Gin Rummy Uno Flip
Players 2 players 2-10 players
Age 10+ 7+
Duration 15-30 min 20-40 min
Category Card Games Card Games

Objective

The goal of Gin Rummy is to be the first player to arrange all (or most) of your cards into melds — either sets of matching cards or runs of consecutive cards in the same suit.

You score points by having less deadwood (unmatched cards) than your opponent. The first player to reach 100 points across multiple rounds wins the game.

Objective

The goal of Uno Flip is the same as classic Uno: be the first player to get rid of all your cards. Match cards by color, number, or symbol to the top of the discard pile.

The twist: every card has two sides — a Light Side and a Dark Side. When someone plays a Flip card, the entire game flips! The deck, discard pile, and all hands are turned over to the other side, revealing new colors and harsher penalties.

When you have only one card left, you must shout "UNO!"

Setup

Gin Rummy is played with a standard 52-card deck (no jokers). To set up a round:

  1. Shuffle the deck thoroughly.
  2. Deal 10 cards to each player, one at a time.
  3. Place the remaining cards face down in the center to form the stock pile.
  4. Flip the top card of the stock pile face up next to it to start the discard pile.
  5. The non-dealer decides whether to take the face-up card or pass. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock pile and play begins.

Setup

  1. Make sure all cards are facing the same way: all Light Side cards facing one way, all Dark Side cards facing the other.
  2. Each player draws a card and reveals the Light Side. The player with the highest number is the dealer (any card with a symbol counts as zero).
  3. The dealer shuffles and deals 7 cards to each player. Hold the cards with the Light Side facing you and the Dark Side facing your opponents.
  4. Place the remaining deck with the Light Side face down to form the draw pile (the Dark Side cards will be facing up).
  5. Flip the top card of the draw pile face up to start the discard pile (Light Side facing up).

Note: If an Action Card is turned up to start the discard pile, see the Action Cards sections for special starting rules.

Card Values

Each card has a point value used for calculating deadwood:

  • Ace — 1 point
  • Number cards (2–10) — Face value (e.g., a 7 is worth 7 points)
  • Jack, Queen, King — 10 points each

The total point value of your unmatched cards (deadwood) determines when you can knock and how the round is scored.

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How to Play

Players alternate turns. On each turn you must:

  1. Draw one card — Take either the top card of the discard pile (face-up) or the top card of the stock pile (face-down).
  2. Discard one card — Place one card from your hand face up on the discard pile.

After drawing you will have 11 cards. After discarding you return to 10. Continue taking turns until a player knocks, goes gin, or the stock pile runs out.

If only 2 cards remain in the stock pile and neither player has knocked, the round ends in a draw with no points awarded.

How to Play

The player to the left of the dealer starts. Play proceeds clockwise.

On your turn, you must match a card from your hand to the top of the discard pile by color, number, or symbol. Alternatively, you can play a Wild card at any time.

If you can play: Place a matching card on the discard pile.

If you cannot play: Draw one card from the draw pile. If it can be played, you may play it immediately. Otherwise, play moves to the next player.

Choosing not to play: You may also choose not to play a playable card from your hand. If so, you must draw a card from the draw pile. If playable, that card can be played in the same turn — but you may not play any other card from your hand after the draw.

Note: When adding cards to your hand, make sure they face the same direction as your other cards (Light Side facing you on the Light Side, Dark Side facing you on the Dark Side).

The Flip Mechanic

When a Flip card is played, everything flips:

  1. Flip over the discard pile (the Flip card just played will now be on the bottom).
  2. Flip over the draw pile.
  3. Every player flips their hand to the other side.

If you were on the Light Side, you're now on the Dark Side (and vice versa). The new side remains in play until another Flip card is played.

Calling UNO

When you play your second-to-last card, you must shout "UNO!" If you don't and are caught before the next player begins their turn, you must draw 2 penalty cards.

Forming Melds

A meld is a valid grouping of 3 or more cards. There are two types:

Sets (Groups)

Three or four cards of the same rank but different suits.

