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Uno: Cars box art

Uno: Cars

Players

2-10

Time

?-?

Age

7+

Weight

1.2

Rating

5.70

Fit

Teach 2.4

Teaching signal

Replay 3.7

High replayability

Interaction 3.5

Low interaction

Scaling 4.5

Scales well

Strategy 3.3

Light strategy

Control 2.3

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency and low emphasis on cooperation.

Replay value

Uno: Cars has a high variability gameboard, with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. While the strategic depth is not as high, the game offers good player interaction and scales well with different numbers of players. It is relatively easy to learn, making it accessible to a wide range of players. Overall, Uno: Cars has a solid replayability score of 7.38.

Luck profile

Uno: Cars has a moderate level of luck involved in the game. The randomness impact is relatively low, as the game outcome is not predominantly determined by random elements like dice rolls or card draws. However, luck still plays a significant role, as players have limited ability to mitigate the effects of randomness. The overall luck dependence is balanced, with a mix of luck and strategy influencing the game outcome. Overall, Uno: Cars is a game where player decisions and strategy have some influence, but luck still plays a notable role.

Overview

The usual Uno rules - Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color or number to the topmost card on the discard pile. If unable to play, players draw cards from the draw pile until they are able to place a card. Wild and special cards spice things up a bit. Additionally, when playing their penultimate card from their hand, players must shout 'UNO' or face a forfeit of drawing two further cards. WHAT MAKES THIS DIFFERENT FROM TRADITIONAL UNO: Victory Lap Card. When played, each player puts their hand face down on the table and passes it to the next player. Only the player of the victory lap card gets to look at the hand in front of them, which they choose to either keep or pass. If they keep passing, the hands keep getting passed around, until the Victory Lap player selects a hand to keep. Play then continues with all players adopting the new decks they now have in front of them.

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Credits

Designers

1
Merle Robbins

Publishers

1
Mattel, Inc.

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