Objective of UNO Schitt’s Creek
The objective of UNO Schitt’s Creek is to get rid of all of the cards from your hand before the other players.
Setup for UNO Schitt’s Creek
- Choose a player to be the dealer. The dealer shuffles all of the cards.
- Deal seven cards to each player face down. Players may look at their own cards, but should not let the other players see them.
- The rest of the cards will be placed face down on the table to form the Draw Pile.
- Flip over the top card from the Draw Pile. This will form the Discard Pile. If the card that is flipped over is an Action Card, ignore its effect and flip over another card.
- The player to the left of the dealer starts the game. Play will proceed clockwise to start the game.
Playing UNO Schitt’s Creek
On your turn you are trying to play one of the cards from your hand to the Discard Pile. You may play a card from your hand if it matches one of the following from the top card on the Discard Pile.
When you play a number card, nothing special happens. If you play an Action card, see the UNO Schitt’s Creek Cards section below to see what it does.
If you have no cards in your hand that you can play, take the top card from the Draw Pile and add it to your hand. Should you be able to play the card that you just drew, you can play it immediately.
When you have a card in your hand that you can play, you can choose not to play it. You will instead draw a card. This new card is the only card you are able to play on your turn though.
If there are no cards left in the Draw Pile, shuffle the Discard Pile to form a new Draw Pile.
After you have played or drawn a card, your turn ends. Play passes to the next player in turn order.
UNO Schitt’s Creek Cards
Number cards have no special effect in the game. The cards can only be played if they match the number or color of the top card on the Discard Pile.
When you play a Draw Two card, the next player in turn order has to take two cards from the Draw Pile. This player also loses their turn.
Should a Reverse card be played, the direction of play will be reversed. If play was moving clockwise, it will now move counter-clockwise. If it was moving counter-clockwise, it will now move clockwise.
When a Skip card is played, the next player in turn order loses their turn.
A Wild card matches every other card in the game so it can be played on top of any other card. After playing the Wild card, you will get to choose the color of the Discard Pile.
Wild Where Everyone Fits In
All of the cards in the game feature a symbol along the left side of the cards. Each card either displays a heart or a $ symbol.
Since a Wild Where Everyone Fits In is a wild, it can be played on top of any other card.
When you play the Wild Where Everyone Fits In card, you will choose either love or money. All of the other players will then reveal their cards and count up how many hearts and $ symbols they have on their cards.
If the player chose love, the players need to have more heart icons than $ icons on their cards. If the player chose money, the players need to have more $ icons than heart icons. Any player that fails to have more of the required symbol has to take three cards from the Draw Pile. If a player has an equal number of both symbols, they will still have to draw the three cards.
Finally the player who played the card gets to choose the color for the Discard Pile.
Wild Draw Four
A Wild Draw Four matches any other card in the game, so it can be played on top of any other card. There is one catch though. You may only play a Wild Draw Four card if you have no other cards in your hand that match the current color of the Discard Pile. Wild cards are considered to match the color of the Discard Pile.
After a Wild Draw Four card is played, the next player in turn order chooses one of two options.
First they can choose to take four cards from the draw pile. They will also lose their turn.
Challenging the Play of a Wild Draw Four
Otherwise they can choose to challenge the play of the Wild Draw Four. The player should only challenge if they think the player played the card incorrectly. If the player decides to challenge, they will look at the hand of the player who played the Wild Draw Four. They are looking to see if they can find a card that matches the color of the top card on the Discard Pile.
If there are no cards in the player’s hand that match the current color of the Discard Pile, the challenging player has to draw six cards. They will also lose their turn.
If there is one or more cards that match the current color of the Discard Pile, the Wild Draw Four was played incorrectly. The challenging player avoids drawing the four cards and losing their turn. The player that played the Wild Draw Four has to draw four cards.
After handling any potential challenge, the player that played the Wild Draw Four gets to choose the color of the Discard Pile.
After you have played a card, you should check how many cards are left in your hand. Should you only have one card left in your hand, you want to yell “UNO” as quickly as possible. This alerts the other players to the fact that you could win the game on your next turn.
If you don’t say UNO and another player catches you before the next player takes their turn, you have to take two cards from the Draw Pile.
Winning UNO Schitt’s Creek
The game ends when one of the players play the last card from their hand. The player who gets rid of all of the cards from their hand, wins the game.
Instead of playing one hand to determine the winner, you can choose to play a few hands to determine the ultimate winner.
The round ends when one of the players play the last card from their hand. This player collects all of the cards left in the other players’ hands. They will score points for the cards as follows:
- Number cards – numerical value
- Draw 2, Reverse, Skip – 20 points
- Wild, Wild Draw Four, Wild Where Everyone Fits In – 50 points
You will keep a running total of each players’ score. The first player to score 500 or more points, wins the game.
Year: 2022 | Publisher: Mattel | Designer: NA | Artist: NA
Ages: 7+ | Number of Players: 2-10 | Length of Game: 5-15 minutes
Difficulty: Light | Strategy: Light | Luck: Moderate-High
Components: 112 cards, instructions