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Uno No Mercy Rules PDF Printable

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0% found this document useful (0 votes)
3K views4 pages

Uno No Mercy Rules PDF Printable

y
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OFFICIAL

RULES
LIKE THE ONE YOU
GOT IN THE BOX!

U N OER.COM
REGL
CONTENTS: U NO
REGLE R.COM

168 Cards

OBJECT:
Be the first to get rid of all the cards in your hand or knock out all other players from
the game until you are the only one left.

UNO SHOW EM NO MERC IN A NUTSHELL


It plays just like classic UNO® by matching color, number, or symbol, but 4 special
rules and 6 super-tough Action Cards have been added to spice things up (more on
those later). There are also 2 ways to win: the traditional way of getting rid of all the
cards in your hand or knocking out all the other players out of the game (again, more
on that in a minute). Like always, when you’re down to your last card, you still gotta
yell “UNO!”

SETUP
1. Choose a dealer and shuffle the cards. Tip: There are a lot of cards, so if you have
trouble shuffling, try splitting the deck between multiple players.
2. Deal 7 cards to each player.
3. Place the remaining cards FACEDOWN in the center of the table. This is the
DRAW PILE.
4. Flip over the top card of the DRAW PILE and place it FACEUP to form the
DISCARD PILE. If this card is an Action Card, ignore it and flip over the next card.
5. The player to the left of the dealer goes first and play proceeds clockwise.

LET’S PLAY UNO!


On your turn, try to get rid of all your cards by playing ONE CARD onto the Discard
Pile.

If you HAVE a matching card in your


hand, you may PLAY IT on the
Discard Pile.

1. You can only play a card if it If you DO NOT HAVE a matching


matches at least one attribute of card, you must DRAW cards from the
the top card on the Discard Pile: Draw Pile until you draw a card YOU
its color, number, or symbol. CAN PLAY. Then, play that card.
2. If the card you played is an Action
Card, it does something special
(see Action Cards below)

Once your turn is over, play continues with the next player.

NOTE: If there are no cards left in the Draw Pile, reshuffle the Discard Pile to form a
new Draw Pile.
CALLING “UNO”
The moment you only have 1 card in your hand, you must yell “UNO” to alert the other
players you are about to win. However, if someone catches you and calls out “UNO”
before you (and before the next player begins their turn), then you must draw 2 cards!

WINNING
When a player plays their final card, they win. Alternatively, if all other players are
knocked out of the game (see Mercy Rule), you win. Time to shuffle the cards and
play again!

SPECIAL RULES
Stacking- If someone plays a Draw Card (+2, +4, +6, +10) you can “Stack” the penalty
by playing a Draw Card from your hand of equal or higher value. If you do, the card
you played adds to the total penalty for the next player. For example, if someone
plays a +4 card on you, and you can play a +6 on top of it, the next player is now
forced to draw 10 cards (unless they can play a Draw +6 or higher, then it goes on to
the next player). This continues until someone can’t play a Draw Card that equals or
exceeds the value of the last card played. That player then takes the full penalty of all
stacked Draw Cards. Ouch!

Mercy- If a player ever has 25 or more cards in their hand, they are out of the game.
Set aside their hand of cards until the deck runs out and needs to be reshuffled.

KEEPING SCORE (OPTIONAL VICTORY


METHOD)
When a player wins a hand, they receive points based on the cards remaining in their
opponent’s hands. Cards are valued as follows:
All number cards (0-9) : Face Value
Any Color Action Card : 20 Points
Skip, Reverse, Draw 2, Draw 4, Discard All, Skip Everyone
Any Wild Action Card : 50 Points
Wild Reverse Draw 4, Wild Draw 6, Wild Draw 10, Wild Color Roulette
Bonus for knocking out players: 250 Points for each player knocked out of the game
during the hand (ignore the cards in their hand at the time they were knocked out).
Keep a running tally of each player’s points from hand to hand. When a player reaches
1000 points, they are the winner.

U NO
REGL
ER. C
OM
SPECIAL, ACTION AND WILD CARDS
U NO
REGLER.COM

7’s Swap - When you play a 7 card of any color, you MUST swap your
hand with another player of your choice. Play then continues in
current order.

0’s Pass - When you play a 0 card of any color, ALL players must pass
their hand to the next player in the current direction of play.

Draw Two Card - The next player in current order must draw 2 cards and lose
their turn.

Skip Card - When played, the next player in current order loses their turn.

Discard All Card - Discard all the cards in your hand that match the color of
the Discard All Card. Place the extra cards under the Discard All Card.

Draw Four Card - When played, the next player must draw 4 cards and lose
their turn.

Reverse Card - When played, the direction of play is reversed. If play was
moving clockwise, it now moves counterclockwise and vice versa. With just
two players a Reverse skips the oth

Skip Everyone Card - Skip all the other players and take another turn.

Wild Reverse Draw 4 Card - Reverse the direction of play, then the next
player in the new direction must draw 4 cards and lose their turn. With just
two players this card skips the other player and makes YOU draw 4 cards! You
may use the stacking rule to send the penalty back to the other player.

Wild Draw 6 Card - The next player must draw 6 cards and lose their turn.

Wild Draw 10 Card - The next player must draw 10 cards and lose their turn.

Wild Color Roulette Card - The next player chooses a color. After that, they
must reveal cards one at a time from the Draw Pile until they get a card of
that color (Wild Cards do NOT count). Then they add all the revealed cards to
their hand and lose their turn.

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