Contents
The base deck has 560 cards:
- Blue cards 5× 0 · 10× each of 1–9 · 10× each of DRAW 2, REVERSE, SKIP 125
- Green cards 5× 0 · 10× each of 1–9 · 10× each of DRAW 2, REVERSE, SKIP 125
- Red cards 5× 0 · 10× each of 1–9 · 10× each of DRAW 2, REVERSE, SKIP 125
- Yellow cards 5× 0 · 10× each of 1–9 · 10× each of DRAW 2, REVERSE, SKIP 125
- Wild cards 40× WILD · 20× DRAW 4 60
- Total 560
The TMNT deck also includes FROM THE SEWERS cards (see Action Cards).
Goal
Be the first player to run out of cards. The winner gets to sign the card they won on.
Setup
- Deal each player seven cards.
- The remaining cards become the DRAW pile.
- Turn over the top card of the DRAW pile to start the DISCARD pile.
- If that first card is not a number, apply its “Action if First” effect (see Action Cards).
Play
Who starts
In the first round, the player left of the dealer starts. In later rounds, the player who won the previous round starts.
Your turn
You must play a card from your hand that matches the top card of the DISCARD pile by color, number, or symbol. (Symbols mark action cards.)
If you can't play
Draw one card from the DRAW pile. If it can be played, you may play it right away. Otherwise, your turn ends.
- You may take one card from another player. You can do this once per turn.
- If no one is willing to give you a card, or the card you receive is unusable, you must draw from the DRAW pile until you can play.
- Once you start drawing, you can no longer accept a card from another player.
Giving cards
When it is not your turn, you may offer any card to the current player. It does not need to be playable, but trustworthy players get their cards taken more often. You may not give away your last card.
Playing out of turn
If you hold a card that matches the top card of the DISCARD pile in both color and number or symbol, you may play it immediately, even when it is not your turn. Play then continues from you.
If someone is already drawing cards when you could play out of turn, you must ask their permission first. If they agree, they can stop drawing.
Action Cards
Stacking. An action card played onto an identical card is stacked, and the “Stacked” column applies. Only identical cards stack: DRAW 2 on DRAW 2, DRAW 4 on DRAW 4. Different draw cards cannot be mixed.
| Card | Action | Action if First | Action if Stacked |
|---|---|---|---|
| SEVEN | Slap the table! The slowest player draws one card. | Slap the table! The slowest player draws one card. | Slap the table! The slowest player draws one card for every SEVEN played. |
| DRAW 2 | The next player may stack a DRAW 2, or must draw two cards for every DRAW 2 played.The next player draws two cards and loses their turn. | Stack a DRAW 2 or begin the game by drawing two cards.The first player draws two cards and loses their turn. | Add two cards to the count for the next player. When someone draws, the count resets. |
| REVERSE | Reverse direction. | Reverse direction and skip the first player. | Every REVERSE reverses direction, even if it is confusing. |
| SKIP | Skip the next player. | Skip the first player. | Stacked SKIPs only skip one neighboring player. |
| WILD | Pick a color. | Pick a color and play a card. | Pick a color. WILDs can only be played out of turn onto like WILDs. |
| DRAW 4 | Pick a color. The next player may stack a DRAW 4, or must draw four cards for every DRAW 4 played.The next player draws four cards and loses their turn. | Stack a DRAW 4 or begin play by drawing four cards.Return it to the deck, shuffle, and turn over a new card. | Pick a color. Add four cards to the count for the next player. When someone draws, the count resets. |
| FROM THE SEWERS | Pick a color. The next player may stack a FROM THE SEWERS, or must draw cards until their hand holds at least one card of each color, for every FROM THE SEWERS played. They show everyone those cards to confirm. | Stack a FROM THE SEWERS or begin play by drawing cards until you have at least one card of each color. | Pick a color. Add one card of each color to the count for the next player. When someone draws, the count resets. |
Endgame
Calling UNO
When you play your next-to-last card, you must yell “UNO” to show you have only one card left. If you do not, and another player catches you by saying “TE PELLÉ”“UNO”, you draw two cards.
Ending a round
Once a player has no cards left, the round ends and they sign the card they just played.
There is no fixed end to a game. Play as many rounds as you like.