Work on visual discrimination, in-hand manipulation, manual dexterity, grasp, fanning/shuffling/dealing cards, coordinated use of both hands, attention, mental flexibility, decision making, , counting, number and color recognition, social skills, play and leisure exploration and participation
In the box: 112 cards, electronic game tray
Ages 7+, 2-4 players
- Draw 2 - Once played, the player pushes the Tinkerbell button on the electronic game tray. If the light stops on the same color as the Draw 2 card, the player gets to choose who has to draw 2. If it is not the same color, the basic rules apply.
- Villain Draw 4 - Once played, the player pushes the Tinkerbell button and notes the color that the light stops on. Each player must either play one card from his hand of the same color or draw 4 cards if he does not have one.
- Wild Discard All 1 Color Card - Once played, the player pushes the Tinkerbell button. When the lights stop, the player is able to throw away any and all of the cards that he has of the matching color.
The object is to be the first person to play all your cards. Begin by dealing seven cards to each player. Set the rest of the deck face-down in the middle, this is the drawing pile. Turn the top card face-up and set it next to the deck. The top card on this stack is the card in play. Each time you play you will place your card face-up on top of this pile, making it the new card in play. On each turn, you have several options for play:
- Play any card that matches the color of the card in play.
- Play any card that matches the number of the card in play.
- Play any Wild card and choose the color for the next person to play.
- Play any Draw 4 card, which is also a Wild card. The next player must pick 4 cards and his turn is over. The person who played the Draw 4 card also chooses the color for the next player to play.
- Play a Draw 2 card and follow directions from above.
- Play a Reverse card that is the same color as the card in play or play on an existing Reverse card. This reverses the direction of play.
- Play a Skip card that is the same color as the card in play or play on an existing Skip card. The next person to play loses his turn.
If after you play you are left with only one card, call UNO (meaning one), to warn the others that you will be going out shortly. If you fail to call UNO and another player points it out, you must immediately draw two additional cards and add them to your hand. Try to become the first person to run out of cards by using the special cards to your advantage and to block other players from going out.
For more information on Uno card games of different themes, visit my post at UNO - Who knew?