the round — the round ends the moment someone needs a card and the draw pile is empty, even part-way through drawing a penalty. Players who have not gone out are placed by the value of their hand, lowest first, and the lowest hand wins the round.
An ended round is scored as usual for the format: in Points the round winner collects everyone else’s hand values, in Penalty points everyone else scores their own, and in the placement formats the order gives the placement points. A waiting draw penalty is not drawn.
Even with reshuffling, a round can run dry when nearly every card is in someone’s hand. If nobody can play or draw for several laps of the table, the round ends as if the deck had run out.
Knock-outs (hand limit)
With the “Hand limit” house rule, a player whose hand reaches the limit is knocked out of the round. Their cards are shuffled back into the draw pile, but the value of that hand is remembered for scoring:
Format
A knocked-out player
Points
Their hand’s value goes to the round winner, like any other hand.
Penalty points
Adds their hand’s value to their own total.
First out, Play to the last
Is placed below every player who was not knocked out; the earlier the knock-out, the lower the place.
If knock-outs leave only one player holding cards, the round ends. In Points, Penalty points and First out that player wins the round; in Play to the last they take the next free place.
Fine points of timing
A final draw card still counts. In the two points formats, if the winning card is a Draw Two or Wild Draw Four — or adds to or deflects a stack — the player next in line draws the waiting total before the hands are scored. That last draw never knocks anyone out.
Going out ends the round at once in every format except Play to the last. A 7 or 0 played as your last card does not swap or pass any hands.
Single-round games show no running score. In First out and Play to the last with 1 round, the result simply lists the order and the cards left in each hand.
Every option on the setup screen, grouped as it appears there. Each one is a rule people really play by. The official choice is marked; options that have no effect in the current match format are greyed out on the setup screen.
Winning & scoring
How a round is won and when the match ends. These three settings shape the whole game — see also “Scoring and winning”.
Match format
First out: a round ends as soon as someone goes out. Play to the last: keep going until everyone is ranked. Points: the winner scores the cards left in everyone else's hands. Penalty: everyone scores their own leftover cards and the lowest total wins.
ChoicesFirst outPlay to the lastPoints (official)OfficialPenalty points
Decides when a round ends and how the match is won. The official game is Points.
Choice
A round ends
Each round
The match ends
First out
someone goes out
placement points
after the set number of rounds
Play to the last
one player is left with cards
placement points
after the set number of rounds
Points
someone goes out
the winner scores everyone else’s cards
someone reaches the target score
Penalty points
someone goes out
everyone else scores their own cards
someone reaches the target; the lowest total wins
Three players. Luna goes out; Marco holds 29 points of cards, Iris 55. Points: Luna +84. Penalty points: Marco +29, Iris +55. First out: Luna 2, Marco 1, Iris 0 placement points.
In Play to the last, players who are out just watch. Once only two players are left, the two-player Reverse rule applies to them.
Target score
Points and penalty formats end when someone reaches this score.
Only applies when: Match format: Points (official) / Penalty points
Choices100 pts200 pts300 pts500 ptsOfficial
Only for the Points and Penalty points formats: the score that ends the match.
Points — the match ends when a round winner’s total reaches the target. The highest total wins.
Penalty points — the match ends when anyone’s total reaches the target, usually the player doing worst. Then the lowest total wins.
500 is the official target and usually takes several rounds. With four players, 100 can be reached in a single round.
Rounds
For first-out and play-to-the-last formats. Each round gives placement points (1st = players − 1, last = 0); most points wins.
Only applies when: Match format: First out / Play to the last
Choices1 roundOfficial3 rounds5 rounds
Only for the First out and Play to the last formats: how many rounds the match lasts.
With 1 round, that round’s order is the result. With 3 or 5, every round hands out placement points (first place = number of players − 1, down to 0 for last) and the totals decide. Ties go to the player with more round wins, then to the better place in the last round.
Four players, three rounds. Luna places 1st, 3rd and 2nd: 3 + 1 + 2 = 6 points. Marco places 2nd, 1st and 4th: 2 + 3 + 0 = 5 points.
The dealer — and so the first player — moves on one seat every round.
Deal & deck
How many cards, which cards, how a round starts and what happens when the draw pile is empty.
Starting hand
Official: 7 cards.
