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

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!"

Objective

The goal of Uno Splash is the same as classic Uno: be the first player to get rid of all your cards. Players take turns matching a card from their hand to the card on top of the discard pile by color, number, or symbol.

When you have only one card left, you must shout "UNO!" to alert the other players. If you forget and get caught, you draw two penalty cards.

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

What's in the Box

Uno Splash comes with:

  • 108 waterproof plastic cards
  • 1 clip to hold the deck together
  • 1 rules sheet

The deck contains:

  • 76 Number Cards — 0-9 in four colors (red, blue, green, yellow). One "0" and two of each 1-9 per color.
  • 24 Action Cards — Two each of Skip, Reverse, and Draw Two per color (8 Skip, 8 Reverse, 8 Draw Two).
  • 4 Wild Cards
  • 4 Wild Draw Four Cards

The cards are made of durable, splash-proof plastic so they won't get ruined by water.

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.

Setup

  1. Shuffle all 108 cards thoroughly.
  2. Deal 7 cards to each player face down.
  3. Place the remaining deck face down in the center — this is the draw pile.
  4. Flip the top card of the draw pile face up to start the discard pile.
  5. If the first card is an Action or Wild card, apply special rules:
    • Skip: The first player is skipped; play moves to the next player.
    • Reverse: Play begins counterclockwise instead of clockwise.
    • Draw Two: The first player draws two cards and is skipped.
    • Wild: The first player chooses the starting color.
    • Wild Draw Four: Return it to the deck, shuffle, and flip a new card.

Tip: Use the included clip to keep the draw pile together, especially if playing near water!

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.

How to Play

Play proceeds clockwise. On your turn, you must play a card that matches the top card 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 the drawn card can be played, you may play it immediately. Otherwise, play passes to the next player.

Saying "UNO!": When you play your second-to-last card (leaving one card in hand), you must shout "UNO!" If another player catches you forgetting before the next player takes their turn, you must draw 2 penalty cards.

Winning the round: The first player to play all their cards wins the round.

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.

Two-Player Rules

Uno Splash works great with just two players, with these adjustments:

  • Reverse acts as a Skip — it bounces play back to you for another turn.
  • Skip gives you an extra turn.
  • All other rules remain the same.

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.

Scoring

When a player goes out (plays their last card), they score points based on the cards remaining in opponents' hands:

  • Number cards (0-9): Face value
  • Skip, Reverse, Draw Two: 20 points each
  • Wild, Wild Draw Four: 50 points each

The first player to reach 500 points wins the game. Alternatively, you can play a single round where the first player to empty their hand wins.

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!

Game Scenarios

Here are real game scenarios to help you understand how the rules work in action:

Scenario 1 — The Draw Two Chain

3 players at the pool: Alice, Bob, Charlie. Play goes clockwise. Current card: Red 5.

Alice plays a red Draw Two (+2). Bob has no Draw Two to respond.

Bob draws 2 cards and loses his turn. Charlie plays next.

Scenario 2 — Wild Draw Four Challenge

4 players: Alice, Bob, Charlie, Diana. Current color is green.

Alice plays a Wild Draw Four and calls Blue. Bob suspects Alice still has green cards and decides to challenge. Alice reveals her hand... she has a green 7!

Challenge succeeds! Alice must draw 4 cards herself. Bob plays normally on blue.

Scenario 3 — The Reverse Steal (2 Players)

2 players: Alice (3 cards) and Bob (6 cards). Current card: Blue 8.

Alice plays a blue Reverse. In a 2-player game, this acts as a Skip — Alice gets another turn! She plays a blue Skip, getting yet another turn. She plays her last card, a blue 3.

Alice wins with a triple combo! Reverse → Skip → final card, all in one streak.

Scenario 4 — Forgetting to Say UNO

3 players poolside: Alice (2 cards), Bob, Charlie.

Alice plays her second-to-last card (a yellow 5) but forgets to shout "UNO!". Bob notices immediately and calls her out before Charlie takes his turn.

Alice must draw 2 penalty cards, going from 1 card back to 3. Always remember to yell UNO!

Scenario 5 — The Color Shift Strategy

4 players: Alice, Bob, Charlie, Diana. Current color is red. Diana has 5 blue cards and a Wild.

Diana plays the Wild card and calls Blue. On her next turns, she rapidly plays her blue cards one after another.

Diana goes from 6 cards to 1 in a few turns by shifting the color to her advantage. Smart use of the Wild card!

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Action Cards

Uno Splash includes the same action cards as classic Uno. All Action Cards are worth 20 points each and come in all four colors (Red, Yellow, Green, Blue).

Skip

When played, the next player loses their turn and play moves to the following player.

Reverse

Reverses the direction of play. If play was going clockwise, it now goes counterclockwise, and vice versa. In a two-player game, Reverse acts the same as a Skip card.

Draw Two (+2)

The next player must draw 2 cards and lose their turn. This card can only be played on a matching color or on another Draw Two.

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Wild Cards

Wild

Can be played on any card, regardless of color or number. When played, the player chooses the color that play continues with. Wild cards are worth 50 points.

Wild Draw Four (+4)

The most powerful card in the game. When played:

  1. The player chooses the next color.
  2. The next player must draw 4 cards and lose their turn.

Important rule: You may only play a Wild Draw Four if you have no other card that matches the current color. If the next player suspects you played it illegally, they can challenge you:

  • Challenge succeeds: You (the player who used the +4) must draw 4 cards instead.
  • Challenge fails: The challenger draws 6 cards total (4 + 2 penalty).
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Tips for Playing Near Water

Uno Splash is designed for wet environments, but here are some tips to get the most out of it:

  • Use the clip: Always clip the draw pile together so cards don't float away.
  • Dry surface: Play on a towel or pool float for a stable surface.
  • Rinse after use: If played in chlorinated or salt water, rinse the cards with fresh water and let them dry.
  • Shuffle well: Plastic cards tend to stick together, so give them a good shuffle.
  • Wind: On windy days, weigh down the discard pile or use the clip on it too.