Published card games
Uno Flip
Empty your hand before the others, as in Uno, playing sometimes on the Light Side of the cards and sometimes on their Dark Side, and collect the value of the cards left in your opponents' hands. The first to 500 points wins.
- players
- 2–10
- minutes
- 30
- variants
- 5
You’ll need the game box. Marquoir sums up the rules and keeps score.
Setup
- The 112 cards are double-sided. Light Side, white border: in each of the four colours (blue, green, red, yellow), two copies of each number from 1 to 9, two Draw One, two Reverse, two Skip and two Flip cards; plus four Wild and four Wild Draw Two cards.
- Dark Side, black border: in each of the four colours (pink, teal, orange, purple), two copies of each number from 1 to 9, two Draw Five, two Reverse, two Skip Everyone and two Flip cards; plus four Wild and four Wild Draw Color cards.
- Before shuffling, turn all the cards the same way: the Light Sides one way, the Dark Sides the other.
- Everyone draws a card and looks at its Light Side: the highest number deals, symbol cards counting as zero.
- The dealer deals seven cards to each player. Hold your hand with the Light Side towards you: your opponents see its Dark Side.
- The rest form the draw pile, Light Side down; turn over its top card, Light Side up, to start the discard pile.
- 2 to 10 players, ages 7 and up.
How to play
- The player to the dealer's left starts. Cover the discard pile with a card of the same colour, number or symbol, or with a Wild card.
- With no playable card, draw one; if it fits, you may play it at once, otherwise the turn passes. You may also choose to draw while holding a playable card: only the card you drew can then be played.
- A card coming into your hand is turned the same way as the others.
- Light Side: Draw One makes the next player draw a card and miss their turn; Reverse changes the direction of play; Skip skips the next player; Wild sets the colour; Wild Draw Two sets the colour and makes the next player draw two cards and miss their turn.
- Dark Side: Draw Five makes the next player draw five cards and miss their turn; Skip Everyone skips all the other players, so whoever played it goes again; Wild Draw Color makes the next player draw until they get the chosen colour, then miss their turn.
- Flip: turn over the discard pile (the Flip card ends up underneath), then the draw pile, then everyone turns their hand around. Play now continues on the other side, until the next Flip.
- Wild Draw Two and Wild Draw Color may only be played if you have no card of the colour in play. The targeted player may challenge: if the play was illegal, its author takes the penalty instead; if not, the challenger takes it, plus two cards.
- You must call Uno when playing your second-to-last card. Forgetting, if caught before the next player starts, costs two cards.
- If the draw pile runs out before the hand is over, shuffle the discard pile to make a new one.
- The hand ends as soon as a player has played their last card.
Scoring
- The winner of the hand collects the value of the cards left in the opponents' hands, counted on the side the hand ended on.
- Numbers: face value. Draw One: 10 points. Draw Five, Reverse, Skip and Flip: 20 points. Skip Everyone: 30 points. Wild: 40 points. Wild Draw Two: 50 points. Wild Draw Color: 60 points.
- If the last card played makes someone draw, the next player still draws, and those cards count in the scoring.
- In Marquoir, enter the cards left in each player's hand, and the winner of the hand collects the total.
End of the game
- The first player to reach 500 points wins the game.
- Alternative scoring from the rules: each player records the points left in their own hand every hand; when a player reaches or exceeds 500, the lowest total wins.
House rules and pitfalls
- The first card of the discard pile applies to the first player: a Draw One makes them draw and miss their turn, a Reverse makes the dealer start, playing to the right, a Skip skips them, a Wild lets them choose the colour. A Wild Draw Two goes back into the deck and is replaced.
- For classic Uno, with its Draw Two and Wild Draw Four cards, see the Uno page.
Variants
Scoring mode
Winner collects
Official rules: enter everyone's remaining cards; the round winner collects the total. The first to the chosen score wins.
Everyone counts their own cards
Official alternative scoring: everyone scores their own remaining cards; when a player reaches the chosen score, the game ends and the lowest total wins.
Game to
200 points (short game)
300 points
500 points (official)
chosen when starting, the scorer follows
Frequently asked questions
How much are the cards worth in Uno Flip?
Numbers are worth their face value. Light Side: Draw One, 10 points; Reverse, Skip and Flip, 20; Wild, 40; Wild Draw Two, 50. Dark Side: Draw Five, Reverse and Flip, 20; Skip Everyone, 30; Wild, 40; Wild Draw Color, 60.
Which side do you score on?
The side the hand ended on. If the last card was played on the Dark Side, hands are counted on the Dark Side, even though they are worth far more.
What does the Skip Everyone card do?
All the other players miss their turn: whoever played it goes again at once.
Can you play a Wild Draw Two when you have a playable card?
Only if none of your cards is of the colour in play: having the same number or symbol doesn't forbid it. An opponent who suspects otherwise may challenge, at the risk of drawing more.
The box
- Released
- 2019
- Age
- Ages 7+
- Publisher
- Mattel
- Mechanics
- Hand ManagementLose a TurnMatchingTake That
- Contents
- 112 double-sided cards, with a Light Side and a Dark Side
- On each side: 72 numbers from 1 to 9 in four colours, 32 action cards and 8 wild cards