Choices3 cards5 cards7 cardsOfficial10 cards
How many cards everyone is dealt at the start of each round.
3 or 5 — short, quick rounds where a single lucky draw can decide things. The Speed preset deals 5.
7 — the official deal.
10 — long rounds with more choice every turn. A hand limit (knock-out) comes into reach sooner.
Decks
Two decks (216 cards) for long, wild games.
Choices1 deckOfficial2 decks
Play with one deck (108 cards) or two shuffled together (216). Everything is doubled — the wilds too, and any Shuffle Hands wilds.
The draw pile lasts twice as long, so reshuffles and deck-outs come later.
There are four copies of most coloured cards instead of two, so jump-ins happen far more often. With one deck each 0 is unique and can never be jumped on.
More draw cards means more and bigger stacks when stacking is on.
Shuffle Hands wilds
Adds Wild Shuffle Hands cards to each deck: every hand is gathered, shuffled and dealt back out, then the player names a colour.
ChoicesNoneOfficial1 per deck2 per deck
Adds Shuffle Hands wilds to the deck: 1 or 2 per deck, so up to 4 with two decks.
Playing one gathers every hand still in the round, shuffles them together and deals them out again from the next player, with you dealt to last. Play then continues on the colour you named. All the details are under “Shuffle Hands wild” in the Cards chapter.
Four players. You play and have 8 cards left; the others hold 2, 3 and 4. All 17 cards are dealt out starting with the next player: they get 5, the two after them 4 each, and you 4.
Worth 40 points at the end of a round. It cannot answer a draw penalty and never starts a round.
First card
Official: a Skip, Reverse or Draw Two turned up at the start takes effect, a Wild lets the first player play anything, and a Wild Draw Four is buried and redrawn.
ChoicesApply its effect (official)OfficialNumbers only
What happens when the card turned up to start the round is not a plain number.
Apply its effect (official) — a Skip skips the first player; a Reverse turns the direction round so the dealer starts; a Draw Two makes the first player draw 2 (or stack or deflect, if those rules are on); a Wild lets the first player play any card. A Wild Draw Four or Shuffle Hands wild is buried in the pile and another card is turned.
Numbers only — any card that is not a number goes back into the pile and another is turned, until a number comes up. Every round starts calmly.
With jump-in on, anyone except the player due to go first can jump in on the starting card with an identical card.
When the deck runs out
End the round: whoever holds the lowest-scoring hand wins the round.
ChoicesReshuffle discards (official)OfficialEnd the round
What happens when someone has to draw and the draw pile is empty.
Reshuffle discards (official) — all of the discard pile except the top card is shuffled into a new draw pile, and play carries on.
End the round — the round stops right there, even part-way through drawing a penalty. Everyone still holding cards is placed by the value of their hand (lowest first, then fewer cards, then seat order) and the lowest hand wins the round. The waiting penalty is not drawn.
The round is then scored as usual for the match format, and the round result notes that the deck ran out.
Points format, the deck runs out. Luna holds 12 points of cards, Marco 30, Iris 41. Luna wins the round and scores 30 + 41 = 71.
Playing cards
What you may play and when: several cards at once, out of turn, whether you must play, and which cards you may go out on.
Multiple cards
Same number/symbol: play several at once in any colours — the first must match, the last sets the colour. Runs: 3 or more consecutive numbers of one colour (red 3-4-5). Two Skips skip two players; two Draw Twos make +4.
ChoicesOne at a time (official)OfficialSame number/symbol+ same-colour runs
Lets you put several cards down in one turn. Tap the first card, add the others, then tap Play N.
Same number/symbol — any number of cards with the same number, or the same symbol (Skips, Reverses, Draw Twos, Wilds or Wild Draw Fours), in any mix of colours. The first card must be playable on the pile; the last card sets the colour in play (if it is a wild, you name a colour).
+ same-colour runs — also 3 or more consecutive numbers of one colour, going up or down: or . The first card must match the pile. Runs do not wrap round from 9 to 0 and cannot be mixed with same-number sets.
The effects add up:
Each Skip skips one more player. With three players, two Skips bring the turn back to you; with two players, an odd number of Skips gives you another turn and an even number passes to your opponent.
Draw Twos add 2 each and Wild Draw Fours 4 each: two Draw Twos make +4.
