How to play Uno -

How to play Uno

Triple S Games
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Learn the rules to the card game Uno quickly and concisely – This visually rich video has no distractions, just the rules. Vea este vídeo en español aquí:

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Deal 7 cards to each player. The object of the game is to be the first player to 500 points. The object of each round is to be the first person to play all the cards in your hand.

After dealing, the dealer flips over the top card of the deck. Beginning clockwise from the dealer, players play 1 card each turn. A legal play is a card that either matches color, number, word or symbol (based on what version of the game you have), or it is a wild.

After shuffling, if the first card flipped over by the dealer is a draw 4 wild, the card is placed back in the deck and another card is drawn. If it is a wild card, the player left of the dealer picks a color and plays. If it is a draw 2 card, the player left of the dealer draws 2 cards and skips their turn. If it is a reverse card, the dealer goes first.

Some of the special cards are as follows:
Skip: the next player forfeits their turn.
Reverse: changes direction of play.
Draw 2: the next player draws 2 cards and forfeits their turn.
Wild: may be played on anything and allows you to pick a color that the next card played must follow.
Draw 4 Wild: does the same as a wild but in addition the next player must draw 4 cards and forfeit his turn. However a Draw 4 Wild may only be played when you don’t have a card in your hand matching the color being played. Wild cards represent no color until they are played.

If you believe the player before you played his draw 4 illegally, the player drawing the 4 cards, an only that player, may challenge him. The player reveals his hand and if the draw 4 was a legal play then the challenger draws 2 additional penalty cards. If the player played illegally, then the draw 4 wild is returned to their hand, they play the correct card, and they draw 4 penalty cards.

If you can’t play you draw 1 card, if that card can be played, you may play it immediately otherwise your turn is forfeited. You may also choose not to play on your turn but instead draw a card, if that card can be played you may immediately play that card (and only that card) or end your turn.

When you get down to 1 card in your hand you must call “UNO”, meaning 1. If you don’t call “UNO” by the time your second to last card touches the discard pile any other player may catch you on this. If they do before the next player draws, you draw 2 cards.

If the round hasn’t ended and the draw deck runs out of cards, shuffle the discard pile and it becomes the new draw deck.

When a player plays the last card in their hand the round ends. If that card is a draw card you still fulfill the drawing. Points are then scored. The player who goes out receives points for every unplayed card in other player’s hands.

All cards 0-9 are worth face value
Draw 2, reverse, and skips are worth 20 points
Wilds and draw 4 wilds are worth 50 points

If a player makes a suggestion to any other player on what card to play, he must immediately draw 4 penalty cards

If a player doesn’t have 500 or more points, reshuffle and deal and play again. The winner of each round becomes next round’s dealer. The first player to or exceeding 500 points, wins.


  1. my UNO cards arrived today, It been 15 years since I last play this game but I don't remember following any of those rules. guess everyone have their own rules lol

  2. Honestly feel like it’s better to have a regular card be the starting card

  3. This turned into Brain Warp following NFPA Diamond Leagues.

  4. I had never heard of UNO until after I graduated high school. It was then that I realized I had been playing a bootleg version of the game in high school without knowing it. (late 1970s). It makes sense to convert the game to a regular deck of cards instead of buying a specially marked deck since everybody usually has several decks of cards laying around the house. I don't remember much about the rules except that fours reversed the direction of play and that aces, twos, sevens, and tens also did something, I think. Also, when I played the game in high school (late 1970s) we called it "Crap on Your Neighbor" which I think is a better name than Uno anyway. 🙂

  5. My crush brought out her deck of uno cards in class (we were all done with work and doing nothing), so she asks her freind if she wanted to play and her freind said no. Here is me over here, WHO FORGOT HOW TO PLAY. That could of been my chance to get to know her and I failed….

  6. I get only two colour card it's green and blue and all cards are blue green not red and yellow why it happened it packaging defect or I am lucky

  7. I have both the old uno cards and new uno cards packs

  8. ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ ‌ 𐐒Bezzzles says:

    Good explination! Tho the end bit is a bit complex we got it in the end! Fun game to play over the holidays where ur hella bored.

  9. I love it but my papa don't know how to play it we have watched a little bit of videos

  10. oH i get it
    you have to do it in the same couler

  11. We just compile draw 2 cards until one of us don't have anymore and than takes like 6 cards

  12. He explained all the rules perfectly… Thanks 😊

  13. I never knew you couldn’t play a draw 4 if you have that color

  14. Multipliers on draw cards is my favorite house rule

  15. I'm hear to learn the rules before watching the trash taste after dark, so i know what's happening

  16. So I been playing this game wrong my entire life is what you're saying 😒

  17. Thank you, it was very useful for my friend who doesn't seem to understand the rules, or just the game itself. Upvote!

  18. who even keeps score? we just had the person who discards all their cards win.

  19. Seems like noone really cares about the rules and plays their own way… So I'm gonna share my variant:
    Wild cards are always allowed, wild cards and +2 cards can be extended/overwritten (to +4, +8 etc).
    If you have the exact same card as the one that is on the deck, you can immediately throw it on, regardless if it's your turn or not. After that, the game continues normally.
    If you have one card you call UNO, if you have no more cards, call UNO UNO, you win. If you forget to call, draw 2. The game continues until every player finished. There are no points, only 1st/2nd etc. The loser begins the next round.
    There's also a "black" card: if you play that, you swap your cards with any other player. Black and wild cards can't be played as the last card.

