UNO Mod is a special edition of the classic card game that keeps every familiar UNO rule and adds one new twist: the Mod card. Instead of changing the look or trimming the deck, this version bolts an extra action card onto the standard game, giving a 112-card deck. The Mod card lets you offload a whole colour from your hand onto your opponents in a single turn, which can swing a round quickly. This guide explains what is in the deck, how to set up and play, exactly how the Mod card works, and how scoring and winning are decided.
Quick Facts
| Game | UNO Mod (special edition of UNO) |
| Players | 2–10 |
| Recommended age | 7 and up |
| Deck size | 112 cards (standard 108 + 4 Mod cards) |
| Standout card | The Mod card — hand out one colour to opponents; also acts as a Wild |
| Objective | Be first to play all your cards each round |
| Winning score | First player to reach 500 points |
| Publisher | Mattel |
What Is UNO Mod?
UNO Mod is a themed release of UNO built around a single extra card type called the Mod card. Everything else plays exactly like the core UNO rules: you match cards by colour, number or symbol, you race to empty your hand, and you call “Uno” when you are down to one card. Because the Mod card is simply added to a normal UNO deck, the edition supports the usual 2 to 10 players and is aimed at ages 7 and up.
It is worth knowing that UNO Mod is an older, now hard-to-find edition rather than a current retail staple, so you may come across it second-hand or in a collection. If you do not own a Mod deck, you can recreate the experience by writing the Mod rule onto a few blank or spare cards, since the rest of the game is standard UNO. UNO Mod should not be confused with UNO Minimalista, a separate black-and-white designer edition that plays by ordinary UNO rules with no special card.
What Is in the UNO Mod Deck
The deck is the standard 108-card UNO set plus 4 Mod cards, for 112 cards in total. Each of the four colours — red, yellow, green and blue — contains the same cards as regular UNO, and the Mod cards sit alongside the Wild cards as special, colourless additions.
| Card type | How many | What it does |
|---|---|---|
| Number cards (0–9) | 19 per colour (76 total) | One 0 and two each of 1–9 in every colour. |
| Draw Two | 2 per colour (8 total) | Next player draws two cards and is skipped. |
| Reverse | 2 per colour (8 total) | Reverses the direction of play. |
| Skip | 2 per colour (8 total) | Next player misses their turn. |
| Wild | 4 total | Choose the next colour in play. |
| Wild Draw Four | 4 total | Choose the colour; next player draws four and is skipped. |
| Mod | 4 total | Hand out cards of one colour to opponents; also acts as a Wild. |
Setting Up a Game
Setup is identical to standard UNO. First, decide who deals: each player draws one card from the shuffled deck, and the highest number deals (symbol and action cards count as zero for this draw only). The dealer then shuffles all 112 cards and deals seven cards face-down to each player.
Place the rest of the deck face-down in the middle as the draw pile, then turn the top card over to start the discard pile. If that first card happens to be an action or Wild card, the usual UNO starting-card rules apply. If it is a Mod card, its special action is ignored and the player to the dealer’s left simply chooses the colour that play begins on.
How a Turn Works
On your turn you must play a card that matches the top card of the discard pile by colour, by number, or by symbol. For example, on a blue 5 you may play any blue card, any colour’s 5, or a Wild. If you cannot (or choose not to) match, you draw one card from the draw pile. If that drawn card is playable you may put it down straight away; otherwise your turn ends and play passes on.
- Match by colour — e.g. a red card on a red card.
- Match by number — e.g. a blue 7 on a red 7, which changes the colour without using a Wild.
- Match by symbol — e.g. a Skip on a Skip.
- Play a Wild or Mod card at almost any time to set the colour yourself.
You draw only one card when you cannot play — you do not keep drawing until you find a match. Play normally moves clockwise until a Reverse changes the direction.
The Mod Card: How It Works
The Mod card is what makes this edition different, and it is the card most new players get wrong. It does two jobs at once: it lets you dump a colour out of your hand, and it also works as a Wild.
When you play a Mod card, call out one colour that you hold cards in. Then, starting with the player on your left and moving clockwise, give one card of that colour to each opponent in turn, continuing around the table until you run out of cards of that colour. You do not have to give everyone the same number of cards — if you have three green cards and four opponents, three of them receive a green card and the fourth does not. This is how the Mod card “decreases your hand while increasing your opponents’ hands.”
Because the Mod card is also a Wild, after you have handed out the cards you choose the colour that play continues in, and the direction of play stays the same. A Mod card is worth 50 points if it is left in a loser’s hand at the end of a round, so it is a high-value card you generally want to use rather than hold.
- Name a colour you have in hand before giving anything away.
- Pass one card at a time of that colour, clockwise from your left, until that colour is gone from your hand.
- Then act as a Wild — call the new colour; direction does not change.
- As a starting card, the Mod action is ignored and the player left of the dealer picks the colour.