An odd number of Reverses turns play round; an even number leaves it as it was. With two players each Reverse counts as a Skip (official two-player rule).
Several 7s give one swap and several 0s one pass (7-0 rules). A run that contains a 7 or a 0 triggers it too.
Facing a draw penalty, you may stack several draw cards at once (if stacking is on) — but not a run, and a deflect is always a single card. After drawing under “Drawn card only” you may only play that one card.
The top card is . You play : the first card matches by colour, and green — the last card’s colour — is now in play. With runs on, would be legal too.
Going from three or more cards down to one in a single play? The UNO! button only shows with two cards, so tap it straight after playing.
Jump-in
Anyone holding a card identical to the top card (same colour and number/symbol) may slap it down out of turn. Play continues from them.
ChoicesOffOfficialOn
Anyone holding a card identical to the top of the discard pile — same colour and same number or symbol — may play it at once, even when it is not their turn. Play continues from them, so any players in between are passed over.
Wilds have no colour, so they are never identical and cannot jump in.
You cannot jump in on a card you played yourself, or when it is your turn anyway — just play it.
The card works as if played on your turn: a Skip skips the player after you, a 7 lets you swap, and so on.
With a draw penalty waiting, you can only jump in with an identical Draw Two, and only if “Stack +2 on +2” is on. Your 2 is added and the total moves on to the player after you — the player who was facing it gets away.
With one deck there are only two of each coloured card (and one of each 0), so chances are rare; with two decks they are common.
When you can jump in, your matching card glows pale blue: tap it. Jump-ins are one card at a time. If it leaves you with one card, tap UNO! — the button is there whenever you can jump in.
Marco plays and it is Iris’s turn next — but you hold too. Tap it: your goes down, Iris is passed over, and the player after you is next.
In pass-and-play only the person whose hand is on screen can jump in, so nobody sees someone else’s cards. Computer players jump in whenever they spot a chance — the higher the level, the more often.
Forced play
If you can play, you must — no drawing on purpose, and no passing on a playable drawn card.
ChoicesOffOfficialOn
If you hold a card you can play, you must play. You cannot draw on purpose (the Draw button disappears), and if the card you draw can be played, you cannot pass on it.
A wild counts as playable — holding one means you must play something.
It never forces you to answer a draw penalty: you can always take the cards instead of stacking.
A last card you are not allowed to go out on (the “Going out” rule) does not count as playable, so you draw.
With the turn clock, running out of time plays a card for you.
The top card is and you hold and . Normally you could draw and save for later; with forced play you must play .
Going out
A card you may not finish on cannot be your last card — you will have to draw instead.
ChoicesAny card (official)OfficialNot on a wildNumbers only
Limits which cards may be your last. The check covers whatever would empty your hand: your last card, or a multi-card play that uses up your hand.
Any card (official) — go out on anything.
Not on a wild — a Wild, Wild Draw Four or Shuffle Hands cannot be your last card. Action cards are fine.
Numbers only — only a number card can be your last. Skips, Reverses, Draw Twos and all wilds cannot.
A forbidden last card does not light up and cannot be played, so you must draw. Under the official drawing rules you can play the drawn card if it matches, and then try again with your remaining card.
Numbers only, red in play. You hold and . Play first and you are stuck with a Skip you cannot go out on. Play first and keep to finish with.
The House Classic preset uses Numbers only: get rid of action cards and wilds early.
Reverse with 2 players
Official: with two players a Reverse works like a Skip, so you play again.
ChoicesActs as Skip (official)OfficialJust reverses
Only matters when exactly two players are in the round: a two-player game, or two left late in a Play to the last round or after knock-outs.
Acts as Skip (official) — the Reverse skips your opponent and you play again.
Just reverses — the direction flips, which with two players changes nothing: your opponent plays next. The Reverse becomes a plain colour card.
Deflecting a penalty with a Reverse is not affected: with two players it always sends the penalty back to your opponent.
Drawing
What happens when you draw instead of playing.
Drawing
Until playable: keep drawing until you get a card you can play.
ChoicesOne card (official)OfficialUntil playable
How many cards you take when you choose to draw. Penalties are always their fixed number.
One card (official) — draw one; the “After drawing” rule then decides what you may do.
