7 and over.
3 to as many as you can fit around your table. More the merrier.
Play your entire hand and score the least amount of points in the end. Holding cards in your hand when one or more opponents have played all their cards increases your points. You score points for each card left in your hand.
YOU SHOULD HAVE
This rule sheet. At least two decks of UNO cards. Two decks are generally sufficient for a small party. The more decks the better. As the number of players grows, you'll want more decks.
Each player is dealt 12 cards with the remaining ones placed face down to form a DRAW pile. When all of the players agree that they are ready to start, the top card of the DRAW pile is turned over to begin a DISCARD pile. The game starts if the card is a number. Otherwise, the next top card of the DRAW pile is turned over on top of the DISCARD pile.
Any player that has a card, which matches in color and in number to the card on top of the DISCARD pile, can start the FIRST TURN by placing that card face up on the DISCARD pile. If no player has a card that matches, then any player with a matching number card can take the FIRST TURN.
The game of Super-Speed UNO is carried out by turns. At the start of the game, the turn moves in the left hand direction. Therefore, if you just made your turn, then the turn goes to the player to your left.
During a player's turn, that player has to match (TURN-MATCH) the top card in the DISCARD pile either by number, color, or word. For example, if the card is a red 7, player must throw down a red card or any color 7. Or that player can throw down a Wild Card.
If that player doesn't have anything to match, the player must pick a card from the DRAW pile. If that player can play what is drawn, great, play it. Otherwise the player must continue to pick a card from the DRAW pile until the player can play a card.
A player may choose to draw card(s) even if the player has a card in hand to play, unless, the player's intention is to draw all of the cards to prevent the game from finishing.
Interruption is where the fun starts.
Any other player can interrupt a turn. The interruption player must have a matching card to the top card in the DISCARD pile. The cards must match in number or in word (INTERRUPT-MATCH). Interruption occurs when a player places the INTERRUPT-MATCH card on top of the DISCARD pile before the current player can place the TURN-MATCH card on the pile. After interruption, the turn goes to the person on the left of the interruption player.
Interrupt by placing one card down on the DISCARD pile at a time. Do not place multiple cards down at the same time.
When this card is played, the next person to play must draw 2 cards and continues play.
This card can be played as an interruption. If this card is played before a player had drew the two cards for the previous Draw Two card, then the draw is compounded to four cards for the player that is next in line to play. If this card is played after the two cards has been drawn, the next player in line draws two cards. This card can be interrupted and compounded many times.
This card reverses direction of turns. Play left becomes play right, and vice versa. In an interruption, even number of reverses cancels each other out. Odd number of reverses changes direction of play.
The next player to play loses his turn and is "skipped". When the player that played the first Skip interrupts with additional Skip card(s), then the number of Skip cards played equals the number of players skipped.
This card can be played on any card. The person playing the card calls any color to continue play, including the one presently being played if desired. A Wild card can be played even if the player has another playable card in his hand. The Wild card cannot be played as the last card in your hand.
WILD DRAW FOUR
This is the best, meanest, most sneaky card to have. Not only does the player get to call the next color played, but also the next player has to pick 4 cards and continues play. Wild Draw Four card can be interrupted in the same way as the Draw Two card. The Wild Draw Four cards cannot be played as the last card in your hand.
CHOOSING A DEALER
Anyone is welcome to deal. In fact, the players are encourages to watch the DRAW pile. When the DRAW pile becomes low, remove the bottom cards in the DISCARD pile, re-shuffle them, and place them on the bottom of the DRAW pile. With multiple decks, have multiple players re-shuffle the pile to speed up the process.
Mistakes are part of the fun in Super-Speed UNO.
Whenever any player makes a mistake, the player must take back the card into his hand (if the card played is part of the mistake) and the player must immediately draw two cards from the DRAW pile. If the player shows any resistance of drawing those two cards due to a true mistake, the player must immediately draw an additional two cards.
If a player is wrongly accused of making a mistake, then the accuser(s) made a mistake and must follow the rule in the proceeding paragraph.
When you have one card left, you must yell "UNO" (meaning one). Failure (a mistake) to do this results in you having to pick two cards from the DRAW pile. That is, of course if you get caught by the other players.
A player who forgets to say UNO before his card touches the discard pile, but "catches" himself (by yelling UNO) before any other player catches him, is safe and is not subject to the penalty.
You may not catch a player for failure to say UNO until his second to last card touches the DISCARD pile. Also, you may not catch a player for failure to say UNO after the next player draws a card from the DRAW pile, a player interrupts the next turn, the next turn ended normally. Catching a player at the wrong time constitutes as a mistake.
If the last card played in a hand is a Draw Two card, the next player must draw the two cards. These cards are counted when points are totaled.
Once a player has no cards left, the hand is over. Points are scored (see scoring section) and you start over again.
When a player is out of cards, everyone else gets points for cards left in their own hands as follows:
Number = Face value of card
The game is scored by keeping a running total of points of each player at the end of each hand. In the end, the player with the lowest points is the winner.
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