![]() Unless you have to draw a lot of cards you likely will only have to add a couple points to your score. The good news is based on my experience you usually don’t draw a lot of cards that are worth points. You thought draw four cards were bad? How about having to draw ten cards? The Draw Wild cards have the potential to be really cruel if a player ends up drawing a lot of point cards. The number of cards that a player must draw from one wild card is between one and ten. In addition to be being wilds, these cards force the player who wins them to draw the corresponding number of cards from the draw deck and add them directly to their score pile. Being able to choose any suit is just too powerful. While wilds are really important in UNO, I don’t really think they work well in UNO Hearts. If a player is smart in choosing when to play one of these cards, they are basically guaranteed to avoid winning the trick. The card can be played as any suit not currently in the player’s hand. Basically the Draw Wild cards work like draw four wild cards from normal UNO. The most prevalent new cards are the Draw Wilds. UNO Hearts includes two unique types of cards the Draw Wild and the Switch cards. The only areas where UNO Hearts differs from normal Hearts is the special cards inspired by UNO. At the end of the game the player with the fewest points wins the game. Points are scored for every card won that has a heart on it. Players play cards and the player who plays the highest card in the lead suit wins all of the cards played. For those of you who have never played Hearts before, it is a pretty basic trick taking game. UNO Hearts pretty much plays like Hearts with the addition of some mechanics inspired by UNO. If the game’s title didn’t already make it pretty obvious, UNO Hearts is basically a combination of UNO and Hearts. The player that has scored the fewest points wins the game. If a player has scored more than 60 points at the end of a round, the game ends. The cards on the right are worth 18 points. The cards on the left are worth zero points. The round has ended and these are the cards that one player received from the tricks they won. If no player has scored more than 60 points total, a new round begins. Players keep track of their scores from all of the rounds played. Each player counts the number of heart symbols on their cards to determine their score for the round. Players turn over the cards they won from tricks. Once all thirteen tricks in a round have been played scoring is conducted. When a trick is finished that had a wild draw card played in, the player who wins the trick must draw the corresponding number of cards and add them directly to their pile of cards that they have won. You can only play a wild card as a suit that you don’t have any other cards for though. ![]() If a wild card is made into a heart it is not worth any points to the player who wins the trick. The wild draw card can be used as a heart, yellow, purple or green card. Wild Draw Cards: When a wild draw card is played it counts as the number printed on the card. ![]() The player who wins the trick with this card in it has to draw seven cards to add to their scoring pile. The player can play the wild card as any color that they don’t have a card of in their hand.
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