Until playable — keep drawing until you get a card you are allowed to play. You may then play it — or, unless forced play is on, keep it and pass.
Drawing also stops if no cards are left to draw, or when you reach the hand limit and are knocked out. “After drawing: Turn ends” cannot be combined with Until playable — the game uses “Drawn card only” instead.
The top card is and you hold no green and no 6. You draw , then , then — and stop. Play , or pass and keep all three.
Rounds become much swingier: one unlucky draw can cost ten cards. Together with a hand limit it can knock players out.
After drawing
Official: you may play the card you just drew if it matches; otherwise your turn ends.
ChoicesDrawn card only (official)OfficialAny cardTurn ends
What you may do after drawing a card on your turn.
Drawn card only (official) — you may play the card you just drew if it matches, and nothing else. If it does not match, your turn ends by itself.
Any card — you may play any card from your hand, not just the one you drew (multi-card plays included). If nothing can be played, your turn ends by itself.
Turn ends — drawing ends your turn, even if the card would match. Not available with “Drawing: Until playable”.
You may always pass instead of playing, unless forced play is on.
“Any card” matters most when you drew on purpose while holding a playable card: you can still play it afterwards.
Draw cards
Draw Twos and Wild Draw Fours: stacking them, deflecting them, challenging them and what taking them costs you.
Stack +2 on +2
Instead of drawing, add your own Draw Two and pass the growing total to the next player.
ChoicesOffOfficialOn
When a Draw Two is played on you, you may play a Draw Two of any colour instead of drawing. The total grows by 2 and moves on to the next player, who can stack again or take the lot.
Luna plays : Marco faces +2.
Marco stacks : Iris faces +4, and blue is now in play.
Iris has no Draw Two and taps Take +4: she draws 4 and, under the official rule, loses her turn.
With multiple cards on, you can stack two Draw Twos at once (+4 more).
Whether a Wild Draw Four may go on a Draw Two is a separate rule, “Mixed stacking”.
You never have to stack — you can always take the cards.
Stack +4 on +4
Same, with Wild Draw Fours.
ChoicesOffOfficialOn
When a Wild Draw Four is played on you, you may answer with your own Wild Draw Four: the total grows by 4, you name a new colour, and it moves on.
With the official challenge rule, the next player may challenge the latest Wild Draw Four instead. A bluffer then draws the whole total; a failed challenger draws the total plus 2 and loses their turn.
Luna plays and names green; Marco stacks and names blue; Iris faces +8. If Iris challenges and Marco was holding a green card, Marco draws 8 and Iris plays on. If he was not, Iris draws 10.
With “Wild Draw Four: Only without the colour”, you cannot stack a Wild Draw Four while you hold a card of the colour in play.
Mixed stacking
Both ways: a Draw Two of the named colour may also go on a Wild Draw Four.
ChoicesNoOfficial+4 on +2Both ways
Whether Draw Twos and Wild Draw Fours can be stacked on each other. Stacking like on like is set by the two rules above.
No (official) — a Draw Two can only be answered with a Draw Two and a Wild Draw Four only with a Wild Draw Four (if those rules are on).
+4 on +2 — a Wild Draw Four may also go on a Draw Two, adding 4.
Both ways — on top of that, a Draw Two of the named colour may go on a Wild Draw Four, adding 2.
What can follow depends on the top draw card. After a Wild Draw Four lands on a Draw Two, the next player needs another Wild Draw Four (with “Stack +4 on +4”) or, with Both ways, a Draw Two of the named colour.
+4 on +2: Luna plays , Marco stacks and names red, and Iris faces +6. With Both ways, Iris could add to make +8 — but not , because red was named.
Deflect
Facing a draw penalty, play a Reverse (sends it back) or a Skip (passes it on) of the current colour.
ChoicesNoOfficialReverseSkipBoth
When a draw penalty is waiting for you, you may play a Reverse or a Skip of the colour in play to pass it on without drawing. The total stays the same.
Reverse — sends it back: the direction flips and the player who played the draw card now faces it.
Skip — passes it on to the player after you, in the same direction.
Both — either card works.
The player who receives it can stack, deflect again or take the cards. A deflected Wild Draw Four can no longer be challenged. A deflect is always one card, and it must match the colour — after a Wild Draw Four, the colour that was named.
