01Discover the game
UNO classic is a game of defeat: you put up a card that matches the one on top by its color, number or symbol. Action cards change the rhythm. This chapter retains the classic package of 108 cards, without any rules of cumulation or personalized cards.
02Equipment
It takes 108 cards: 76 Number cards, i.e. 19 in each color, with one 0 and two copies of each number from 1 to 9; 8 +2, 8 Inversion and 8 Pass, i.e. two of each action per color; 4 Jokers and 4 Jokers +4. Plan a sheet and a pencil to count up to 500 points. If your box has 112 cards, remove the four additional cards for this version.
03The goal
Empty your hand before the others to win the round. Then you get the points of the cards left in the opponent's room. The first person who reaches 500 points wins the game.
04Prepare the handle
Each person draws a card; the largest number is the donor, the actions being zero for this choice. Mix and then distribute seven hidden cards to each. The rest forms a Stock. Return his first card to start the Waste. The donor's left neighbour normally starts, and the meaning is hourly.
If the first card is +2, the first player picks two and passes. If it's Pass, it's skipped. If it's Inversion, the donor starts and the direction becomes inverse. If it's a Joker, the first player chooses the color and then plays. If it's Joker +4, put it back in the Stock, mix and return another card.
05The turn and the action cards
Put only one card of your hand on the waste, if it corresponds to its color, number or symbol. On a red 7 you can put a red card or a 7 of another color. A Joker allows you to choose a color. When a color has been announced, it must be followed.
If you can't or don't want to play, pick one card. You can play it immediately if it's allowed. Otherwise, keep it and finish your turn. After picking, you can't choose instead an old card from your hand. Don't pick up until you find a playable card.
- +2 : the next player picks up two cards and loses his turn. He can't answer with another +2 to pass the penalty. The +2 is on the same color or on the +2 symbol when no penalty is in progress.
- Inversion : changes the meaning of the game. It arises on the same color or on another Inversion.
- Pass : jumps the next player. She sits on the same color or another Pass.
- Joker : announces the color you choose, including the one already requested. You can play it even if you have a card of the current color.
- Joker +4 : choose the color ; the next picks four and passes. You can only play it if you have no card of the color requested before you pose. Having the right number or symbol in another color does not prohibit the +4.
Contest a Joker +4
The player who has to pick four can contest if he thinks that the +4 was illegal. The author then shows him his hand, on his own. If he had a card of the color requested, he picks four in his place and the protestor plays his turn. If the +4 was legal, the protestor picks six cards in total and passes his turn. In both cases, the advertised color remains the new color. This contest relates to the available color, not the fact that the author would have preferred another action.
Advertise UNO and play two
When you put down your penultimate card, announce "UNO!". If someone notices oblivion before the next player starts to play or pick up, you have to pick up two cards. If you fix yourself before you get caught, no penalty. Once the next round starts, it's too late to claim.
With two, Inversion works like Passer: its author replays. Passer also immediately gives him a new turn. After a +2 or +4, the opponent suffers the Stock and loses his turn; the author replays. The other rules remain the same.
06An example to understand
The top of the waste is a 6 blue. You have a 6 yellow, a 9 red and a +4. You can play the 6 yellow; you can also play the +4, because you have no blue card. However, if your 9 was blue, the +4 would be illegal, even if you absolutely wanted to change color.
You then put down your penultimate card and shout UNO. The opponent plays +2: you take two cards, your turn is jumped, and you no longer have one card. You have to announce UNO again when you return to a card after a pose.
07End of round and dots
The handle ends as soon as a person has no more cards. A last card +2 or +4 still picks the penalty before counting; a +4 challenge must be settled before declaring the winning handle.
The winner adds all the opposing cards: numbers at their value; +2, Inversion and Increase to 20 points each; Joker and Joker +4 to 50 each. Example: 7 + 3 + Inversion + Joker is 7 + 3 + 20 + 50 = 80 points. The winner adds this result to his total; the others do not score anything in this system.
If no one has finished and the stock is missing, keep the top of the waste and then mix the other cards to redo the stock. Play new runs until a winner reaches 500 points. Variations where each receives penalty points are not mixed with this count.
08Frequent errors
Do not cumulate +2 or +4: the penalty must be taken. Do not place several identical cards at once. Do not play out of your turn, even if you have exactly the same card. Do not give 20 points to a Joker: it is worth 50. Do not confuse the absence of the right color card with the absence of any playable card to allow the +4.
09Start well
Observe the requested colors and the hands that decrease. Sometimes keep a Joker to avoid being blocked, but remember that it is worth 50 points if someone finishes. Before taking action, check the meaning: you could help or hinder the wrong person.
10Express summary
- Seven cards each; plays a card of the same color, number or symbol.
- Otherwise, pick up a card, which you can play if it suits; no other hand card after that Stock.
- Apply the shares and do not cumulate the penalties.
- The +4 requires that you have no map of the color requested; a challenge can move or increase the Stock.
- Announce UNO by placing your penultimate card.
- Empty hand: count the opposing cards; the first at 500 points wins.
FOR FURTHER READING
References and variant
Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.
- Mattel: UNO classic, 108 cards, multilingual notice G7942
- Mattel: classic rules and +4 challenge, notice M2062