  • Example: 7♥ 7♦ 7♠ (set of three 7s)
  • Example: Q♥ Q♦ Q♠ Q♣ (set of four Queens)

Runs (Sequences)

Three or more consecutive cards of the same suit.

  • Example: 4♥ 5♥ 6♥ (run of three in hearts)
  • Example: 9♠ 10♠ J♠ Q♠ (run of four in spades)

A card can only belong to one meld. Aces are always low — they cannot be placed above a King to form a run (Q-K-A is not valid).

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Knocking

After drawing and before discarding, you may knock if your deadwood (unmatched cards) totals 10 points or less.

To knock:

  1. Place your discard face down on the discard pile to signal a knock.
  2. Lay your hand face up on the table, arranging your cards into melds and separating your deadwood.
  3. Your opponent then lays out their melds.
  4. Your opponent may lay off their unmatched cards on your melds (adding to your sets or extending your runs), which reduces their deadwood.

The player with less deadwood wins the round and scores the difference.

Undercut

If the opponent's deadwood is equal to or less than the knocker's deadwood after laying off, the opponent scores an undercut bonus of 25 points plus the difference in deadwood.

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Gin & Big Gin

Gin

If all 10 of your cards form melds with zero deadwood, you have gin. Knock by discarding your final unmatched card and declare gin.

  • Your opponent cannot lay off cards on your melds.
  • You earn a gin bonus of 25 points plus the total value of your opponent's deadwood.

Big Gin

If all 11 cards in your hand (after drawing, before discarding) form valid melds, you may declare Big Gin without discarding.

  • Your opponent cannot lay off cards.
  • You earn a bonus of 31 points plus your opponent's deadwood.
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Scoring

Points are accumulated over multiple rounds. Here is how scoring works:

Round Scoring

  • Knock win — The knocker scores the difference between both players' deadwood totals.
  • Undercut bonus — If the opponent ties or beats the knocker, the opponent gets 25 points plus the deadwood difference.
  • Gin bonus25 points plus the opponent's total deadwood. No layoffs allowed.
  • Big Gin bonus31 points plus the opponent's total deadwood. No layoffs allowed.

Game Bonus

The first player to reach 100 points wins the game and receives a game bonus of 100 points.

Line / Box Bonus

Each player earns 25 points for every round they won (called a line or box bonus). These are added after someone reaches 100.

Shutout (Schneider)

If the loser did not win a single round, the winner's game bonus is doubled to 200 points.

Scoring

When a player goes out, they score points for cards left in opponents' hands. Score based on whichever side (Light or Dark) the game ended on.

  • Number cards (1-9): Face value
  • Draw One: 10 points
  • Draw Five: 20 points
  • Reverse: 20 points
  • Skip: 20 points
  • Skip Everyone: 30 points
  • Flip: 20 points
  • Wild: 40 points
  • Wild Draw Two: 50 points
  • Wild Draw Color: 60 points

The first player to reach 500 points wins the game.

Alternative Scoring

Another way to play: keep a running tally of the points each player is left with at the end of each round. When one player reaches 500 points, the player with the lowest score wins.

Strategy Tips

Improve your Gin Rummy game with these strategies:

  • Watch the discard pile — Pay attention to what your opponent picks up and discards. This tells you what melds they are building and which cards are safe to discard.
  • Discard high deadwood early — Get rid of high-value unmatched cards (Kings, Queens, Jacks) early to reduce your deadwood total and give yourself the option to knock sooner.
  • Keep flexible cards — Middle cards (5, 6, 7) are the most versatile because they can form runs in either direction and are part of more possible combinations.
  • Avoid drawing from the discard pile when possible — Taking from the discard pile gives your opponent information about your hand. Draw from the stock pile to keep your hand secret.
  • Don't wait for gin — If you can knock with low deadwood, it is often better to knock early rather than wait for a perfect gin hand. The longer you wait, the more time your opponent has to improve their hand.
  • Count deadwood constantly — Always know your deadwood total. You should be ready to knock the moment you reach 10 or below.
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Variations

Gin Rummy has many popular variations:

Oklahoma Gin

The face-up card that starts the discard pile sets the maximum deadwood value for knocking in that round. For example, if a 4 is turned up, you can only knock with 4 or less deadwood. If the card is a spade, all scores for that round are doubled.