Luna plays on you. Play : the direction flips and Luna faces +2. With instead, the player after you would face it. would not work — wrong colour.
With two players, a Reverse and a Skip both send the penalty straight back to your opponent.
Taking a penalty
Official: whoever draws from a Draw Two / Wild Draw Four also loses their turn.
ChoicesLose the turn (official)OfficialStill play
What happens after you take the cards from a Draw Two or Wild Draw Four (or a stacked total).
Lose the turn (official) — you draw, and play moves on to the next player.
Still play — you draw, then take your turn as usual: play a matching card, or draw one card as normal.
A failed Wild Draw Four challenge always costs your turn, whichever is chosen.
Still play: you take +2 from and one of the drawn cards is . You may play it straight away.
Wild Draw Four
Official: only legal when you hold no card of the current colour, and the next player may challenge. Caught bluffing: you draw 4 instead. Wrong challenge: they draw 6.
ChoicesChallengeable (official)OfficialPlay anytimeOnly without the colour
How the Wild Draw Four restriction is handled.
Challengeable (official) — you should only play it when you hold no card of the colour in play, but the game lets you bluff. The next player may challenge: a bluffer draws 4 (or the stacked total) and the challenger plays on; a wrong challenge costs the challenger 6 cards (the total plus 2) and their turn.
Play anytime — no restriction and no challenge. It is simply a stronger Wild.
Only without the colour — the game enforces the restriction: while you hold a card of the colour in play, your Wild Draw Four does not light up. There is nothing to challenge.
“The colour in play” is the colour of the top card, or the colour named after a wild. Cards that match only by number or symbol do not count, and neither do other wilds.
In a stack the test is the same: it is a bluff if the player held a card of the colour in play when they put the Wild Draw Four down — even though that card could not have been played on the waiting draw card.
Computer players decide whether to challenge from what anyone at the table could know: how many cards the player holds, which colours they have had to draw on before, and how many cards of that colour are still unseen.
Special rules
Hand swaps and knock-outs — the rules that can turn a round upside down.
7: swap hands
Playing a 7 swaps your hand with a player of your choice.
ChoicesOffOfficialOn
Playing a 7 of any colour makes you swap your whole remaining hand with another player still in the round. You choose who; with only one opponent left, it happens automatically.
Not when the 7 is your last card — you go out instead.
Several 7s at once, or a run containing a 7, give one swap.
Jumping in with a 7 also lets you swap.
Anyone left with a single card after the swap counts as having said UNO.
A huge hand received this way does not knock you out (hand limit) until the next time you draw.
You hold and Marco has 2 cards. Play and choose Marco: you now hold his 2 cards, and he holds your .
The best target is usually the player with the fewest cards — the computer thinks so too.
0: pass hands
Playing a 0 makes everyone pass their hand to the next player in the direction of play.
ChoicesOffOfficialOn
Playing a 0 makes every player still in the round pass their whole hand to the next player in the direction of play. You pass your remaining cards on and receive the hand of the player before you.
Not when the 0 is your last card — you go out instead.
Several 0s at once, or a run containing a 0, give one pass.
Players who are out are left out of the circle.
Anyone left with a single card after the pass counts as having said UNO.
Play goes Luna → Marco → Iris. Luna plays and has 4 cards left: Marco gets Luna’s 4 cards, Iris gets Marco’s hand and Luna gets Iris’s. Then it is Marco’s turn — with Luna’s old hand.
Hand limit
Reach this many cards and you are knocked out of the round; your cards go back into the deck.
ChoicesOffOfficialOut at 20Out at 25Out at 30
A player whose hand reaches this many cards is knocked out of the round on the spot. Their cards are shuffled back into the draw pile.
The check happens whenever you draw: a normal draw, drawing until playable, a penalty, a failed challenge or being caught without saying UNO.
A hand received through a 7, 0 or Shuffle Hands does not count until you next draw.
The final draw at the end of a round never knocks anyone out.
If only one player is left holding cards, the round ends.
In Points the knocked-out hand’s value goes to the round winner; in Penalty points it is added to the knocked-out player’s own total; in the placement formats knocked-out players rank below everyone else, the earliest lowest.
Limit 25. Marco holds 21 cards and is hit by : he draws to 25 and is out of the round.