    If you want to play that: have fun! It can get really chaotic 🙂 (but that's the fun part)

  20. This is just an overly and unnecessarily complicated version of black Jack/crazy eights.

  21. Me and my small brain listening to him: OH NO… MY BRAIN… IT'S BROKEN

  22. John 3:16
    “For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life

  23. I bought uno i am following it thank you for teaching dear

  24. If someone puts a red skip can I put a yellow skip down

  25. The Hog Rider card is opened from the Spell Valley (Arena 5). He is an exceptionally quick structure focusing on, scuffle troop with decently high hitpoints and harm. He shows up very much like his Clash of Clans partner; a man with earthy colored eyebrows, a facial hair growth, a mohawk, and a brilliant body penetrating in his left ear who is riding a hoard. A Hog Rider card costs 4 Elixir to send. Procedure His quick move speed can help forward smaller than expected tanks like an Ice Golem in a push. Simultaneously, he can likewise work as a tank for lower hitpoint troops, for example, Goblins as he actually has a considerable lot of wellbeing. Most modest multitudes supplement the Hog Rider well, as they are close to as quick as him and typically power more than one card out of the adversary's hand. The Hog Rider battles with swarms, as they can harm him down and overcome him rapidly while impeding his way. Savages specifically can completely counter him without extremely severe planning on the safeguard's part, however be careful about spells. A Hunter can kill the Hog Rider in 2 hits whenever put right on top of it. Nonetheless, on the off chance that you place something before the Hog Rider, the Hunter's sprinkle will harm the Hog Rider and hit the card before it more. The Hog Rider related to the Freeze can amaze the rival and permit the Hog Rider to bargain considerably more harm than expected, particularly assuming that the rival's go-to counter is a multitude, or multitudes are their main viable counter to him. Skeletons and Bats will quickly be crushed by the spell, while Spear Goblins, Goblins, and Minions will be at low sufficient wellbeing to be crushed by a subsequent Zap or Giant Snowball. Nonetheless, this technique isn't exceptionally compelling against structures as the Hog Rider will require a significant stretch of time to obliterate the structure, giving the rival sufficient chance to express another counter. Against non-swarm troops, it can bargain a great deal of harm during the freeze time, however this can permit the adversary to set up a huge counterpush. Consequently, players ought to either possibly go for a Hog Rider + Freeze when they have different units upholding it from a counterattack, or then again in the event that the match is going to end and they need to bargain however much harm as could reasonably be expected. It's anything but smart to send in a Hog Rider just to annihilate a structure, particularly in the event that it is the main structure focusing on unit accessible, as overcoming Crown Towers turns out to be significantly more troublesome. Spells or basically holding up out the lifetime of the structure are more powerful. The exemption for this is an Elixir Collector put before the King's Tower. On the off chance that a Hog Rider put at the scaffold, he can annihilate the Collector for a positive Elixir exchange, however the harm from both Princess Towers will normally mean he doesn't make due to bargain any harm to them. In any case, assuming that the rival sends in shielding troops, it very well may be a chance to acquire spell harm esteem. In a deck with a few minimal expense cards, everything will work out for the best to just send the Hog Rider against one structure. These decks mix their card turn adequately speedy, that they will show up to their next Hog Rider before the following structure shows up in the adversary's card revolution. Since quite a while ago ran troops like Musketeer and Flying Machine can kill those structures, protecting a portion of the Hog Rider's wellbeing, conceivably permitting it to get some Tower harm. Whenever there are structures put in the center to counter the Hog Rider, understanding the arrangement of the Hog Rider and the sort of building set can help the Hog Rider to sidestep specific structures. Detached structures, for example, spawners and Elixir Collector have a bigger hitbox than cautious structures; and that actually intends that assuming an inactive structure was set 3 tiles from the waterway in the adversary's side, then, at that point, it is outside the realm of possibilities for the Hog Rider to sidestep that position as the Hog Rider will get pulled to that structure. Cautious structures have a more modest hitbox than an inactive structure, and that implies if that assuming a protective structure was put three tiles from the waterway in the rival's side, a Hog Rider put at the exceptionally left or right half of the Arena might have the option to sidestep it because of its more modest hitbox. Assuming the player has a structure previously positioned down in the focal point of the field, and the rival attempts to sidestep it with a Hog Rider at the edge of the field, they can utilize specific air troops to push the Hog Rider towards the structure as it gets around the stream, adequately denying the detour endeavor. They should be now drifting over the right arrangement, as extremely fast reflexes are needed to accurately play out this procedure. For Bats, Skeleton Dragons, and Minion Horde, they should be set directly before the Hog Rider when it is sent. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stun the above arrangement one tile to the right in the event that the Hog Rider is put on the left half of the field, as well as the other way around. They can likewise utilize ground troops to accomplish a similar outcome.3

  26. The first UNO set I ever had was an older version that used letters, instead of the picture symbols, for all the word cards

  27. There are also different modes but this was 7 years ago soo

  28. Imma post/send this vid to everyone that questions my methods

  29. A couple of weird rules that my family and friends have used, in addition to the majority of these:
    •If someone attempts to play a draw 2 on you, and you have one in hand, play and the next player draws the amount of cards appropriately the number of draw 2s played (same rule applied for draw fours, and the one who played the last one got to declare the color).
    •You could play a skip in response to someone trying to skip you, which just kept pushing it onto the next player till someone didn’t have a skip to play.
    •We didn’t draw one card if we didn’t have a playable card, you kept drawing cards till you had a playable card.

    If you couldn’t tell, whenever we played, at least one person had a whole lot of cards in their hand.

  30. I made my own uno cards and then if face to face happens again, i will battle my classmates at school lmao

  31. This is how you complicate it even further by making a simple explanation even more harder!

  32. I love UNO to play with my family and friend its so funny

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