Hollywood Gin

Three games are played simultaneously. Your first round win counts toward game 1, your second win counts toward games 1 and 2, and from the third win onward each win counts toward all three games. Keeps track of multiple scores for a longer session.

Straight Gin

Knocking is not allowed. You must achieve gin (zero deadwood) to end the round. This leads to longer, more strategic rounds.

Tedesco Gin

Similar to Oklahoma Gin, but if the face-up card is an ace, players must go gin (no knocking). Also includes a bonus for winning multiple consecutive rounds.

Mahjong Gin

Each player receives 13 cards instead of 10, and you need to form melds with all 13 to go gin. This variation allows aces to be high or low in runs.

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What's in the Box

Uno Flip comes with 112 double-sided cards:

Light Side (white border)

  • 18 Blue cards — 1 to 9 (two of each)
  • 18 Green cards — 1 to 9 (two of each)
  • 18 Red cards — 1 to 9 (two of each)
  • 18 Yellow cards — 1 to 9 (two of each)
  • 8 Draw One cards — 2 each in blue, green, red, and yellow
  • 8 Reverse cards — 2 each in blue, green, red, and yellow
  • 8 Skip cards — 2 each in blue, green, red, and yellow
  • 8 Flip cards — 2 each in blue, green, red, and yellow
  • 4 Wild cards
  • 4 Wild Draw Two cards

Dark Side (black border)

  • 18 Pink cards — 1 to 9 (two of each)
  • 18 Teal cards — 1 to 9 (two of each)
  • 18 Orange cards — 1 to 9 (two of each)
  • 18 Purple cards — 1 to 9 (two of each)
  • 8 Draw Five cards — 2 each in pink, teal, orange, and purple
  • 8 Reverse cards — 2 each in pink, teal, orange, and purple
  • 8 Skip Everyone cards — 2 each in pink, teal, orange, and purple
  • 8 Flip cards — 2 each in pink, teal, orange, and purple
  • 4 Wild cards
  • 4 Wild Draw Color cards
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Light Side Cards

These cards are active when playing on the Light Side. Light Side colors are Red, Yellow, Blue, Green.

Draw One (+1)

The next player draws 1 card and loses their turn. Can only be played on a matching color or on another Draw One card. If turned up at the start of play, the same rule applies.

Skip

The next player loses their turn. Can only be played on a matching color or on another Skip card. If turned up at the start, the first player is skipped.

Reverse

Reverses the direction of play. Can only be played on a matching color or on another Reverse card. If turned up at the start, the dealer goes first and play moves to the right instead of the left.

Flip

Flips the entire game to the Dark Side! The discard pile is flipped (this card goes to the bottom), then the draw pile, then all hands. Can only be played on a matching color or on another Flip card.

Wild

Can be played on any card. The player chooses the color that continues play. You may play a Wild even if you have another playable card. If turned up at the start, the first player chooses the color.

Wild Draw Two (+2)

Choose the next color. The next player draws 2 cards and loses their turn. Can only be played when you have no card matching the current color (matching number or action cards are acceptable). If turned up at the start, return it to the deck and pick another card.

Challenge rule: If you suspect a Wild Draw Two was played illegally, you can challenge the player. They must show their hand. If guilty (they had a matching color), they draw 2 cards instead of you. If innocent, you draw 2 + 2 = 4 cards total.

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Dark Side Cards

These cards are active when playing on the Dark Side. Dark Side colors are Pink, Teal, Orange, Purple.

Draw Five (+5)

The next player draws 5 cards and loses their turn. Can only be played on a matching color or on another Draw Five card.