It goes well with stacking — that is why the Chaos preset knocks players out at 25.
UNO call & time
Calling UNO, and a clock for human players.
Forgetting UNO
Say UNO when you play your second-to-last card. If someone catches you before the next player moves, you draw this many.
ChoicesNo need to call+2 cardsOfficial+4 cards
How many cards you draw when you are caught without saying UNO.
No need to call — UNO is said for you automatically. There is no UNO! button and nobody can be caught.
+2 cards (official) or +4 cards — tap UNO! with two cards before playing, or straight after going down to one. Until you do, the other players see a Catch! button on your seat.
You can only be caught while you hold that single card and before anyone else acts: the next player playing, drawing or passing, a challenge or a jump-in all close the window. Tapping UNO! yourself before anyone catches you also saves you.
The computer waits about a second before catching a person, so a quick tap still saves you.
Computer players forget sometimes too — Easy ones quite often. Catch them before the next player moves.
A single card received through a 7, 0 or Shuffle Hands counts as already called.
Green is in play and you hold . Tap UNO!, then play — you are safe. Forget, and Marco can catch you before Iris moves: you draw 2 and are back to 3 cards.
Time per turn (humans)
When the clock runs out you automatically draw (or take the penalty) and pass.
ChoicesOffOfficial10s20s30s60s
Gives each human player a time limit per turn. Computer players are not affected.
The clock covers the whole turn: drawing a card does not restart it. The last 5 seconds are highlighted.
When time runs out, an open colour or swap choice is made for you; a waiting penalty is taken; otherwise you draw a card and pass. With forced play, a playable card is played for you.
In pass-and-play the clock starts when the next player taps the button on the hand-over screen.
Jumping in and saying UNO are not limited by the clock.
The title screen offers six presets. Pick one, and the setup screen lets you change any rule from there. Each preset below lists exactly what it changes from the official rules.
Official
The rules in the box: first to 500 points, Wild Draw Four challenges, forget to say UNO and draw two.
First to 500ChallengesBy the book
Changes from the official rules
None — exactly the rules in the box.
The rules printed in the box: Points to 500, Wild Draw Four challenges, two cards for forgetting UNO, and no stacking.
Start here if you are new to UNO, or when you want the version everyone agrees on. Rounds are tactical: save your wilds, keep an eye on hand sizes, and hold a Skip or Draw Two for whoever is about to go out.
House Classic
Stack +2s and +4s, draw until you can play, and no going out on an action card. Play until everyone is ranked.
The rules many families actually play by. Draw Twos and Wild Draw Fours stack (and a +4 can go on a +2), you keep drawing until you can play, and you cannot go out on an action card or a wild. A game is one round of Play to the last, so everybody gets a place.
Expect big swings: a stack of +8 or +12 can wreck a hand that was nearly out. Keep a draw card back to defend yourself, and shed action cards early so you are not left holding one at the end.
Seven-O
A 7 swaps hands, a 0 passes every hand along, and identical cards can jump in. Three rounds.
A 7 swaps hands with a player of your choice, a 0 passes every hand along, and identical cards can jump in. Three rounds of First out, decided by placement points.
Nobody’s hand is safe — the player about to go out may suddenly be holding your nine cards. Best with 3 or 4 players. Watch who is close to finishing and save a 7 for them.
Speed
Five-card hands, same numbers and runs go down together, forced play and a 20-second clock.
Short games: five-card hands and First out, with same numbers and runs going down together, forced play, any card after drawing and a 20-second clock for people.
Rounds are over quickly. Forced play stops anyone hoarding, runs let you drop three or four cards in one go, and the clock keeps pass-and-play moving.
Chaos
Everything on: stacking both ways, deflecting, 7-0, jump-in, Shuffle Hands wilds and a 25-card knockout.
Everything at once: two Shuffle Hands wilds per deck, multiple cards and runs, jump-in, stacking both ways, deflecting with Reverses and Skips, 7-0, drawing until playable, Wild Draw Fours with no restriction — and a knock-out at 25 cards. One round of Play to the last.
For parties, and for players who already know UNO well. Penalties snowball fast, and the 25-card knock-out keeps a round from dragging on. Anything can happen — that is the point.
Custom
Start from the official rules and set every option yourself. Your last custom rules are remembered.
