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INSTRUCTIONS
Players: 2-10
Ages: 7+
Contents:
1 Game Tray (with draw and discard areas, Tinker Bell Button, and Color
Selector lights)
112 cards as follows:
19 Blue cards -0to9
19 Green cards -0to9
19 Red cards -0to9
19 Yellow cards -0to9
8 Skip cards -- 2 each in Blue, Green, Red and Yellow
8Reverse cards -2each in Blue, Green, Red and Yellow
8 Draw 2 cards -2each in Blue, Green, Red and Yellow (with Pixie Dust
Graphics)
4 Wild cards
4 Villain Draw 4 cards (with Pixie Dust Graphics)
4 Wild Discard All 1 Color cards (with Pixie Dust Graphics)
Instructions
Object:
The first player to play all of the cards in their hand in each round scores points
for the cards their opponents are left holding. The first player to score 500
points wins the game.
Set Up:
Each player draws a card.Player with the highest point value is the dealer.
Shuffle the deck.
Each player is dealt 7 cards.
Place the remaining cards facedown in the game tray to form a DRAW pile.
Tu rn over the top card of the DRAW pile to begin a DISCARD pile. If the top
card is a Discard All 1 Color Wild, or Villain Draw 4, return it to the deck and
pick another card. If a wild card is turned up at the beginning of play, the
person to the left of the dealer chooses the color to begin play and plays the
first card. For all other cards, see directions that follow.
Let’s Play:
Player to the left of the dealer plays first.Play passes to the left to start.
Match the top card on the DISCARD pile either by number, color or word. For
example, if the card is a Green 7, you must play a Green card or any color 7.
Or, you may play the Wild card or a Villain Draw 4 card, or a Wild Discard all 1
color card.
If you don't have anything that matches, you must pick a card from the DRAW
pile. If you draw a card you can play, play it. Otherwise, play moves to the next
person.
Before playing your next to last card, you must say “UNO.” If you don't say
UNO and another player catches you with just one card before the next player
begins their turn, you must pick TWO more cards from the DRAW pile. If you
are not caught before the next player either draws a card from the DRAW pile
or draws a card from their hand to play, you do not have to draw the extra
cards.
Once a player plays their last card, the hand is over. Points are tallied (see
Scoring section) and you start over again.
Command Cards:
Reverse Card – This card reverses direction of play. Play to the
left now passes to the right, and vice versa. If this card is turned
up at the beginning of play, the player to the right of the dealer
plays first, and play then goes to the right instead of left.This
card may only be played on a matching color or on another
Reverse card.
Skip Card – When this card is played, then the next person in
line to play after this card is skipped. If this card is turned over at
the beginning of play, the player to the left of the dealer is
skipped. This card may only be played on a matching color or on
another Skip card.
Wild Card – When you play this card, you may change the color
being played to any color (including the current color) to continue
play. You may play a Wild card even if you have another playable
card in hand. If this card is turned up at the beginning of play, the
person to the left of the dealer chooses the color to begin play
and plays the first card.
Cards that Utilize the Tinker Bell Button have Pixie Dust Graphics on
cards.
Draw 2 Card – When you play this card, hit the Tinker Bell Button
on the Game Tray and see what color Tinker Bell selects! If the
chosen color matches the color of the Draw 2 card that was
played, then the player gets to chose whichever player they want
to draw 2 cards and forfeit their turn. Play resumes as if it was
that player’s turn. If the color Tinker Bell selects does not match
the card, then the next player must draw 2 cards and forfeit their turn. If this
card is turned up at the beginning of play, then the player to the left of the
dealer will hit the Tinker Bell Button.This card may only be played on a
matching color or on another Draw 2 card.
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Wild Discard All 1 Color Card – When this card is played, hit the
Tinker Bell Button on the Game Tray and see what color Tinker Bell
selects! You may discard all of the cards in your hand that match
the color that was chosen by Tinker Bell. Once a player has
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discarded his cards, play continues with the next player. The
playable color will be the color of the top card left by the player who
played the Wild Discard All 1 Color Card (WDA1C). (E.g. If Tinker Bell selected
red after the WDA1C card, then the player would discard all of their red cards.
If the top card was then a red 3, then the next player must play a red card or a 3
of any color.) If a Command Card (Draw Two, Skip, Reverse, Villian Draw Four,
Wild, WDA1C) is left as the top card, then the command is void, however the
color is still playable, and the next player can play a matching Command Card.
Villain Draw 4 Card –When this card is played, EVERYONE watch
out! The player of this card hits the Tinker Bell Button to see what
color Tinker Bell selects. Once Tinker Bell has chosen a color,
each player will see if they have one card of that color to use as
their Pixie Dust Protection Card! If so, lay it down into the discard
pile in the order of play. If a player doesn’t have a card in the color
selected, then that player must draw four cards! The player of the Villain Draw
4 Card is immune. If turned up at the beginning of play, return this card to the
deck and pick another card. (NOTE: No Wild Card can be played as Pixie Dust
Protection. If a Command Card is played, the command is void and only its
color counts)
Reneging
If a player believes that someone has played a Villain Draw 4 card when the
player possesses a card of the color that should be played, they can challenge
that player. If the player of the Villain Draw 4 card has another card that could
be played, then they must draw 4 cards. However, if the challenger is wrong,
then the challenger must draw 6 cards.
Going Out:
If you forget to say, “UNO” before your second to last card touches the
DISCARD pile, but you "catch" yourself before any other player catches you,
you are safe and not subject to the 2-card penalty.
Yo umay not catch a player for failure to say “UNO!” until his/her second-to-last
card touches the DISCARD pile. Also, you may not catch a player for failure to
say it after the next player begins his/her turn. "Beginning a turn" is defined as
either drawing a card from the DRAW pile or drawing a card from your hand to
play.
If the last card played in a hand is a Draw 2 card or Villain Draw 4 card, the
next player must draw 2 or 4 cards, depending upon the card played. These
cards are counted when points are totaled.
If no one is out of cards by the time the DRAW pile is depleted, reshuffle the
DISCARD pile and continue play.
SCORING
If you are first to get rid of all your cards, you get points for the cards left in the
other players hands. Each card is worth the following:
All number cards (0- 9) Face Value
Draw 2 20 Points
Reverse 20 Points
Skip 20 Points
Wild 50 Points
Wild: Discard 1 Color 50 Points
Villain Draw 4 75 Points
Winning:
The WINNER is the first player to reach 500 points. However, the game may
be scored by keeping a running total of the points each player is caught with at
the end of each hand. When one player reaches 500 points, the player with the
lowest points is the winner.
Rules for Two Players – The following special rules apply to two-player
Disney UNO:
1. Playing a Reverse card works like playing a Skip card. By playing the
Reverse card, you may immediately play another card.
2. By playing a Skip card, you may immediately play another card.
3. After playing a Villain Draw 4 card or a Wild Discard All 1 Color card, press
the Tinkerbell Button and follow the rules outlined under Special Cards.
Partners (Four Players) – Sit across from your partner. When either partner
goes out, the hand is over. Total all of the points in both opposing partners'
hands and score for the winning team.
CHALLENGE UNO
This game is scored by keeping a running total of what each player is caught
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holding in his/her hand. As each player reaches a designated amount (500 is
suggested), that player is eliminated from the game.When only two players
are left in the game, they play head to head. (See Rules for Two Players
above.) When a player reaches or exceeds the amount designated, they lose.
The winner of that final hand is declared the winning player of the game.This
variation is the most challenging to play.