UNO TRIPLE PLAY



OBJECTIVE OF UNO TRIPLE PLAY: The first player to get rid of their cards wins the game

NUMBER OF PLAYERS: 2 – 6 players

CONTENTS: 112 UNO Triple Play cards, 1 Triple Play unit

TYPE OF GAME: Hand shedding

AUDIENCE: Ages 7 and up


INTRODUCTION OF UNO TRIPLE PLAY

UNO Triple Play is a wild new take on the classic hand shedding game.  Players are working to be the first to get rid of all the cards from their hand.  To do so, they can play their cards to three different discard piles.  As cards are played, the discard trays keep track of how many cards are in the pile.  At some point, the tray becomes overloaded and the player is penalized with a draw.

New action cards also change up the game as players can now discard two cards of the same color, clear the discard tray, and give away the penalty draw to their opponents.

THE CARDS & THE DEAL

The UNO Triple Play deck is composed of 112 cards.  There are four different colors (blue, green, red, and yellow), and in each color are 19 cards ranging from 0 – 9.  There are 8 reverse cards, 8 skip cards, and 8 Disard 2’s in each color.  Finally, there are 4 Wilds, 4 Wild Clears, and 4 Wild Give Aways. 

Place the Triple Play unit in the center of the table and turn it on.  Shuffle the UNO deck and dole out 7 cards to each player.  Place the rest of the pack face down as a stock.  Players will draw from the stock during the game.

From the stock, draw three cards and place them face up in the discard trays of the Triple Play unit, one card in each tray.  Only number cards should be placed in the tray to start.  If non-number cards are drawn, shuffle them back into the deck.

Begin the game by pressing the yellow “Go” button on the unit.

THE PLAY

On each player’s turn, white discard tray lights will be lit up to show which trays are open for play.  The player going may play on any of the eligible trays.  To play a card, it must be the same color or number.  Wild cards can also be played.  When a card is played to the tray, the player must press down on the tray paddle.  The paddle press tells the unit that a card has been added to that tray.  If a player is able to (or wants to) add a card from their hand to a tray, they do so and their turn ends. 

DRAWING

If a player cannot play a card or (does not want to), they may draw one card from the stock.  If that card can be played, the player may do so if they wish.  If the player does not play a card that is drawn, they must still press down on one of the tray paddles to add to the count.

OVERLOADING A TRAY

As cards are added to discard piles, the tray lights will turn from green to yellow and finally to red.  When a tray is red, players know that it is about to be overloaded.  Once a tray becomes overloaded, the unit makes an alarming noise and a number begins flashing in the center of it.  That number is the number of penalty cards that player must draw (unless a Wild Give Away is played).

After drawing, that player presses the yellow “Go” button to reset the trays.

NEW SPECIAL CARDS

Playing the Discard Two card allows the player to follow it with another card of the same color if they wish.  The tray is only pressed once for this.

The Wild Clear card allows the player to reset the tray.  After playing the card, press and hold the tray paddle for three seconds.  The tray will reset, and the light will turn green.

If a Wild Give Away card is played and overloads the tray, the penalty cards are given to the opponents.  The player may choose who gets the cards and how many they get from the penalty.  For example, if the penalty draw is 4 cards, the player could give all 4 to one opponent, or pass them out so more than one opponent gets a card.

WINNING

Play continues with each player working to empty their hand.  The first player to get rid of all their cards is the winner.

Mark Ball
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