Your rules
Changes from the official rules
You set every rule yourself; your last custom rules are remembered.
Starts from the official rules — or from your last custom rules — and lets you set every option yourself.
Changing any rule of another preset also makes the game custom (“Customised, based on …”), and the reset button takes you back. The rules you start a game with are remembered for the next time you choose Custom.
Setting up a game, the controls, playing with friends on one device, and everything around the table.
Three screens
Title — choose your rules from the six presets: tap one, then Next (or tap it twice). Here you can also Continue an unfinished game, open Records or this guide, sign in, and change the language.
Setup — choose 2, 3 or 4 players. Make each seat Human or AI, type names, tap a portrait to change it, and pick each AI’s level and the AI speed. Below that, every rule of the preset can be changed. Then tap Start game.
Game — the table. When the match is over you see the final standings, with Play again (same seats and rules), Records and Back to title.
On the setup screen the rules are grouped into seven sections. Rules changed from the official ones are marked, and rules that do not apply to the chosen match format are greyed out. Change a preset and it becomes “Customised (based on …)”; a reset button takes you back.
Controls
To…
Do this
Play a card
Tap a card that is lit up. For a wild, choose a colour; for a 7 under the swap rule, choose a player.
Play several cards
Tap them one after another, then tap Play N (see below).
Draw or pass
Tap Draw or the draw pile. After drawing, Pass keeps the card.
Take a draw penalty
Tap Take +N. Cards you could stack or deflect with light up instead.
Challenge
Tap Challenge when a Wild Draw Four is played on you.
Say UNO
Tap the red UNO! button. It shows on your turn when you hold two cards, and right after you go down to one.
Catch someone
Tap Catch! on the seat of the player who forgot.
Jump in
Tap your card that glows pale blue (jump-in rule).
Rules, log, menu
The ?, list and ⋮ buttons at the top right.
Music, full screen
The ♪ and full-screen buttons at the top right.
Key
Action
D
Draw (or take a penalty)
P
Pass
U
UNO!
C
Challenge
Enter
Play the selected cards
F
Full screen
M
Music on or off
Esc
Close a window or panel
The menu also sorts your hand by colour or by number, switches sound effects, and has Save and return to title and Abandon this game. Cards you have just drawn are marked until your turn ends.
Playing several cards at once
With the “Multiple cards” house rule, tapping a card that has partners in your hand selects it rather than playing it.
Tap the first card. It must match the pile.
Tap the cards to add, in the order you want them played. Only cards that fit light up.
Tap Play N (or press Enter). The last card selected sets the colour.
To play the first card on its own, tap it again.
Tap a selected card to take it out again; tapping the first card clears the whole selection.
Tapping a playable card that does not fit starts again from that card — or plays it, if nothing else could go with it.
Pass-and-play
Make two or more seats Human and take turns on one device. Whenever the turn passes to a different person, a hand-over screen covers the table: hand the device over, and the next player taps I am … — start to see their cards. The table turns so that the person playing always sits at the bottom.
A resumed game always starts from the hand-over screen.
The turn clock does not run while the hand-over screen is up.
Only the person whose hand is on screen can jump in, so nobody ever sees someone else’s cards. Computer players can jump in and catch at any time.
Mix in computer seats as you like.
Computer players
Each AI seat has its own level: Easy, Normal or Hard. The computer never peeks. It uses only what a player at a real table would know: the discard pile, its own hand, how many cards everyone holds, and which colours each player has had to draw on.
It weighs every play it could make, multi-card plays included, and picks the best. Easy adds a lot of randomness.
It holds wilds back while its hand is big, and saves Skips, Draw Twos and Reverses for players close to going out.
It names the colour it holds most of; Hard also favours colours the next player is known to lack.
Under 7-0 it swaps with whoever has the fewest cards (Easy picks at random), and likes a 0 or Shuffle Hands when its own hand is big.
It challenges a Wild Draw Four when a bluff looks likely; Easy challenges on a whim.
Easy
Normal
Hard
Forgets to say UNO
25%
8%
2%
Catches a forgotten UNO
35%
70%
95%
Jumps in when it can (about)
30%
65%
90%
Stacks when it can
70%
95%
always
The AI speed on the setup screen (Slow, Normal, Fast) sets how long the computer takes over each move. Once every person is out of the round, the computer plays the rest faster.
