Natural One: a rabbit, a goose in a habit, a mushroom figure, a one-eyed living die, a knight riding a snail and a cat playing cards at a red-draped table

Match · Bluff · Roll with it

How to play Natural One.

Uno at the adventurers’ table. Match colour or number, skip, reverse, bluff a Draw Four and call “One!” before you are caught. House rules on request: doubles, stacking, draw to match, Seven-O and jump-in. Play with bots or invite friends. Natural One is a fan edition of Uno. It is for two to six players, with bots to fill empty seats and is free in your browser: no download, no account.

The rules, briefly

How a round goes

Everyone starts with seven cards. On your turn, play one card that matches the pile by colour, by number or by symbol, or play a wild. If you cannot, or would rather not, draw one card. The first player to empty their hand wins the round.

  • Skip ⊘: the next player misses their turn.
  • Reverse ⇄: play turns around. With two players it works as a Skip.
  • Draw Two +2: the next player draws two and misses their turn.
  • Wild ✦: play it on anything and name the colour.
  • Wild Draw Four +4: name the colour; the next player draws four and misses their turn. It is only honest when you hold no card of the colour in force, and the next player may challenge it.
  • “One!” Call it on your turn before your second-to-last card goes down, or straight after. If someone presses Catch first, you draw two.

Every colour also has its own mark and its own hero, so no card depends on colour alone: red ● the rabbit, yellow ▲ the goose, green ■ the mushroom, blue ◆ the snail knight.

House rules

Off unless the host switches them on when dealing.

  • Doubles: Tap a card and every card of that number or symbol goes down with it, whatever their colours: four 5s is fine. One of them must fit the pile; the one you tapped lands on top. Skips, Reverses and draw cards add up.
  • Stacking: Answer a Draw Two with a Draw Two, or a Wild Draw Four with a Wild Draw Four. The next player takes the lot.
  • Draw to match: When you draw, keep drawing, one press per card, until you turn up a card that can be played.
  • Seven-O: Play a 7 and swap hands with a player of your choice. Play a 0 and every hand moves one seat along.
  • Jump-in: Hold the very same card as the one on the pile? Play it at once, even out of turn. Play carries on from you.

The cards

This edition

  • The first card turned over is always a number, so nobody is skipped before they have played.
  • If you cannot or would rather not play, you draw one card. If that card can be played you may play it at once; otherwise your turn ends.
  • Wild Draw Four may be played at any time, but it is only honest when you hold no card of the colour in force. The next player may challenge: a caught bluffer draws the cards instead, and a wrong challenge costs two more.
  • Call “One!” on your turn before your second-to-last card goes down, or straight after. The Catch button lights up for everyone else until the next player acts; being caught costs two cards. A late call before you are caught still counts, and a wrong catch costs nothing.
  • Cards you are made to draw are drawn one at a time, each on its own press, with the table watching.
  • With two players, Reverse works as a Skip.
  • House rules are the host’s to switch on, and the table is told which are in play. Under Seven-O, a player handed a single card is taken to have called it.
  • Going out on a Draw Two or Wild Draw Four still makes the next player draw, and those cards count toward your points.
  • Points are the cards left in the other hands: numbers at face value, Skip, Reverse and Draw Two 20 each, wilds 50.

A fan edition of Uno (Mattel). Turns last forty-five seconds and answers twenty-five, after which the table draws for you.

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