I N S T R U C T I O N S
Ages 7 and Up
2 to 10 Players
Please remove all components from package
and compare them to the component list.
112 Cards as follows:
If any items are missing, please call 1-800-486-9787.
19 Blue cards - 0 to 9
19 Green cards - 0 to 9
19 Red cards - 0 to 9
19 Yellow cards - 0 to 9
8 Draw Two 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
4 Wild cards
4 Wild Draw Four cards
4 Cheese Touch cards
OB JECT OF T H E GAM E
Be the first player to get rid of all of your cards in each round and score points for the
cards your opponents are left holding. Points in rounds accumulate and the first player
to reach 500 points wins.
1. Each player draws a card; the player that draws the highest number deals (count
Action Cards with a symbol as zero).
2. The dealer shuffles and deals each player 7 cards.
3. Place the remainder of the deck face down to form a DRAW pile.
4. The top card of the DRAW pile is turned over to begin a DISCARD pile.
NOTE: If any of the Action Cards (symbols) are turned over to start the DISCARD
pile, see FUNCTIONS OF ACTION CARDS for special instructions.
L ET 'S PLAY
The person to the left of the dealer starts play. On your turn, you must match a card
from your hand to the card on the top of the DISCARD pile, either by number, color or
symbol (symbols represent Action Cards; see FUNCTIONS OF ACTION CARDS).
EXAMPLE: If the card on the DISCARD pile is a red 7, the player must put down a
red card OR any color 7. Alternatively, the player can put down a Wild card (See
FUNCTIONS OF ACTION CARDS).
If you don't have a card that matches the one on the DISCARD pile, you must take a
card from the DRAW pile. If the card you picked up can be played, you are free to put
it down in the same turn. Otherwise, play moves on to the next person in turn.
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 put down in the same
turn, however you may not play any other card from your hand after the draw.
FUNCT IONS OF A C T ION CA RD S
Draw 2 Card – When you play this card, the next player must draw 2
cards and miss their turn. This card may only be played on a matching
color or on another Draw Two card. If turned up at the beginning of play,
the same rule applies.
Reverse Card – When you play this card, the direction of play reverses
(if play is currently to the left, then play changes to the right, and vice
versa). This card may only be played on a matching color or on another
Reverse card. If this card is turned up at the beginning of play, the
dealer goes first, then play moves to the right instead of the left.
Skip Card – When you play this card, the next player is "skipped"
(loses their turn). This card may only be played on a matching color or
on another Skip card. If a Skip card is turned up at the beginning of
play, the player to the left of the dealer is "skipped," hence the player
to the left of that player starts play.
Wild Card – When you play this card, you get to choose the color that
continues play (any color including the color in play before the Wild card
was laid down). You may play a Wild card on your turn even if you
have another playable card in your hand. If a Wild card is turned up at
the beginning of play, the person to the left of the dealer chooses the
color that continues play.
(CONTINUES ON OTHER SIDE)
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4"W x 2"H
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Wild Draw 4 Card – When you play this card, you get to choose the
color that continues play PLUS the next player must draw 4 cards from
the DRAW pile and lose their turn. However, there is a hitch! You may
only play this card when you do NOT have another card in your hand
that matches the COLOR on the DISCARD pile (but it is acceptable to
play this card if you have matching number or Action Cards). If turned up
at the beginning of play, return this card to the deck and pick another card.
NOTE: If you suspect that a Wild Draw 4 card has been played on you illegally (i.e. the
player has a matching card), then you may challenge that player. The challenged
player must show you (the challenger) their hand. If guilty, the challenged player must
draw the 4 cards instead of you. However, if the challenged player is innocent, you
must draw the 4 cards PLUS an additional 2 cards (6 total)!
Cheese Touch Card - If you get the Cheese Touch card, you're stuck
with it until you pass on its nasty cooties to someone else! The
Cheese Touch card can only be played on the cheese-colored
(yellow) cards. When it is discarded, its cooties are passed on to the
next player, who must pick up 2 cards from the DRAW pile. This
player resumes the game by playing another yellow card. If that
player DOES NOT have a yellow card to play on top of the Cheese
Touch card, he or she must pick up 2 MORE cards from the DRAW
pile! The next player resumes the game in regular fashion, with the
Cheese Touch card treated as a normal yellow card. The point value of
the Cheese Touch card is 50 points.
G O IN G O U T
When you play your next-to-last card, you must yell "UNO" (meaning "one") to
indicate that you have only one card left. If you don't yell "UNO" and you are caught
before the next player begins their turn, you must draw two cards.
Once a player has no cards left, the round is over. Points are scored (see SCORING)
and play starts over again.
If the last card played in a round is a Draw Two or Wild Draw Four card, the next
player must draw the 2 or 4 cards respectively. These cards are counted when the
points are totaled.
If no player is out of cards by the time the DRAW pile is depleted, the DISCARD pile
is reshuffled and play continues.
SC O R IN G
The first player to get rid of their cards in a round receives points for all of the cards
left in their opponents' hands as follows:
All number cards (0-9)......Face Value
Draw Two............................20 Points
Wild Draw Four....................50 Points
Cheese Touch card.............50 Points
WI NN IN G TH E GA ME
The WINNER is the first player to reach 500 points.
A LTE R NATIV E S C O RIN G A N D WIN N IN G
Another way to score points is to 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 points is the winner.
© 2010 Wimpy Kid, Inc. All Rights Reserved.
DIARY OF A WIMPY KID®, WIMPY KID™, and Greg Heffley design™
are trademarks of Wimpy Kid, Inc. All Rights Reserved.
UNO and associated trademarks and trade dress are owned by, and used
under license from, Mattel, Inc. © 2010 Mattel Inc. All Rights Reserved.
© 2010 Fundex Games, Ltd. P.O. Box 421309, Indianapolis, IN 46242
MADE IN CHINA
Questions or comments? Write to us at the address above, call 1.800.486.9787 or
In an effort to continually improve our products, items may vary from those shown.
2 YEAR LIMITED WARRANTY
Fundex Games, Ltd. warrants to the original consumer purchaser that this product will be free of defects in the material
or workmanship for two years (unless specified in alternate warranties) from the date of purchase. If defective, return the
product along with proof of the date of purchase, postage prepaid, to the address below for replacement or refund at our
option. This warranty does not cover damage resulting from unauthorized modification, accident, misuse or abuse. In no
event shall we be responsible for incidental, consequential, or contingent damages (except in those states that do not
allow this exclusion or limitation). VALID ONLY IN U.S.A. This warranty gives you specific legal rights and you may also
have other rights which vary from state to state. Some states do not allow the exclusion of incidental or consequential
damages, so the above exclusions or limitations may not apply to you.
Send the product and all correspondence to:
Fundex Games, Ltd.
P.O. Box 421309
Indianapolis, IN 46242
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