Know a variant your table plays? Add it to Uno.
Sign in to add a houserulePlaying a 7 obliges the player who played it to trade their whole hand with one opponent of their choice — it is not optional, so a seven is a card you think twice about laying. Nothing else about the card changes, and zeros are unaffected. Mattel publishes the pair together as Seven-O UNO, its house-rules runner-up, where a zero also passes every hand one seat along; this entry takes the seven alone. Someone who has worked down to two cards can be handed a fistful, so whoever is quietly running away with it becomes the obvious target.
scribed by The-Archivist
A player holding a card identical to the top of the discard pile — same colour and same number — may play it the moment it lands, out of turn. Play then continues from them, and everyone in between is skipped. Identical means identical: a matching colour alone or a matching number alone is not enough. Mattel publishes this as Jump-In UNO, the winner of its house-rules contest; the base rules have no out-of-turn play at all. It makes other people's turns worth watching, which the printed game never asks of you.
scribed by The-Archivist
A player facing a Draw Two may answer with a Draw Two of their own rather than drawing. The penalty accumulates and passes along until someone cannot answer, and that player draws the whole total and misses their turn. A player who COULD answer may always decline and draw the running total instead. Wild Draw Fours take no part in it — they are played exactly as printed and neither extend a chain nor start one. Mattel publishes a version of this as Progressive UNO, from its house-rules contest, in which Draw Fours chain among themselves; keeping them out is the stricter reading and the easier one to count. Under the base rules a Draw Two ends the matter outright, which is why most tables are surprised this is not already the rule.
scribed by The-Archivist