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VCMBC Style UNO is a variant of the UNO card game developed by a group of UNO enthusiasts at the Vancouver Chinese Mennonite Brethren Church. It is best known for its extremely fast-paced gameplay and strictly enforced game rules.

HistroyEdit

(Edit me...) A brief history of vcmbc uno.

Game RulesEdit

(Edit me...) Basic rules - the different cards in the game, how to start a game, when is a card playable etc

UNO in a NutshellEdit

A UNO game is played with a deck of 108 UNO cards. The deck is made up of cards with four different colors (red, green, blue, and yellow) and some black "wild" cards.

--> Godfrey is mergin Jay's (or Alan's?) contribution with his own. Do not edit the sections below. <--

Each player is dealt 7 cards with the remaining ones placed face down to form a DRAW pile. The top card of the DRAW pile is turned over by the winner of the previous round to begin a DISCARD pile. The two players beside the winner race to match the card in the DISCARD pile either by number, color or word. For example, if the card is a red 7, the player must throw down a red card or any color 7. Or the player can throw down a Wild Card. If the player doesn't have anything to match, he must pick a card from the DRAW pile. If he can play what is drawn, great. Otherwise play moves to the next person. When you have one card left, you must yell "UNO" (meaning one). Failure to do this results in you having to pick three 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.

Starting a RoundEdit

If an action card is the first one turned up from the DRAW pile, no cards can be played by the two players beside the flipper. Cards can be played only if the card flipped from the draw pile is a number card.

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Action CardsEdit

There are 5 different kinds of action cards (also known as "word cards", "function cards" or "special cards") in a UNO deck. Each of them is associated with a side effect (action) which interrupts the normal flow of the game as it is played. The following is a list of all action cards and their effects.

  • Draw Two - The next player must draw two penalty cards from the draw pile and forfeit his turn.
  • Reverse - Simply reverse the direction of play, i.e. switches from counter clockwise to clockwise or vice versa.
  • Skip - This card causes the next player to play loses his turn and hence the name.
  • Wild - This card can be played on any card. The person who played the card calls one of the four colors, and the next legit play must be that color unless another wild card is being played. A wild card can be played even if the player has another playable card in his hand.
  • Wild Draw Four - This card has the same effect as a "regular" wild card, but the next player will also have to draw four penalty cards from the draw pile and forfeit his turn. As with a wild card, this card can also be played even if the player has another playable card in his hand.


(Edit me...) addition stuff about action cards, such as stacking >1 action cards etc

CuttingEdit

(Edit me...) How to play a cut...

PenaltiesEdit

(Edit me...) draw 3 cards for every invalid action... 5-second rule and courtesy rules are sub-sections of this section

The 5-Second RuleEdit

(Edit me...) must play a card within 5 seconds, why is this rule needed and how to avoid being penalized...

Courtesy RulesEdit

(Edit me...) THE courtesy rule, and other related things such as delaying the start of the 5-second rules when a large amount of penalty cards are being drawn, not penalizing new players etc

Optional RulesEdit

(Edit me...) misc things such as no 2 to 4 when there are too many players

Points SystemEdit

(Edit me...) how to count the points... usually play to 300/500/1000 points... buy ins and magic number are sub-section.

At the end of each round, that is when a player sucessfully played all of his hand cards, the other players count the number of points pertaining to the values of the cards in their hands. Number cards (including the "0" cards) are face value, colored special cards are worth twenty, and wilds are worth fifty. The first person to reach a certain point value (usually 300, 500 or 1000) wins the game.

The Magic NumberEdit

Before the start of each game, a "magic number" must be agreed upon by all players. In any given round, if a player scored exactly that number of points, he receives no points for that round and all other player (including the winner of the round) will receive 50 extra points. In practice, this is rarely achieveable. To reduce the hassle of having all players agreeing to a particular magic number, a "de facto" magic number - 87 - is often used. This appears to be a purely random choice as the origin behind this tradition is unclear.

Buying InEdit

After an UNO game has started, new players can only join the game right before a new round begins. This is called a "buy-in" because the new player will receive the same number of points as the currently losing player (i.e. the player with the most points at that moment) when he joins the game.

StrategiesEdit

(Edit me...) basic strategies such as flipping through the penalty cards to find a card to cut

Difference to the Official UNO RulesEdit

(Edit me...) optional section.. might remove later

Most of the rules of the VCMBC style UNO game is derived from the official UNO rules. However, there are several important differences:

  • Cutting - There is no cutting rules in an official UNO game. The addition of the cutting rules significantly increase the pace of the VCMBC variant, especially in a game with a lot of players.
  • (Edit me...) other differences....
  • (Edit me...) other differences....
  • (Edit me...) other differences....
  • (Edit me...) other differences....
  • (Edit me...) other differences....

Related LinksEdit

(Edit me...) link to official ruels?

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