Uno Flip vs Uno
Side-by-side rules comparison
| Uno Flip | Uno | |
|---|---|---|
| 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
Be the first player to play all the cards in your hand. When you go out, you score points for the cards remaining in your opponents's hands. The first player to reach 500 points wins the game.
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
Setup
- Make sure all cards are facing the same way: all Light Side cards facing one way, all Dark Side cards facing the other.
- 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).
- 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.
- Place the remaining deck with the Light Side face down to form the draw pile (the Dark Side cards will be facing up).
- 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
- Each player draws a card — the player with the highest point value becomes the dealer.
- Shuffle the deck and deal 7 cards to each player.
- Place the remaining cards face down to form the Draw Pile.
- Flip the top card of the Draw Pile to start the Discard Pile.
First Card Rules
If the first card flipped is an action card, special rules apply:
- Skip — The first player (left of dealer) is skipped.
- Reverse — Play goes right instead of left; the player to the right of the dealer goes first.
- Draw Two — First player draws 2 cards and is skipped.
- Wild — Player to the left of the dealer chooses the color and plays first.
- Wild Draw Four — Return it to the deck and flip another card.
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:
- Flip over the discard pile (the Flip card just played will now be on the bottom).
- Flip over the draw pile.
- 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
The player to the left of the dealer goes first. Play passes to the left (clockwise).
On your turn, play one card that matches the top card of the Discard Pile by color, number, or symbol. You may also play a Wild or Wild Draw Four card at any time.
If you have no matching card, draw one card from the Draw Pile. If the drawn card is playable, you may play it immediately. Otherwise, your turn ends.
Reneging (Choosing Not to Play)
You may choose not to play a card from your hand, even if you have a playable card. If you choose not to play, you must draw one card from the Draw Pile. If that drawn card is playable, you may play it — but you cannot then play a card from your original hand.
Calling UNO
When you play your second-to-last card, you must shout "UNO!" before playing it. If another player catches you with one card without having said UNO (before the next player begins their turn), you must draw 4 cards as a penalty. You are safe if you catch yourself before someone else does.
Going Out
Play your final card to go out. If your last card is a Draw Two or Wild Draw Four, the next player still draws those cards (which count toward your score).
If the Draw Pile runs out, reshuffle the Discard Pile (except the top card) to form a new Draw Pile and continue play.
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.
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.
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
When playing Uno with just 2 players, some cards work differently:
- Reverse — Acts as a Skip: your opponent is skipped and you play another card immediately.
- Skip — Your opponent is skipped and you play another card immediately.
- After a Draw Two or Wild Draw Four, your opponent draws the cards and play returns to you.
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, they score points for the cards remaining in all opponents' hands:
- Number cards (0–9) — Face value
- Skip, Reverse, Draw Two — 20 points each
- Swap Hands, Shuffle Hands — 40 points each (if using variant cards)
- Wild, Wild Draw Four — 50 points each
The first player to reach 500 points wins the game.
Alternative Scoring
Instead of scoring points for going out, you can track the points each player is caught with. When someone reaches 500 points, the player with the lowest score 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.
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 official Uno rules work in action:
Scenario 1 — The Wild Draw Four Challenge
3 players: Alice, Bob, Charlie. Current color is Red.
Alice plays a Wild Draw Four and calls Blue. Bob suspects Alice has a Red card and decides to challenge. Alice reveals her hand: she has a Red 7! The challenge succeeds.
Alice must draw 4 cards instead of Bob. Bob is safe! The color remains Red (the Wild Draw Four is discarded).
Scenario 2 — Failed Challenge Backfire
Same setup. Current color is Red.
Alice plays a Wild Draw Four and calls Green. Bob challenges again. Alice reveals her hand: she has Blue 3, Yellow 5, Green 8 — but no Red cards! The challenge fails.
Bob must draw 6 cards (4 + 2 penalty for the failed challenge) and loses his turn. The color becomes Green.
Scenario 3 — The Reneging Strategy
Alice has: Red 3, Red Skip, Blue 7. Top card is Red 5.
Alice could play the Red 3 or the Red Skip, but she wants to keep them for later. She chooses to renege (not play) and draws from the Draw Pile. She draws a Red 9. She may play it immediately, but she cannot now play the Red 3 or Skip from her original hand.
Alice plays the Red 9 from the draw and keeps her Skip for a strategic moment later.