Skip Everyone

All other players are skipped. Play returns to the player who laid down the card — you get another turn immediately. Can only be played on a matching color or on another Skip Everyone card.

Reverse (Dark)

Reverses the direction of play. Can only be played on a matching color or on another Reverse card.

Flip (Dark)

Flips the entire game back to the Light Side! The discard pile is flipped (this card goes to the bottom), then the draw pile, then all hands. Can only be played on a matching color or on another Flip card.

Wild (Dark)

Can be played on any card. The player chooses the next Dark Side color. You may play a Wild even if you have another playable card.

Wild Draw Color

The most brutal card in Uno Flip. Choose a color. The next player must keep drawing cards until they get a card of the chosen color (no matter how many). They also lose their turn. Can only be played when you have no card matching the current color (matching number or action cards are acceptable).

Challenge rule: If you suspect a Wild Draw Color was played illegally, you can challenge the player. They must show their hand. If guilty (they had a matching color), they draw until the chosen color instead of you. If innocent, you draw until the chosen color plus 2 additional cards.

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Two-Player Rules

Uno Flip works with two players with these adjustments:

  • Reverse acts as a Skip — you get another turn.
  • Skip gives you an extra turn.
  • Skip Everyone (Dark Side) gives you an extra turn.
  • All other rules remain the same.
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Going Out

When you play your last card, the round is over. Points are scored and a new round begins.

Last card is a Draw card: If the last card played is a Draw One, Draw Five, Wild Draw Two, or Wild Draw Color, the next player must still draw the required cards. These drawn cards are counted when points are totaled.

Draw pile depleted: If no player is out of cards by the time the draw pile runs out, the discard pile is reshuffled to form a new draw pile and play continues.

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Game Scenarios

Here are real game scenarios to help you understand how Light Side and Dark Side interact:

Scenario 1 — The Flip Surprise

4 players: Alice, Bob, Charlie, Diana. Playing on the Light Side (Blue). Alice has 2 cards left.

Alice plays a blue Flip card and shouts "UNO!" Everyone flips their hands. The discard pile flips to reveal an Orange card. Alice's last remaining card was a Light Side blue 7... but the Dark Side of that card is a Purple 3.

The game continues on the Dark Side in Orange. Alice still has UNO but her card is now Purple — she'll need to wait for a color change or draw!

Scenario 2 — Wild Draw Color Devastation

3 players on the Dark Side: Alice, Bob, Charlie. Current color is Teal.

Alice plays a Wild Draw Color and calls Pink. Bob starts drawing: Orange 5, Purple 3, Teal 8, Purple 1, Orange 7, Teal 2, Orange 9... finally a Pink 4!

Bob drew 7 cards before hitting Pink! Wild Draw Color is devastating — it can easily add 5-15 cards to someone's hand.

Scenario 3 — Skip Everyone Power Play

4 players on the Dark Side: Alice (3 cards), Bob, Charlie, Diana.

Alice plays a teal Skip Everyone. All players are skipped — Alice goes again! She plays a teal number card and shouts "UNO!"

Alice used Skip Everyone to get an extra turn and is now one card away from winning. The Dark Side cards are powerful if used at the right moment!

Scenario 4 — The Double Flip

3 players: Alice, Bob, Charlie. Currently on the Dark Side (Purple).

Bob plays a purple Flip card, sending everyone back to the Light Side. Charlie now sees his Light Side hand and plays a green Flip, immediately flipping back to the Dark Side!

Two Flips in a row! Everyone's hand flipped twice. Players who had good Dark Side hands are happy — those relying on Light Side cards are scrambling.

Scenario 5 — Draw Five Chain

3 players on the Dark Side: Alice, Bob, Charlie. Current color is Orange.

Alice plays an orange Draw Five. Bob has no matching card and must draw 5 cards and skip his turn.

Bob goes from 4 cards to 9 cards in one hit. Draw Five is the Dark Side's punishing upgrade over Draw One!