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UNO HEARTS Ages 7 and Up 2 to 8 Players COMPONENTS: 108 Cards (includes 2 extra cards) 24 HEARTS (0-23) 24 YELLOW (0-23) 24 PURPLE (0-23) 24 GREEN (0-23) 10 WILD DRAW (1-10) Please remove all components from package and compare them to the components list. If any items are missing, please call 1-800-524-TOYS. |
| EXAMPLE: The 10 of purple is led. All players must play a purple card if they have one in their hand. The next player plays the 12 of purple. The last player does not have a purple card and plays the 15 of hearts. The player of the 12 of purple 'takes the trick' because he has played the highest ranking card of the lead suit (purple). |
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These are "pass hand" cards. They
have no point values but if either is played on a trick, players
must pass their entire hands to the player next to them after
the trick. The direction in which the hands are passed (right
or left) is determined by the player who takes the trick containing the 8 purple or 8 green. The pass must occur after the current trick but before the next trick begins. (If both 8 Pass cards are played in the same trick, treat as if only one of the 8's was played). |
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WILD DRAW CARDS WILDS COUNT AS ANY COLOR ![]() |
These cards have no point value. They are
numbered 1-10. When played (or led), they count as their numerical
value in one of the four suits (hearts, yellow, purple or green).
The suit is "called" by the player of the Wild Draw
card with the following Restrictions: 1. A Wild Draw card does NOT change the lead suit. All players must always match the lead suit if possible, regardless of what Wild Draw cards are played. 2. A Wild Draw card called a heart is not worth any points. 3. You can only play (or lead) a Wild Draw card as a suit that you do not hold in your hand. EXAMPLE: The 4 of hearts is led. The next player does not have a heart in his hand. Therefore, he has the option to play any card in his hand. He chooses a Wild Draw 8. If this Wild Draw 8 is called purple (assuming he has no purple cards in his hand), it will not take the trick. If this Wild Draw 8 is called a heart, it will outrank the 4 of hearts and could take the trick. |
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WILDS WIN TIES |
A Wild Draw card outranks a card with the same numerical value if the Wild Draw card is "called" the same suit. EXAMPLE: A green 7 is led. A Wild Draw 7 is played by another player and "called" green. The Wild Draw 7 (green) will outrank the natural green 7 and take the trick (if no higher numbered green card is played in that trick). |
| DRAW FROM THE DECK |
When a Wild Draw card is played in a trick,
the player taking that trick must draw from the draw pile the
number of cards indicated on the Wild Draw card(s). These cards
are turned face up for all players to see. He must then place those cards from the draw pile directly into his TRICK PILE (NOT HAND). In games with more than four players it is possible to deplete the draw pile. If this happens, simply ignore the draw command. |
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PASS THREE CARDS |
After the cards are dealt, each player must look at his cards and immediately pass 3 cards face down to the player on his left. You may not look at the cards passed to you until you have passed your cards. All players now pick up the cards passed to them and play continues normally. |
| SHOOT THE MOON | For more advanced players, try the "shoot the moon" variant. If you are the only player to take points in a hand, you have "shot the moon" and all other players receive 20 points each while you receive none. As an option, you may reduce your total score by 20 points. |
41010 |
These are taken verbatim from the rules for those who lost theirs
and can't remember how to play this game.
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