Scenario 4 — Forgetting to Say UNO
Bob has 2 cards left. He plays his second-to-last card without saying "UNO!"
Charlie notices before the next player starts their turn and calls Bob out. Bob forgot to say UNO!
Bob must draw 4 cards as a penalty. He goes from nearly winning to having 5 cards!
Scenario 5 — Going Out with a Draw Two
Alice has 1 card left: a Green Draw Two. Top card is Green 4. She has already said "UNO!"
Alice plays her Green Draw Two as her last card and goes out!
Alice wins the round. Bob (next player) still draws 2 cards, and those cards count toward Alice's score.
Scenario 6 — Two-Player Reverse Chain
2 players: Alice and Bob. Current color is Blue.
Alice plays a Blue Reverse. In a 2-player game, Reverse acts as Skip — so Bob is skipped and Alice goes again. Alice plays another Reverse (Yellow this time, matching the symbol). Bob is skipped again!
Alice gets 3 turns in a row! In 2-player games, Reverse and Skip are equally powerful.
Scenario 7 — First Card is an Action Card
Dealer flips the first card: a Red Draw Two.
The first player (left of dealer) must draw 2 cards and is skipped. Play continues with the second player, who must match Red or play a Draw Two.
The first player starts the game at a disadvantage with 9 cards instead of 7! If the first card was a Wild Draw Four, it would be returned to the deck and another card flipped.
Card Breakdown
The standard Uno deck contains 112 cards:
- 76 Number cards — Numbers 0–9 in four colors (Red, Blue, Green, Yellow). One 0 per color, two of each 1–9 per color.
- 8 Skip cards — 2 per color.
- 8 Reverse cards — 2 per color.
- 8 Draw Two (+2) cards — 2 per color.
- 4 Wild cards
- 4 Wild Draw Four (+4) cards
- 4 Blank cards — Depending on the edition, these may be replaced by:
- Swap Hands — Wild card. Swap your entire hand with another player.
- Shuffle Hands — Wild card. All hands are shuffled together and redealt evenly.
Number Cards
The deck includes number cards from 0 to 9 in four colors: Red, Blue, Green, and Yellow.
- Each color has one 0 card and two of each number 1–9 (19 cards per color, 76 total).
- Number cards are played by matching color or number with the top of the Discard Pile.
- Number cards are worth their face value (0–9 points) when scoring.
Color Action Cards
Color Action Cards come in all four colors and are worth 20 points each. They can be played by matching color or by playing the same symbol on a different color.
- Skip — The next player loses their turn. Can be played on a matching color or on another Skip card.
- Reverse — Reverses the direction of play (clockwise becomes counterclockwise and vice versa). Can be played on a matching color or another Reverse.
- Draw Two (+2) — The next player must draw 2 cards and loses their turn. Can be played on a matching color or another Draw Two. Note: Stacking +2 on +2 is NOT an official rule.
Wild Cards
Wild cards can be played regardless of the current color or number. All Wild Cards are worth 50 points each.
- Wild — Choose any color to continue play. Can be played at any time, even if you have another playable card.
- Wild Draw Four (+4) — Choose the next color AND the next player draws 4 cards and loses their turn. Can only be played when you have no card matching the color currently in play (you may play it if you have a matching number or symbol in a different color).
Challenge Rule (Wild Draw Four Only)
If you suspect a player illegally played a Wild Draw Four (meaning they did have a card matching the current color), you can challenge them. Only the player who is required to draw may issue the challenge.
- Challenge succeeds (player was guilty) — The player who played the Wild Draw Four must draw 4 cards instead.
- Challenge fails (player was innocent) — The challenger must draw 6 cards (the original 4 + 2 penalty cards).
Variant Cards (Modern Editions)
Some modern Uno editions replace the 4 Blank Cards with special variant cards. These are not part of the original classic rules but are widely used:
Swap Hands
- Acts as a Wild card — can be played on any card.
- Choose the next color, then swap your entire hand with any player of your choice.
- Extremely powerful when you have many cards and another player is close to winning.
- Worth 40 points when scored.
Shuffle Hands
- Acts as a Wild card — can be played on any card.
- Choose the next color, then all players put their cards together.
- The cards are shuffled and redealt evenly to all players (any remainder goes to the Draw Pile).
- A great equalizer — it can save a player with many cards or disrupt someone about to win.
- Worth 40 points when scored.
Note: If your deck includes these cards, remove the Blank Cards before playing. You cannot have both in the same game.