Saving and Continue
The game saves after every move. Close the tab whenever you like: next time, Continue on the title screen picks up exactly where you left off — even the order of the draw pile is the same. Save and return to title in the menu does the same on purpose.
Only one unfinished game is kept: starting a new one replaces it.
Delete this game under Continue, or Abandon this game in the menu, throws it away. Abandoned games are not recorded.
The save lives in this browser, on this device.
Records
Every finished match is recorded automatically. Open Records from the title screen or from the end-of-match screen.
Totals: matches played, matches won by people, average turns and the biggest stack.
Win rates by player — people by name, the computer by level.
Cards played versus drawn per match, results by rules, and your most recent matches.
Export JSON downloads everything; Clear all deletes it, and cannot be undone.
This device keeps your latest 60 matches, or 200 while you are signed in.
Account and sync
Signing in is optional — the whole game works without it. With an account, every finished match is also saved to it, so your records appear on your other devices too. Use Sign in on the title screen.
One account for two games. It is the same account as Catan Ultimate: sign in with the same email and password. An account created here works there as well.
Creating an account needs an invite code.
Records are kept on your device first and sent to your account in the background. When you are offline they wait on the device and go up at the next sync — when the game starts, when you sign in, or when you tap Sync now in the account window.
Matches you played before signing in are added to your account when you sign in.
Each account’s records are kept apart on the device, so people sharing a device do not mix them up.
Password, icon and account deletion are managed in Catan Ultimate — the account window has a link. An icon set there shows here too.
Passkeys
Instead of typing a password you can sign in with a passkey — Face ID, Touch ID, a fingerprint or your device PIN. Passkeys are shared with Catan Ultimate: one created there works here, and one added here works there. Your password manager lists them under catan-ultimate.pages.dev.
After signing in with your password, add one from the account window with Add a passkey on this device.
Passkeys work in recent versions of Chrome, Edge and Safari. In other browsers, sign in with your password.
Playing online with friends
Signed-in players can play one game together, each on their own device. Tap Play online on the title screen (it appears once you sign in).
Become friends. Tell a friend the 8-digit friend code shown in the online lobby; they enter it and tap Send request, then you tap Accept. Only names are shown to each other, never email addresses. Friends are shared with Catan Ultimate.
Create a game. Choose the rules (any preset, or your custom rules), 2–4 players, and for each seat either a friend to invite or an AI and its level. Then tap Send invitations.
Answer. Invited friends see the invitation in their online lobby, and a notice pops up on any screen within about 20 seconds; the title button shows how many are waiting.
Start. The host taps Start the game once at least one friend has joined. Seats that have not answered are filled by AI.
You only control your own seat — there is no hand-over screen. Interruptions work as usual: Catch!, jump-ins and challenges from any player are taken in the order they reach the server.
After each round anyone can tap Next round; if nobody does, the game moves on by itself after a short while.
Going back to the title does not end the game. Open Play online → Continue to return, even after reloading the page.
A player who stays disconnected for about 45 seconds is shown as away and an AI plays their seat until they come back. Leave this online game in the menu hands your seat to the AI for good.
When the game ends, it is saved in each player’s records (marked as online) and counted in your record against each friend.
Every device holds the whole table, so friends play on trust: the screen never shows other hands, but a developer tool could. The draw pile is reshuffled with a fresh server seed before every move, so peeking at it does not reveal the next card.
Language, sound and full screen
Language — English, 日本語 or ไทย, on the title screen or in the menu. It switches instantly, even in the middle of a game, and the game log is translated too.
Music — a relaxed bossa-nova track the game plays by itself. Switch it with ♪ or M. Sound effects can be turned on and off separately in the menu.
Full screen — the button at the top right, or F.
Installing as an app
Where the browser supports it, an Install app button appears on the title screen. Once installed, the game opens in its own window and works offline. On an iPhone or iPad, tap Share → Add to Home Screen in Safari.
When a new version is ready, a bar at the bottom offers to Reload.
Opening this guide
How to play on the title screen.
On the setup screen: the ? next to each rule opens that rule’s explanation, and About this preset next to the preset name opens its page.
During a game: How each rule works (guide) in the rules panel (the ? button), or How to play in the menu.