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Additionally there are these non-color cards:two 1s
two 2s
two 3s
two 4s
two 5s
two 6s
two skips
two draw twos
two reverses
Note that the "draw four" wildcards do not, in this game, involve drawing four cards; they are just different to distinguish them from the other wild cards. There is no difference between type I and type II of each of these except that they're different, which matters for matching (see below).two type I wild cards (use Uno wild cards)
two type II wild cards (use Uno draw fours)
two type I "dragons" (use Uno red 8s)
two type II "dragons" (use Uno red 9s)
Skip cards cause the next player to be skipped. Draw twos cause the next player to have to draw two extra cards (but not always, see below.) Reverses change the order of play. Wild cards can be any color; dragons are "wild cards" that can be any number.
Play is basically like Uno. The dealer begins by turning over the top card and placing it in the discard stack. This is treated for all purposes (matching, reverses, etc.) as if the dealer had played the card. Therefore, if the first card gets matched, the dealer must take a card. (See below.) If the first card turned up is a wild or dragon, it is a "botch"; the dealer should insert the offending card back into the deck and try again.
Play proceeds downwards (clockwise) to begin with. Each reverse card played alters the direction of play, naturally. If a skip card is played, the next player is skipped and does not play; play proceeds to the player afterward. Matching can skip several players at once; see below.
The object is to get rid of all your cards; playing consists of discarding a card onto the discard pile. The card must match the top card there, either in type or color: that is, if the last card played was a blue 2, you can play a green 2 or a blue 4, but not a green 4. Likewise you can play a blue skip on a green skip, etc. You can play a wild on anything except a dragon, and you can play a dragon on anything except a wild. If you cannot play, you must pass your turn by drawing a card. If the card supply runs out, keep the topmost card of the discard pile as the new discard pile and reshuffle the rest.
Note that when you get hit by a draw two you draw two cards and then proceed to play normally; you do not lose your turn. This is apparently different from Uno.
You cannot match yourself; if you have both copies of the same card you can play them together, and you don't have to take a card. Likewise, if you play one of them, and play goes all the way around without anyone else playing anything so that card's still on top, you can play the other on top of it without having to take a card.
However, you cannot go out (and thereby win) by matching. If you match someone with your last card, you must take another. This does mean that you can't go out by playing a pair. What's contested is whether if it's your turn anyway you can go out or not: suppose you have one card and it's a blue 2. The person right before you plays a blue 2. You play yours and go out. Does this constitute going out by matching, or by playing on your turn? Opinion seems to be divided and people play both ways. My feeling is that in this circumstance you are matching, so you can't go out and need to take a card. Other people claim that's crazy and you should win in that situation. Be sure to figure out which way people are playing before it happens.
When you match a draw two it works as if you played another draw two on it: the person after you must draw four. You may also, however, match a draw two after its victim has already drawn; in that case that draw two is expended and the person after you draws two. Each draw two only "fires" once. Note that if the person immediately after you plays a draw two and you match it, that person himself draws five - four from the draw twos and one for being matched. So if each of you has one draw two in each color and they all come out at once, he ends up drawing fifteen... or possibly more if the deck gets reshuffled in the middle... which is a lot of cards.
If you match a wild or dragon you choose a new color or number that must be played next.
If someone messes up (plays out of turn, makes an incorrect match, plays illegally, etc.) and it's too much trouble to unwind what happened afterwards, the offender must, as a penalty, draw a card. This is known as a "Vincent" card.
There is no green 9 in the deck. Really. If it turns up, nail it to the wall.
It is not necessary to keep score if you don't want to.
Number card 1 Reverse or Skip 2 Draw two 3 Wild 4 Dragon 5
Unfortunately, nobody seems to be able to agree on what the precise rule was, so I'm not going to post it for the time being.
March 10 1997