Key Points
- UNO Mod is standard UNO plus four Mod cards, giving a 112-card deck.
- Playing a Mod card: name a colour, pass one card of it to each opponent clockwise from your left until that colour is gone, then choose the colour in play.
- The Mod card also works as a Wild and is worth 50 points.
- As the opening card, the Mod action is skipped and the player left of the dealer picks the starting colour.
- Scoring, the Uno call, Wild Draw Four challenges and the 500-point target are all the same as classic UNO.
The Other Action Cards
UNO Mod uses the same action cards as standard UNO, so if you know regular UNO these will be familiar. They are your main tools for slowing opponents down and protecting a lead.
- Skip: the next player loses their turn. Useful for stopping a player who is close to winning.
- Reverse: flips the direction of play. In a two-player game it acts as a Skip, so you take another turn.
- Draw Two: the next player draws two cards and is skipped.
Each of these is worth 20 points if held at the end of a round. The UNO Reverse card is especially handy for steering pressure onto the player on the other side of you when the table is working against you.
Wild and Wild Draw Four Cards
A standard Wild card lets you choose the next colour and can be played on your turn regardless of the current colour. The Wild Draw Four does the same but also forces the next player to draw four cards and miss their turn. Under the official rule, you may only play a Wild Draw Four when you have no card in hand matching the current colour of the discard pile.
That restriction creates the bluffing element. If an opponent thinks you played a Wild Draw Four while secretly holding a matching colour, they can challenge you. If you were cheating, you draw the four cards instead. If you were honest, the challenger draws your four cards plus two more as a penalty. For the full breakdown, see our guide to the UNO Wild Draw Four rules. Both Wild cards, like the Mod card, are worth 50 points.
Scoring and Winning
A round ends the moment one player empties their hand. That player scores points equal to the value of all the cards still held by everyone else. Because high-value cards hurt most, it usually pays to play your Wilds, Mod cards and action cards earlier rather than risk being caught holding them. You can see how every value adds up in our overview of UNO card values.
| Card | Point value |
|---|---|
| Number cards (0–9) | Face value |
| Skip, Reverse, Draw Two | 20 each |
| Wild and Wild Draw Four | 50 each |
| Mod | 50 |
Rounds continue until one player’s running total reaches 500 points, and that player wins the match. Some groups prefer the alternative method, where everyone keeps a running total of the points in their own hand each round and, once a player hits 500, the person with the lowest total is the winner.
Saying “Uno” and Penalties
When you play your second-to-last card, leaving you with just one, you must call “Uno” loudly so everyone hears it. If an opponent catches you before the next player takes their turn, you draw two cards as a penalty. If your final card is a Draw Two, Wild Draw Four or a Mod card, the next player still resolves that card’s effect before the round is scored.
Two-Player UNO Mod
UNO Mod works well head-to-head, and a few cards behave differently with only two players. The Reverse acts as a Skip, so playing one lets you take another turn immediately. Skip and Draw Two also return the turn to you after your opponent is skipped, which can let you chain several cards together. The Mod card is still powerful in a duel: every card of the colour you name goes to your single opponent, so you can dump an entire suit on them at once. If you enjoy the two-player format, you may also like our wider guide to card games for two players.
Common Mistakes and House Rules
Most disagreements in UNO Mod come from mixing up house rules with the official ones, so it helps to agree on them before you start.
- Drawing too many cards: you draw only one card when you cannot play, not until you find a match.
- Misplaying the Mod card: you give away every card of the named colour one at a time, not a single card or your whole hand.
- Stacking Draw cards: adding a Draw Two onto a Draw Two to pass the penalty along is a popular house rule, not an official one.
- Jump-in: playing an identical card out of turn is a house rule and is not part of standard play unless everyone agrees first.
If you like experimenting, the site has a full rundown of other UNO gameplay variations you can borrow for your own table.
Sources
Frequently Asked Questions (FAQ)
What makes UNO Mod different from regular UNO?
UNO Mod adds four Mod cards to the standard 108-card deck, making 112 cards. The Mod card lets you give away all your cards of one chosen colour to your opponents and also acts as a Wild. Every other rule is the same as classic UNO.
Exactly how do you play a Mod card?
Name one colour you hold, then hand out one card of that colour to each opponent in turn, starting on your left and going clockwise, until you run out of that colour. After that you choose the colour play continues in, keeping the current direction.
How many points is the Mod card worth?
A Mod card is worth 50 points if it is still in a player’s hand when someone else wins the round, the same value as a Wild or Wild Draw Four.
What happens if a Mod card is turned up as the first card?
Its special give-away action is ignored. The player to the dealer’s left simply chooses the colour the game starts on, and play then proceeds as normal.
Can you still buy UNO Mod?
UNO Mod is an older special edition that is no longer a standard retail product, so it mainly turns up second-hand. You can recreate it by adding home-made Mod cards to a normal UNO deck, since the rest of the game is unchanged.








