Join us for our first UNO Tournament and Family Game Night on Wednesday, February 14th! Doors open at 6:00 with the first game starting at 6:15. Please enter through the cafeteria doors off of Phillips Drive (near where the 1st graders are let out - not the front office door). 


Bring your family and meet other STEM families while competing to be the STEM Lab's UNO tournament champion! Parents and kids can both play - RSVP for anyone that wants to participate.


Not interested in playing UNO but wanting to come? Want something to do if you've been eliminated from the tournament? Bring your own games and play them with your family and friends - old and new! 


Please RSVP for everyone that is interested in playing UNORSVP HERE Uno RSVP

**If you're coming to watch or to play other games, please come but you do not have to include those numbers in the RSVP. 



STEM Lab UNO Tournament 


February 14, 2024


RULES - These will be the official rules in case there are any disputes. In the case that something is not addressed here, the official Mattel rules will be referenced. 

The Deal: The Dealer deals 7 cards to each player. The remaining cards are placed face down in a Draw Pile. The top card is flipped over for a Discard Pile. 

If the card flipped over for the Discard Pile is 

  • an Action card, the Action from that card applies and must be carried out by the first player (the player to the dealer’s left). 
  • If it is a Wild card, the first player to start can choose whatever color to begin play. 
  • If the first card is a Wild Draw Four card – Return it to the Draw Pile, shuffle the deck, and turn over a new card. 

Game Play: The player to the left of the dealer begins and play continues clockwise. (Future rounds will have the person to the left start.)

At each turn you have to match either the number, color or symbol/action. A Wild card or Wild Draw Four can be played on anything. You may only play one card at each turn. If you have no match or choose not to play, the player must draw one card from the Draw pile. If it can be played, play it. If not, the game moves to the next person. (No drawing multiple cards.)

At any time during the game, if the Draw Pile becomes depleted and no one has yet won the round, take the Discard Pile, shuffle it, and turn it over to regenerate a new Draw Pile.

The moment a player has just one card they must yell “UNO!”. If they are caught not saying “Uno” by another player before the next player has taken their turn, that player must draw two new cards as a penalty. Announcing “Uno” needs to be repeated every time you are left with one card. 

Once a player has no cards remaining, the game round is over, points are scored.


Scoring and Winning - 

When the game ends (either by someone going out or time limit), each player counts the number of cards in their hand and records that number. The winner of the Tournament will be the lowest score at the end of the four rounds.

Special Cards

  • Reverse – If going clockwise, switch to counterclockwise or vice versa. It can only be played on a card that matches by color, or on another Reverse card.
  • Skip – When a player places this card, the next player has to skip their turn. It can only be played on a card that matches by color, or on another Skip card. 
  • Draw Two – When a person places this card, the next player will have to pick up two cards and forfeit his/her turn. It can only be played on a card that matches by color, or on another Draw Two.
  • Wild – This card represents all four colors, and can be placed on any card. The player has to state which color it will represent for the next player. It can be played regardless of whether another card is available. 
  • Wild Draw Four – This acts just like the wild card except that the next player also has to draw four cards as well as forfeit his/her turn. With this card, you must have no other alternative cards to play that matches the color of the card previously played. If you play this card illegally, you may be challenged by the other player to show your hand to him/her. If guilty, you need to draw 4 cards. If not, the challenger needs to draw 6 cards instead. If turned up at the beginning of play, return this card to the Draw pile, shuffle, and turn up a new one.