Objective of UNO Super Mario
The objective of UNO Super Mario is to get rid of all of your cards before the rest of the players each round.
Setup for UNO Super Mario
- Each player draws a card. The player that draws the highest number (Action cards count as zero) becomes the dealer.
- The dealer shuffles the cards and deals seven cards to each player.
- Place the rest of the cards face down on the table in order to form the Draw Pile.
- Turn the top card from the Draw Pile over in order to form the Discard Pile. If the card is an Action card, see the corresponding section in the UNO Super Mario Cards section to see what happens.
- The player to the left of the dealer starts the game. Turn order will proceed clockwise to start the game.
Playing UNO Super Mario
On your turn you will try to play one of the cards from your hand to the Discard Pile. To see if you can play a card, you will compare the cards in your hand to the top card on the Discard Pile. You can play a card from your hand if it matches the top card on the Discard Pile in one of three ways:
Should a card match one or more of these things, you can play it to the discard pile. If the card you played was a number card, nothing special happens. If you played an Action card, check out the UNO Super Mario Cards section to see what action you will take.
Should you have no cards in your hand that you can play, you will take the top card from the Draw Pile and add it to your hand. If this card matches one of the three criteria to play it on the Discard Pile, 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 take the top card from the Draw Pile. The only card that you can then potentially play to the Discard Pile is the card that you just drew.
If the Draw Pile ever runs out of cards, shuffle the Discard Pile to form a new Draw Pile.
Your turn will end after you play or draw a card. The next player in turn order will then take their turn.
UNO Super Mario Cards
Number cards have no special action in the game. You can only play them if they match the Discard Pile’s color or number. The next player in turn order will then take their turn.
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.
You can play Draw Two cards on cards of the same color, or other Draw Two cards.
If a Draw Two card is turned over to start the round, its special action will be followed in the same way as if it was played by a player. The normal first player will have to draw two cards and lose their turn.
A Reverse card changes the direction of play. If play was moving clockwise, it will now move counter-clockwise. If play was moving counter-clockwise, it will now move clockwise.
You can play a Reverse card on top of a card that matches its color or on another Reverse card.
If a Reverse card was revealed to start the round, the dealer will take the first turn. Turn order will also move in a counter-clockwise direction.
When you play a Skip card, the next player in turn order loses their turn.
You can play Skip cards on other Skip cards, or other cards of the same color.
If a Skip card is revealed to start the round, the player to the left of the dealer loses their first turn.
You can play a Wild card on top of any other card in the game. You can play a Wild card even if you have another card that you could play.
Additionally the player who plays the card gets to choose the color of the Discard Pile.
Should a Wild card be turned over to start the round, the player to the left of the dealer gets to choose the color and play a card.
Wild Draw Four
A Wild Draw Four card matches every other card as it is a wild. There is one exception to playing the card though. You cannot play a Wild Draw Four card if you have another card in your hand that matches the color of the Discard Pile.
After you play the card the next player in turn order has a choice to make.
First they can accept the card. They will have to draw four cards from the Draw Pile and lose their turn.
Otherwise the player can challenge the play of the card if they think the player played it incorrectly. If you challenge, the player who played the card shows you their hand. What happens next depends on whether they played the card correctly.
If they do not have any cards that match the current color, the challenging player now has to draw six cards instead of four. They will also lose their turn.
If the player played the card incorrectly (they had a card in their hand that matched the current color), the player who played the Wild Draw Four will have to draw the four cards. The challenger will not have to draw any cards.
Should a Wild Draw Four card be turned over to start the round, return the card to the deck and draw another card.
This card is blank at first. You will use a pencil to write any house rule you want on the card. You can write whatever you want, but all of the players have to agree to the rule.
The Wild Customizable Card is a wild so you can play it on any other card.
When you play the card you will take the action that you wrote on the card. The player that played the card also gets to choose the color of the Discard Pile.
If the card is turned up at the beginning of the round, the first player gets to choose the color and then plays a card.
The Wild Customizable Cards are erasable so you can change the rule each time you play the game.
When another player plays a Draw Two or Wild Draw Four card against you, you can play a Super Star card. Instead of having to draw the two/four cards, the player who played the card will have to draw the corresponding number of cards.
The card also acts as a Wild. You can play it on top of any other card. The player that plays it also gets to choose the color of the Discard Pile.
If the card is turned over to start the game, the first player chooses the color and plays a card.
When you only have one card left in your hand, you must yell out “UNO”. This lets the other players know that you are close to winning the game.
Should you not call out UNO and another player catches you before the next player starts their turn, you will have to draw two cards.
End of Round in UNO Super Mario
The round ends when one of the players play the last card from their hand. This player has won the round. If the last played card forces a player to draw cards, they will have to draw these additional cards.
The other players have to give the cards remaining in their hand to the winner of the round. The winner of the round will then score points based on the cards they collect from the other players. Each of the cards are worth the following number of points:
- Number Cards – face value
- Draw Two, Reverse, Skip – 20 points
- Wild, Wild Draw Four, Wild Customizable, Super Star – 50 points
If none of the players have scored 500 points, you will play another round. All of the cards are shuffled, and the next round is played in the same way as the previous round.
Winning UNO Super Mario
The game will end after a round when one of the players’ point total exceeds 500 points. The player that scores the most points wins the game.
Instead of the winner of a round receiving all of the cards left in the other players’ hands, each player will score points for the cards that they were unable to play. Each card will score the same number of points as the normal scoring method.
The game ends when one of the players has scored 500 or more points. The player with the least points wins the game.
Year: 2016 | Publisher: Mattel | Designer: NA | Artist: NA
Genres: Card, Family
Ages: 7+ | Number of Players: 2-10 | Length of Game: 30-45 minutes
Difficulty: Light | Strategy: Light | Luck: Moderate-High
Components: 19 blue number cards, 19 green number cards, 19 red number cards, 19 yellow number cards, 8 Draw Two cards (2 of each color), 8 Reverse cards (2 of each color), 8 Skip cards (2 of each color), 4 Wild cards, 4 Wild Draw Four cards, 2 Super Star cards, 2 Wild Customizable cards, instructions