Über uno | Uno on steroids

Über uno is a modified version of the classic Uno card game. There are several additions including new cards and some wacky gameplay.

Gameplay

Each round or “hand” consists of the rules for a basic Uno game plus a “Wild Ones” rule, the “Fast Eddy” and a combination of several addon rules which are determined by the dealer of that particular hand. In Über Uno, there is no winner; only one loser. The goal of the game is to not be the last loser of the day, aka the “Nappy”.

Basic Rules

The Cards

Ultimate Joker

The Ultimate Joker can be used for multiple purposes. If a player is on the receiving end of a draw card, the Joker can be used to reverse direction of play and cause the other player to draw the cards instead. In the case of a major being the last card played, the player who now has to draw the cards calls the color for the next card. The Joker is also the only card that can block the Über. It cannot be requested by a player who is fishing.

Uber

The Über card when played allows the player who played the card to exchange his hand with any of the other players. The hand exchange is mandatory ans hence the card cannot be used to go out.

Change Hands

This card can be played to change hands with any other player at the table. The play can be blocked if the requested player plays a change hands card.

Player Cards

Default addons

Fast Eddy

Go Fish

Wild Ones

All 1’s are wild and they can be played independent of color. Each “1” card has a specific action detailed below. While the magnitude of the action is dependent on the rules for that hand, the action of each color 1 card is the same. Any 1 card can be blocked by any other player by throwing down a 1 of the same color. The action will be reinstated if any player throws aother 1 of the same color.

Old School

Under the old school rules, the magnitude of action for the 1’s is one.

Red One – The Red Hot Chili Pepper Card

Yellow One – The Confusing One

Blue One – The Danger Card

Green One – The Repo Card

Russian

The action of the ones remains the same as old school, except the magnitude of their action is determined by “Russian Roulette”, i.e., the player flips a card from the top of the draw pile and this determines the magnitude of the action.

Red One

To determine the number of cards to give away the player flips a card from the top of the deck until a numbered card is reached. If the number is greater than the number of cards in the player’s hand, the player must draw up to that number of cards.

Yellow One

The player flips a card from the top of the deck and the consequences are as follows If the drawn card is

Buddy system

The rules are the same as Russian, but instead of flipping a card, the next player in turn determines the magnitude of the player’s wild one card by playing a card from his/her hand. The next player resumes play after action is taken on the wild one, playing off of the card they played for their buddy.

Optional addons

Pinwheel

Players can play a stack of the same card type regardless of color so long as the bottom card plays in turn. For example, if a player has a blue seven, a red seven and a yellow seven, they may play all three cards at once assuming the card on bottom plays on the previous color or the previous number. The top card becomes the card for the next player to play on.

Math rules

Players may use addition, subtraction, multiplication and division with number cards to achieve the desired number.

Michael Jackson Minors

Players can Fast Eddy minors, regardless of color. For example, a blue minor may be played out of turn on a red minor.

Jumping Jimmy’s

Minors and majors can be used to propagate the action of each other. You cannot Fast Eddy a minor with a major or vice versa.

Macchu Picchu

Any player who plays the zero card must ask everyone at the table for their card of choice. Players may elect to block with a zero if they have one. For every player that does not have the card of choice that was asked, the asker draws a card from the deck.

Picchu Macchu

Essentially the reverse of the Macchu Picchu rule. Any player who plays the zero card must ask everyone at the table for their card of choice. Players may elect to block with a zero if they have one. If a player does not have the card that was asked, he draws a card from the deck.

Additive

For Russian or Buddy System, additive allows for any player to add onto the magnitude card if they have the same card.
For example, if a player flips a green 6, any other player can play a green 6. In this case, the magnitude of the wild one then becomes 12. 1’s are still color agnostic, so if the player flips a green 1, any other player can play a 1 of any color.

Cards gone Wild

Wild cards can be played as any card except the Joker or the Uber

Doos

The player calls “doos” when he gets down to two cards. If on a turn a player on doos cannot play a card from their hand, they call “upperdecker” and flip a card from the top of the deck. They draw cards based on the following rules

Rotate

Each time a reverse is played you rotate hands in the direction of play. If multiple reverses are played by the same player then the number of places you rotate by increases, i.e., if two reverses are played you change hands with the person 2 places in the direction of play. if 3 reverses are played, then you rotate hands by 3 places in the opposite direction of play. A player can fast eddy and either add to or cancel a reverse. The rotation can be blocked by a joker.