Objective of UNO Flex!
The objective of UNO Flex! is to get rid of all of the cards from your hand before the other players.
Setup for UNO Flex!
- Separate the Power Cards from the rest of the cards.
- Give one Power Card to each player. Each player should turn their Power Card so the green check mark side is face up. The rest of the Power Cards are returned to the box.
- Choose one of the players to be the dealer. The dealer shuffles the rest of the cards.
- Deal seven cards to each player. Players can look at their own cards, but shouldn’t show them to the other players.
- Place the rest of the cards face down in the center of the table. These cards make up the Draw Pile.
- Flip over the top card from the Draw Pile. This face up card starts the Discard Pile. If you turned over an Action Card, ignore its effect. Flip over the next card from the Draw Pile to start the Discard Pile.
- The player to the left of the dealer starts the game. Play proceeds clockwise to start the game.
Playing UNO Flex!
On your turn you will try to play one of the cards from your hand to the Discard Pile. In order to play a card it has to match the top card from the Discard Pile in one of three ways:
For colorblind players the cards have symbols to indicate each color:
- One triangle – yellow
- Two triangles – green
- Three triangles – blue
- Four triangles – red
If you have a matching card you can play it to the Discard Pile. When you play an Action Card, you will take a special action (see The Cards of UNO Flex! section below for more details).
If you do not have a matching card, take the top card from the Draw Pile and add it to your hand. If this new card matches the Discard Pile in one of the three ways mentioned above, you can immediately play it.
Should you have a card that you can play but you choose not to play it, you will take the top card from the Draw Pile. The only card you are able to play on your turn is the card that you just drew.
If there are no cards left in the Draw Pile, you will shuffle the Discard Pile in order to form a new Draw Pile.
Once you have either played or drawn a card, your turn ends. Play will pass to the next player in turn order.
One of the new additions in UNO Flex! are the Flex Cards. Each Flex Card has two different “sides”.
The majority of the card and the top left corner shows the “regular” side of the card. Normally you will play these cards for their regular side. When you play one of these cards for their regular side, they act like a normal card.
The bottom right side of these cards are the “flex” side. This side of the card shows a different color and or action symbol on it.
To use this side of the card your Power Card must be on the green check mark side. See the Power Card section below for more details.
If you play a card for its flex side, the next player has to play their card based on the regular side of the card.
UNO Flex! Power Card
At the beginning of the game each player is given a Power Card that is turned to the green check mark side. This card is double sided. When the green check mark side is face up, your Power Card is currently active.
If the red x side is face up, your Power Card is currently inactive.
When your Power Card is active/green, you can use the flex side of Flex cards. If it is currently red, you cannot use the flex side of your cards. After you use the flex side of one of these cards, you must flip your Power Card to the red x side.
You will flip your Power Card for three reasons during the game.
If each players’ Power Card is on the red x side, all of the players will flip their Power Cards over to the green check mark side at the same time.
Should you play a Number card with a “flip” symbol on it, you will turn your Power Card over to the opposite side. This is not optional. If you play one of these cards and your Power Card is currently green, you will have to flip it to the red side.
Finally players will have to flip their Power Cards if a Wild Flip card is played (see the The Cards of UNO Flex! section below).
The Cards of UNO Flex!
When you play a Draw Two card the next player in turn order has to draw two cards from the Draw Pile. They will also lose their turn.
A Reverse card changes the current direction of play. If turn order was clockwise, it will now move counter clockwise. If it was counter clockwise, it will now move clockwise.
When you play a Skip card, the next player in turn order loses their turn.
Wild All Flip
All of the players must immediately flip their Power Card to the opposite side. You will then get to choose the color for the Wild All Flip card.
Flex Draw Two
If you play the Flex Draw Two for its regular side, it will play like a normal Draw Two card.
Should you choose to play it for its flex side, it will force all of the other players to draw one card. The next player in turn order does not lose their turn.
For its regular ability it will be played as a normal Reverse card.
When you play it for its flex side, the card acts as both a Reverse and Skip. Play will move in the opposite direction, and the first player in the new direction skips their turn.
If you play the Flex Skip for its regular side, it will act like any other Skip card.
For its flex side, all of the other players will be skipped. Basically when you play the card you get to take another turn right away.
Flex Wild Draw Two
For its regular side the card acts like a normal Wild card. When you play the card, you will get to choose its color.
If you choose to play the card for its flex side, it acts like a Draw Two card. You get to choose which other player is forced to draw the two cards. The next player in turn order then gets to take their turn like normal. As the card is a Wild, you also get to choose its color.
Flex Wild All Draw
Should you play the card for its regular side, it will be used in the same way as a normal Wild card.
When played for its flex side, all of the other players are forced to draw two cards. The next player does not lose their turn.
Flex Wild Draw Four
A Wild Draw Four matches any other card. You can only play a Wild Draw Four card though if you do not have another card in your hand that matches the current color of the Discard Pile. Wilds are considered color matches.
Once you play the card the next player in turn order has two options.
They can choose to draw the four cards and lose their next turn.
Otherwise they can challenge the play of the Wild Draw Four. When a player chooses to challenge, the player who played the Wild Draw Four has to show them their entire hand to verify that they played the card correctly.
If the player did not have any cards in their hand that match the current color, the challenging player will have to draw six cards. They will also lose their turn.
If the player played the Wild Draw Four incorrectly (they had one or more cards that matched the current color), they will lose the challenge. Instead of the next player having to draw the four cards, the player that played the Wild Draw Four has to.
Whether the card was successfully challenged or not, the player that played the Wild Draw four chooses its color.
The flex side works the same as the regular side. The one difference is that you can choose which player has to draw the four cards. That player will get to choose whether they want to challenge the play of the card. The next player in turn order then takes their turn.
When you only have one card left in your hand, you must call out “UNO”. This is to let the other players know that you are close to winning the game.
Should another player catch you not saying UNO before the next player takes their turn, you must draw two cards.
Winning UNO Flex!
The first player to play the last card from their hand wins the game.
Keeping Score in UNO Flex!
If you want to play more than one game, you can choose to use the UNO Flex! scoring variant.
The game is played the same as the normal game. When the round ends, the winner of the round takes all of the cards remaining in their opponents’ hands. They will score points for each of these cards.
- Number cards – face value
- Skip, Reverse, Draw Two, Flex Skip, Flex Reverse, Flex Draw Two – 20 points
- Flex Wild Target Draw 2, Flex Wild All Draw, Flex Wild Draw Four, Wild All Flip – 50 points
You will keep a running total for each player. The first player to score 500 or more points wins the game.
Year: 2022 | Publisher: Mattel | Designer: NA | Artist: NA
Genres: Card, Family
Ages: 7+ | Number of Players: 2-8 | Length of Game: 15-20 minutes
Difficulty: Light | Strategy: Light | Luck: Moderate-High
Components: 112 cards, 8 Power Cards, instructions
If you are interested in other UNO games, check out our complete list of UNO spinoff games. For other board and card game how to plays/rules and reviews, check out our complete alphabetical list of board game posts.