BECKNERWEB · PLAYING GUIDE

Your evening at the table

Return to UNO

Authority and scope

Mattel classic UNO, 2008, product 41940, instruction sheet 41940-0923: publisher’s instructions. The English classic game is the sole rules authority. Its optional house rules and alternate scoring are omitted. There are no customizable cards, stacking, jump-in, seven–zero swaps, or automatic human declarations.

Rules checklist

Explicit implementation interpretations

The following fill gaps in this particular instruction sheet; they are not additional quotations or claims of publisher-specified behavior.

Controls and privacy

Select a highlighted card, then Play selected. Wilds ask for a color before any commitment; Cancel leaves your hand intact. A Draw Four remains selectable when bluffing is possible, with a warning. An ordinary matching card you already held cannot be played after drawing. A playable new card remains highlighted until you play or keep it.

Use Tab to focus controls, Enter or Space to activate, and arrow keys/Home/End to move through the hand. Horizontal scrolling keeps large hands readable on phones. Sort changes presentation only. Scores and recent events expand below your hand.

Pass & play covers each incoming human hand until Show my hand is pressed. Catch buttons are available on the covered screen without exposing a hand. Shared-device privacy protects normal play, not against someone inspecting browser storage or developer tools. Online hands are filtered on the server.

Computer policy and hints

Easy varies ordinary legal plays. Medium favors color balance and shedding action points. Hard adds stronger point shedding and pressure on a next opponent with few cards. These are heuristics, not an unbeatable search. Computers never bluff Draw Four; they may challenge with a disclosed random policy (Hard 1 in 5, others 1 in 10). They declare UNO with their plays and catch missed declarations only after a thinking delay. Local delay is adjustable from 1.2 to 3.5 seconds. Online actions wait at least 1.8 seconds and are driven by the next two-second participant poll. There is no instant AI catch.

AI receives only its own hand, public counts, active color, and public phase. Hint uses that same restricted interface and explains its preference; it does not read opponents’ cards or future draws.

Formats, saves, and online pacing

Quick round ends after one player wins a round and required penalties resolve. Scored match retains points and offers Deal next round until a player reaches 500. Rematch returns online players to readiness in the lobby; local rematch redeals the same seats and format.

Local state saves after every accepted action, including pending decisions and pile order. Resume saved game restores it; shared-device games resume covered. Do not clear browser storage if you want to resume. Local storage is not encrypted. Private online games persist in SQL and use a browser-held seat token: protect the browser profile and do not share that token.

Any connected participant can drive paced computer turns. When nobody is connected, the game pauses until someone returns. A disconnected human retains their seat and their turn; no timeout forces a play or silently installs a computer. Players can wait or start a new room. In an unstarted lobby, another active participant can inherit host authority after the host has been absent for 30 seconds. Rooms expire after 30 days without activity.

Sound starts only after a tap, click, or keypress. Settings remembers volume, motion, animation speed, and local thinking delay. All card art is original CSS and all tones are synthesized locally. There are no remote assets.