UNO: Star Trek
UNO: Star Trek Rulebook
Table of Contents
Table of Contents
Contents
112 cards as follows:
- 19 Blue cards - 0 to 9
- 19 Green cards - 0 to 9
- 19 Red cards - 0 to 9
- 19 Yellow cards - 0 to 9
- 8 Skip cards - 2 each in blue, green, red and yellow
- 8 Reverse cards - 2 each in blue, green, red and yellow
- 8 Draw 2 cards - 2 each in blue, green, red and yellow
- 4 Wild cards
- 4 Wild Draw 4 cards
- 1 Live Long and Prosper™ card
- 1 Mind Meld card
- 1 Beam Me Up, Scotty™ card
- 1 Double Tribble™ card
Dealing and Play
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Each player is dealt 7 cards with the remaining ones placed facedown to form a DRAW pile. The top card of the DRAW pile is turned over to begin a DISCARD pile.
The first player has to match the card in the DISCARD pile either by number, color or word. For example, if the card is a red 7, you must throw down a red card or any color 7. Or, you may throw down any Wild card (or Wild Draw 4 card). If you don't have anything that matches, you must pick a card from the DRAW pile. If you can play what is drawn, great. Otherwise, play moves to the next person.
When you have one card left, you must yell "Space, the final UNO frontier!" Failure to do this means you have to pick FIVE more cards from the DRAW pile. That is, of course, if you get caught by the other players.
Once a player has no cards left, the hand is over. Points are scored (see Scoring section) and you start over again. That's a brief scan of UNO Star Trek!
Catching a Failure to Say "Space, the final UNO frontier!"
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[If] you forget to say, "Space, the final UNO frontier!" before your card touches the DISCARD pile, but you "catch" yourself before any other player catches you, you are safe and are not subject to the 5-card penalty (see A Brief Scan of UNO Star Trek).
You may not catch a player for failure to say, "Space, the final UNO frontier!" until his/her second-to-last card touches the DISCARD pile. So, you may not catch a player for failure to say it after the next player begins his/her turn. "Beginning a turn" is defined as either drawing a card from the DRAW pile or drawing a card from your hand to play.
If the last card played in a hand is a Draw 2 card or Wild Draw 4 card, the next player must draw 2 or 4 cards, depending upon the card played. These cards are counted when points are totaled.
Choosing a Dealer
Every player picks a card. The person who picks the highest number card deals the cards as described above and starts a DISCARD pile. Then, the player to the left of the dealer starts play.
Starting the Discard Pile
The top card of the DRAW pile is turned over to begin a DISCARD pile. If the top card is a Wild Draw 4 Card or a Beam Me Up, Scotty card, return this card to the deck and pick another card. For all other cards, see directions that follow.
Action Cards
Draw 2 Card
When you play this card, the next person to play must draw 2 cards and forfeit his/her turn. If turned up at the beginning of play, the same rule applies. This card may only be played on a matching color or on another Draw 2 card.
Reverse Card
This simply reverses direction of play. Play to the left changes direction to the right, and vice versa. If turned up at the beginning of play, the dealer plays first, and play then goes to the right instead of left. This card may only be played on a matching color or on another Reverse card.
Skip Card
The next person to play after this card has been played loses his/her turn and is "skipped." If turned up at the beginning of play, the player to the left of the dealer is skipped. This card may only be played on a matching color or on another Skip card.
Wild Card
When you play this card, you may call any color to continue play. You may play a Wild card even if you have another playable card in hand. If turned up at the beginning of play, the person to the left of the dealer may choose any color to continue play, including the one presently being played if desired.
Wild Draw 4 Card
This is the best card to have. Not only do you get to call the next color played, but the next player has to pick 4 cards from the DRAW pile and forfeit his/her turn. However, there is a hitch! You can only play this card when you don't have a card in your hand that matches the color of the card previously played. If turned up at the beginning of play, return this card to the deck and pick another card.
Mind Meld Card
This card can be played on any card. After playing this card, you command the next player to show his/her hand to you. If turned up at the beginning of play, return this card to the deck and pick another card.
Live Long and Prosper™ (Wild and New Hand) Card
This card can be played on any card. After playing this card, you must discard your old hand and draw an entirely new hand. You then call any color to continue play, including the one presently being played if desired. NOTE: You can only draw the same number of cards held in your hand after playing this card. If turned up at the beginning of play, return this card to the deck and pick another card.
Beam Me Up, Scotty™ (Wild and Stop) Card
Play this card immediately to stop a Command card that is directed to you. You then call any color and play continues. If turned up at the beginning of play, return this card to the deck and pick another card.
Double Tribble™ Card
This card can be played on any card. After playing this card, you may call any color to continue play, including the color presently being played if desired. The next player must double the number of cards in his/her hand by drawing additional cards and forfeit his/her turn. If turned up at the beginning of play, the same rule applies.
If the last card played in a hand is a Double Tribble Card, the next player must double the number of cards in his/her hand, by drawing additional cards. These cards are counted when points are totaled.
If no one is out of cards by the time the DRAW pile is depleted, reshuffle and continue play.
Scoring
If you are first to get rid of all your cards, you get points for cards left in opponents' hands as follows:
| Card | Points |
|---|---|
| All number cards (0-9) | Face Value |
| Draw 2 | 20 Points |
| Reverse | 20 Points |
| Skip | 20 Points |
| Wild | 50 Points |
| Wild Draw 4 | 50 Points |
| Live Long and Prosper™ | 50 Points |
| Double Tribble™ | 50 Points |
| Beam Me Up, Scotty™ | 50 Points |
| Mind Meld | 50 Points |
The WINNER is the first player to reach 500 points. However, the game may be scored by keeping a running total of the points each player is caught with at the end of each hand. When one player reaches 500 points, the player with the lowest points is the winner.
Additional Rules
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You may choose not to play a playable card from your hand. If so, you must draw a card from the DRAW pile. If playable, the newly drawn card may be immediately played, but you may not play any other card from your hand after the draw.
Any player making a card suggestion to another player must draw 4 cards.
Any player who plays a Wild Draw 4 card illegally (see rules for Wild Draw 4 Card above) and gets caught must first show his/her hand to the player who challenged. If the challenged player is guilty, he/she must draw the 4 cards. If the challenged player is not guilty, the challenger must draw the 4 cards, plus 2 additional cards. Only the person required to draw the 4 cards can make the challenge.
Rules for Two Players
The following special rules apply to two-player UNO Star Trek:
- Playing a Reverse card works like playing a Skip card. By playing the Reverse card, you may immediately play another card.
- By playing a Skip card, you may immediately play another card.